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Update chests to work with snapshot 12w21b. Add ender chests. Improve some comments.

This commit is contained in:
Alejandro Aguilera
2012-05-31 12:04:58 +02:00
parent b53b20a9a8
commit b245bbe8b3
2 changed files with 207 additions and 87 deletions

View File

@@ -321,71 +321,46 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
} }
return final_data; return final_data;
} else if (state-> block == 54) { /* chests */ } else if (state->block == 54) { /* normal chests */
/* the top 2 bits are used to store the type of chest /* Orientation is given by ancilData, pseudo data needed to
* (single or double), the 2 bottom bits are used for * choose from single or double chest and the correct half of
* orientation, look textures.py for more information. */ * 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 unsigned char chest_data = 0, final_data = 0;
* chest facing west */
unsigned char chest_data = 0, air_data = 0, final_data = 0;
/* search for chests */ /* search for chests */
chest_data = check_adjacent_blocks(state, x, y, z, 54); chest_data = check_adjacent_blocks(state, x, y, z, 54);
/* search for air */ if (chest_data == 1) { /* another chest in the upper-left */
air_data = check_adjacent_blocks(state, x, y, z, 0); final_data = final_data | 0x10 | ancilData;
if (chest_data == 1) { /* another chest in the east */ } else if (chest_data == 2) { /* in the bottom-left */
final_data = final_data | 0x8; /* only can face to north or south */ final_data = final_data | 0x8 | ancilData;
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 */ } else if (chest_data == 4) { /*in the bottom-right */
final_data = final_data | 0x4; /* only can face to east or west */ final_data = final_data | 0x8 | ancilData;
if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
final_data = final_data | 0x2; /* facing east */
}
} else if (chest_data == 4) { /*in the west */ } else if (chest_data == 8) { /*in the upper-right */
final_data = final_data | 0x4; final_data = final_data | 0x10 | ancilData;
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) { } else if (chest_data == 0) {
/* Single chest, determine the orientation */ /* Single chest, determine the orientation */
if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */ final_data = ancilData;
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 { } 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 0;
} }
return final_data; return final_data;
} else if ((state->block == 101) || (state->block == 102)) { } else if ((state->block == 101) || (state->block == 102)) {
/* iron bars and glass panes: /* 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! */ * not sure yet! Still a TODO! */
/* return check adjacent blocks with air, bit inverted */ /* return check adjacent blocks with air, bit inverted */
return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f; return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;

View File

@@ -131,7 +131,7 @@ class Textures(object):
# a list of subdirectories to search for a given file, # a list of subdirectories to search for a given file,
# after the obvious '.' # 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] search_zip_paths = [filename,] + [d + '/' + filename for d in search_dirs]
def search_dir(base): def search_dir(base):
"""Search the given base dir for filename, in search_dirs.""" """Search the given base dir for filename, in search_dirs."""
@@ -1610,50 +1610,195 @@ def stairs(self, blockid, data):
return img return img
# normal and locked chest (locked was the one used in april fools' day) # normal, locked (used in april's fool day) and ender chests chests
# uses pseudo-ancildata found in iterate.c @material(blockid=[54,95,130], data=range(30), transparent = True)
@material(blockid=[54,95], data=range(12), solid=True)
def chests(self, blockid, data): def chests(self, blockid, data):
# First two bits of the pseudo data store if it's a single chest # the first 3 bits are the orientation as stored in minecraft,
# or it's a double chest, first half or second half (left to right). # bits 0x8 and 0x10 indicate which half of the double chest is it.
# The last two bits store the orientation.
# 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: 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 return img