Merge remote branch 'origin/snapshot'
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@@ -321,71 +321,46 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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}
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return final_data;
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} else if (state-> block == 54) { /* chests */
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/* the top 2 bits are used to store the type of chest
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* (single or double), the 2 bottom bits are used for
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* orientation, look textures.py for more information. */
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} else if (state->block == 54) { /* normal chests */
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/* Orientation is given by ancilData, pseudo data needed to
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* choose from single or double chest and the correct half of
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* the chest. */
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/* Add two bits to ancilData to store single or double chest
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* and which half of the chest it is: bit 0x10 = second half
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* bit 0x8 = first half */
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/* if placed alone chests always face west, return 0 to make a
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* chest facing west */
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unsigned char chest_data = 0, air_data = 0, final_data = 0;
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unsigned char chest_data = 0, final_data = 0;
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/* search for chests */
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chest_data = check_adjacent_blocks(state, x, y, z, 54);
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/* search for air */
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air_data = check_adjacent_blocks(state, x, y, z, 0);
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if (chest_data == 1) { /* another chest in the upper-left */
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final_data = final_data | 0x10 | ancilData;
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if (chest_data == 1) { /* another chest in the east */
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final_data = final_data | 0x8; /* only can face to north or south */
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 2) { /* in the bottom-left */
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final_data = final_data | 0x8 | ancilData;
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} else if (chest_data == 2) { /* in the north */
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final_data = final_data | 0x4; /* only can face to east or west */
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if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 4) { /*in the bottom-right */
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final_data = final_data | 0x8 | ancilData;
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} else if (chest_data == 4) { /*in the west */
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final_data = final_data | 0x4;
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 8) { /*in the south */
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final_data = final_data | 0x8;
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if ( !((air_data & 0x4) == 4) ) {
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 8) { /*in the upper-right */
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final_data = final_data | 0x10 | ancilData;
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} else if (chest_data == 0) {
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/* Single chest, determine the orientation */
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if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
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final_data = final_data | 0x1; /* facing north */
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} else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) {
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final_data = final_data | 0x3;
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} else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) {
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final_data = final_data | 0x2;
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} /* else, facing west, value = 0 */
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final_data = ancilData;
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} else {
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/* more than one adjacent chests! render as normal chest */
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/* more than one adjacent chests! That shouldn't be
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* possible! render as normal chest */
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return 0;
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}
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return final_data;
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} else if ((state->block == 101) || (state->block == 102)) {
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/* iron bars and glass panes:
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* they seem to stick to almost everything but air, but
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* they seem to stick to almost everything but air,
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* not sure yet! Still a TODO! */
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/* return check adjacent blocks with air, bit inverted */
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return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
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@@ -158,7 +158,8 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
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/* special half-step handling, stairs handling */
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if (block == 44 || block == 53 || block == 67 || block == 108 || block == 109 || block == 114) {
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if (block == 44 || block == 53 || block == 67 || block == 108 || block == 109 || block == 114 ||
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block == 128 || block == 134 || block == 135 || block == 136) {
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unsigned int upper_block;
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/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
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@@ -167,7 +168,9 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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do {
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upper_counter++;
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upper_block = get_data(state, BLOCKS, x, y + upper_counter, z);
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} while (upper_block == 44 || upper_block == 53 || upper_block == 67 || upper_block == 108 || upper_block == 109 || upper_block == 114);
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} while (upper_block == 44 || upper_block == 53 || upper_block == 67 || upper_block == 108 ||
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upper_block == 109 || upper_block == 114 || upper_block == 128 || upper_block == 134 ||
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upper_block == 135 || upper_block == 136);
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if (is_transparent(upper_block)) {
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skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z);
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} else {
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