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Diffstat (limited to 'Minecraft.World/SwampTreeFeature.cpp')
-rw-r--r--Minecraft.World/SwampTreeFeature.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/Minecraft.World/SwampTreeFeature.cpp b/Minecraft.World/SwampTreeFeature.cpp
new file mode 100644
index 00000000..19d3f66a
--- /dev/null
+++ b/Minecraft.World/SwampTreeFeature.cpp
@@ -0,0 +1,132 @@
+#include "stdafx.h"
+#include "SwampTreeFeature.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.level.tile.h"
+#include "JavaMath.h"
+
+bool SwampTreeFeature::place(Level *level, Random *random, int x, int y, int z)
+{
+ int treeHeight = random->nextInt(4) + 5;
+ while (level->getMaterial(x, y - 1, z) == Material::water)
+ y--;
+
+ bool free = true;
+ if (y < 1 || y + treeHeight + 1 > Level::genDepth) return false;
+
+ // 4J Stu Added to stop tree features generating areas previously place by game rule generation
+ if(app.getLevelGenerationOptions() != NULL)
+ {
+ LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
+ bool intersects = levelGenOptions->checkIntersects(x - 3, y - 1, z - 3, x + 3, y + treeHeight, z + 3);
+ if(intersects)
+ {
+ //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
+ return false;
+ }
+ }
+
+ for (int yy = y; yy <= y + 1 + treeHeight; yy++)
+ {
+ int r = 1;
+ if (yy == y) r = 0;
+ if (yy >= y + 1 + treeHeight - 2) r = 3;
+ for (int xx = x - r; xx <= x + r && free; xx++)
+ {
+ for (int zz = z - r; zz <= z + r && free; zz++)
+ {
+ if (yy >= 0 && yy < Level::genDepth)
+ {
+ int tt = level->getTile(xx, yy, zz);
+ if (tt != 0 && tt != Tile::leaves_Id)
+ {
+ if (tt == Tile::calmWater_Id || tt == Tile::water_Id)
+ {
+ if (yy > y) free = false;
+ }
+ else
+ {
+ free = false;
+ }
+ }
+ }
+ else
+ {
+ free = false;
+ }
+ }
+ }
+ }
+
+ if (!free) return false;
+
+ int belowTile = level->getTile(x, y - 1, z);
+ if ((belowTile != Tile::grass_Id && belowTile != Tile::dirt_Id) || y >= Level::genDepth - treeHeight - 1) return false;
+
+ placeBlock(level, x, y - 1, z, Tile::dirt_Id);
+
+ for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
+ {
+ int yo = yy - (y + treeHeight);
+ int offs = 2 - yo / 2;
+ for (int xx = x - offs; xx <= x + offs; xx++)
+ {
+ int xo = xx - (x);
+ for (int zz = z - offs; zz <= z + offs; zz++)
+ {
+ int zo = zz - (z);
+ if (abs(xo) == offs && abs(zo) == offs && (random->nextInt(2) == 0 || yo == 0)) continue;
+ if (!Tile::solid[level->getTile(xx, yy, zz)]) placeBlock(level, xx, yy, zz, Tile::leaves_Id);
+ }
+ }
+ }
+
+ for (int hh = 0; hh < treeHeight; hh++)
+ {
+ int t = level->getTile(x, y + hh, z);
+ if (t == 0 || t == Tile::leaves_Id || t == Tile::water_Id || t == Tile::calmWater_Id) placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id);
+ }
+
+ for (int yy = y - 3 + treeHeight; yy <= y + treeHeight; yy++)
+ {
+ int yo = yy - (y + treeHeight);
+ int offs = 2 - yo / 2;
+ for (int xx = x - offs; xx <= x + offs; xx++)
+ {
+ for (int zz = z - offs; zz <= z + offs; zz++)
+ {
+ if (level->getTile(xx, yy, zz) == Tile::leaves_Id)
+ {
+ if (random->nextInt(4) == 0 && level->getTile(xx - 1, yy, zz) == 0)
+ {
+ addVine(level, xx - 1, yy, zz, VineTile::VINE_EAST);
+ }
+ if (random->nextInt(4) == 0 && level->getTile(xx + 1, yy, zz) == 0)
+ {
+ addVine(level, xx + 1, yy, zz, VineTile::VINE_WEST);
+ }
+ if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz - 1) == 0)
+ {
+ addVine(level, xx, yy, zz - 1, VineTile::VINE_SOUTH);
+ }
+ if (random->nextInt(4) == 0 && level->getTile(xx, yy, zz + 1) == 0)
+ {
+ addVine(level, xx, yy, zz + 1, VineTile::VINE_NORTH);
+ }
+ }
+ }
+ }
+ }
+ return true;
+
+}
+
+void SwampTreeFeature::addVine(Level *level, int xx, int yy, int zz, int dir)
+{
+ placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
+ int maxDir = 4;
+ while (level->getTile(xx, --yy, zz) == 0 && maxDir > 0)
+ {
+ placeBlock(level, xx, yy, zz, Tile::vine_Id, dir);
+ maxDir--;
+ }
+} \ No newline at end of file