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path: root/Minecraft.World/FlowerFeature.cpp
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#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.dimension.h"
#include "FlowerFeature.h"
#include "net.minecraft.world.level.tile.h"

FlowerFeature::FlowerFeature(int tile)
{
	this->tile = tile;
}

bool FlowerFeature::place(Level *level, Random *random, int x, int y, int z)
{
	// 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 - 8, y - 4, z - 8, x + 8, y + 4, z + 8);
		if(intersects)
		{
			//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
			return false;
		}
	}

	for (int i = 0; i < 64; i++)
	{
		int x2 = x + random->nextInt(8) - random->nextInt(8);
		int y2 = y + random->nextInt(4) - random->nextInt(4);
		int z2 = z + random->nextInt(8) - random->nextInt(8);
		if (level->isEmptyTile(x2, y2, z2) && (!level->dimension->hasCeiling || y2 < Level::genDepthMinusOne))
		{
			if (Tile::tiles[tile]->canSurvive(level, x2, y2, z2))
			{
				level->setTileAndData(x2, y2, z2, tile, 0, Tile::UPDATE_CLIENTS);
			}
		}
	}

	return true;
}