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#pragma once
#include "Biome.h"
#include "BiomeSource.h"
#include "BiomeCache.h"
#include "net.minecraft.world.level.levelgen.synth.h"

class ChunkPos;
class Level;
class Layer;
class TilePos;
class LevelType;

class BiomeSource
{
private:
	shared_ptr<Layer> layer;
	shared_ptr<Layer> zoomedLayer;
public:
	static const int CACHE_DIAMETER = 256;

private:
	BiomeCache *cache;

	vector<Biome *> playerSpawnBiomes;

protected:
	void _init();
	void _init(__int64 seed, LevelType *generator);
    BiomeSource();

public:
	BiomeSource(__int64 seed, LevelType *generator);
    BiomeSource(Level *level);
private:
	static bool getIsMatch(float *frac);					// 4J added
	static void getFracs(intArray indices, float *fracs);	// 4J added
public:
#ifdef __PSVITA__
	static __int64 findSeed(LevelType *generator, bool* pServerRunning);	// MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs							// 4J added
#else
	static __int64 findSeed(LevelType *generator);	// 4J added
#endif
	~BiomeSource();

public:
	vector<Biome *> getPlayerSpawnBiomes() { return playerSpawnBiomes; }
    virtual Biome *getBiome(ChunkPos *cp);
    virtual Biome *getBiome(int x, int z);

	// 4J - changed the interface for these methods, mainly for thread safety
	virtual float getDownfall(int x, int z) const;
    virtual floatArray getDownfallBlock(int x, int z, int w, int h) const;
    virtual void getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const;

	// 4J - changed the interface for these methods, mainly for thread safety
	virtual BiomeCache::Block *getBlockAt(int x, int y);
	virtual float getTemperature(int x, int y, int z) const;
	float scaleTemp(float temp, int y ) const;	// 4J - brought forward from 1.2.3
	virtual floatArray getTemperatureBlock(int x, int z, int w, int h) const;
    virtual void getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const;

	virtual BiomeArray getRawBiomeBlock(int x, int z, int w, int h) const;
	virtual void getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const;
	virtual void getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const;		// 4J added
	virtual BiomeArray getBiomeBlock(int x, int z, int w, int h) const;
    virtual void getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const;

	virtual byteArray getBiomeIndexBlock(int x, int z, int w, int h) const;
	virtual void getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const;

	/**
	* Checks if an area around a block contains only the specified biomes.
	* Useful for placing elements like towns.
	* 
	* This is a bit of a rough check, to make it as fast as possible. To ensure
	* NO other biomes, add a margin of at least four blocks to the radius
	*/
	virtual bool containsOnly(int x, int z, int r, vector<Biome *> allowed);

	/**
	* Checks if an area around a block contains only the specified biome.
	* Useful for placing elements like towns.
	* 
	* This is a bit of a rough check, to make it as fast as possible. To ensure
	* NO other biomes, add a margin of at least four blocks to the radius
	*/
	virtual bool containsOnly(int x, int z, int r, Biome *allowed);

	/**
	* Finds the specified biome within the radius. This will return a random
	* position if several are found. This test is fairly rough.
	* 
	* Returns null if the biome wasn't found
	*/
	virtual TilePos *findBiome(int x, int z, int r, Biome *toFind, Random *random);

	/**
	* Finds one of the specified biomes within the radius. This will return a
	* random position if several are found. This test is fairly rough.
	* 
	* Returns null if the biome wasn't found
	*/
	virtual TilePos *findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random);

	void update();
};