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.
661 lines
20 KiB
C++
661 lines
20 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.levelgen.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "net.minecraft.world.level.levelgen.synth.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.storage.h"
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#include "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, bool generateStructures) : generateStructures( generateStructures )
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{
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#ifdef _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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#ifdef _UNICODE
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wstring path = L"GAME:\\GameRules\\heightmap.bin";
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#else
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#ifdef _WINDOWS64
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string path = "GameRules\\heightmap.bin";
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#else
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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, FILE_ATTRIBUTE_NORMAL, NULL);
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if( file == INVALID_HANDLE_VALUE )
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{
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app.FatalLoadError();
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DWORD error = GetLastError();
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assert(false);
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}
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else
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{
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#ifdef _DURANGO
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__debugbreak(); // TODO
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DWORD bytesRead,dwFileSize = 0;
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#else
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DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
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#endif
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if(dwFileSize > m_heightmapOverride.length)
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{
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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,&bytesRead,NULL);
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if(bSuccess==FALSE)
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{
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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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#ifdef _UNICODE
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wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";
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#else
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#ifdef _WINDOWS64
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string waterHeightPath = "GameRules\\waterheight.bin";
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#else
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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, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
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if( file == INVALID_HANDLE_VALUE )
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{
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DWORD error = GetLastError();
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//assert(false);
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memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length);
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}
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else
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{
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#ifdef _DURANGO
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__debugbreak(); // TODO
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DWORD bytesRead,dwFileSize = 0;
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#else
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DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
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#endif
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if(dwFileSize > m_waterheightOverride.length)
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{
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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,&bytesRead,NULL);
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if(bSuccess==FALSE)
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{
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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(seed); // 4J - added, so that we can have a separate random for doing 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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{
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#ifdef _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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this->level = level;
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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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{
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#ifdef _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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{
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for (int zc = 0; zc < xChunks; zc++)
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{
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for (int yc = 0; yc < yChunks; yc++)
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{
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for (int y = 0; y < CHUNK_HEIGHT; y++)
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{
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for (int x = 0; x < CHUNK_WIDTH; x++)
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{
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for (int z = 0; z < CHUNK_WIDTH; z++)
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{
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int mapIndex = (zMapStart * 16 + z + ( zc * CHUNK_WIDTH )) * (m_XZSize * 16) + (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", mapHeight, yc * CHUNK_HEIGHT + y);
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land "fall-off" at the edges of
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// a finite world - size 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 = 32; // chunks away from edge were we start doing fall-off
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const float falloffMax = 128.0f; // max value we need to get to falloff 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 away, if we're in the defined region to do so
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if( emin < falloffStart )
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{
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart ) * 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 but is now varied by block above
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if (yc * CHUNK_HEIGHT + y < mapHeight)
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{
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tileId = (byte) Tile::stone_Id;
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}
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else if (yc * CHUNK_HEIGHT + y < waterHeight)
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{
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tileId = (byte) Tile::calmWater_Id;
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}
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// 4J - more extra code to make sure that the column at the edge of the world is just water & rock, to match the infinite sea that
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// continues on after the edge of the world.
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if( emin == 0 )
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{
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// This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world
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if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::stone_Id;
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else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) 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 >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
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{
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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 + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + 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, BiomeArray biomes)
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{
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#ifdef _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*16); // 4J - used to be declared with class level scope but moved here for thread safety
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depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 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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{
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for (int z = 0; z < 16; z++)
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{
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int mapIndex = (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 + random->nextDouble() * 0.25);
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int run = -1;
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byte top = b->topMaterial;
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byte material = b->material;
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LevelGenerationOptions *lgo = app.getLevelGenerationOptions();
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if(lgo != NULL)
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{
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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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{
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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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{
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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 | z << Level::genDepthBits | indexY) + offsAdjustment;
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if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in
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// if (y <= 0 + random->nextInt(5))
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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}
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else
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{
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int old = blocks[offs];
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if (old == 0)
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{
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run = -1;
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}
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else if (old == Tile::stone_Id)
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{
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if (run == -1)
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{
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if (runDepth <= 0)
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{
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top = 0;
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material = (byte) Tile::stone_Id;
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}
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else if (y >= waterHeight - 4 && y <= waterHeight + 1)
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{
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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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{
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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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{
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if (temp < 0.15f) top = (byte) Tile::ice_Id;
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else top = (byte) Tile::calmWater_Id;
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}
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run = runDepth;
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if (y >= waterHeight - 1) blocks[offs] = top;
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else blocks[offs] = material;
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}
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else if (run > 0)
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{
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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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{
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run = random->nextInt(4);
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material = (byte) 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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{
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#ifdef _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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{
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#ifdef _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 management so that it will get cleanly freed
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int blocksSize = Level::maxBuildHeight * 16 * 16;
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byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, 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); // 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 passed around for thread safety
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BiomeArray biomes;
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level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 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, canyon
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// this changed in 1.2 to canyon, mineshaft, village, stronghold
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// This 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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{
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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 into its own method
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// 4J - this now creates compressed block data from the blocks array passed 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 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 recalcHeightmap after the chunk is added into the cache. Without
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// doing this, then loads of the lightgaps() calls will fail to add any lights, because adding a light checks if the cache has this chunk in.
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// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
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// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
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void CustomLevelSource::lightChunk(LevelChunk *lc)
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{
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#ifdef _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)
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{
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return true;
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}
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void CustomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt)
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{
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#ifdef _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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{
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int y = level->getSeaLevel();
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for (int z = 0; z < 16; z++)
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{
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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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{
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if (level->getHeightmap(xp - 1, zp) > 0 || level->getHeightmap(xp + 1, zp) > 0 || level->getHeightmap(xp, zp - 1) > 0 || level->getHeightmap(xp, zp + 1) > 0)
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{
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bool hadWater = false;
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if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true;
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if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true;
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if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true;
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if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true;
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if (hadWater)
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{
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for (int x2 = -5; x2 <= 5; x2++)
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{
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for (int z2 = -5; z2 <= 5; z2++)
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{
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int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
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if (d <= 5)
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{
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d = 6 - d;
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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)
|
|
{
|
|
#ifdef _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();
|
|
|
|
#if 0
|
|
PIXBeginNamedEvent(0,"Lakes");
|
|
if (!hasVillage && pprandom->nextInt(4) == 0)
|
|
{
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::maxBuildHeight);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
|
|
LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id);
|
|
calmWater->place(level, pprandom, x, y, z);
|
|
delete calmWater;
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Lava");
|
|
if (!hasVillage && pprandom->nextInt(8) == 0)
|
|
{
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(pprandom->nextInt(Level::maxBuildHeight - 8) + 8);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
if (y < level->seaLevel || pprandom->nextInt(10) == 0)
|
|
{
|
|
LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id);
|
|
calmLava->place(level, pprandom, x, y, z);
|
|
delete calmLava;
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
wstring CustomLevelSource::gatherStats()
|
|
{
|
|
return L"CustomLevelSource";
|
|
}
|
|
|
|
vector<Biome::MobSpawnerData *> *CustomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
|
|
{
|
|
#ifdef _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 wstring& featureName, int x, int y, int z)
|
|
{
|
|
#ifdef _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)
|
|
{
|
|
#ifdef _OVERRIDE_HEIGHTMAP
|
|
mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL);
|
|
villageFeature->apply(this, level, chunkX, chunkZ, NULL);
|
|
strongholdFeature->apply(this, level, chunkX, chunkZ, NULL);
|
|
scatteredFeature->apply(this, level, chunkX, chunkZ, NULL);
|
|
#endif
|
|
}
|
|
} |