Beispiel #1
0
void NetherGen::generateChunk(int x, int z, int map)
{
  NBT_Value* main = new NBT_Value(NBT_Value::TAG_COMPOUND);
  NBT_Value* val = new NBT_Value(NBT_Value::TAG_COMPOUND);

  val->Insert("Sections", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND)); 

  val->Insert("HeightMap", new NBT_Value(heightmap));
  val->Insert("Entities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("TileEntities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("LastUpdate", new NBT_Value((int64_t)time(NULL)));
  val->Insert("xPos", new NBT_Value(x));
  val->Insert("zPos", new NBT_Value(z));
  val->Insert("TerrainPopulated", new NBT_Value((char)1));

  main->Insert("Level", val);

  /*  uint32_t chunkid;
  ServerInstance->map()->posToId(x, z, &chunkid);

  ServerInstance->map()->maps[chunkid].x = x;
  ServerInstance->map()->maps[chunkid].z = z; */

  sChunk* chunk = new sChunk();
  //chunk->blocks = &((*t_blocks)[0]);
  //chunk->data = &((*t_data)[0]);
  //chunk->blocklight = &((*t_blocklight)[0]);
  //chunk->skylight = &((*t_skylight)[0]);
  chunk->heightmap = &(heightmap[0]);
  chunk->nbt = main;
  chunk->x = x;
  chunk->z = z;

  ServerInstance->map(map)->chunks.insert(ChunkMap::value_type(ChunkMap::key_type(x, z), chunk));

  memset(chunk->blocks, 0, 16*16*256);
  memset(chunk->addblocks, 0, 16*16*256/2);
  memset(chunk->data, 0, 16*16*256/2);
  memset(chunk->blocklight, 0, 16*16*256/2);
  memset(chunk->skylight, 0, 16*16*256/2);
  chunk->chunks_present = 0xffff;

  generateWithNoise(x, z, map);

  // Update last used time
  //ServerInstance->map()->mapLastused[chunkid] = (int)time(0);

  // Not changed
  //ServerInstance->map()->mapChanged[chunkid] = ServerInstance->config()->bData("save_unchanged_chunks");

  //ServerInstance->map()->maps[chunkid].nbt = main;

  if (addOre)
  {
    AddOre(x, z, map, BLOCK_GLOWSTONE);
    AddOre(x, z, map, BLOCK_STATIONARY_LAVA);
  }

  // Add trees
  if (addTrees)
  {
    AddTrees(x, z, map,  fastrand() % 2 + 3);
  }

  if (expandBeaches)
  {
    ExpandBeaches(x, z, map);
  }

}
Beispiel #2
0
void MapGen::generateChunk(int x, int z, int map)
{
  NBT_Value *main = new NBT_Value(NBT_Value::TAG_COMPOUND);
  NBT_Value *val = new NBT_Value(NBT_Value::TAG_COMPOUND);

  val->Insert("Blocks", new NBT_Value(blocks));
  val->Insert("Data", new NBT_Value(blockdata));
  val->Insert("SkyLight", new NBT_Value(skylight));
  val->Insert("BlockLight", new NBT_Value(blocklight));
  val->Insert("HeightMap", new NBT_Value(heightmap));
  val->Insert("Entities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("TileEntities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("LastUpdate", new NBT_Value((int64_t)time(NULL)));
  val->Insert("xPos", new NBT_Value(x));
  val->Insert("zPos", new NBT_Value(z));
  val->Insert("TerrainPopulated", new NBT_Value((int8_t)1));

  main->Insert("Level", val);

  /*  uint32_t chunkid;
  Mineserver::get()->map()->posToId(x, z, &chunkid);

  Mineserver::get()->map()->maps[chunkid].x = x;
  Mineserver::get()->map()->maps[chunkid].z = z; */

  std::vector<uint8_t> *t_blocks = (*val)["Blocks"]->GetByteArray();
  std::vector<uint8_t> *t_data = (*val)["Data"]->GetByteArray();
  std::vector<uint8_t> *t_blocklight = (*val)["BlockLight"]->GetByteArray();
  std::vector<uint8_t> *t_skylight = (*val)["SkyLight"]->GetByteArray();
  std::vector<uint8_t> *heightmap = (*val)["HeightMap"]->GetByteArray();

  sChunk *chunk = new sChunk();
  chunk->blocks = &((*t_blocks)[0]);
  chunk->data = &((*t_data)[0]);
  chunk->blocklight = &((*t_blocklight)[0]);
  chunk->skylight = &((*t_skylight)[0]);
  chunk->heightmap = &((*heightmap)[0]);
  chunk->nbt = main;
  chunk->x = x;
  chunk->z = z;
  Mineserver::get()->map(map)->chunks.linkChunk(chunk, x, z);
  if(Mineserver::get()->config()->bData("mapgen.flatgrass"))
    generateFlatgrass(x, z, map);
  else
    generateWithNoise(x, z, map);


  // Update last used time
  //Mineserver::get()->map()->mapLastused[chunkid] = (int)time(0);

  // Not changed
  chunk->changed = Mineserver::get()->config()->bData("map.save_unchanged_chunks");

  //Mineserver::get()->map()->maps[chunkid].nbt = main;
  
  if(addOre)
  {
    AddOre(x, z, map, BLOCK_COAL_ORE);
    AddOre(x, z, map, BLOCK_IRON_ORE);
    AddOre(x, z, map, BLOCK_GOLD_ORE);
    AddOre(x, z, map, BLOCK_DIAMOND_ORE);
    AddOre(x, z, map, BLOCK_REDSTONE_ORE);
    AddOre(x, z, map, BLOCK_LAPIS_ORE);
  }
  
  AddOre(x, z, map, BLOCK_GRAVEL);
  
  // Add trees
  if(addTrees)
    AddTrees(x, z, map);  // add trees will make a *kind-of* forest of 16*16 chunks
    
  if(expandBeaches)
    ExpandBeaches(x, z, map);
    
}
Beispiel #3
0
void BiomeGen::generateChunk(int x, int z, int map)
{
  NBT_Value* main = new NBT_Value(NBT_Value::TAG_COMPOUND);
  NBT_Value* val = new NBT_Value(NBT_Value::TAG_COMPOUND);

  val->Insert("Sections", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));

  val->Insert("HeightMap", new NBT_Value(heightmap));
  val->Insert("Entities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("TileEntities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("LastUpdate", new NBT_Value((int64_t)time(NULL)));
  val->Insert("xPos", new NBT_Value(x));
  val->Insert("zPos", new NBT_Value(z));
  val->Insert("TerrainPopulated", new NBT_Value((int8_t)1));

  main->Insert("Level", val);

  sChunk* chunk = new sChunk();
  //chunk->blocks = new uint8_t[16 * 16 * 256];
  //chunk->addblocks = new uint8_t[16 * 16 * 256 / 2];
  //chunk->data = new uint8_t[16 * 16 * 256 / 2];
  //chunk->blocklight = new uint8_t[16 * 16 * 256 / 2];
  //chunk->skylight = new uint8_t[16 * 16 * 256 / 2];
  chunk->heightmap = &((*(*val)["HeightMap"]->GetIntArray())[0]);
  heightmap_pointer = chunk->heightmap;
  chunk->nbt = main;
  chunk->x = x;
  chunk->z = z;

  memset(chunk->blocks, 0, 16*16*256);
  memset(chunk->addblocks, 0, 16*16*256/2);
  memset(chunk->data, 0, 16*16*256/2);
  memset(chunk->blocklight, 0, 16*16*256/2);
  memset(chunk->skylight, 0, 16*16*256/2);
  chunk->chunks_present = 0xffff;

  ServerInstance->map(map)->chunks.insert(ChunkMap::value_type(ChunkMap::key_type(x, z), chunk));

  if (ServerInstance->config()->bData("mapgen.flatgrass"))
  {
    generateFlatgrass(x, z, map);
  }
  else
  {
    generateWithNoise(x, z, map);
  }


  // Update last used time
  //ServerInstance->map()->mapLastused[chunkid] = (int)time(0);

  // Not changed
  chunk->changed = ServerInstance->config()->bData("map.save_unchanged_chunks");

  //ServerInstance->map()->maps[chunkid].nbt = main;

  if (addOre)
  {
    AddOre(x, z, map, BLOCK_COAL_ORE);
    AddOre(x, z, map, BLOCK_IRON_ORE);
    AddOre(x, z, map, BLOCK_GOLD_ORE);
    AddOre(x, z, map, BLOCK_DIAMOND_ORE);
    AddOre(x, z, map, BLOCK_REDSTONE_ORE);
    AddOre(x, z, map, BLOCK_LAPIS_ORE);
  }

  AddOre(x, z, map, BLOCK_GRAVEL);

  // Add trees
  if (addTrees)
  {
    AddTrees(x, z, map);  // add trees will make a *kind-of* forest of 16*16 chunks
  }

}
Beispiel #4
0
void HeavenGen::generateChunk(int x, int z, int map)
{
  NBT_Value* main = new NBT_Value(NBT_Value::TAG_COMPOUND);
  NBT_Value* val = new NBT_Value(NBT_Value::TAG_COMPOUND);

  generateWithNoise(x, z, map);

  val->Insert("Blocks", new NBT_Value(heavenblocks));
  val->Insert("Data", new NBT_Value(blockdata));
  val->Insert("SkyLight", new NBT_Value(skylight));
  val->Insert("BlockLight", new NBT_Value(blocklight));
  val->Insert("HeightMap", new NBT_Value(heightmap));
  val->Insert("Entities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("TileEntities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("LastUpdate", new NBT_Value((int64_t)time(NULL)));
  val->Insert("xPos", new NBT_Value(x));
  val->Insert("zPos", new NBT_Value(z));
  val->Insert("TerrainPopulated", new NBT_Value((char)1));

  main->Insert("Level", val);

  /*  uint32_t chunkid;
  Mineserver::get()->map()->posToId(x, z, &chunkid);

  Mineserver::get()->map()->maps[chunkid].x = x;
  Mineserver::get()->map()->maps[chunkid].z = z; */

  std::vector<uint8_t> *t_blocks = (*val)["Blocks"]->GetByteArray();
  std::vector<uint8_t> *t_data = (*val)["Data"]->GetByteArray();
  std::vector<uint8_t> *t_blocklight = (*val)["BlockLight"]->GetByteArray();
  std::vector<uint8_t> *t_skylight = (*val)["SkyLight"]->GetByteArray();
  std::vector<uint8_t> *heightmap = (*val)["HeightMap"]->GetByteArray();

  sChunk* chunk = new sChunk();
  chunk->blocks = &((*t_blocks)[0]);
  chunk->data = &((*t_data)[0]);
  chunk->blocklight = &((*t_blocklight)[0]);
  chunk->skylight = &((*t_skylight)[0]);
  chunk->heightmap = &((*heightmap)[0]);
  chunk->nbt = main;
  chunk->x = x;
  chunk->z = z;

  Mineserver::get()->map(map)->chunks.linkChunk(chunk, x, z);

  // Update last used time
  //Mineserver::get()->map()->mapLastused[chunkid] = (int)time(0);

  // Not changed
  //Mineserver::get()->map()->mapChanged[chunkid] = Mineserver::get()->config()->bData("save_unchanged_chunks");

  //Mineserver::get()->map()->maps[chunkid].nbt = main;

  if (addOre)
  {
    AddOre(x, z, map, BLOCK_STATIONARY_WATER);
  }

  // Add trees
  if (addTrees)
  {
    AddTrees(x, z, map,  fastrand() % 2 + 3);
  }

  if (expandBeaches)
  {
    ExpandBeaches(x, z, map);
  }

}
Beispiel #5
0
void MapGen::generateChunk(int x, int z)
{
  NBT_Value *main = new NBT_Value(NBT_Value::TAG_COMPOUND);
  NBT_Value *val = new NBT_Value(NBT_Value::TAG_COMPOUND);

  if(Mineserver::get()->config()->bData("mapgen.flatgrass"))
    generateFlatgrass();
  else
    generateWithNoise(x, z);

  val->Insert("Blocks", new NBT_Value(blocks, 16*16*128));
  val->Insert("Data", new NBT_Value(blockdata, 16*16*128/2));
  val->Insert("SkyLight", new NBT_Value(skylight, 16*16*128/2));
  val->Insert("BlockLight", new NBT_Value(blocklight, 16*16*128/2));
  val->Insert("HeightMap", new NBT_Value(heightmap, 16*16));
  val->Insert("Entities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("TileEntities", new NBT_Value(NBT_Value::TAG_LIST, NBT_Value::TAG_COMPOUND));
  val->Insert("LastUpdate", new NBT_Value((sint64)time(NULL)));
  val->Insert("xPos", new NBT_Value(x));
  val->Insert("zPos", new NBT_Value(z));
  val->Insert("TerrainPopulated", new NBT_Value((char)1));

  main->Insert("Level", val);

  /*  uint32 chunkid;
  Mineserver::get()->map()->posToId(x, z, &chunkid);

  Mineserver::get()->map()->maps[chunkid].x = x;
  Mineserver::get()->map()->maps[chunkid].z = z; */

  std::vector<uint8> *t_blocks = (*val)["Blocks"]->GetByteArray();
  std::vector<uint8> *t_data = (*val)["Data"]->GetByteArray();
  std::vector<uint8> *t_blocklight = (*val)["BlockLight"]->GetByteArray();
  std::vector<uint8> *t_skylight = (*val)["SkyLight"]->GetByteArray();
  std::vector<uint8> *heightmap = (*val)["HeightMap"]->GetByteArray();

  sChunk *chunk = new sChunk();
  chunk->blocks = &((*t_blocks)[0]);
  chunk->data = &((*t_data)[0]);
  chunk->blocklight = &((*t_blocklight)[0]);
  chunk->skylight = &((*t_skylight)[0]);
  chunk->heightmap = &((*heightmap)[0]);
  chunk->nbt = main;
  chunk->x = x;
  chunk->z = z;

  Mineserver::get()->map()->chunks.LinkChunk(chunk, x, z);

  // Update last used time
  //Mineserver::get()->map()->mapLastused[chunkid] = (int)time(0);

  // Not changed
  //Mineserver::get()->map()->mapChanged[chunkid] = Mineserver::get()->config()->bData("save_unchanged_chunks");

  //Mineserver::get()->map()->maps[chunkid].nbt = main;
  
  if(addOre)
    AddOres(x, z);
  
  // Add trees
  if(addTrees)
    AddTrees(x, z);
    
  if(expandBeaches)
    ExpandBeaches(x, z);
    
}