From 24c1e0dfd5786cac68b78a67072ba1fe938a17ef Mon Sep 17 00:00:00 2001 From: Alejandro Aguilera Date: Mon, 2 May 2011 00:06:40 +0200 Subject: [PATCH] Add single and double chests with orientation to the textures. Add some comments about textures using pseudo data. --- src/iterate.c | 68 +++++++++++++++++++++++++++++++++++++++++++++++++-- textures.py | 57 ++++++++++++++++++++++++++++++++++++------ 2 files changed, 116 insertions(+), 9 deletions(-) diff --git a/src/iterate.c b/src/iterate.c index 71bd7e3..2c0f1da 100644 --- a/src/iterate.c +++ b/src/iterate.c @@ -207,9 +207,73 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) { if ((above_level_data & 0x08)) { /* draw top right going up redstonewire */ final_data = final_data | 0x10; } - return final_data; + 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. */ + + /* 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; + + /* 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 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 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 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 == 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 */ + + } else { + /* more than one adjacent chests! render as normal chest */ + return 0; + } + + return final_data; + } + return 0; } @@ -329,7 +393,7 @@ chunk_render(PyObject *self, PyObject *args) { PyObject *tmp; unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z); - if ((state.block == 85) || (state.block == 9) || (state.block == 55)) { + if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) ) { ancilData = generate_pseudo_data(&state, ancilData); } diff --git a/textures.py b/textures.py index ee439ea..2564a97 100644 --- a/textures.py +++ b/textures.py @@ -350,7 +350,7 @@ def _build_blockimages(): # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 4, # Gold/iron blocks? Doublestep? TNT from above? # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 - 36, 37, -1, -1, 65, -1, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post + 36, 37, -1, -1, 65, -1, -1, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 -1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches # 80 81 82 83 84 85 86 87 88 89 90 91 @@ -367,7 +367,7 @@ def _build_blockimages(): # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 - 36, 37, -1, -1, 65, -1, 25,101, 98, 24, -1, -1, 86, -1, -1, -1, + 36, 37, -1, -1, 65, -1, -1,101, 98, 24, -1, -1, 86, -1, -1, -1, # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 -1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # 80 81 82 83 84 85 86 87 88 89 90 91 @@ -740,6 +740,48 @@ def generate_special_texture(blockID, data): return (img.convert("RGB"), img.split()[3]) + if blockID == 54: # chests + # First to bits of the pseudo data store if it's a single chest + # or it's a double chest, first half or second half. + # The to last bits store the orientation. + + top = terrain_images[25] + side = terrain_images[26] + + if data & 12 == 0: # single chest + front = terrain_images[27] + back = terrain_images[26] + + elif data & 12 == 4: # double, first half + front = terrain_images[41] + back = terrain_images[57] + + elif data & 12 == 8: # double, second half + front = terrain_images[42] + back = terrain_images[58] + + else: # just in case + front = terrain_images[25] + side = terrain_images[25] + back = terrain_images[25] + + if data & 3 == 0: # facing west + img = _build_full_block(top, None, None, side, front) + + elif data & 3 == 1: # north + img = _build_full_block(top, None, None, front, side) + + elif data & 3 == 2: # east + img = _build_full_block(top, None, None, side, back) + + elif data & 3 == 3: # south + img = _build_full_block(top, None, None, back, side) + + else: + img = _build_full_block(top, None, None, back, side) + + return (img.convert("RGB"), img.split()[3]) + if blockID == 55: # redstone wire @@ -1244,8 +1286,8 @@ def getBiomeData(worlddir, chunkX, chunkY): # please, if possible, keep the ascending order of blockid value) special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51, - 53, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, 76, - 85, 86, 91, 92]) + 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, + 76, 85, 86, 91, 92]) # this is a map of special blockIDs to a list of all # possible values for ancillary data that it might have. @@ -1253,7 +1295,7 @@ special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51, special_map = {} special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings) -special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values. +special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data special_map[17] = range(4) # wood: normal, birch and pine special_map[23] = range(6) # dispensers, orientation special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered @@ -1264,7 +1306,8 @@ special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab special_map[50] = (1,2,3,4,5) # torch, position in the block special_map[51] = range(16) # fire, position in the block (not implemented) special_map[53] = range(4) # wooden stairs, orientation -special_map[55] = range(128) # redstone wire, all the possible combinations +special_map[54] = range(12) # chests, orientation and type (single or double), uses pseudo data +special_map[55] = range(128) # redstone wire, all the possible combinations, uses pseudo data special_map[58] = (0,) # crafting table special_map[59] = range(8) # crops, grow from 0 to 7 special_map[61] = range(6) # furnace, orientation @@ -1276,7 +1319,7 @@ special_map[67] = range(4) # cobblestone stairs, orientation special_map[71] = range(16) # iron door, open/close and orientation special_map[75] = (1,2,3,4,5) # off redstone torch, orientation special_map[76] = (1,2,3,4,5) # on redstone torch, orientation -special_map[85] = range(17) # fences, all the possible combination +special_map[85] = range(17) # fences, all the possible combination, uses pseudo data special_map[86] = range(5) # pumpkin, orientation special_map[91] = range(5) # jack-o-lantern, orientation special_map[92] = range(6) # cake!