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Merge pull request #357 from Fenixin/new-blocks

Portals, beds, repeaters and TNT.
This commit is contained in:
Andrew Chin
2011-05-08 09:03:12 -07:00
5 changed files with 232 additions and 21 deletions

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@@ -114,9 +114,9 @@ def get_tileentity_data(level):
return data return data
# This set holds blocks ids that can be seen through, for occlusion calculations # This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 27, 28, 37, 38, 39, 40, 44, 50, transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 37, 38, 39, 40, 44,
51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69, 70,
72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 92]) 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92])
# This set holds block ids that are solid blocks # This set holds block ids that are solid blocks
solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,

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@@ -276,6 +276,8 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
return final_data; return final_data;
} else if (state->block == 90) {
return check_adjacent_blocks(state, x, y, z, state->block);
} }
@@ -398,7 +400,7 @@ chunk_render(PyObject *self, PyObject *args) {
PyObject *tmp; PyObject *tmp;
unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z); unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2)) { if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
ancilData = generate_pseudo_data(&state, ancilData); ancilData = generate_pseudo_data(&state, ancilData);
} }

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@@ -177,7 +177,7 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
int increment=0; int increment=0;
if (state->block == 44) // half-step if (state->block == 44) // half-step
increment=6; increment=6;
else if (state->block == 78) // snow else if ((state->block == 78) || (state->block == 93) || (state->block == 94)) // snow, redstone repeaters (on and off)
increment=9; increment=9;
if ((state->x == 15) && (state->up_right_blocks != Py_None)) { if ((state->x == 15) && (state->up_right_blocks != Py_None)) {

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@@ -273,9 +273,37 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
side3 is in the -x (bottom left, north) side3 is in the -x (bottom left, north)
side4 is in the +y (bottom right, west) side4 is in the +y (bottom right, west)
A non transparent block uses top, side 3 and side 4 A non transparent block uses top, side 3 and side 4.
If top is a tuple then first member is the top image and the second
member is an increment (integer) from 0 to 12. This increment will
used to crop the side images to look like a block and to paste all
the images increment pixels lower. Using increment = 6 will create
a half-block.
NOTE: this method uses the top of the texture image (as done in
minecraft with beds)
""" """
increment = 0
if isinstance(top, tuple):
increment = top[1]
crop_height = int(increment * 16./12.)
top = top[0]
if side1 != None:
side1 = side1.copy()
ImageDraw.Draw(side1).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side2 != None:
side2 = side2.copy()
ImageDraw.Draw(side2).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side3 != None:
side3 = side3.copy()
ImageDraw.Draw(side3).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side4 != None:
side4 = side4.copy()
ImageDraw.Draw(side4).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
img = Image.new("RGBA", (24,24), (38,92,255,0)) img = Image.new("RGBA", (24,24), (38,92,255,0))
# first back sides # first back sides
@@ -288,7 +316,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
side1 = ImageEnhance.Brightness(side1).enhance(0.9) side1 = ImageEnhance.Brightness(side1).enhance(0.9)
side1.putalpha(sidealpha) side1.putalpha(sidealpha)
composite.alpha_over(img, side1, (0,0), side1) composite.alpha_over(img, side1, (0,0 + increment), side1)
if side2 != None : if side2 != None :
@@ -299,7 +327,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
side2 = ImageEnhance.Brightness(side2).enhance(0.8) side2 = ImageEnhance.Brightness(side2).enhance(0.8)
side2.putalpha(sidealpha2) side2.putalpha(sidealpha2)
composite.alpha_over(img, side2, (12,0), side2) composite.alpha_over(img, side2, (12,0 + increment), side2)
if bottom != None : if bottom != None :
bottom = transform_image(bottom, blockID) bottom = transform_image(bottom, blockID)
@@ -314,7 +342,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
side3 = ImageEnhance.Brightness(side3).enhance(0.9) side3 = ImageEnhance.Brightness(side3).enhance(0.9)
side3.putalpha(sidealpha) side3.putalpha(sidealpha)
composite.alpha_over(img, side3, (0,6), side3) composite.alpha_over(img, side3, (0,6 + increment), side3)
if side4 != None : if side4 != None :
side4 = transform_image_side(side4, blockID) side4 = transform_image_side(side4, blockID)
@@ -325,11 +353,11 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
side4 = ImageEnhance.Brightness(side4).enhance(0.8) side4 = ImageEnhance.Brightness(side4).enhance(0.8)
side4.putalpha(sidealpha) side4.putalpha(sidealpha)
composite.alpha_over(img, side4, (12,6), side4) composite.alpha_over(img, side4, (12,6 + increment), side4)
if top != None : if top != None :
top = transform_image(top, blockID) top = transform_image(top, blockID)
composite.alpha_over(img, top, (0,0), top) composite.alpha_over(img, top, (0, increment), top)
return img return img
@@ -346,13 +374,13 @@ def _build_blockimages():
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 # 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33, topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 # 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 34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 # 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, -1, -1, 7, 8, 4, # Gold/iron blocks? Doublestep? TNT from above? -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post 36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches -1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
# 80 81 82 83 84 85 86 87 88 89 90 91 # 80 81 82 83 84 85 86 87 88 89 90 91
66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay? 66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
] ]
@@ -516,6 +544,52 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3]) return (img.convert("RGB"), img.split()[3])
if blockID == 26: # bed
increment = 5
left_face = None
right_face = None
if data & 0x8 == 0x8: # head of the bed
top = terrain_images[135]
if data & 0x00 == 0x00: # head pointing to West
top = top.copy().rotate(270)
left_face = terrain_images[151]
right_face = terrain_images[152]
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = terrain_images[152]
right_face = terrain_images[151]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
right_face = None
if data & 0x03 == 0x03: # South
right_face = None
right_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
else: # foot of the bed
top = terrain_images[134]
if data & 0x00 == 0x00: # head pointing to West
top = top.rotate(270)
left_face = terrain_images[150]
right_face = None
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = None
right_face = terrain_images[150]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
right_face = terrain_images[149].transpose(Image.FLIP_LEFT_RIGHT)
if data & 0x03 == 0x03: # South
left_face = terrain_images[149]
right_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
top = (top, increment)
img = _build_full_block(top, None, None, left_face, right_face)
return (img.convert("RGB"), img.split()[3])
if blockID == 35: # wool if blockID == 35: # wool
if data == 0: # white if data == 0: # white
top = side = terrain_images[64] top = side = terrain_images[64]
@@ -1186,6 +1260,22 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3]) return (img.convert("RGB"), img.split()[3])
if blockID == 90: # portal
portaltexture = _load_image("portal.png")
img = Image.new("RGBA", (24,24), (38,92,255,0))
side = transform_image_side(portaltexture)
otherside = side.transpose(Image.FLIP_TOP_BOTTOM)
if data in (1,4):
composite.alpha_over(img, side, (5,4), side)
if data in (2,8):
composite.alpha_over(img, otherside, (5,4), otherside)
return (img.convert("RGB"), img.split()[3])
if blockID == 92: # cake! (without bites, at the moment) if blockID == 92: # cake! (without bites, at the moment)
top = terrain_images[121] top = terrain_images[121]
@@ -1206,10 +1296,125 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, side, (2,12), side) composite.alpha_over(img, side, (2,12), side)
composite.alpha_over(img, otherside, (10,12), otherside) composite.alpha_over(img, otherside, (10,12), otherside)
composite.alpha_over(img, top, (0,8), top) composite.alpha_over(img, top, (0,8), top)
return (img.convert("RGB"), img.split()[3])
if blockID in (93, 94): # redstone repeaters, ON and OFF
# NOTE: this function uses the redstone torches generated above,
# this must run after the function of the torches.
top = terrain_images[131] if blockID == 93 else terrain_images[147]
side = terrain_images[5]
increment = 9
#~ composite.alpha_over(img, side, (2,6), side) if (data & 0x3) == 0: # pointing east
#~ composite.alpha_over(img, otherside, (10,6), otherside) pass
#~ composite.alpha_over(img, top, (0,2), top)
if (data & 0x3) == 1: # pointing south
top = top.rotate(270)
if (data & 0x3) == 2: # pointing west
top = top.rotate(180)
if (data & 0x3) == 3: # pointing north
top = top.rotate(90)
img = _build_full_block( (top, increment), None, None, side, side)
# paste redstone torches everywhere!
t = specialblockmap[(75,5)] if blockID == 93 else specialblockmap[(76,5)]
torch = t[0].copy() # textures are stored as tuples (RGB,A)
torch.putalpha(t[1])
# the torch is too tall for the repeater, crop the bottom.
ImageDraw.Draw(torch).rectangle((0,16,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
# touch up the 3d effect with big rectangles, just in case, for other texture packs
ImageDraw.Draw(torch).rectangle((0,24,10,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(torch).rectangle((12,15,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
# torch positions for every redstone torch orientation.
#
# This is a horrible list of torch orientations. I tried to
# obtain these orientations by rotating the positions for one
# orientation, but pixel rounding is horrible and messes the
# torches.
if (data & 0x3) == 0: # pointing east
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (-3,-1)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (2,2)
static_torch = (-3,-1)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (3,2)
static_torch = (-3,-1)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (4,3)
static_torch = (-3,-1)
elif (data & 0x3) == 1: # pointing south
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (5,-1)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (2,0)
static_torch = (5,-1)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (3,0)
static_torch = (5,-1)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (4,-1)
static_torch = (5,-1)
elif (data & 0x3) == 2: # pointing west
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (5,3)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (0,0)
static_torch = (5,3)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (-1,0)
static_torch = (5,3)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (-2,-1)
static_torch = (5,3)
elif (data & 0x3) == 3: # pointing north
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (-3,3)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (2,0)
static_torch = (-3,3)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (3,0)
static_torch = (-3,3)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (4,-1)
static_torch = (-3,3)
# this paste order it's ok for east and south orientation
# but it's wrong for north and west orientations. But using the
# default texture pack the torches are small enough to no overlap.
composite.alpha_over(img, torch, static_torch, torch)
composite.alpha_over(img, torch, moving_torch, torch)
return (img.convert("RGB"), img.split()[3]) return (img.convert("RGB"), img.split()[3])
@@ -1290,9 +1495,9 @@ def getBiomeData(worlddir, chunkX, chunkY):
# (when adding new blocks here and in generate_special_textures, # (when adding new blocks here and in generate_special_textures,
# please, if possible, keep the ascending order of blockid value) # please, if possible, keep the ascending order of blockid value)
special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51, special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, 51, 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71,
76, 85, 86, 91, 92]) 75, 76, 85, 86, 90, 91, 92, 93, 94])
# this is a map of special blockIDs to a list of all # this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have. # possible values for ancillary data that it might have.
@@ -1302,6 +1507,7 @@ special_map = {}
special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings) special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data
special_map[17] = range(4) # wood: normal, birch and pine special_map[17] = range(4) # wood: normal, birch and pine
special_map[26] = range(12) # bed, orientation
special_map[23] = range(6) # dispensers, orientation special_map[23] = range(6) # dispensers, orientation
special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
special_map[28] = range(6) # detector rail, orientation/slope special_map[28] = range(6) # detector rail, orientation/slope
@@ -1326,8 +1532,11 @@ special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
special_map[76] = (1,2,3,4,5) # on redstone torch, orientation special_map[76] = (1,2,3,4,5) # on redstone torch, orientation
special_map[85] = range(17) # fences, all the possible combination, uses pseudo data special_map[85] = range(17) # fences, all the possible combination, uses pseudo data
special_map[86] = range(5) # pumpkin, orientation special_map[86] = range(5) # pumpkin, orientation
special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data
special_map[91] = range(5) # jack-o-lantern, orientation special_map[91] = range(5) # jack-o-lantern, orientation
special_map[92] = range(6) # cake! special_map[92] = range(6) # cake!
special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented)
special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented)
# grass and leaves are graysacle in terrain.png # grass and leaves are graysacle in terrain.png
# we treat them as special so we can manually tint them # we treat them as special so we can manually tint them

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