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#pragma once
using namespace std;
#include "ChunkSource.h"
#ifndef _CONTENT_PACKAGE
#define _OVERRIDE_HEIGHTMAP
#endif
class ProgressListener;
class LargeFeature;
class StrongholdFeature;
class VillageFeature;
class MineShaftFeature;
class RandomScatteredLargeFeature;
class CustomLevelSource : public ChunkSource
{
public:
static const double SNOW_CUTOFF;
static const double SNOW_SCALE;
static const bool FLOATING_ISLANDS = false;
static const int CHUNK_HEIGHT = 8;
static const int CHUNK_WIDTH = 4;
private:
#ifdef _OVERRIDE_HEIGHTMAP
Random *random;
Random *pprandom; // 4J - added
PerlinNoise *perlinNoise3;
LargeFeature *caveFeature;
StrongholdFeature *strongholdFeature;
VillageFeature *villageFeature;
MineShaftFeature *mineShaftFeature;
RandomScatteredLargeFeature *scatteredFeature;
LargeFeature *canyonFeature;
Level *level;
#endif
byteArray m_heightmapOverride;
byteArray m_waterheightOverride;
private:
const bool generateStructures;
public:
CustomLevelSource(Level *level, int64_t seed, bool generateStructures);
~CustomLevelSource();
public:
void prepareHeights(int xOffs, int zOffs, byteArray blocks);
public:
void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
private:
virtual LevelChunk *create(int x, int z);
public:
virtual LevelChunk *getChunk(int xOffs, int zOffs);
virtual void lightChunk(LevelChunk *lc); // 4J added
public:
virtual bool hasChunk(int x, int y);
private:
void calcWaterDepths(ChunkSource *parent, int xt, int zt);
public:
virtual void postProcess(ChunkSource *parent, int xt, int zt);
virtual bool save(bool force, ProgressListener *progressListener);
virtual bool tick();
virtual bool shouldSave();
virtual wstring gatherStats();
public:
virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
};
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