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627 lines
25 KiB
C++
627 lines
25 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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#include "../Headers/net.minecraft.world.level.levelgen.h"
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#include "../Headers/net.minecraft.world.level.levelgen.feature.h"
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#include "../Headers/net.minecraft.world.level.levelgen.structure.h"
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#include "../Headers/net.minecraft.world.level.levelgen.synth.h"
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Headers/net.minecraft.world.level.storage.h"
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#include "../Headers/net.minecraft.world.entity.h"
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#include "CustomLevelSource.h"
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const double CustomLevelSource::SNOW_SCALE = 0.3;
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const double CustomLevelSource::SNOW_CUTOFF = 0.5;
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CustomLevelSource::CustomLevelSource(Level* level, int64_t seed,
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bool generateStructures)
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: generateStructures(generateStructures) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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m_XZSize = level->getLevelData()->getXZSize();
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m_heightmapOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16));
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#if defined(_UNICODE)
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std::wstring path = L"GAME:\\GameRules\\heightmap.bin";
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#else
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#if defined(_WINDOWS64)
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std::string path = "GameRules\\heightmap.bin";
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#else
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std::string path = "GAME:\\GameRules\\heightmap.bin";
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#endif
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#endif
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HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING,
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FILE_ATTRIBUTE_NORMAL, NULL);
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if (file == INVALID_HANDLE_VALUE) {
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app.FatalLoadError();
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DWORD error = GetLastError();
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assert(false);
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} else {
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DWORD bytesRead, dwFileSize = GetFileSize(file, NULL);
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if (dwFileSize > m_heightmapOverride.length) {
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app.DebugPrintf("Heightmap binary is too large!!\n");
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__debugbreak();
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}
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bool bSuccess = ReadFile(file, m_heightmapOverride.data, dwFileSize,
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&bytesRead, NULL);
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if (bSuccess == FALSE) {
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app.FatalLoadError();
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}
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CloseHandle(file);
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}
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m_waterheightOverride = byteArray((m_XZSize * 16) * (m_XZSize * 16));
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#if defined(_UNICODE)
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std::wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";
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#else
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#if defined(_WINDOWS64)
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std::string waterHeightPath = "GameRules\\waterheight.bin";
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#else
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std::string waterHeightPath = "GAME:\\GameRules\\waterheight.bin";
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#endif
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#endif
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file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL,
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OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
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if (file == INVALID_HANDLE_VALUE) {
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DWORD error = GetLastError();
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// assert(false);
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memset(m_waterheightOverride.data, level->seaLevel,
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m_waterheightOverride.length);
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} else {
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DWORD bytesRead, dwFileSize = GetFileSize(file, NULL);
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if (dwFileSize > m_waterheightOverride.length) {
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app.DebugPrintf("waterheight binary is too large!!\n");
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__debugbreak();
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}
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bool bSuccess = ReadFile(file, m_waterheightOverride.data, dwFileSize,
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&bytesRead, NULL);
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if (bSuccess == FALSE) {
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app.FatalLoadError();
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}
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CloseHandle(file);
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}
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caveFeature = new LargeCaveFeature();
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strongholdFeature = new StrongholdFeature();
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villageFeature = new VillageFeature(m_XZSize);
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mineShaftFeature = new MineShaftFeature();
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scatteredFeature = new RandomScatteredLargeFeature();
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canyonFeature = new CanyonFeature();
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(
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seed); // 4J - added, so that we can have a separate random for doing
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// post-processing in parallel with creation
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perlinNoise3 = new PerlinNoise(random, 4);
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#endif
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}
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CustomLevelSource::~CustomLevelSource() {
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#if defined(_OVERRIDE_HEIGHTMAP)
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delete caveFeature;
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delete strongholdFeature;
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delete villageFeature;
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delete mineShaftFeature;
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delete canyonFeature;
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delete random;
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delete perlinNoise3;
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#endif
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}
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void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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int xChunks = 16 / CHUNK_WIDTH;
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int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT;
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int waterHeight = level->seaLevel;
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int xSize = xChunks + 1;
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int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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int xMapStart = xOffs + m_XZSize / 2;
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int zMapStart = zOffs + m_XZSize / 2;
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for (int xc = 0; xc < xChunks; xc++) {
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for (int zc = 0; zc < xChunks; zc++) {
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for (int yc = 0; yc < yChunks; yc++) {
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for (int y = 0; y < CHUNK_HEIGHT; y++) {
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for (int x = 0; x < CHUNK_WIDTH; x++) {
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for (int z = 0; z < CHUNK_WIDTH; z++) {
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int mapIndex =
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(zMapStart * 16 + z + (zc * CHUNK_WIDTH)) *
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(m_XZSize * 16) +
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(xMapStart * 16 + x + (xc * CHUNK_WIDTH));
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int mapHeight = m_heightmapOverride[mapIndex];
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waterHeight = m_waterheightOverride[mapIndex];
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// app.DebugPrintf("MapHeight = %d, y = %d\n",
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// mapHeight, yc * CHUNK_HEIGHT + y);
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land
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// "fall-off" at the edges of a finite world - size
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// of that world is currently hard-coded in here
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const int worldSize = m_XZSize * 16;
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const int falloffStart =
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32; // chunks away from edge were we start
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// doing fall-off
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const float falloffMax =
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128.0f; // max value we need to get to falloff
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// by the edge of the map
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int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH));
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int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH));
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// Get distance to edges of world in x
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int xxx0 = xxx + (worldSize / 2);
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if (xxx0 < 0) xxx0 = 0;
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int xxx1 = ((worldSize / 2) - 1) - xxx;
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if (xxx1 < 0) xxx1 = 0;
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// Get distance to edges of world in z
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int zzz0 = zzz + (worldSize / 2);
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if (zzz0 < 0) zzz0 = 0;
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int zzz1 = ((worldSize / 2) - 1) - zzz;
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if (zzz1 < 0) zzz1 = 0;
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// Get min distance to any edge
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int emin = xxx0;
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if (xxx1 < emin) emin = xxx1;
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if (zzz0 < emin) emin = zzz0;
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if (zzz1 < emin) emin = zzz1;
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float comp = 0.0f;
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// Calculate how much we want the world to fall
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// away, if we're in the defined region to do so
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if (emin < falloffStart) {
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart) *
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falloffMax;
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}
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// 4J - end of extra code
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///////////////////////////////////////////////////////////////////
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int tileId = 0;
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// 4J - this comparison used to just be with 0.0f
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// but is now varied by block above
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if (yc * CHUNK_HEIGHT + y < mapHeight) {
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tileId = (uint8_t)Tile::stone_Id;
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} else if (yc * CHUNK_HEIGHT + y < waterHeight) {
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tileId = (uint8_t)Tile::calmWater_Id;
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}
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// 4J - more extra code to make sure that the column
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// at the edge of the world is just water & rock, to
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// match the infinite sea that continues on after
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// the edge of the world.
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if (emin == 0) {
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// This matches code in MultiPlayerChunkCache
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// that makes the geometry which continues at
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// the edge of the world
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if (yc * CHUNK_HEIGHT + y <=
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(level->getSeaLevel() - 10))
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tileId = Tile::stone_Id;
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else if (yc * CHUNK_HEIGHT + y <
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level->getSeaLevel())
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tileId = Tile::calmWater_Id;
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}
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int indexY = (yc * CHUNK_HEIGHT + y);
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int offsAdjustment = 0;
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if (indexY >=
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Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexY -=
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Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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offsAdjustment =
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Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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int offs =
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((x + xc * CHUNK_WIDTH)
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<< Level::genDepthBitsPlusFour |
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(z + zc * CHUNK_WIDTH) << Level::genDepthBits |
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indexY) +
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offsAdjustment;
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blocks[offs] = tileId;
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}
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}
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}
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}
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}
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}
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#endif
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}
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void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks,
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BiomeArray biomes) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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int waterHeight = level->seaLevel;
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int xMapStart = xOffs + m_XZSize / 2;
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int zMapStart = zOffs + m_XZSize / 2;
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double s = 1 / 32.0;
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doubleArray depthBuffer(16 *
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16); // 4J - used to be declared with class level
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// scope but moved here for thread safety
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depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16,
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0, 16, 16, 1, s * 2, s * 2, s * 2);
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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int mapIndex =
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(zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x);
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waterHeight = m_waterheightOverride[mapIndex];
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Biome* b = biomes[z + x * 16];
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float temp = b->getTemperature();
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int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 +
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random->nextDouble() * 0.25);
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int run = -1;
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uint8_t top = b->topMaterial;
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uint8_t material = b->material;
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LevelGenerationOptions* lgo = app.getLevelGenerationOptions();
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if (lgo != NULL) {
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lgo->getBiomeOverride(b->id, material, top);
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}
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for (int y = Level::maxBuildHeight - 1; y >= 0; y--) {
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int indexY = y;
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int offsAdjustment = 0;
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if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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int offs = (x << Level::genDepthBitsPlusFour |
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z << Level::genDepthBits | indexY) +
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offsAdjustment;
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if (y <= 1 + random->nextInt(
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2)) // 4J - changed to make the bedrock not
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// have bits you can get stuck in
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// if (y <= 0 +
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// random->nextInt(5))
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{
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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} else {
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int old = blocks[offs];
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if (old == 0) {
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run = -1;
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} else if (old == Tile::stone_Id) {
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if (run == -1) {
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if (runDepth <= 0) {
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top = 0;
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material = (uint8_t)Tile::stone_Id;
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} else if (y >= waterHeight - 4 &&
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y <= waterHeight + 1) {
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top = b->topMaterial;
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material = b->material;
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if (lgo != NULL) {
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lgo->getBiomeOverride(b->id, material, top);
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}
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}
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if (y < waterHeight && top == 0) {
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if (temp < 0.15f)
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top = (uint8_t)Tile::ice_Id;
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else
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top = (uint8_t)Tile::calmWater_Id;
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}
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run = runDepth;
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if (y >= waterHeight - 1)
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blocks[offs] = top;
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else
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blocks[offs] = material;
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} else if (run > 0) {
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run--;
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blocks[offs] = material;
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// place a few sandstone blocks beneath sand
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// runs
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if (run == 0 && material == Tile::sand_Id) {
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run = random->nextInt(4);
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material = (uint8_t)Tile::sandStone_Id;
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}
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}
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}
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}
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}
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}
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}
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delete[] depthBuffer.data;
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#endif
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}
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LevelChunk* CustomLevelSource::create(int x, int z) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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return getChunk(x, z);
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#else
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return NULL;
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#endif
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}
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LevelChunk* CustomLevelSource::getChunk(int xOffs, int zOffs) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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// 4J - now allocating this with a physical alloc & bypassing general memory
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// management so that it will get cleanly freed
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int blocksSize = Level::maxBuildHeight * 16 * 16;
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uint8_t* tileData = (uint8_t*)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096,
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PAGE_READWRITE);
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XMemSet128(tileData, 0, blocksSize);
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byteArray blocks = byteArray(tileData, blocksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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// // 4J - moved to below
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prepareHeights(xOffs, zOffs, blocks);
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// 4J - Some changes made here to how biomes, temperatures and downfalls are
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// passed around for thread safety
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BiomeArray biomes;
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level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16,
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16, true);
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buildSurfaces(xOffs, zOffs, blocks, biomes);
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delete[] biomes.data;
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caveFeature->apply(this, level, xOffs, zOffs, blocks);
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// 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village,
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// canyon this changed in 1.2 to canyon, mineshaft, village, stronghold This
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// change makes sense as it stops canyons running through other structures
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canyonFeature->apply(this, level, xOffs, zOffs, blocks);
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if (generateStructures) {
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mineShaftFeature->apply(this, level, xOffs, zOffs, blocks);
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villageFeature->apply(this, level, xOffs, zOffs, blocks);
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strongholdFeature->apply(this, level, xOffs, zOffs, blocks);
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scatteredFeature->apply(this, level, xOffs, zOffs, blocks);
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}
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// canyonFeature.apply(this, level, xOffs, zOffs, blocks);
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// townFeature.apply(this, level, xOffs, zOffs, blocks);
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// addCaves(xOffs, zOffs, blocks);
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// addTowns(xOffs, zOffs, blocks);
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// levelChunk->recalcHeightmap(); // 4J - removed & moved
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// into its own method
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// 4J - this now creates compressed block data from the blocks array passed
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// in, so moved it until after the blocks are actually finalised. We also
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// now need to free the passed in blocks as the LevelChunk doesn't use the
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// passed in allocation anymore.
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LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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XPhysicalFree(tileData);
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return levelChunk;
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#else
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return NULL;
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#endif
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}
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// 4J - removed & moved into its own method from getChunk, so we can call
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// recalcHeightmap after the chunk is added into the cache. Without doing this,
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// then loads of the lightgaps() calls will fail to add any lights, because
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// adding a light checks if the cache has this chunk in. lightgaps also does
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// light 1 block into the neighbouring chunks, and maybe that is somehow enough
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// to get lighting to propagate round the world, but this just doesn't seem
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// right - this isn't a new fault in the 360 version, have checked that java
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// does the same.
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void CustomLevelSource::lightChunk(LevelChunk* lc) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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lc->recalcHeightmap();
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#endif
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}
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bool CustomLevelSource::hasChunk(int x, int y) { return true; }
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void CustomLevelSource::calcWaterDepths(ChunkSource* parent, int xt, int zt) {
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#if defined(_OVERRIDE_HEIGHTMAP)
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int xo = xt * 16;
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int zo = zt * 16;
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for (int x = 0; x < 16; x++) {
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int y = level->getSeaLevel();
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for (int z = 0; z < 16; z++) {
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int xp = xo + x + 7;
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int zp = zo + z + 7;
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int h = level->getHeightmap(xp, zp);
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if (h <= 0) {
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if (level->getHeightmap(xp - 1, zp) > 0 ||
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level->getHeightmap(xp + 1, zp) > 0 ||
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level->getHeightmap(xp, zp - 1) > 0 ||
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level->getHeightmap(xp, zp + 1) > 0) {
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bool hadWater = false;
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if (hadWater ||
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(level->getTile(xp - 1, y, zp) == Tile::calmWater_Id &&
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level->getData(xp - 1, y, zp) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp + 1, y, zp) == Tile::calmWater_Id &&
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level->getData(xp + 1, y, zp) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp, y, zp - 1) == Tile::calmWater_Id &&
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level->getData(xp, y, zp - 1) < 7))
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hadWater = true;
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if (hadWater ||
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(level->getTile(xp, y, zp + 1) == Tile::calmWater_Id &&
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level->getData(xp, y, zp + 1) < 7))
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hadWater = true;
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if (hadWater) {
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for (int x2 = -5; x2 <= 5; x2++) {
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for (int z2 = -5; z2 <= 5; z2++) {
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int d =
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(x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
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if (d <= 5) {
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|
d = 6 - d;
|
|
if (level->getTile(xp + x2, y, zp + z2) ==
|
|
Tile::calmWater_Id) {
|
|
int od =
|
|
level->getData(xp + x2, y, zp + z2);
|
|
if (od < 7 && od < d) {
|
|
level->setData(
|
|
xp + x2, y, zp + z2, d,
|
|
Tile::UPDATE_CLIENTS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (hadWater) {
|
|
level->setTileAndData(xp, y, zp, Tile::calmWater_Id,
|
|
7, Tile::UPDATE_CLIENTS);
|
|
for (int y2 = 0; y2 < y; y2++) {
|
|
level->setTileAndData(xp, y2, zp,
|
|
Tile::calmWater_Id, 8,
|
|
Tile::UPDATE_CLIENTS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// 4J - changed this to used pprandom rather than random, so that we can run it
|
|
// concurrently with getChunk
|
|
void CustomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
|
|
#if defined(_OVERRIDE_HEIGHTMAP)
|
|
HeavyTile::instaFall = true;
|
|
int xo = xt * 16;
|
|
int zo = zt * 16;
|
|
|
|
Biome* biome = level->getBiome(xo + 16, zo + 16);
|
|
|
|
if (CustomLevelSource::FLOATING_ISLANDS) {
|
|
calcWaterDepths(parent, xt, zt);
|
|
}
|
|
|
|
pprandom->setSeed(level->getSeed());
|
|
int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
|
|
int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
|
|
pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
|
|
|
|
bool hasVillage = false;
|
|
|
|
PIXBeginNamedEvent(0, "Structure postprocessing");
|
|
if (generateStructures) {
|
|
mineShaftFeature->postProcess(level, pprandom, xt, zt);
|
|
hasVillage = villageFeature->postProcess(level, pprandom, xt, zt);
|
|
strongholdFeature->postProcess(level, pprandom, xt, zt);
|
|
scatteredFeature->postProcess(level, random, xt, zt);
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
|
|
PIXBeginNamedEvent(0, "Monster rooms");
|
|
for (int i = 0; i < 8; i++) {
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::maxBuildHeight);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
MonsterRoomFeature* mrf = new MonsterRoomFeature();
|
|
if (mrf->place(level, pprandom, x, y, z)) {
|
|
}
|
|
delete mrf;
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0, "Biome decorate");
|
|
biome->decorate(level, pprandom, xo, zo);
|
|
PIXEndNamedEvent();
|
|
|
|
app.processSchematics(parent->getChunk(xt, zt));
|
|
|
|
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
|
|
pprandom);
|
|
|
|
// 4J - brought forward from 1.2.3 to get snow back in taiga biomes
|
|
xo += 8;
|
|
zo += 8;
|
|
for (int x = 0; x < 16; x++) {
|
|
for (int z = 0; z < 16; z++) {
|
|
int y = level->getTopRainBlock(xo + x, zo + z);
|
|
|
|
if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo)) {
|
|
level->setTileAndData(
|
|
x + xo, y - 1, z + zo, Tile::ice_Id, 0,
|
|
Tile::UPDATE_INVISIBLE); // 4J - changed from setTile,
|
|
// otherwise we end up creating a
|
|
// *lot* of dynamic water tiles as
|
|
// these ice tiles are set
|
|
}
|
|
if (level->shouldSnow(x + xo, y, z + zo)) {
|
|
level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0,
|
|
Tile::UPDATE_CLIENTS);
|
|
}
|
|
}
|
|
}
|
|
|
|
HeavyTile::instaFall = false;
|
|
#endif
|
|
}
|
|
|
|
bool CustomLevelSource::save(bool force, ProgressListener* progressListener) {
|
|
return true;
|
|
}
|
|
|
|
bool CustomLevelSource::tick() { return false; }
|
|
|
|
bool CustomLevelSource::shouldSave() { return true; }
|
|
|
|
std::wstring CustomLevelSource::gatherStats() { return L"CustomLevelSource"; }
|
|
|
|
std::vector<Biome::MobSpawnerData*>* CustomLevelSource::getMobsAt(
|
|
MobCategory* mobCategory, int x, int y, int z) {
|
|
#if defined(_OVERRIDE_HEIGHTMAP)
|
|
Biome* biome = level->getBiome(x, z);
|
|
if (biome == NULL) {
|
|
return NULL;
|
|
}
|
|
if (mobCategory == MobCategory::monster &&
|
|
scatteredFeature->isSwamphut(x, y, z)) {
|
|
return scatteredFeature->getSwamphutEnemies();
|
|
}
|
|
return biome->getMobs(mobCategory);
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
TilePos* CustomLevelSource::findNearestMapFeature(
|
|
Level* level, const std::wstring& featureName, int x, int y, int z) {
|
|
#if defined(_OVERRIDE_HEIGHTMAP)
|
|
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) {
|
|
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
|
|
}
|
|
#endif
|
|
return NULL;
|
|
}
|
|
|
|
void CustomLevelSource::recreateLogicStructuresForChunk(int chunkX,
|
|
int chunkZ) {
|
|
if (generateStructures) {
|
|
#if defined(_OVERRIDE_HEIGHTMAP)
|
|
mineShaftFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
villageFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
strongholdFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
scatteredFeature->apply(this, level, chunkX, chunkZ, byteArray());
|
|
#endif
|
|
}
|
|
}
|