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-rw-r--r--Minecraft.World/CustomLevelSource.cpp640
1 files changed, 640 insertions, 0 deletions
diff --git a/Minecraft.World/CustomLevelSource.cpp b/Minecraft.World/CustomLevelSource.cpp
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index 00000000..216e63b9
--- /dev/null
+++ b/Minecraft.World/CustomLevelSource.cpp
@@ -0,0 +1,640 @@
+#include "stdafx.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.biome.h"
+#include "net.minecraft.world.level.levelgen.h"
+#include "net.minecraft.world.level.levelgen.feature.h"
+#include "net.minecraft.world.level.levelgen.structure.h"
+#include "net.minecraft.world.level.levelgen.synth.h"
+#include "net.minecraft.world.level.tile.h"
+#include "net.minecraft.world.level.storage.h"
+#include "CustomLevelSource.h"
+
+const double CustomLevelSource::SNOW_SCALE = 0.3;
+const double CustomLevelSource::SNOW_CUTOFF = 0.5;
+
+CustomLevelSource::CustomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures )
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ m_XZSize = level->getLevelData()->getXZSize();
+
+ m_heightmapOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );
+
+#ifdef _UNICODE
+ wstring path = L"GAME:\\GameRules\\heightmap.bin";
+
+#else
+#ifdef _WINDOWS64
+ string path = "GameRules\\heightmap.bin";
+#else
+ string path = "GAME:\\GameRules\\heightmap.bin";
+#endif
+#endif
+ HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
+ if( file == INVALID_HANDLE_VALUE )
+ {
+ app.FatalLoadError();
+ DWORD error = GetLastError();
+ assert(false);
+ }
+ else
+ {
+
+#ifdef _DURANGO
+ __debugbreak(); // TODO
+ DWORD bytesRead,dwFileSize = 0;
+#else
+ DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
+#endif
+ if(dwFileSize > m_heightmapOverride.length)
+ {
+ app.DebugPrintf("Heightmap binary is too large!!\n");
+ __debugbreak();
+ }
+ BOOL bSuccess = ReadFile(file,m_heightmapOverride.data,dwFileSize,&bytesRead,NULL);
+
+ if(bSuccess==FALSE)
+ {
+ app.FatalLoadError();
+ }
+ CloseHandle(file);
+ }
+
+ m_waterheightOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );
+
+#ifdef _UNICODE
+ wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";
+
+#else
+#ifdef _WINDOWS64
+ string waterHeightPath = "GameRules\\waterheight.bin";
+#else
+ string waterHeightPath = "GAME:\\GameRules\\waterheight.bin";
+#endif
+#endif
+ file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
+ if( file == INVALID_HANDLE_VALUE )
+ {
+ DWORD error = GetLastError();
+ //assert(false);
+ memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length);
+ }
+ else
+ {
+
+#ifdef _DURANGO
+ __debugbreak(); // TODO
+ DWORD bytesRead,dwFileSize = 0;
+#else
+ DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
+#endif
+ if(dwFileSize > m_waterheightOverride.length)
+ {
+ app.DebugPrintf("waterheight binary is too large!!\n");
+ __debugbreak();
+ }
+ BOOL bSuccess = ReadFile(file,m_waterheightOverride.data,dwFileSize,&bytesRead,NULL);
+
+ if(bSuccess==FALSE)
+ {
+ app.FatalLoadError();
+ }
+ CloseHandle(file);
+ }
+
+ caveFeature = new LargeCaveFeature();
+ strongholdFeature = new StrongholdFeature();
+ villageFeature = new VillageFeature(0,m_XZSize);
+ mineShaftFeature = new MineShaftFeature();
+ canyonFeature = new CanyonFeature();
+
+ this->level = level;
+
+ random = new Random(seed);
+ pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
+ perlinNoise3 = new PerlinNoise(random, 4);
+#endif
+}
+
+CustomLevelSource::~CustomLevelSource()
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ delete caveFeature;
+ delete strongholdFeature;
+ delete villageFeature;
+ delete mineShaftFeature;
+ delete canyonFeature;
+
+ this->level = level;
+
+ delete random;
+ delete perlinNoise3;
+#endif
+}
+
+void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ int xChunks = 16 / CHUNK_WIDTH;
+ int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT;
+ int waterHeight = level->seaLevel;
+
+ int xSize = xChunks + 1;
+ int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1;
+ int zSize = xChunks + 1;
+
+ int xMapStart = xOffs + m_XZSize/2;
+ int zMapStart = zOffs + m_XZSize/2;
+ for (int xc = 0; xc < xChunks; xc++)
+ {
+ for (int zc = 0; zc < xChunks; zc++)
+ {
+ for (int yc = 0; yc < yChunks; yc++)
+ {
+ for (int y = 0; y < CHUNK_HEIGHT; y++)
+ {
+ for (int x = 0; x < CHUNK_WIDTH; x++)
+ {
+ for (int z = 0; z < CHUNK_WIDTH; z++)
+ {
+ int mapIndex = (zMapStart * 16 + z + ( zc * CHUNK_WIDTH )) * (m_XZSize * 16) + (xMapStart * 16 + x + ( xc * CHUNK_WIDTH ));
+ int mapHeight = m_heightmapOverride[mapIndex];
+ waterHeight = m_waterheightOverride[mapIndex];
+ //app.DebugPrintf("MapHeight = %d, y = %d\n", mapHeight, yc * CHUNK_HEIGHT + y);
+ ///////////////////////////////////////////////////////////////////
+ // 4J - add this chunk of code to make land "fall-off" at the edges of
+ // a finite world - size of that world is currently hard-coded in here
+ const int worldSize = m_XZSize * 16;
+ const int falloffStart = 32; // chunks away from edge were we start doing fall-off
+ const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map
+
+ int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) );
+ int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) );
+
+ // Get distance to edges of world in x
+ int xxx0 = xxx + ( worldSize / 2 );
+ if( xxx0 < 0 ) xxx0 = 0;
+ int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx;
+ if( xxx1 < 0 ) xxx1 = 0;
+
+ // Get distance to edges of world in z
+ int zzz0 = zzz + ( worldSize / 2 );
+ if( zzz0 < 0 ) zzz0 = 0;
+ int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz;
+ if( zzz1 < 0 ) zzz1 = 0;
+
+ // Get min distance to any edge
+ int emin = xxx0;
+ if (xxx1 < emin ) emin = xxx1;
+ if (zzz0 < emin ) emin = zzz0;
+ if (zzz1 < emin ) emin = zzz1;
+
+ float comp = 0.0f;
+
+ // Calculate how much we want the world to fall away, if we're in the defined region to do so
+ if( emin < falloffStart )
+ {
+ int falloff = falloffStart - emin;
+ comp = ((float)falloff / (float)falloffStart ) * falloffMax;
+ }
+ // 4J - end of extra code
+ ///////////////////////////////////////////////////////////////////
+ int tileId = 0;
+ // 4J - this comparison used to just be with 0.0f but is now varied by block above
+ if (yc * CHUNK_HEIGHT + y < mapHeight)
+ {
+ tileId = (byte) Tile::rock_Id;
+ }
+ else if (yc * CHUNK_HEIGHT + y < waterHeight)
+ {
+ tileId = (byte) Tile::calmWater_Id;
+ }
+
+ // 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
+ // continues on after the edge of the world.
+
+ if( emin == 0 )
+ {
+ // This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world
+ if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::rock_Id;
+ else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
+ }
+
+ int indexY = (yc * CHUNK_HEIGHT + y);
+ int offsAdjustment = 0;
+ if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
+ {
+ indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
+ offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
+ }
+ int offs = ( (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + offsAdjustment;
+ blocks[offs] = tileId;
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+}
+
+
+void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ int waterHeight = level->seaLevel;
+ int xMapStart = xOffs + m_XZSize/2;
+ int zMapStart = zOffs + m_XZSize/2;
+
+ double s = 1 / 32.0;
+
+ doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
+
+ depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);
+
+ for (int x = 0; x < 16; x++)
+ {
+ for (int z = 0; z < 16; z++)
+ {
+ int mapIndex = (zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x);
+ waterHeight = m_waterheightOverride[mapIndex];
+
+ Biome *b = biomes[z + x * 16];
+ float temp = b->getTemperature();
+ int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
+
+ int run = -1;
+
+ byte top = b->topMaterial;
+ byte material = b->material;
+
+ LevelGenerationOptions *lgo = app.getLevelGenerationOptions();
+ if(lgo != NULL)
+ {
+ lgo->getBiomeOverride(b->id,material,top);
+ }
+
+ for (int y = Level::maxBuildHeight - 1; y >= 0; y--)
+ {
+
+ int indexY = y;
+ int offsAdjustment = 0;
+ if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
+ {
+ indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
+ offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
+ }
+ int offs = (x << Level::genDepthBitsPlusFour | z << Level::genDepthBits | indexY) + offsAdjustment;
+
+ if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in
+ // if (y <= 0 + random->nextInt(5))
+ {
+ blocks[offs] = (byte) Tile::unbreakable_Id;
+ }
+ else
+ {
+ int old = blocks[offs];
+
+ if (old == 0)
+ {
+ run = -1;
+ }
+ else if (old == Tile::rock_Id)
+ {
+ if (run == -1)
+ {
+ if (runDepth <= 0)
+ {
+ top = 0;
+ material = (byte) Tile::rock_Id;
+ }
+ else if (y >= waterHeight - 4 && y <= waterHeight + 1)
+ {
+ top = b->topMaterial;
+ material = b->material;
+ if(lgo != NULL)
+ {
+ lgo->getBiomeOverride(b->id,material,top);
+ }
+ }
+
+ if (y < waterHeight && top == 0)
+ {
+ if (temp < 0.15f) top = (byte) Tile::ice_Id;
+ else top = (byte) Tile::calmWater_Id;
+ }
+
+ run = runDepth;
+ if (y >= waterHeight - 1) blocks[offs] = top;
+ else blocks[offs] = material;
+ }
+ else if (run > 0)
+ {
+ run--;
+ blocks[offs] = material;
+
+ // place a few sandstone blocks beneath sand
+ // runs
+ if (run == 0 && material == Tile::sand_Id)
+ {
+ run = random->nextInt(4);
+ material = (byte) Tile::sandStone_Id;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ delete [] depthBuffer.data;
+#endif
+}
+
+LevelChunk *CustomLevelSource::create(int x, int z)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ return getChunk(x,z);
+#else
+ return NULL;
+#endif
+}
+
+LevelChunk *CustomLevelSource::getChunk(int xOffs, int zOffs)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
+
+ // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
+ int blocksSize = Level::maxBuildHeight * 16 * 16;
+ byte *tileData = (byte *)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
+ XMemSet128(tileData,0,blocksSize);
+ byteArray blocks = byteArray(tileData,blocksSize);
+ // byteArray blocks = byteArray(16 * level->depth * 16);
+
+ // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved to below
+
+ prepareHeights(xOffs, zOffs, blocks);
+
+ // 4J - Some changes made here to how biomes, temperatures and downfalls are passed around for thread safety
+ BiomeArray biomes;
+ level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true);
+
+ buildSurfaces(xOffs, zOffs, blocks, biomes);
+
+ delete [] biomes.data;
+
+ caveFeature->apply(this, level, xOffs, zOffs, blocks);
+ // 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village, canyon
+ // this changed in 1.2 to canyon, mineshaft, village, stronghold
+ // This change makes sense as it stops canyons running through other structures
+ canyonFeature->apply(this, level, xOffs, zOffs, blocks);
+ if (generateStructures)
+ {
+ mineShaftFeature->apply(this, level, xOffs, zOffs, blocks);
+ villageFeature->apply(this, level, xOffs, zOffs, blocks);
+ strongholdFeature->apply(this, level, xOffs, zOffs, blocks);
+ }
+ // canyonFeature.apply(this, level, xOffs, zOffs, blocks);
+ // townFeature.apply(this, level, xOffs, zOffs, blocks);
+ // addCaves(xOffs, zOffs, blocks);
+ // addTowns(xOffs, zOffs, blocks);
+
+ // levelChunk->recalcHeightmap(); // 4J - removed & moved into its own method
+
+ // 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
+ // now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
+ LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
+ XPhysicalFree(tileData);
+
+ return levelChunk;
+#else
+ return NULL;
+#endif
+}
+
+// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
+// 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.
+// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
+// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
+void CustomLevelSource::lightChunk(LevelChunk *lc)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ lc->recalcHeightmap();
+#endif
+}
+
+bool CustomLevelSource::hasChunk(int x, int y)
+{
+ return true;
+}
+
+void CustomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt)
+{
+#ifdef _OVERRIDE_HEIGHTMAP
+ int xo = xt * 16;
+ int zo = zt * 16;
+ for (int x = 0; x < 16; x++)
+ {
+ int y = level->getSeaLevel();
+ for (int z = 0; z < 16; z++)
+ {
+ int xp = xo + x + 7;
+ int zp = zo + z + 7;
+ int h = level->getHeightmap(xp, zp);
+ if (h <= 0)
+ {
+ 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)
+ {
+ bool hadWater = false;
+ if (hadWater || (level->getTile(xp - 1, y, zp) == Tile::calmWater_Id && level->getData(xp - 1, y, zp) < 7)) hadWater = true;
+ if (hadWater || (level->getTile(xp + 1, y, zp) == Tile::calmWater_Id && level->getData(xp + 1, y, zp) < 7)) hadWater = true;
+ if (hadWater || (level->getTile(xp, y, zp - 1) == Tile::calmWater_Id && level->getData(xp, y, zp - 1) < 7)) hadWater = true;
+ if (hadWater || (level->getTile(xp, y, zp + 1) == Tile::calmWater_Id && level->getData(xp, y, zp + 1) < 7)) hadWater = true;
+ if (hadWater)
+ {
+ for (int x2 = -5; x2 <= 5; x2++)
+ {
+ for (int z2 = -5; z2 <= 5; z2++)
+ {
+ int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
+
+ if (d <= 5)
+ {
+ d = 6 - d;
+ 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);
+ }
+ }
+ }
+ }
+ }
+ if (hadWater)
+ {
+ level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7);
+ for (int y2 = 0; y2 < y; y2++)
+ {
+ level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+#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 xScale = pprandom->nextLong() / 2 * 2 + 1;
+ __int64 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);
+ }
+ 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->setTileNoUpdate(x + xo, y - 1, z + zo, Tile::ice_Id); // 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->setTile(x + xo, y, z + zo, Tile::topSnow_Id);
+ }
+ }
+ }
+
+ 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;
+ }
+ 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;
+}