diff --git a/overviewer_core/src/iterate.c b/overviewer_core/src/iterate.c index bbc9446..f4f9a48 100644 --- a/overviewer_core/src/iterate.c +++ b/overviewer_core/src/iterate.c @@ -321,71 +321,46 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) { } return final_data; - } else if (state-> block == 54) { /* chests */ - /* the top 2 bits are used to store the type of chest - * (single or double), the 2 bottom bits are used for - * orientation, look textures.py for more information. */ + } else if (state->block == 54) { /* normal chests */ + /* Orientation is given by ancilData, pseudo data needed to + * choose from single or double chest and the correct half of + * the chest. */ + + /* Add two bits to ancilData to store single or double chest + * and which half of the chest it is: bit 0x10 = second half + * bit 0x8 = first half */ - /* if placed alone chests always face west, return 0 to make a - * chest facing west */ - unsigned char chest_data = 0, air_data = 0, final_data = 0; + unsigned char chest_data = 0, final_data = 0; /* search for chests */ chest_data = check_adjacent_blocks(state, x, y, z, 54); - /* search for air */ - air_data = check_adjacent_blocks(state, x, y, z, 0); + if (chest_data == 1) { /* another chest in the upper-left */ + final_data = final_data | 0x10 | ancilData; - if (chest_data == 1) { /* another chest in the east */ - final_data = final_data | 0x8; /* only can face to north or south */ - if ( (air_data & 0x2) == 2 ) { - final_data = final_data | 0x1; /* facing north */ - } else { - final_data = final_data | 0x3; /* facing south */ - } + } else if (chest_data == 2) { /* in the bottom-left */ + final_data = final_data | 0x8 | ancilData; - } else if (chest_data == 2) { /* in the north */ - final_data = final_data | 0x4; /* only can face to east or west */ - if ( !((air_data & 0x4) == 4) ) { /* 0 = west */ - final_data = final_data | 0x2; /* facing east */ - } + } else if (chest_data == 4) { /*in the bottom-right */ + final_data = final_data | 0x8 | ancilData; - } else if (chest_data == 4) { /*in the west */ - final_data = final_data | 0x4; - if ( (air_data & 0x2) == 2 ) { - final_data = final_data | 0x1; /* facing north */ - } else { - final_data = final_data | 0x3; /* facing south */ - } - - } else if (chest_data == 8) { /*in the south */ - final_data = final_data | 0x8; - if ( !((air_data & 0x4) == 4) ) { - final_data = final_data | 0x2; /* facing east */ - } + } else if (chest_data == 8) { /*in the upper-right */ + final_data = final_data | 0x10 | ancilData; } else if (chest_data == 0) { /* Single chest, determine the orientation */ - if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */ - final_data = final_data | 0x1; /* facing north */ - - } else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) { - final_data = final_data | 0x3; - - } else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) { - final_data = final_data | 0x2; - } /* else, facing west, value = 0 */ + final_data = ancilData; } else { - /* more than one adjacent chests! render as normal chest */ + /* more than one adjacent chests! That shouldn't be + * possible! render as normal chest */ return 0; } - return final_data; } else if ((state->block == 101) || (state->block == 102)) { /* iron bars and glass panes: - * they seem to stick to almost everything but air, but + * they seem to stick to almost everything but air, * not sure yet! Still a TODO! */ /* return check adjacent blocks with air, bit inverted */ return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f; diff --git a/overviewer_core/textures.py b/overviewer_core/textures.py index c150101..f388c49 100644 --- a/overviewer_core/textures.py +++ b/overviewer_core/textures.py @@ -131,7 +131,7 @@ class Textures(object): # a list of subdirectories to search for a given file, # after the obvious '.' - search_dirs = ['anim', 'misc', 'environment'] + search_dirs = ['anim', 'misc', 'environment', 'item'] search_zip_paths = [filename,] + [d + '/' + filename for d in search_dirs] def search_dir(base): """Search the given base dir for filename, in search_dirs.""" @@ -1610,50 +1610,195 @@ def stairs(self, blockid, data): return img -# normal and locked chest (locked was the one used in april fools' day) -# uses pseudo-ancildata found in iterate.c -@material(blockid=[54,95], data=range(12), solid=True) +# normal, locked (used in april's fool day) and ender chests chests +@material(blockid=[54,95,130], data=range(30), transparent = True) def chests(self, blockid, data): - # First two bits of the pseudo data store if it's a single chest - # or it's a double chest, first half or second half (left to right). - # The last two bits store the orientation. + # the first 3 bits are the orientation as stored in minecraft, + # bits 0x8 and 0x10 indicate which half of the double chest is it. - # No need for rotation stuff, uses pseudo data and rotates with the map + # first, do the rotation if needed + orientation_data = data & 7 + if self.rotation == 1: + if orientation_data == 2: data = 5 | (data & 24) + elif orientation_data == 3: data = 4 | (data & 24) + elif orientation_data == 4: data = 2 | (data & 24) + elif orientation_data == 5: data = 3 | (data & 24) + elif self.rotation == 2: + if orientation_data == 2: data = 3 | (data & 24) + elif orientation_data == 3: data = 2 | (data & 24) + elif orientation_data == 4: data = 5 | (data & 24) + elif orientation_data == 5: data = 4 | (data & 24) + elif self.rotation == 3: + if orientation_data == 2: data = 4 | (data & 24) + elif orientation_data == 3: data = 5 | (data & 24) + elif orientation_data == 4: data = 3 | (data & 24) + elif orientation_data == 5: data = 2 | (data & 24) + + if blockid in (95,130) and not data in [2,3,4,5]: return None + # iterate.c will only return the ancil data (without pseudo + # ancil data) for locked and ender chests, so only + # ancilData = 2,3,4,5 are used for this blockids + + if data & 24 == 0: + if blockid == 130: t = self.load_image("enderchest.png") + else: t = self.load_image("chest.png") + t.save("textura.png") + # the textures is no longer in terrain.png, get it from + # item/chest.png and get by cropping all the needed stuff + if t.size != (64,64): t = t.resize((64,64), Image.ANTIALIAS) + # top + top = t.crop((14,0,28,14)) + top.load() # every crop need a load, crop is a lazy operation + # see PIL manual + img = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(img,top,(1,1)) + top = img + # front + front_top = t.crop((14,14,28,19)) + front_top.load() + front_bottom = t.crop((14,34,28,43)) + front_bottom.load() + front_lock = t.crop((1,0,3,4)) + front_lock.load() + front = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(front,front_top, (1,1)) + alpha_over(front,front_bottom, (1,6)) + alpha_over(front,front_lock, (7,3)) + # left side + # left side, right side, and back are esentially the same for + # the default texture, we take it anyway just in case other + # textures make use of it. + side_l_top = t.crop((0,14,14,19)) + side_l_top.load() + side_l_bottom = t.crop((0,34,14,43)) + side_l_bottom.load() + side_l = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(side_l,side_l_top, (1,1)) + alpha_over(side_l,side_l_bottom, (1,6)) + # right side + side_r_top = t.crop((28,14,43,20)) + side_r_top.load() + side_r_bottom = t.crop((28,33,42,43)) + side_r_bottom.load() + side_r = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(side_r,side_l_top, (1,1)) + alpha_over(side_r,side_l_bottom, (1,6)) + # back + back_top = t.crop((42,14,56,18)) + back_top.load() + back_bottom = t.crop((42,33,56,43)) + back_bottom.load() + back = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(back,side_l_top, (1,1)) + alpha_over(back,side_l_bottom, (1,6)) - top = self.terrain_images[25] - side = self.terrain_images[26] - - if data & 12 == 0: # single chest - front = self.terrain_images[27] - back = self.terrain_images[26] - - elif data & 12 == 4: # double, first half - front = self.terrain_images[41] - back = self.terrain_images[57] - - elif data & 12 == 8: # double, second half - front = self.terrain_images[42] - back = self.terrain_images[58] - - else: # just in case - front = self.terrain_images[25] - side = self.terrain_images[25] - back = self.terrain_images[25] - - if data & 3 == 0: # facing west - img = self.build_full_block(top, None, None, side, front) - - elif data & 3 == 1: # north - img = self.build_full_block(top, None, None, front, side) - - elif data & 3 == 2: # east - img = self.build_full_block(top, None, None, side, back) - - elif data & 3 == 3: # south - img = self.build_full_block(top, None, None, back, side) - else: - img = self.build_full_block(top, None, None, back, side) + # large chest + # the textures is no longer in terrain.png, get it from + # item/chest.png and get all the needed stuff + t = self.load_image("largechest.png") + if t.size != (128,64): t = t.resize((128,64), Image.ANTIALIAS) + # top + top = t.crop((14,0,44,14)) + top.load() + img = Image.new("RGBA", (32,16), self.bgcolor) + alpha_over(img,top,(1,1)) + top = img + # front + front_top = t.crop((14,14,44,18)) + front_top.load() + front_bottom = t.crop((14,33,44,43)) + front_bottom.load() + front_lock = t.crop((1,0,3,5)) + front_lock.load() + front = Image.new("RGBA", (32,16), self.bgcolor) + alpha_over(front,front_top,(1,1)) + alpha_over(front,front_bottom,(1,5)) + alpha_over(front,front_lock,(15,3)) + # left side + side_l_top = t.crop((0,14,14,18)) + side_l_top.load() + side_l_bottom = t.crop((0,33,14,43)) + side_l_bottom.load() + side_l = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(side_l,side_l_top, (1,1)) + alpha_over(side_l,side_l_bottom,(1,5)) + # right side + side_r_top = t.crop((44,14,58,18)) + side_r_top.load() + side_r_bottom = t.crop((44,33,58,43)) + side_r_bottom.load() + side_r = Image.new("RGBA", (16,16), self.bgcolor) + alpha_over(side_r,side_r_top, (1,1)) + alpha_over(side_r,side_r_bottom,(1,5)) + # back + back_top = t.crop((58,14,88,18)) + back_top.load() + back_bottom = t.crop((58,33,88,43)) + back_bottom.load() + back = Image.new("RGBA", (32,16), self.bgcolor) + alpha_over(back,back_top,(1,1)) + alpha_over(back,back_bottom,(1,5)) + + + if data & 24 == 8: # double chest, first half + top = top.crop((0,0,16,16)) + top.load() + front = front.crop((0,0,16,16)) + front.load() + back = back.crop((0,0,16,16)) + back.load() + #~ side = side_l + + elif data & 24 == 16: # double, second half + top = top.crop((16,0,32,16)) + top.load() + front = front.crop((16,0,32,16)) + front.load() + back = back.crop((16,0,32,16)) + back.load() + #~ side = side_r + + else: # just in case + return None + + # compose the final block + img = Image.new("RGBA", (24,24), self.bgcolor) + if data & 7 == 2: # north + side = self.transform_image_side(side_r) + alpha_over(img, side, (1,7)) + back = self.transform_image_side(back) + alpha_over(img, back.transpose(Image.FLIP_LEFT_RIGHT), (11,7)) + front = self.transform_image_side(front) + top = self.transform_image_top(top.rotate(180)) + alpha_over(img, top, (0,2)) + + elif data & 7 == 3: # south + side = self.transform_image_side(side_l) + alpha_over(img, side, (1,7)) + front = self.transform_image_side(front).transpose(Image.FLIP_LEFT_RIGHT) + top = self.transform_image_top(top.rotate(180)) + alpha_over(img, top, (0,2)) + alpha_over(img, front,(11,7)) + + elif data & 7 == 4: # west + side = self.transform_image_side(side_r) + alpha_over(img, side.transpose(Image.FLIP_LEFT_RIGHT), (11,7)) + front = self.transform_image_side(front) + alpha_over(img, front,(1,7)) + top = self.transform_image_top(top.rotate(270)) + alpha_over(img, top, (0,2)) + + elif data & 7 == 5: # east + back = self.transform_image_side(back) + side = self.transform_image_side(side_l).transpose(Image.FLIP_LEFT_RIGHT) + alpha_over(img, side, (11,7)) + alpha_over(img, back, (1,7)) + top = self.transform_image_top(top.rotate(270)) + alpha_over(img, top, (0,2)) + + else: # just in case + img = None return img