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Minecraft-Overviewer/overviewer_core/src/iterate.c
2012-01-06 20:23:15 -05:00

571 lines
20 KiB
C

/*
* This file is part of the Minecraft Overviewer.
*
* Minecraft Overviewer is free software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* Minecraft Overviewer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
*/
#include "overviewer.h"
static PyObject *textures = NULL;
static PyObject *support = NULL;
unsigned int max_blockid = 0;
unsigned int max_data = 0;
unsigned char *block_properties = NULL;
static PyObject *known_blocks = NULL;
static PyObject *transparent_blocks = NULL;
static PyObject *solid_blocks = NULL;
static PyObject *fluid_blocks = NULL;
static PyObject *nospawn_blocks = NULL;
PyObject *init_chunk_render(void) {
PyObject *tmp = NULL;
unsigned int i;
/* this function only needs to be called once, anything more should be
* ignored */
if (textures) {
Py_RETURN_NONE;
}
textures = PyImport_ImportModule("overviewer_core.textures");
/* ensure none of these pointers are NULL */
if ((!textures)) {
return NULL;
}
support = PyImport_ImportModule("overviewer_core.rendermodes");
if (!support) {
return NULL;
}
tmp = PyObject_GetAttrString(textures, "max_blockid");
if (!tmp)
return NULL;
max_blockid = PyInt_AsLong(tmp);
Py_DECREF(tmp);
tmp = PyObject_GetAttrString(textures, "max_data");
if (!tmp)
return NULL;
max_data = PyInt_AsLong(tmp);
Py_DECREF(tmp);
/* assemble the property table */
known_blocks = PyObject_GetAttrString(textures, "known_blocks");
if (!known_blocks)
return NULL;
transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
if (!transparent_blocks)
return NULL;
solid_blocks = PyObject_GetAttrString(textures, "solid_blocks");
if (!solid_blocks)
return NULL;
fluid_blocks = PyObject_GetAttrString(textures, "fluid_blocks");
if (!fluid_blocks)
return NULL;
nospawn_blocks = PyObject_GetAttrString(textures, "nospawn_blocks");
if (!nospawn_blocks)
return NULL;
block_properties = calloc(max_blockid, sizeof(unsigned char));
for (i = 0; i < max_blockid; i++) {
PyObject *block = PyInt_FromLong(i);
if (PySequence_Contains(known_blocks, block))
block_properties[i] |= 1 << KNOWN;
if (PySequence_Contains(transparent_blocks, block))
block_properties[i] |= 1 << TRANSPARENT;
if (PySequence_Contains(solid_blocks, block))
block_properties[i] |= 1 << SOLID;
if (PySequence_Contains(fluid_blocks, block))
block_properties[i] |= 1 << FLUID;
if (PySequence_Contains(nospawn_blocks, block))
block_properties[i] |= 1 << NOSPAWN;
Py_DECREF(block);
}
Py_RETURN_NONE;
}
PyObject *get_chunk_data(RenderState *state, ChunkNeighborName neighbor, ChunkDataType type) {
int x = state->chunkx;
int z = state->chunkz;
PyObject *chunk = NULL;
PyObject *data = NULL;
switch (neighbor) {
case CURRENT:
break;
case DOWN_RIGHT:
z++;
break;
case DOWN_LEFT:
x--;
break;
case UP_RIGHT:
x++;
break;
case UP_LEFT:
z--;
break;
}
chunk = PyObject_CallMethod(state->regionset, "get_chunk", "ii", x, z);
if (chunk == NULL || chunk == Py_None)
return chunk;
switch (type) {
case BLOCKS:
data = PyDict_GetItemString(chunk, "Blocks");
break;
case BLOCKDATA:
data = PyDict_GetItemString(chunk, "Data");
break;
case SKYLIGHT:
data = PyDict_GetItemString(chunk, "SkyLight");
break;
case BLOCKLIGHT:
data = PyDict_GetItemString(chunk, "BlockLight");
break;
}
/* fix the borrowed reference */
Py_INCREF(data);
Py_DECREF(chunk);
return data;
}
unsigned char
check_adjacent_blocks(RenderState *state, int x,int y,int z, unsigned char blockid) {
/*
* Generates a pseudo ancillary data for blocks that depend of
* what are surrounded and don't have ancillary data. This
* function is through generate_pseudo_data.
*
* This uses a binary number of 4 digits to encode the info.
* The encode is:
*
* 0b1234:
* Bit: 1 2 3 4
* Side: +x +y -x -y
* Values: bit = 0 -> The corresponding side block has different blockid
* bit = 1 -> The corresponding side block has same blockid
* Example: if the bit1 is 1 that means that there is a block with
* blockid in the side of the +x direction.
*/
unsigned char pdata=0;
if (state->x == 15) { /* +x direction */
if (state->up_right_blocks != Py_None) { /* just in case we are in the end of the world */
if (getArrayByte3D(state->up_right_blocks, 0, y, z) == blockid) {
pdata = pdata|(1 << 3);
}
}
} else {
if (getArrayByte3D(state->blocks, x + 1, y, z) == blockid) {
pdata = pdata|(1 << 3);
}
}
if (state->y == 15) { /* +y direction*/
if (state->right_blocks != Py_None) {
if (getArrayByte3D(state->right_blocks, x, 0, z) == blockid) {
pdata = pdata|(1 << 2);
}
}
} else {
if (getArrayByte3D(state->blocks, x, y + 1, z) == blockid) {
pdata = pdata|(1 << 2);
}
}
if (state->x == 0) { /* -x direction*/
if (state->left_blocks != Py_None) {
if (getArrayByte3D(state->left_blocks, 15, y, z) == blockid) {
pdata = pdata|(1 << 1);
}
}
} else {
if (getArrayByte3D(state->blocks, x - 1, y, z) == blockid) {
pdata = pdata|(1 << 1);
}
}
if (state->y == 0) { /* -y direction */
if (state->up_left_blocks != Py_None) {
if (getArrayByte3D(state->up_left_blocks, x, 15, z) == blockid) {
pdata = pdata|(1 << 0);
}
}
} else {
if (getArrayByte3D(state->blocks, x, y - 1, z) == blockid) {
pdata = pdata|(1 << 0);
}
}
return pdata;
}
unsigned char
generate_pseudo_data(RenderState *state, unsigned char ancilData) {
/*
* Generates a fake ancillary data for blocks that are drawn
* depending on what are surrounded.
*/
int x = state->x, y = state->y, z = state->z;
unsigned char data = 0;
if (state->block == 2) { /* grass */
/* return 0x10 if grass is covered in snow */
if (z < 127 && getArrayByte3D(state->blocks, x, y, z+1) == 78)
return 0x10;
return ancilData;
} else if (state->block == 9) { /* water */
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if (ancilData == 0) { /* static water */
if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
data = 0;
} else {
data = 16;
}
return data; /* = 0b10000 */
} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
return data;
} else if (ancilData >= 8) { /* falling water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
return data;
}
} else if ((state->block == 20) || (state->block == 79)) { /* glass and ice */
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 20)) {
data = 0;
} else {
data = 16;
}
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
return data;
} else if (state->block == 85) { /* fences */
/* check for fences AND fence gates */
return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, 107);
} else if (state->block == 55) { /* redstone */
/* three addiotional bit are added, one for on/off state, and
* another two for going-up redstone wire in the same block
* (connection with the level z+1) */
unsigned char above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
/* check for air in z+1, no air = no connection with upper level */
if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z + 1) == 0)) {
above_level_data = check_adjacent_blocks(state, x, y, z + 1, state->block);
} /* else above_level_data = 0 */
/* check connection with same level */
same_level_data = check_adjacent_blocks(state, x, y, z, 55);
/* check the posibility of connection with z-1 level, check for air */
possibly_connected = check_adjacent_blocks(state, x, y, z, 0);
/* check connection with z-1 level */
if (z != 0) {
below_level_data = check_adjacent_blocks(state, x, y, z - 1, state->block);
} /* else below_level_data = 0 */
final_data = above_level_data | same_level_data | (below_level_data & possibly_connected);
/* add the three bits */
if (ancilData > 0) { /* powered redstone wire */
final_data = final_data | 0x40;
}
if ((above_level_data & 0x01)) { /* draw top left going up redstonewire */
final_data = final_data | 0x20;
}
if ((above_level_data & 0x08)) { /* draw top right going up redstonewire */
final_data = final_data | 0x10;
}
return final_data;
} else if (state-> block == 54) { /* chests */
/* the top 2 bits are used to store the type of chest
* (single or double), the 2 bottom bits are used for
* orientation, look textures.py for more information. */
/* if placed alone chests always face west, return 0 to make a
* chest facing west */
unsigned char chest_data = 0, air_data = 0, final_data = 0;
/* search for chests */
chest_data = check_adjacent_blocks(state, x, y, z, 54);
/* search for air */
air_data = check_adjacent_blocks(state, x, y, z, 0);
if (chest_data == 1) { /* another chest in the east */
final_data = final_data | 0x8; /* only can face to north or south */
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 */
final_data = final_data | 0x4; /* only can face to east or west */
if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
final_data = final_data | 0x2; /* facing east */
}
} else if (chest_data == 4) { /*in the west */
final_data = final_data | 0x4;
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) {
/* Single chest, determine the orientation */
if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
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 {
/* more than one adjacent chests! render as normal chest */
return 0;
}
return final_data;
} else if ((state->block == 101) || (state->block == 102)) {
/* iron bars and glass panes:
* they seem to stick to almost everything but air, but
* not sure yet! Still a TODO! */
/* return check adjacent blocks with air, bit inverted */
return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
} else if ((state->block == 90) || (state->block == 113)) {
/* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block);
}
return 0;
}
/* TODO triple check this to make sure reference counting is correct */
PyObject*
chunk_render(PyObject *self, PyObject *args) {
RenderState state;
PyObject *regionset;
int chunkx, chunkz;
const char* rendermode_name = NULL;
PyObject *blockmap;
int xoff, yoff;
PyObject *imgsize, *imgsize0_py, *imgsize1_py;
int imgsize0, imgsize1;
PyObject *blocks_py;
PyObject *left_blocks_py;
PyObject *right_blocks_py;
PyObject *up_left_blocks_py;
PyObject *up_right_blocks_py;
RenderMode *rendermode;
PyObject *t = NULL;
if (!PyArg_ParseTuple(args, "OiiOiisO", &state.regionset, &state.chunkx, &state.chunkz, &state.img, &xoff, &yoff, &rendermode_name, &state.textures))
return NULL;
/* rendermode support */
state.support = support;
/* set up the render mode */
state.rendermode = rendermode = render_mode_create(rendermode_name, &state);
if (rendermode == NULL) {
return NULL; // note that render_mode_create will
// set PyErr. No need to set it here
}
/* get the blockmap from the textures object */
blockmap = PyObject_GetAttrString(state.textures, "blockmap");
if (blockmap == NULL)
return NULL;
if (blockmap == Py_None) {
PyErr_SetString(PyExc_RuntimeError, "you must call Textures.generate()");
return NULL;
}
/* get the image size */
imgsize = PyObject_GetAttrString(state.img, "size");
imgsize0_py = PySequence_GetItem(imgsize, 0);
imgsize1_py = PySequence_GetItem(imgsize, 1);
Py_DECREF(imgsize);
imgsize0 = PyInt_AsLong(imgsize0_py);
imgsize1 = PyInt_AsLong(imgsize1_py);
Py_DECREF(imgsize0_py);
Py_DECREF(imgsize1_py);
/* get the block data directly from numpy: */
blocks_py = get_chunk_data(&state, CURRENT, BLOCKS);
state.blocks = blocks_py;
if (blocks_py == Py_None) {
PyErr_SetString(PyExc_RuntimeError, "chunk does not exist!");
return NULL;
}
state.blockdatas = get_chunk_data(&state, CURRENT, BLOCKDATA);
left_blocks_py = get_chunk_data(&state, DOWN_LEFT, BLOCKS);
state.left_blocks = left_blocks_py;
right_blocks_py = get_chunk_data(&state, DOWN_RIGHT, BLOCKS);
state.right_blocks = right_blocks_py;
up_left_blocks_py = get_chunk_data(&state, UP_LEFT, BLOCKS);
state.up_left_blocks = up_left_blocks_py;
up_right_blocks_py = get_chunk_data(&state, UP_RIGHT, BLOCKS);
state.up_right_blocks = up_right_blocks_py;
/* set up the random number generator again for each chunk
so tallgrass is in the same place, no matter what mode is used */
srand(1);
for (state.x = 15; state.x > -1; state.x--) {
for (state.y = 0; state.y < 16; state.y++) {
/* set up the render coordinates */
state.imgx = xoff + state.x*12 + state.y*12;
/* 128*12 -- offset for z direction, 15*6 -- offset for x */
state.imgy = yoff - state.x*6 + state.y*6 + 128*12 + 15*6;
for (state.z = 0; state.z < 128; state.z++) {
unsigned char ancilData;
state.imgy -= 12;
/* get blockid */
state.block = getArrayByte3D(blocks_py, state.x, state.y, state.z);
if (state.block == 0 || render_mode_hidden(rendermode, state.x, state.y, state.z)) {
continue;
}
/* make sure we're rendering inside the image boundaries */
if ((state.imgx >= imgsize0 + 24) || (state.imgx <= -24)) {
continue;
}
if ((state.imgy >= imgsize1 + 24) || (state.imgy <= -24)) {
continue;
}
/* check for occlusion */
if (render_mode_occluded(rendermode, state.x, state.y, state.z)) {
continue;
}
/* everything stored here will be a borrowed ref */
ancilData = getArrayByte3D(state.blockdatas, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {
state.block_pdata = 0;
}
/* make sure our block info is in-bounds */
if (state.block >= max_blockid || ancilData >= max_data)
continue;
/* get the texture */
t = PyList_GET_ITEM(blockmap, max_data * state.block + ancilData);
/* if we found a proper texture, render it! */
if (t != NULL && t != Py_None)
{
PyObject *src, *mask, *mask_light;
int randx = 0, randy = 0;
src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 0);
mask_light = PyTuple_GetItem(t, 1);
if (mask == Py_None)
mask = src;
if (state.block == 31) {
/* add a random offset to the postion of the tall grass to make it more wild */
randx = rand() % 6 + 1 - 3;
randy = rand() % 6 + 1 - 3;
state.imgx += randx;
state.imgy += randy;
}
render_mode_draw(rendermode, src, mask, mask_light);
if (state.block == 31) {
/* undo the random offsets */
state.imgx -= randx;
state.imgy -= randy;
}
}
}
}
}
/* free up the rendermode info */
render_mode_destroy(rendermode);
Py_DECREF(blocks_py);
Py_DECREF(blockmap);
Py_XDECREF(left_blocks_py);
Py_XDECREF(right_blocks_py);
Py_XDECREF(up_left_blocks_py);
Py_XDECREF(up_right_blocks_py);
return Py_BuildValue("i",2);
}