forked from Kolyah35/minecraft-pe-0.6.1
few additions and bug fixes
Added Hand Sway (not an option yet) from b1,8 Fire works properly in multiplayer now and also renders on undead mobs in sunlight now hopefully fixed bow stuck bug on touchscreen devices Fire on entites uses updated rendering from b1.6.6 Shadow bug fix attempt the 15th Added looking at block in debug screen Zombie Pigman now renders his hat layer Temporarily disabled most randomlevelsource cave, canyon and tall grass code just for this commit to test performance
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@@ -236,26 +236,26 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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// @todo - add generation options to enable or disable extra features like lava lakes or water lakes as they affect seed parity with the original vanilla game - shredder
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// //@todo: hide those chunks if they are aren't visible
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if (random.nextInt(4) == 0) {
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int x = xo + random.nextInt(16) + 8;
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int y = random.nextInt(128);
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int z = zo + random.nextInt(16) + 8;
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LakeFeature feature(Tile::calmWater->id);
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feature.place(level, &random, x, y, z);
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// LOGI("Adding underground lake @ (%d,%d,%d)\n", x, y, z);
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}
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//// //@todo: hide those chunks if they are aren't visible
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//if (random.nextInt(4) == 0) {
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// int x = xo + random.nextInt(16) + 8;
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// int y = random.nextInt(128);
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// int z = zo + random.nextInt(16) + 8;
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// LakeFeature feature(Tile::calmWater->id);
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// feature.place(level, &random, x, y, z);
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// // LOGI("Adding underground lake @ (%d,%d,%d)\n", x, y, z);
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//}
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////@todo: hide those chunks if they are aren't visible
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if (random.nextInt(8) == 0) {
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int x = xo + random.nextInt(16) + 8;
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int y = random.nextInt(random.nextInt(120) + 8);
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int z = zo + random.nextInt(16) + 8;
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if (y < 64 || random.nextInt(10) == 0) {
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LakeFeature feature(Tile::calmLava->id);
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feature.place(level, &random, x, y, z);
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}
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}
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//////@todo: hide those chunks if they are aren't visible
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//if (random.nextInt(8) == 0) {
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// int x = xo + random.nextInt(16) + 8;
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// int y = random.nextInt(random.nextInt(120) + 8);
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// int z = zo + random.nextInt(16) + 8;
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// if (y < 64 || random.nextInt(10) == 0) {
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// LakeFeature feature(Tile::calmLava->id);
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// feature.place(level, &random, x, y, z);
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// }
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//}
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static float totalTime = 0;
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const float st = getTimeS();
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@@ -434,30 +434,30 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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//}
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// reworked code from above to generate ferns and shrubs to just like in beta java
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int grassCount = 0;
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if (biome == Biome::forest) { grassCount = 2; }
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else if (biome == Biome::rainForest) { grassCount = 10; }
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else if (biome == Biome::seasonalForest) { grassCount = 2; }
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else if (biome == Biome::taiga) { grassCount = 1; }
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else if (biome == Biome::plains) { grassCount = 10; }
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for (int i = 0; i < grassCount; i++) {
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int grassMetadata = TallGrass::TALL_GRASS;
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if (biome == Biome::rainForest && random.nextInt(3) != 0) {
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grassMetadata = TallGrass::FERN;
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}
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int x = xo + random.nextInt(16) + 8;
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int z = zo + random.nextInt(16) + 8;
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int y = level->getHeightmap(x, z);
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TallgrassFeature grassFeature(Tile::tallgrass->id, grassMetadata);
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grassFeature.place(level, &random, x, y, z);
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}
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//int grassCount = 0;
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//
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//if (biome == Biome::forest) { grassCount = 2; }
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//else if (biome == Biome::rainForest) { grassCount = 10; }
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//else if (biome == Biome::seasonalForest) { grassCount = 2; }
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//else if (biome == Biome::taiga) { grassCount = 1; }
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//else if (biome == Biome::plains) { grassCount = 10; }
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//
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//for (int i = 0; i < grassCount; i++) {
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// int grassMetadata = TallGrass::TALL_GRASS;
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//
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//
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// if (biome == Biome::rainForest && random.nextInt(3) != 0) {
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// grassMetadata = TallGrass::FERN;
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// }
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//
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// int x = xo + random.nextInt(16) + 8;
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//
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// int z = zo + random.nextInt(16) + 8;
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// int y = level->getHeightmap(x, z);
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//
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// TallgrassFeature grassFeature(Tile::tallgrass->id, grassMetadata);
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// grassFeature.place(level, &random, x, y, z);
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//}
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for (int i = 0; i < 10; i++) {
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@@ -557,8 +557,8 @@ LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
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buildSurfaces(xOffs, zOffs, blocks, biomes);
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// Carve caves into the chunk
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caveFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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canyonFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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// caveFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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// canyonFeature.apply(this, level, xOffs, zOffs, blocks, LevelChunk::ChunkBlockCount);
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levelChunk->recalcHeightmap();
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return levelChunk;
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