diff --git a/textures.py b/textures.py index da6b35e..f19c5c3 100644 --- a/textures.py +++ b/textures.py @@ -279,7 +279,7 @@ def _build_blockimages(): # 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1, # Cloths are left out, sandstone (it has top, side, and bottom wich is ignored here), note block # 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, 6, 6, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above? + -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # 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, 80, -1, 65, 4, 25, -1, 98, 24, 43, -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 @@ -296,7 +296,7 @@ def _build_blockimages(): # 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, -1, -1, # 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, 5, 5, 7, 8, 35, + -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, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, -1, -1, -1, # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 @@ -777,6 +777,30 @@ def generate_special_texture(blockID, data): return (img.convert("RGB"),img.split()[3]) + if blockID in (43,44): # slab and double-slab + + if data == 0: # stone slab + top = terrain_images[6] + side = terrain_images[5] + img = _build_block(top, side, blockID) + return (img.convert("RGB"), img.split()[3]) + + if data == 1: # stone slab + top = terrain_images[176] + side = terrain_images[192] + img = _build_block(top, side, blockID) + return (img.convert("RGB"), img.split()[3]) + + if data == 2: # wooden slab + top = side = terrain_images[4] + img = _build_block(top, side, blockID) + return (img.convert("RGB"), img.split()[3]) + + if data == 3: # cobblestone slab + top = side = terrain_images[16] + img = _build_block(top, side, blockID) + return (img.convert("RGB"), img.split()[3]) + return None def tintTexture(im, c): @@ -854,21 +878,24 @@ def getBiomeData(worlddir, chunkX, chunkY): if biomeFile == currentBiomeFile: return currentBiomeData - currentBiomeFile = biomeFile - f = open(os.path.join(worlddir, "biomes", biomeFile), "rb") rawdata = f.read() f.close() - + + # make sure the file size is correct + if not len(rawdata) == 512 * 512 * 2: + raise Exception("Biome file %s is not valid." % (biomeFile,)) + data = numpy.frombuffer(rawdata, dtype=numpy.dtype(">u2")) + currentBiomeFile = biomeFile currentBiomeData = data return data # This set holds block ids that require special pre-computing. These are typically # things that require ancillary data to render properly (i.e. ladder plus orientation) -special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51]) +special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51,43,44]) # this is a map of special blockIDs to a list of all # possible values for ancillary data that it might have. @@ -887,6 +914,8 @@ special_map[17] = range(4) # wood: normal, birch and pine special_map[23] = range(6) # dispensers special_map[35] = range(16) # wool, colored and white special_map[51] = range(16) # fire +special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-slab +special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab # apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown # what that data represents. For now, assume that the range for data is 0 to 5