diff options
Diffstat (limited to 'Minecraft.World/BonusChestFeature.cpp')
| -rw-r--r-- | Minecraft.World/BonusChestFeature.cpp | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/Minecraft.World/BonusChestFeature.cpp b/Minecraft.World/BonusChestFeature.cpp new file mode 100644 index 00000000..2d7690ee --- /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; +} |
