feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -16,18 +16,18 @@ HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 seed)
netherBridgeFeature = new NetherBridgeFeature();
caveFeature = new LargeHellCaveFeature();
this->level = level;
this->level = level;
random = new Random(seed);
random = new Random(seed);
pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
perlinNoise2 = new PerlinNoise(random, 4);
perlinNoise3 = new PerlinNoise(random, 4);
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
perlinNoise2 = new PerlinNoise(random, 4);
perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
}
HellRandomLevelSource::~HellRandomLevelSource()
@@ -35,124 +35,124 @@ HellRandomLevelSource::~HellRandomLevelSource()
delete netherBridgeFeature;
delete caveFeature;
delete random;
delete random;
delete pprandom; // 4J added
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise2;
delete perlinNoise3;
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise2;
delete perlinNoise3;
delete scaleNoise;
delete depthNoise;
delete scaleNoise;
delete depthNoise;
}
void HellRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
{
int xChunks = 16 / CHUNK_WIDTH;
int waterHeight = 32;
int xChunks = 16 / CHUNK_WIDTH;
int waterHeight = 32;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize);
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize);
for (int xc = 0; xc < xChunks; xc++)
for (int xc = 0; xc < xChunks; xc++)
{
for (int zc = 0; zc < xChunks; zc++)
for (int zc = 0; zc < xChunks; zc++)
{
for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++)
for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++)
{
double yStep = 1 / (double) CHUNK_HEIGHT;
double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
double yStep = 1 / (double) CHUNK_HEIGHT;
double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
for (int y = 0; y < CHUNK_HEIGHT; y++)
for (int y = 0; y < CHUNK_HEIGHT; y++)
{
double xStep = 1 / (double) CHUNK_WIDTH;
double xStep = 1 / (double) CHUNK_WIDTH;
double _s0 = s0;
double _s1 = s1;
double _s0a = (s2 - s0) * xStep;
double _s1a = (s3 - s1) * xStep;
double _s0 = s0;
double _s1 = s1;
double _s0a = (s2 - s0) * xStep;
double _s1a = (s3 - s1) * xStep;
for (int x = 0; x < CHUNK_WIDTH; x++)
for (int x = 0; x < CHUNK_WIDTH; x++)
{
int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
double zStep = 1 / (double) CHUNK_WIDTH;
int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
double zStep = 1 / (double) CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
for (int z = 0; z < CHUNK_WIDTH; z++)
double val = _s0;
double vala = (_s1 - _s0) * zStep;
for (int z = 0; z < CHUNK_WIDTH; z++)
{
int tileId = 0;
if (yc * CHUNK_HEIGHT + y < waterHeight)
int tileId = 0;
if (yc * CHUNK_HEIGHT + y < waterHeight)
{
tileId = Tile::calmLava_Id;
}
if (val > 0)
tileId = Tile::calmLava_Id;
}
if (val > 0)
{
tileId = Tile::hellRock_Id;
}
tileId = Tile::netherRack_Id;
}
blocks[offs] = (byte) tileId;
offs += step;
val += vala;
}
_s0 += _s0a;
_s1 += _s1a;
}
blocks[offs] = (byte) tileId;
offs += step;
val += vala;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
delete [] buffer.data;
}
void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks)
{
int waterHeight = Level::genDepth - 64;
int waterHeight = Level::genDepth - 64;
double s = 1 / 32.0;
double s = 1 / 32.0;
doubleArray sandBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
doubleArray sandBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
doubleArray gravelBuffer(16*16);
doubleArray depthBuffer(16*16);
sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s, s, 1);
gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109, zOffs * 16, 16, 1, 16, s, 1, s);
depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);
sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s, s, 1);
gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109, zOffs * 16, 16, 1, 16, s, 1, s);
depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);
for (int x = 0; x < 16; x++)
for (int x = 0; x < 16; x++)
{
for (int z = 0; z < 16; z++)
for (int z = 0; z < 16; z++)
{
bool sand = (sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
bool gravel = (gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
bool sand = (sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
bool gravel = (gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
int run = -1;
int run = -1;
byte top = (byte) Tile::hellRock_Id;
byte material = (byte) Tile::hellRock_Id;
byte top = (byte) Tile::netherRack_Id;
byte material = (byte) Tile::netherRack_Id;
for (int y = Level::genDepthMinusOne; y >= 0; y--)
for (int y = Level::genDepthMinusOne; y >= 0; y--)
{
int offs = (z * 16 + x) * Level::genDepth + y;
int offs = (z * 16 + x) * Level::genDepth + y;
// 4J Build walls around the level
bool blockSet = false;
@@ -193,38 +193,38 @@ void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks
if (y >= Level::genDepthMinusOne - random->nextInt(5) || y <= 0 + random->nextInt(5))
{
blocks[offs] = (byte) Tile::unbreakable_Id;
}
blocks[offs] = (byte) Tile::unbreakable_Id;
}
else
{
int old = blocks[offs];
int old = blocks[offs];
if (old == 0)
if (old == 0)
{
run = -1;
}
else if (old == Tile::hellRock_Id)
run = -1;
}
else if (old == Tile::netherRack_Id)
{
if (run == -1)
if (run == -1)
{
if (runDepth <= 0)
if (runDepth <= 0)
{
top = 0;
material = (byte) Tile::hellRock_Id;
}
top = 0;
material = (byte) Tile::netherRack_Id;
}
else if (y >= waterHeight - 4 && y <= waterHeight + 1)
{
top = (byte) Tile::hellRock_Id;
material = (byte) Tile::hellRock_Id;
if (gravel) top = (byte) Tile::gravel_Id;
if (gravel) material = (byte) Tile::hellRock_Id;
top = (byte) Tile::netherRack_Id;
material = (byte) Tile::netherRack_Id;
if (gravel) top = (byte) Tile::gravel_Id;
if (gravel) material = (byte) Tile::netherRack_Id;
if (sand)
{
// 4J Stu - Make some nether wart spawn outside of the nether fortresses
if(random->nextInt(16) == 0)
{
top = (byte) Tile::netherStalk_Id;
// Place the nether wart on top of the soul sand
y += 1;
int genDepthMinusOne = Level::genDepthMinusOne; // Take into local int for PS4 as min takes a reference to the const int there and then needs the value to exist for the linker
@@ -234,30 +234,30 @@ void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks
}
else
{
top = (byte) Tile::hellSand_Id;
top = (byte) Tile::soulsand_Id;
}
}
if (sand) material = (byte) Tile::hellSand_Id;
}
if (sand) material = (byte) Tile::soulsand_Id;
}
if (y < waterHeight && top == 0) top = (byte) Tile::calmLava_Id;
if (y < waterHeight && top == 0) top = (byte) Tile::calmLava_Id;
run = runDepth;
run = runDepth;
// 4J Stu - If sand, then allow adding nether wart at heights below the water level
if (y >= waterHeight - 1 || sand) blocks[offs] = top;
else blocks[offs] = material;
}
if (y >= waterHeight - 1 || sand) blocks[offs] = top;
else blocks[offs] = material;
}
else if (run > 0)
{
run--;
blocks[offs] = material;
}
}
}
}
}
}
delete [] sandBuffer.data;
run--;
blocks[offs] = material;
}
}
}
}
}
}
delete [] sandBuffer.data;
delete [] gravelBuffer.data;
delete [] depthBuffer.data;
}
@@ -269,27 +269,27 @@ LevelChunk *HellRandomLevelSource::create(int x, int z)
LevelChunk *HellRandomLevelSource::getChunk(int xOffs, int zOffs)
{
random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
int blocksSize = Level::genDepth * 16 * 16;
byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
XMemSet128(tileData,0,blocksSize);
byteArray blocks = byteArray(tileData,blocksSize);
// byteArray blocks = byteArray(16 * level->depth * 16);
// byteArray blocks = byteArray(16 * level->depth * 16);
prepareHeights(xOffs, zOffs, blocks);
buildSurfaces(xOffs, zOffs, blocks);
prepareHeights(xOffs, zOffs, blocks);
buildSurfaces(xOffs, zOffs, blocks);
caveFeature->apply(this, level, xOffs, zOffs, blocks);
caveFeature->apply(this, level, xOffs, zOffs, blocks);
netherBridgeFeature->apply(this, level, xOffs, zOffs, blocks);
// 4J - this now creates compressed block data from the blocks array passed in, so needs to be after data is finalised.
// Also now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
levelChunk->setCheckAllLight();
XPhysicalFree(tileData);
return levelChunk;
return levelChunk;
}
// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
@@ -303,105 +303,105 @@ void HellRandomLevelSource::lightChunk(LevelChunk *lc)
doubleArray HellRandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize)
{
if (buffer.data == NULL)
if (buffer.data == NULL)
{
buffer = doubleArray(xSize * ySize * zSize);
}
buffer = doubleArray(xSize * ySize * zSize);
}
double s = 1 * 684.412;
double hs = 1 * 684.412 * 3;
double s = 1 * 684.412;
double hs = 1 * 684.412 * 3;
doubleArray pnr, ar, br, sr, dr, fi, fis; // 4J - used to be declared with class level scope but moved here for thread safety
sr = scaleNoise->getRegion(sr, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
sr = scaleNoise->getRegion(sr, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 60.0, s / 80.0);
ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 60.0, s / 80.0);
ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
int p = 0;
int pp = 0;
doubleArray yoffs = doubleArray(ySize);
for (int yy = 0; yy < ySize; yy++)
int p = 0;
int pp = 0;
doubleArray yoffs = doubleArray(ySize);
for (int yy = 0; yy < ySize; yy++)
{
yoffs[yy] = cos(yy * PI * 6 / (double) ySize) * 2;
yoffs[yy] = cos(yy * PI * 6 / (double) ySize) * 2;
double dd = yy;
if (yy > ySize / 2)
double dd = yy;
if (yy > ySize / 2)
{
dd = (ySize - 1) - yy;
}
if (dd < 4) {
dd = 4 - dd;
yoffs[yy] -= dd * dd * dd * 10;
}
}
dd = (ySize - 1) - yy;
}
if (dd < 4) {
dd = 4 - dd;
yoffs[yy] -= dd * dd * dd * 10;
}
}
for (int xx = 0; xx < xSize; xx++)
for (int xx = 0; xx < xSize; xx++)
{
for (int zz = 0; zz < zSize; zz++)
for (int zz = 0; zz < zSize; zz++)
{
double scale = ((sr[pp] + 256.0) / 512);
if (scale > 1) scale = 1;
double scale = ((sr[pp] + 256.0) / 512);
if (scale > 1) scale = 1;
double floating = 0;
double floating = 0;
double depth = (dr[pp] / 8000.0);
if (depth < 0) depth = -depth;
depth = depth * 3.0 - 3.0;
double depth = (dr[pp] / 8000.0);
if (depth < 0) depth = -depth;
depth = depth * 3.0 - 3.0;
if (depth < 0)
if (depth < 0)
{
depth = depth / 2;
if (depth < -1) depth = -1;
depth = depth / 1.4;
depth /= 2;
scale = 0;
}
depth = depth / 2;
if (depth < -1) depth = -1;
depth = depth / 1.4;
depth /= 2;
scale = 0;
}
else
{
if (depth > 1) depth = 1;
depth = depth / 6;
}
scale = (scale) + 0.5;
depth = depth * ySize / 16;
pp++;
if (depth > 1) depth = 1;
depth = depth / 6;
}
scale = (scale) + 0.5;
depth = depth * ySize / 16;
pp++;
for (int yy = 0; yy < ySize; yy++)
for (int yy = 0; yy < ySize; yy++)
{
double val = 0;
double val = 0;
double yOffs = yoffs[yy];
double yOffs = yoffs[yy];
double bb = ar[p] / 512;
double cc = br[p] / 512;
double bb = ar[p] / 512;
double cc = br[p] / 512;
double v = (pnr[p] / 10 + 1) / 2;
if (v < 0) val = bb;
else if (v > 1) val = cc;
else val = bb + (cc - bb) * v;
val -= yOffs;
double v = (pnr[p] / 10 + 1) / 2;
if (v < 0) val = bb;
else if (v > 1) val = cc;
else val = bb + (cc - bb) * v;
val -= yOffs;
if (yy > ySize - 4)
if (yy > ySize - 4)
{
double slide = (yy - (ySize - 4)) / (4 - 1.0f);
val = val * (1 - slide) + -10 * slide;
}
double slide = (yy - (ySize - 4)) / (4 - 1.0f);
val = val * (1 - slide) + -10 * slide;
}
if (yy < floating)
if (yy < floating)
{
double slide = (floating - yy) / (4);
if (slide < 0) slide = 0;
if (slide > 1) slide = 1;
val = val * (1 - slide) + -10 * slide;
}
double slide = (floating - yy) / (4);
if (slide < 0) slide = 0;
if (slide > 1) slide = 1;
val = val * (1 - slide) + -10 * slide;
}
buffer[p] = val;
p++;
}
}
}
buffer[p] = val;
p++;
}
}
}
delete [] pnr.data;
delete [] ar.data;
@@ -412,7 +412,7 @@ doubleArray HellRandomLevelSource::getHeights(doubleArray buffer, int x, int y,
delete [] fis.data;
delete [] yoffs.data;
return buffer;
return buffer;
}
bool HellRandomLevelSource::hasChunk(int x, int y)
@@ -422,9 +422,9 @@ bool HellRandomLevelSource::hasChunk(int x, int y)
void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
{
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
// 4J - added. The original java didn't do any setting of the random seed here. We'll be running our postProcess in parallel with getChunk etc. so
// we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value
@@ -436,58 +436,58 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
netherBridgeFeature->postProcess(level, pprandom, xt, zt);
for (int i = 0; i < 8; i++)
for (int i = 0; i < 8; i++)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
HellSpringFeature(Tile::lava_Id).place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
HellSpringFeature(Tile::lava_Id, false).place(level, pprandom, x, y, z);
}
int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
for (int i = 0; i < count; i++)
for (int i = 0; i < count; i++)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
HellFireFeature().place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
HellFireFeature().place(level, pprandom, x, y, z);
}
count = pprandom->nextInt(pprandom->nextInt(10) + 1);
for (int i = 0; i < count; i++)
count = pprandom->nextInt(pprandom->nextInt(10) + 1);
for (int i = 0; i < count; i++)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
LightGemFeature().place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
LightGemFeature().place(level, pprandom, x, y, z);
}
for (int i = 0; i < 10; i++)
for (int i = 0; i < 10; i++)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
HellPortalFeature().place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
HellPortalFeature().place(level, pprandom, x, y, z);
}
if (pprandom->nextInt(1) == 0)
if (pprandom->nextInt(1) == 0)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom1_Id).place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom_brown_Id).place(level, pprandom, x, y, z);
}
if (pprandom->nextInt(1) == 0)
if (pprandom->nextInt(1) == 0)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom2_Id).place(level, pprandom, x, y, z);
}
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom_red_Id).place(level, pprandom, x, y, z);
}
OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::hellRock_Id);
OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::netherRack_Id);
for (int i = 0; i < 16; i++)
{
int x = xo + pprandom->nextInt(16);
@@ -496,8 +496,17 @@ void HellRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
quartzFeature.place(level, pprandom, x, y, z);
}
HeavyTile::instaFall = false;
for (int i = 0; i < 16; i++)
{
int x = xo + random->nextInt(16);
int y = random->nextInt(Level::genDepth - 20) + 10;
int z = zo + random->nextInt(16);
HellSpringFeature hellSpringFeature(Tile::lava_Id, true);
hellSpringFeature.place(level, random, x, y, z);
}
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt,zt));
}
@@ -524,21 +533,33 @@ wstring HellRandomLevelSource::gatherStats()
vector<Biome::MobSpawnerData *> *HellRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
{
// check if the coordinates is within a netherbridge
if (mobCategory == MobCategory::monster && netherBridgeFeature->isInsideFeature(x, y, z))
// check if the coordinates is within a netherbridge
if (mobCategory == MobCategory::monster)
{
return netherBridgeFeature->getBridgeEnemies();
}
if(netherBridgeFeature->isInsideFeature(x, y, z))
{
return netherBridgeFeature->getBridgeEnemies();
}
if ((netherBridgeFeature->isInsideBoundingFeature(x, y, z) && level->getTile(x, y - 1, z) == Tile::netherBrick_Id))
{
return netherBridgeFeature->getBridgeEnemies();
}
}
Biome *biome = level->getBiome(x, z);
if (biome == NULL)
Biome *biome = level->getBiome(x, z);
if (biome == NULL)
{
return NULL;
}
return biome->getMobs(mobCategory);
return NULL;
}
return biome->getMobs(mobCategory);
}
TilePos *HellRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
{
return NULL;
}
void HellRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
netherBridgeFeature->apply(this, level, chunkX, chunkZ, NULL);
}