This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
329 lines
9.3 KiB
C++
329 lines
9.3 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "net.minecraft.world.level.biome.h"
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BiomeDecorator::BiomeDecorator(Biome *biome)
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{
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_init();
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// 4J inits
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level = NULL;
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random = NULL;
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xo = 0;
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zo = 0;
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this->biome = biome;
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}
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void BiomeDecorator::decorate(Level *level, Random *random, int xo, int zo)
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{
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if (this->level != NULL)
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{
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app.DebugPrintf("BiomeDecorator::decorate - Already decorating!!\n");
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#ifndef _CONTENT_PACKAGE
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__debugbreak();
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//throw new RuntimeException("Already decorating!!");
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#endif
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}
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this->level = level;
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this->random = random;
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this->xo = xo;
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this->zo = zo;
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decorate();
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this->level = NULL;
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this->random = NULL;
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}
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void BiomeDecorator::_init()
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{
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clayFeature = new ClayFeature(4);
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sandFeature = new SandFeature(7, Tile::sand_Id);
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gravelFeature = new SandFeature(6, Tile::gravel_Id);
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dirtOreFeature = new OreFeature(Tile::dirt_Id, 32);
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gravelOreFeature = new OreFeature(Tile::gravel_Id, 32);
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coalOreFeature = new OreFeature(Tile::coalOre_Id, 16);
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ironOreFeature = new OreFeature(Tile::ironOre_Id, 8);
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goldOreFeature = new OreFeature(Tile::goldOre_Id, 8);
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redStoneOreFeature = new OreFeature(Tile::redStoneOre_Id, 7);
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diamondOreFeature = new OreFeature(Tile::diamondOre_Id, 7);
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lapisOreFeature = new OreFeature(Tile::lapisOre_Id, 6);
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yellowFlowerFeature = new FlowerFeature(Tile::flower_Id);
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roseFlowerFeature = new FlowerFeature(Tile::rose_Id);
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brownMushroomFeature = new FlowerFeature(Tile::mushroom_brown_Id);
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redMushroomFeature = new FlowerFeature(Tile::mushroom_red_Id);
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hugeMushroomFeature = new HugeMushroomFeature();
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reedsFeature = new ReedsFeature();
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cactusFeature = new CactusFeature();
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waterlilyFeature = new WaterlilyFeature();
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waterlilyCount = 0;
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treeCount = 0;
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flowerCount = 2;
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grassCount = 1;
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deadBushCount = 0;
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mushroomCount = 0;
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reedsCount = 0;
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cactusCount = 0;
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gravelCount = 1;
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sandCount = 3;
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clayCount = 1;
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hugeMushrooms = 0;
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liquids = true;
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}
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void BiomeDecorator::decorate()
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{
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PIXBeginNamedEvent(0,"Decorate ores");
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decorateOres();
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Decorate sand/clay/gravel");
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for (int i = 0; i < sandCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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sandFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
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}
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for (int i = 0; i < clayCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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clayFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
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}
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for (int i = 0; i < gravelCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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sandFeature->place(level, random, x, level->getTopSolidBlock(x, z), z);
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0, "Decorate forests");
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int forests = treeCount;
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if (random->nextInt(10) == 0) forests += 1;
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for (int i = 0; i < forests; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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Feature *tree = biome->getTreeFeature(random);
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tree->init(1, 1, 1);
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tree->place(level, random, x, level->getHeightmap(x, z), z);
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delete tree;
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Decorate mushrooms/flowers/grass");
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for (int i = 0; i < hugeMushrooms; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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hugeMushroomFeature->place(level, random, x, level->getHeightmap(x, z), z);
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}
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for (int i = 0; i < flowerCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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yellowFlowerFeature->place(level, random, x, y, z);
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if (random->nextInt(4) == 0)
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{
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x = xo + random->nextInt(16) + 8;
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y = random->nextInt(Level::genDepth);
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z = zo + random->nextInt(16) + 8;
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roseFlowerFeature->place(level, random, x, y, z);
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}
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}
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for (int i = 0; i < grassCount; i++)
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{
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//int grassType = TallGrass::TALL_GRASS;
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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MemSect(50);
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Feature *grassFeature = biome->getGrassFeature(random);
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MemSect(0);
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grassFeature->place(level, random, x, y, z);
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delete grassFeature;
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Decorate bush/waterlily/mushroom/reeds/pumpkins/cactuses");
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// 4J Stu - For some reason this was created each time round in the loop
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// I assume there is a case where deadBushCount could be 0
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DeadBushFeature *deadBushFeature = NULL;
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if(deadBushCount > 0) deadBushFeature = new DeadBushFeature(Tile::deadBush_Id);
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for (int i = 0; i < deadBushCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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//new DeadBushFeature(Tile::deadBush_Id)->place(level, random, x, y, z);
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deadBushFeature->place(level, random, x, y, z);
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}
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if(deadBushFeature != NULL)delete deadBushFeature;
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for (int i = 0; i < waterlilyCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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while (y > 0 && level->getTile(x, y - 1, z) == 0)
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y--;
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waterlilyFeature->place(level, random, x, y, z);
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}
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for (int i = 0; i < mushroomCount; i++)
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{
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if (random->nextInt(4) == 0)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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int y = level->getHeightmap(x, z);
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brownMushroomFeature->place(level, random, x, y, z);
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}
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if (random->nextInt(8) == 0)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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redMushroomFeature->place(level, random, x, y, z);
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}
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}
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if (random->nextInt(4) == 0)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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brownMushroomFeature->place(level, random, x, y, z);
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}
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if (random->nextInt(8) == 0)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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redMushroomFeature->place(level, random, x, y, z);
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}
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for (int i = 0; i < reedsCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int z = zo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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reedsFeature->place(level, random, x, y, z);
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}
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for (int i = 0; i < 10; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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reedsFeature->place(level, random, x, y, z);
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}
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if (random->nextInt(32) == 0)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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PumpkinFeature *pumpkinFeature = new PumpkinFeature();
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pumpkinFeature->place(level, random, x, y, z);
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delete pumpkinFeature;
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}
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for (int i = 0; i < cactusCount; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(Level::genDepth);
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int z = zo + random->nextInt(16) + 8;
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cactusFeature->place(level, random, x, y, z);
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}
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0,"Decorate liquids");
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if( liquids )
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{
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// 4J Stu - For some reason this was created each time round in the loop
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SpringFeature *waterSpringFeature = new SpringFeature(Tile::water_Id);
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for (int i = 0; i < 50; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(random->nextInt(Level::genDepth - 8) + 8);
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int z = zo + random->nextInt(16) + 8;
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waterSpringFeature->place(level, random, x, y, z);
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}
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delete waterSpringFeature;
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// 4J Stu - For some reason this was created each time round in the loop
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SpringFeature *lavaSpringFeature = new SpringFeature(Tile::lava_Id);
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for (int i = 0; i < 20; i++)
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{
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int x = xo + random->nextInt(16) + 8;
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int y = random->nextInt(random->nextInt(random->nextInt(Level::genDepth - 16) + 8) + 8);
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int z = zo + random->nextInt(16) + 8;
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lavaSpringFeature->place(level, random, x, y, z);
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}
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delete lavaSpringFeature;
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}
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PIXEndNamedEvent();
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}
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void BiomeDecorator::decorate(int count, Feature *feature)
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{
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decorateDepthSpan(count, feature, 0, Level::genDepth);
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}
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void BiomeDecorator::decorateDepthSpan(int count, Feature *feature, int y0, int y1)
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{
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for (int i = 0; i < count; i++)
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{
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int x = xo + random->nextInt(16);
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int y = random->nextInt(y1 - y0) + y0;
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int z = zo + random->nextInt(16);
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feature->place(level, random, x, y, z);
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}
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}
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void BiomeDecorator::decorateDepthAverage(int count, Feature *feature, int yMid, int ySpan)
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{
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for (int i = 0; i < count; i++)
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{
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int x = xo + random->nextInt(16);
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int y = random->nextInt(ySpan) + random->nextInt(ySpan) + (yMid - ySpan);
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int z = zo + random->nextInt(16);
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feature->place(level, random, x, y, z);
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}
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}
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void BiomeDecorator::decorateOres()
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{
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level->setInstaTick(true); // 4J - optimisation
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decorateDepthSpan(20, dirtOreFeature, 0, Level::genDepth);
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decorateDepthSpan(10, gravelOreFeature, 0, Level::genDepth);
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decorateDepthSpan(20, coalOreFeature, 0, Level::genDepth);
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decorateDepthSpan(20, ironOreFeature, 0, Level::genDepth / 2);
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decorateDepthSpan(2, goldOreFeature, 0, Level::genDepth / 4);
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decorateDepthSpan(8, redStoneOreFeature, 0, Level::genDepth / 8);
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decorateDepthSpan(1, diamondOreFeature, 0, Level::genDepth / 8);
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decorateDepthAverage(1, lapisOreFeature, Level::genDepth / 8, Level::genDepth / 8);
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level->setInstaTick(false);
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}
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