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#pragma once
#include "ChunkSource.h"
#include "PerlinNoise.h"
#include "LargeFeature.h"
#include "LargeHellCaveFeature.h"
#include "LevelChunk.h"
#include "HellFireFeature.h"
#include "LightGemFeature.h"
#include "HellPortalFeature.h"
#include "FlowerFeature.h"
#include "HellSpringFeature.h"
#include "NetherBridgeFeature.h"
class ProgressListener;
class HellRandomLevelSource : public ChunkSource
{
public:
static const int CHUNK_HEIGHT = 8;
static const int CHUNK_WIDTH = 4;
private:
Random *random;
Random *pprandom; // 4J added
PerlinNoise *lperlinNoise1;
PerlinNoise *lperlinNoise2;
PerlinNoise *perlinNoise1;
PerlinNoise *perlinNoise2;
PerlinNoise *perlinNoise3;
public:
PerlinNoise *scaleNoise;
PerlinNoise *depthNoise;
private:
Level *level;
public:
HellRandomLevelSource(Level *level, __int64 seed);
~HellRandomLevelSource();
NetherBridgeFeature *netherBridgeFeature;
private:
void prepareHeights(int xOffs, int zOffs, byteArray blocks);
public:
void buildSurfaces(int xOffs, int zOffs, byteArray blocks);
private:
LargeFeature *caveFeature;
public:
LevelChunk *create(int x, int z);
LevelChunk *getChunk(int xOffs, int zOffs);
virtual void lightChunk(LevelChunk *lc); // 4J added
private:
doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);
public:
bool hasChunk(int x, int y);
void postProcess(ChunkSource *parent, int xt, int zt);
bool save(bool force, ProgressListener *progressListener);
bool tick();
bool shouldSave();
wstring gatherStats();
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);
};
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