aboutsummaryrefslogtreecommitdiff
path: root/Minecraft.World/TreeFeature.cpp
blob: 0ef4e320a26983805ec85f28701fefd2d9df569f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "TreeFeature.h"

TreeFeature::TreeFeature(bool doUpdate) : Feature(doUpdate), baseHeight(4), trunkType(0), leafType(0), addJungleFeatures(false)
{
}

TreeFeature::TreeFeature(bool doUpdate, int baseHeight, int trunkType, int leafType, bool addJungleFeatures) : Feature(doUpdate), baseHeight(baseHeight), trunkType(trunkType), leafType(leafType), addJungleFeatures(addJungleFeatures)
{
}

bool TreeFeature::place(Level *level, Random *random, int x, int y, int z)
{	
	int treeHeight = random->nextInt(3) + baseHeight;

	bool free = true;
	if (y < 1 || y + treeHeight + 1 > Level::maxBuildHeight) return false;

	// 4J Stu Added to stop tree features generating areas previously place by game rule generation
	if(app.getLevelGenerationOptions() != NULL)
	{
		PIXBeginNamedEvent(0,"TreeFeature checking intersects");
		LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
		bool intersects = levelGenOptions->checkIntersects(x - 2, y - 1, z - 2, x + 2, y + treeHeight, z + 2);
		PIXEndNamedEvent();
		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 = 2;
		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::maxBuildHeight)
				{
					int tt = level->getTile(xx, yy, zz);
					if (tt != 0 && tt != Tile::leaves_Id && tt != Tile::grass_Id && tt != Tile::dirt_Id && tt != Tile::treeTrunk_Id) 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::maxBuildHeight - treeHeight - 1) return false;

	placeBlock(level, x, y - 1, z, Tile::dirt_Id, 0);
	
	PIXBeginNamedEvent(0,"Placing TreeFeature leaves");
	int grassHeight = 3;
	int extraWidth = 0;
	// 4J Stu - Generate leaves from the top down to stop having to recalc heightmaps
	for (int yy = y + treeHeight; yy >= y - grassHeight + treeHeight; yy--)
	{
		int yo = yy - (y + treeHeight);
		int offs = extraWidth + 1 - 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, leafType);
			}
		}
	}
	PIXEndNamedEvent();
	PIXBeginNamedEvent(0,"Placing TreeFeature trunks");
	for (int hh = 0; hh < treeHeight; hh++)
	{
		int t = level->getTile(x, y + hh, z);
		if (t == 0 || t == Tile::leaves_Id)
		{
			placeBlock(level, x, y + hh, z, Tile::treeTrunk_Id, trunkType);
			if (addJungleFeatures && hh > 0)
			{
				if (random->nextInt(3) > 0 && level->isEmptyTile(x - 1, y + hh, z))
				{
					placeBlock(level, x - 1, y + hh, z, Tile::vine_Id, VineTile::VINE_EAST);
				}
				if (random->nextInt(3) > 0 && level->isEmptyTile(x + 1, y + hh, z))
				{
					placeBlock(level, x + 1, y + hh, z, Tile::vine_Id, VineTile::VINE_WEST);
				}
				if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z - 1))
				{
					placeBlock(level, x, y + hh, z - 1, Tile::vine_Id, VineTile::VINE_SOUTH);
				}
				if (random->nextInt(3) > 0 && level->isEmptyTile(x, y + hh, z + 1))
				{
					placeBlock(level, x, y + hh, z + 1, Tile::vine_Id, VineTile::VINE_NORTH);
				}
			}
		}
	}
	PIXEndNamedEvent();
	if (addJungleFeatures)
	{
		PIXBeginNamedEvent(0,"TreeFeature adding vines");
		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);
						}
					}
				}
			}
		}
		PIXEndNamedEvent();
		// also chance for cocoa plants around stem
		if (random->nextInt(5) == 0 && treeHeight > 5)
		{
		PIXBeginNamedEvent(0,"TreeFeature adding cocoa");
			for (int rows = 0; rows < 2; rows++)
			{
				for (int dir = 0; dir < 4; dir++)
				{
					if (random->nextInt(4 - rows) == 0)
					{
						int age = random->nextInt(3);
						placeBlock(level, x + Direction::STEP_X[Direction::DIRECTION_OPPOSITE[dir]], y + treeHeight - 5 + rows, z + Direction::STEP_Z[Direction::DIRECTION_OPPOSITE[dir]],
							Tile::cocoa_Id, (age << 2) | dir);
					}
				}
			}
			PIXEndNamedEvent();
		}
	}

	return true;
}

void TreeFeature::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--;
	}
}