Esempio n. 1
0
        public void Disconnect(string title, string reason)
        {
            SetNewScreen(new ErrorScreen(this, title, reason));
            Map.Reset();
            Map.mapData = null;
            Drawer2D.InitColours();

            for (int tile = BlockInfo.CpeBlocksCount; tile < BlockInfo.BlocksCount; tile++)
            {
                BlockInfo.ResetBlockInfo((byte)tile, false);
            }
            BlockInfo.SetupCullingCache();
            BlockInfo.InitLightOffsets();
            GC.Collect();
        }
Esempio n. 2
0
        public void Disconnect(string title, string reason)
        {
            SetNewScreen(new ErrorScreen(this, title, reason));
            World.Reset();
            World.blocks = null;
            Drawer2D.InitColours();

            for (int block = BlockInfo.CpeCount; block < BlockInfo.BlocksCount; block++)
            {
                BlockInfo.ResetBlockInfo((byte)block, false);
            }
            BlockInfo.SetupCullingCache();
            BlockInfo.InitLightOffsets();
            GC.Collect();
        }
        void ParseBlockDefinition(NbtCompound compound)
        {
            byte      id   = (byte)compound["ID"].Value;
            BlockInfo info = game.BlockInfo;

            info.Name[id]            = (string)compound["Name"].Value;
            info.CollideType[id]     = (BlockCollideType)compound["CollideType"].Value;
            info.SpeedMultiplier[id] = (float)compound["Speed"].Value;

            byte[] data = (byte[])compound["Textures"].Value;
            info.SetTex(data[0], TileSide.Top, (Block)id);
            info.SetTex(data[1], TileSide.Bottom, (Block)id);
            info.SetTex(data[2], TileSide.Left, (Block)id);
            info.SetTex(data[3], TileSide.Right, (Block)id);
            info.SetTex(data[4], TileSide.Front, (Block)id);
            info.SetTex(data[5], TileSide.Back, (Block)id);

            info.BlocksLight[id] = (byte)compound["TransmitsLight"].Value == 0;
            byte soundId = (byte)compound["WalkSound"].Value;

            info.DigSounds[id]  = NetworkProcessor.breakSnds[soundId];
            info.StepSounds[id] = NetworkProcessor.stepSnds[soundId];
            info.FullBright[id] = (byte)compound["FullBright"].Value != 0;
            info.IsSprite[id]   = (byte)compound["Shape"].Value == 0;
            NetworkProcessor.SetBlockDraw(info, id, (byte)compound["BlockDraw"].Value);

            data = (byte[])compound["Fog"].Value;
            info.FogDensity[id] = (data[0] + 1) / 128f;
            info.FogColour[id]  = new FastColour(data[1], data[2], data[3]);

            data           = (byte[])compound["Coords"].Value;
            info.MinBB[id] = new Vector3(data[0] / 16f, data[1] / 16f, data[2] / 16f);
            info.MaxBB[id] = new Vector3(data[3] / 16f, data[4] / 16f, data[5] / 16f);

            if (info.CollideType[id] != BlockCollideType.Solid)
            {
                info.IsTransparent[id] = true;
                info.IsOpaque[id]      = false;
            }
            info.SetupCullingCache(id);
            info.InitLightOffsets();
            game.Events.RaiseBlockDefinitionChanged();
            info.DefinedCustomBlocks[id >> 5] |= (1u << (id & 0x1F));

            game.Inventory.CanPlace.SetNotOverridable(true, id);
            game.Inventory.CanDelete.SetNotOverridable(true, id);
            game.Events.RaiseBlockPermissionsChanged();
        }
        void HandleCpeDefineBlockCommonEnd(byte block)
        {
            BlockInfo info      = game.BlockInfo;
            byte      blockDraw = reader.ReadUInt8();

            SetBlockDraw(info, block, blockDraw);

            byte fogDensity = reader.ReadUInt8();

            info.FogDensity[block] = fogDensity == 0 ? 0 : (fogDensity + 1) / 128f;
            info.FogColour[block]  = new FastColour(
                reader.ReadUInt8(), reader.ReadUInt8(), reader.ReadUInt8());
            info.SetupCullingCache(block);
            info.InitLightOffsets();
            game.Events.RaiseBlockDefinitionChanged();
        }
Esempio n. 5
0
        void HandleCpeDefineBlockCommonEnd(byte block)
        {
            BlockInfo info      = game.BlockInfo;
            byte      blockDraw = reader.ReadUInt8();

            if (blockDraw == 1)
            {
                info.IsTransparent[block] = true;
            }
            else if (blockDraw == 2)
            {
                info.IsTransparent[block]      = true;
                info.CullWithNeighbours[block] = false;
            }
            else if (blockDraw == 3)
            {
                info.IsTranslucent[block] = true;
            }
            else if (blockDraw == 4)
            {
                info.IsTransparent[block] = true;
                info.IsAir[block]         = true;
            }
            if (info.IsOpaque[block])
            {
                info.IsOpaque[block] = blockDraw == 0;
            }

            byte fogDensity = reader.ReadUInt8();

            info.FogDensity[block] = fogDensity == 0 ? 0 : (fogDensity + 1) / 128f;
            info.FogColour[block]  = new FastColour(
                reader.ReadUInt8(), reader.ReadUInt8(), reader.ReadUInt8());
            info.SetupCullingCache();
            info.InitLightOffsets();
        }