0

sdist and install now work

next step is using a custom data dir, and falling back on the package
data dir. Also, fixing --version.
This commit is contained in:
Aaron Griffith
2011-03-29 13:49:50 -04:00
parent 3fa54aff26
commit 42596416d9
38 changed files with 53 additions and 27 deletions

View File

@@ -0,0 +1,127 @@
/*
* This file is part of the Minecraft Overviewer.
*
* Minecraft Overviewer is free software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* Minecraft Overviewer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
*/
#include "overviewer.h"
#include <math.h>
static int
rendermode_spawn_start(void *data, RenderState *state) {
RenderModeSpawn* self;
/* first, chain up */
int ret = rendermode_night.start(data, state);
if (ret != 0)
return ret;
/* now do custom initializations */
self = (RenderModeSpawn *)data;
self->solid_blocks = PyObject_GetAttrString(state->chunk, "solid_blocks");
self->nospawn_blocks = PyObject_GetAttrString(state->chunk, "nospawn_blocks");
self->fluid_blocks = PyObject_GetAttrString(state->chunk, "fluid_blocks");
self->red_color = PyObject_GetAttrString(state->chunk, "red_color");
return 0;
}
static void
rendermode_spawn_finish(void *data, RenderState *state) {
/* first free all *our* stuff */
RenderModeSpawn* self = (RenderModeSpawn *)data;
Py_DECREF(self->solid_blocks);
Py_DECREF(self->nospawn_blocks);
Py_DECREF(self->fluid_blocks);
/* now, chain up */
rendermode_night.finish(data, state);
}
static int
rendermode_spawn_occluded(void *data, RenderState *state) {
/* no special occlusion here */
return rendermode_night.occluded(data, state);
}
static void
rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
/* different versions of self (spawn, lighting) */
RenderModeSpawn* self = (RenderModeSpawn *)data;
RenderModeLighting *lighting = (RenderModeLighting *)self;
int x = state->x, y = state->y, z = state->z;
PyObject *old_black_color = NULL;
/* figure out the appropriate darkness:
this block for transparents, the block above for non-transparent */
float darkness = 0.0;
if (is_transparent(state->block)) {
darkness = get_lighting_coefficient((RenderModeLighting *)self, state, x, y, z, NULL);
} else {
darkness = get_lighting_coefficient((RenderModeLighting *)self, state, x, y, z+1, NULL);
}
/* if it's dark enough... */
if (darkness > 0.8) {
PyObject *block_py = PyInt_FromLong(state->block);
/* make sure it's solid */
if (PySequence_Contains(self->solid_blocks, block_py)) {
int spawnable = 1;
/* not spawnable if its in the nospawn list */
if (PySequence_Contains(self->nospawn_blocks, block_py))
spawnable = 0;
/* check the block above for solid or fluid */
if (spawnable && z != 127) {
PyObject *top_block_py = PyInt_FromLong(getArrayByte3D(state->blocks, x, y, z+1));
if (PySequence_Contains(self->solid_blocks, top_block_py) ||
PySequence_Contains(self->fluid_blocks, top_block_py)) {
spawnable = 0;
}
Py_DECREF(top_block_py);
}
/* if we passed all the checks, replace black_color with red_color */
if (spawnable) {
old_black_color = lighting->black_color;
lighting->black_color = self->red_color;
}
}
Py_DECREF(block_py);
}
/* draw normally */
rendermode_night.draw(data, state, src, mask);
/* reset black_color, if needed */
if (old_black_color != NULL) {
lighting->black_color = old_black_color;
}
}
RenderModeInterface rendermode_spawn = {
"spawn", "draws red where monsters can spawn at night",
sizeof(RenderModeSpawn),
rendermode_spawn_start,
rendermode_spawn_finish,
rendermode_spawn_occluded,
rendermode_spawn_draw,
};