* 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
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Co-authored-by: Loki <lokirautio@gmail.com>
180 lines
3.7 KiB
C++
180 lines
3.7 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "StructureStart.h"
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#include "StructurePiece.h"
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#include "BoundingBox.h"
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StructureStart::StructureStart()
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{
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chunkX = chunkZ = 0;
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boundingBox = NULL; // 4J added initialiser
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}
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StructureStart::StructureStart(int x, int z)
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{
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this->chunkX = x;
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this->chunkZ = z;
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boundingBox = NULL;
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}
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StructureStart::~StructureStart()
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{
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for(AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
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{
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delete (*it);
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}
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delete boundingBox;
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}
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BoundingBox *StructureStart::getBoundingBox()
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{
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return boundingBox;
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}
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list<StructurePiece *> *StructureStart::getPieces()
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{
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return &pieces;
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}
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void StructureStart::postProcess(Level *level, Random *random, BoundingBox *chunkBB)
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{
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AUTO_VAR(it, pieces.begin());
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while( it != pieces.end() )
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{
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if( (*it)->getBoundingBox()->intersects(chunkBB) && !(*it)->postProcess(level, random, chunkBB))
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{
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// this piece can't be placed, so remove it to avoid future
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// attempts
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it = pieces.erase(it);
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}
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else
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{
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it++;
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}
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}
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}
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void StructureStart::calculateBoundingBox()
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{
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boundingBox = BoundingBox::getUnknownBox();
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for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
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{
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StructurePiece *piece = *it;
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boundingBox->expand(piece->getBoundingBox());
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}
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}
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CompoundTag *StructureStart::createTag(int chunkX, int chunkZ)
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{
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CompoundTag *tag = new CompoundTag();
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tag->putString(L"id", StructureFeatureIO::getEncodeId(this));
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tag->putInt(L"ChunkX", chunkX);
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tag->putInt(L"ChunkZ", chunkZ);
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tag->put(L"BB", boundingBox->createTag(L"BB"));
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ListTag<CompoundTag> *childrenTags = new ListTag<CompoundTag>(L"Children");
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for(AUTO_VAR(it, pieces.begin()); it != pieces.end(); ++it)
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{
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StructurePiece *piece = *it;
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childrenTags->add(piece->createTag());
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}
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tag->put(L"Children", childrenTags);
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addAdditonalSaveData(tag);
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return tag;
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}
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void StructureStart::addAdditonalSaveData(CompoundTag *tag)
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{
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}
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void StructureStart::load(Level *level, CompoundTag *tag)
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{
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chunkX = tag->getInt(L"ChunkX");
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chunkZ = tag->getInt(L"ChunkZ");
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if (tag->contains(L"BB"))
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{
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boundingBox = new BoundingBox(tag->getIntArray(L"BB"));
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}
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ListTag<CompoundTag> *children = (ListTag<CompoundTag> *) tag->getList(L"Children");
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for (int i = 0; i < children->size(); i++)
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{
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pieces.push_back(StructureFeatureIO::loadStaticPiece(children->get(i), level));
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}
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readAdditonalSaveData(tag);
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}
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void StructureStart::readAdditonalSaveData(CompoundTag *tag)
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{
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}
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void StructureStart::moveBelowSeaLevel(Level *level, Random *random, int offset)
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{
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const int MAX_Y = level->seaLevel - offset;
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// set lowest possible position (at bedrock)
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int y1Pos = boundingBox->getYSpan() + 1;
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// move up randomly within the available span
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if (y1Pos < MAX_Y)
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{
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y1Pos += random->nextInt(MAX_Y - y1Pos);
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}
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// move all bounding boxes
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int dy = y1Pos - boundingBox->y1;
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boundingBox->move(0, dy, 0);
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for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
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{
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StructurePiece *piece = *it;
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piece->getBoundingBox()->move(0, dy, 0);
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}
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}
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void StructureStart::moveInsideHeights(Level *level, Random *random, int lowestAllowed, int highestAllowed)
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{
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int heightSpan = highestAllowed - lowestAllowed + 1 - boundingBox->getYSpan();
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int y0Pos = 1;
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if (heightSpan > 1)
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{
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y0Pos = lowestAllowed + random->nextInt(heightSpan);
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}
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else
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{
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y0Pos = lowestAllowed;
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}
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// move all bounding boxes
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int dy = y0Pos - boundingBox->y0;
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boundingBox->move(0, dy, 0);
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for( AUTO_VAR(it, pieces.begin()); it != pieces.end(); it++ )
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{
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StructurePiece *piece = *it;
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piece->getBoundingBox()->move(0, dy, 0);
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}
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}
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bool StructureStart::isValid()
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{
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return true;
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}
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int StructureStart::getChunkX()
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{
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return chunkX;
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}
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int StructureStart::getChunkZ()
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{
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return chunkZ;
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} |