0

Implement style fixes

This commit is contained in:
Wunkolo
2019-03-18 12:59:08 -07:00
parent 62dcfab7a0
commit 4b0b50f215
9 changed files with 50 additions and 55 deletions

View File

@@ -259,13 +259,13 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
if (get_data(state, BLOCKS, x, y+1, z) == 78)
return 0x10;
return ancilData;
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* water */
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_flowing_water,block_water}, 2)) { /* water */
data = check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f;
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if (get_data(state, BLOCKS, x, y+1, z) != state->block)
data |= 0x10;
return data;
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_glass,block_ice,block_stained_glass},3)) { /* glass and ice and stained glass*/
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_glass,block_ice,block_stained_glass}, 3)) { /* glass and ice and stained glass*/
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
@@ -277,7 +277,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
}
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
return (data << 4) | (ancilData & 0x0f);
} else if (block_class_is_subset(state->block,block_class_fence,block_class_fence_len)) { /* fences */
} else if (block_class_is_subset(state->block, block_class_fence, block_class_fence_len)) { /* fences */
/* check for fences AND fence gates */
return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, block_fence_gate) |
check_adjacent_blocks(state, x, y, z, block_fence_gate) | check_adjacent_blocks(state, x, y, z, block_birch_fence_gate) | check_adjacent_blocks(state, x, y, z, block_jungle_fence_gate) |
@@ -317,7 +317,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
}
return final_data;
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_chest,block_trapped_chest},2)) {
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_chest,block_trapped_chest}, 2)) {
/* Orientation is given by ancilData, pseudo data needed to
* choose from single or double chest and the correct half of
* the chest. */
@@ -354,7 +354,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
}
return final_data;
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_iron_bars,block_glass_pane,block_stained_glass_pane},3)) {
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_iron_bars,block_glass_pane, block_stained_glass_pane},3)) {
/* iron bars and glass panes:
* they seem to stick to almost everything but air,
* not sure yet! Still a TODO! */
@@ -363,11 +363,11 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
return (data << 4) | (ancilData & 0xf);
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_portal,block_nether_brick_fence},2)) {
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_portal,block_nether_brick_fence}, 2)) {
/* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block);
} else if (block_class_is_subset(state->block,block_class_door,block_class_door_len)) {
} else if (block_class_is_subset(state->block, block_class_door, block_class_door_len)) {
/* use bottom block data format plus one bit for top/down
* block (0x8) and one bit for hinge position (0x10)
*/
@@ -414,7 +414,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
pr = pr * pr * 42317861 + pr * 11;
rotation = 3 & (pr >> 16);
return rotation;
} else if (block_class_is_subset(state->block,block_class_stair,block_class_stair_len)) { /* stairs */
} else if (block_class_is_subset(state->block, block_class_stair, block_class_stair_len)) { /* stairs */
/* 4 ancillary bits will be added to indicate which quarters of the block contain the
* upper step. Regular stairs will have 2 bits set & corner stairs will have 1 or 3.
* Southwest quarter is part of the upper step - 0x40
@@ -471,10 +471,10 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
/* get block & data for neighbors in this order: east, north, west, south */
/* so we can rotate things easily */
stairs[0] = stairs[4] = block_class_is_subset(get_data(state, BLOCKS, x+1, y, z),block_class_stair,block_class_stair_len);
stairs[1] = stairs[5] = block_class_is_subset(get_data(state, BLOCKS, x, y, z-1),block_class_stair,block_class_stair_len);
stairs[2] = stairs[6] = block_class_is_subset(get_data(state, BLOCKS, x-1, y, z),block_class_stair,block_class_stair_len);
stairs[3] = stairs[7] = block_class_is_subset(get_data(state, BLOCKS, x, y, z+1),block_class_stair,block_class_stair_len);
stairs[0] = stairs[4] = block_class_is_subset(get_data(state, BLOCKS, x+1, y, z), block_class_stair, block_class_stair_len);
stairs[1] = stairs[5] = block_class_is_subset(get_data(state, BLOCKS, x, y, z-1), block_class_stair, block_class_stair_len);
stairs[2] = stairs[6] = block_class_is_subset(get_data(state, BLOCKS, x-1, y, z), block_class_stair, block_class_stair_len);
stairs[3] = stairs[7] = block_class_is_subset(get_data(state, BLOCKS, x, y, z+1), block_class_stair, block_class_stair_len);
neigh[0] = neigh[4] = FIX_ROT(get_data(state, DATA, x+1, y, z));
neigh[1] = neigh[5] = FIX_ROT(get_data(state, DATA, x, y, z-1));
neigh[2] = neigh[6] = FIX_ROT(get_data(state, DATA, x-1, y, z));
@@ -670,7 +670,7 @@ chunk_render(PyObject *self, PyObject *args) {
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes,
* trapped chests, stairs */
if (block_class_is_subset(state.block,block_class_ancil,block_class_ancil_len)) {
if (block_class_is_subset(state.block, block_class_ancil, block_class_ancil_len)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {