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-rw-r--r--Minecraft.World/BonusChestFeature.cpp88
1 files changed, 88 insertions, 0 deletions
diff --git a/Minecraft.World/BonusChestFeature.cpp b/Minecraft.World/BonusChestFeature.cpp
new file mode 100644
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--- /dev/null
+++ b/Minecraft.World/BonusChestFeature.cpp
@@ -0,0 +1,88 @@
+#include "stdafx.h"
+#include "BonusChestFeature.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+#include "net.minecraft.world.level.tile.entity.h"
+#include "WeighedTreasure.h"
+#include "StructurePiece.h"
+
+BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls)
+{
+}
+
+// 4J - original virtual method
+bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z)
+{
+ return place(level, random, x, y, z, false );
+}
+
+// 4J - added force parameter - trying to keep this as similar as possible to the original algorithm, but would also like it to definitely place a
+// chest as it doesn't necessarily find somewhere in the original java. This method is called multple times for different x,y,z round the
+// spawn point and force signifies that this is the last time this will be called. In this case, just place the chest exactly where the input
+// parameters requested we place it (we know this will be one tile above the top solid block of a randomn column), and then do our best to place
+// any surrounding torches where appropriate.
+
+bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force)
+{
+ if( !force )
+ {
+ int t = 0;
+ while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1)
+ y--;
+
+ if (y < 1)
+ {
+ return false;
+ }
+ y++;
+ }
+
+ for (int i = 0; i < 4; i++)
+ {
+ int x2, y2, z2;
+
+ if( force )
+ {
+ x2 = x;
+ y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway.
+ // this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
+ z2 = z;
+ }
+ else
+ {
+ x2 = x + random->nextInt(4) - random->nextInt(4);
+ y2 = y + random->nextInt(3) - random->nextInt(3);
+ z2 = z + random->nextInt(4) - random->nextInt(4);
+ }
+
+ if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
+ {
+ level->setTile(x2, y2, z2, Tile::chest_Id);
+ shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
+ if (chest != NULL)
+ {
+ WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
+ chest->isBonusChest = true; // 4J added
+ }
+ if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
+ {
+ level->setTile(x2 - 1, y2, z2, Tile::torch_Id);
+ }
+ if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
+ {
+ level->setTile(x2 + 1, y2, z2, Tile::torch_Id);
+ }
+ if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
+ {
+ level->setTile(x2, y2, z2 - 1, Tile::torch_Id);
+ }
+ if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
+ {
+ level->setTile(x2, y2, z2 + 1, Tile::torch_Id);
+ }
+ return true;
+ }
+ }
+
+ return false;
+}