#include "../../Platform/stdafx.h" #include "../../Headers/net.minecraft.world.level.h" #include "../../Headers/net.minecraft.world.level.tile.h" #include "../../Headers/net.minecraft.world.level.storage.h" #include "HellFlatLevelSource.h" HellFlatLevelSource::HellFlatLevelSource(Level* level, int64_t seed) { int xzSize = level->getLevelData()->getXZSize(); int hellScale = level->getLevelData()->getHellScale(); m_XZSize = ceil((float)xzSize / hellScale); this->level = level; random = new Random(seed); pprandom = new Random(seed); } HellFlatLevelSource::~HellFlatLevelSource() { delete random; delete pprandom; } void HellFlatLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) { int height = blocks.length / (16 * 16); for (int xc = 0; xc < 16; xc++) { for (int zc = 0; zc < 16; zc++) { for (int yc = 0; yc < height; yc++) { int block = 0; if ((yc <= 6) || (yc >= 121)) { block = Tile::netherRack_Id; } blocks[xc << 11 | zc << 7 | yc] = (uint8_t)block; } } } } void HellFlatLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks) { for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { for (int y = Level::genDepthMinusOne; y >= 0; y--) { int offs = (z * 16 + x) * Level::genDepth + y; // 4J Build walls around the level bool blockSet = false; if (xOffs <= -(m_XZSize / 2)) { if (z - random->nextInt(4) <= 0 || xOffs < -(m_XZSize / 2)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; blockSet = true; } } if (zOffs <= -(m_XZSize / 2)) { if (x - random->nextInt(4) <= 0 || zOffs < -(m_XZSize / 2)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; blockSet = true; } } if (xOffs >= (m_XZSize / 2) - 1) { if (z + random->nextInt(4) >= 15 || xOffs > (m_XZSize / 2)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; blockSet = true; } } if (zOffs >= (m_XZSize / 2) - 1) { if (x + random->nextInt(4) >= 15 || zOffs > (m_XZSize / 2)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; blockSet = true; } } if (blockSet) continue; // End 4J Extra to build walls around the level if (y >= Level::genDepthMinusOne - random->nextInt(5)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; } else if (y <= 0 + random->nextInt(5)) { blocks[offs] = (uint8_t)Tile::unbreakable_Id; } } } } } LevelChunk* HellFlatLevelSource::create(int x, int z) { return getChunk(x, z); } LevelChunk* HellFlatLevelSource::getChunk(int xOffs, int zOffs) { random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); // 4J - now allocating this with a physical alloc & bypassing general memory // management so that it will get cleanly freed int chunksSize = Level::genDepth * 16 * 16; uint8_t* tileData = (uint8_t*)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE); XMemSet128(tileData, 0, chunksSize); byteArray blocks = byteArray(tileData, chunksSize); // byteArray blocks = byteArray(16 * level->depth * 16); prepareHeights(xOffs, zOffs, blocks); buildSurfaces(xOffs, zOffs, blocks); // caveFeature->apply(this, level, xOffs, zOffs, blocks); // townFeature.apply(this, level, xOffs, zOffs, blocks); // addCaves(xOffs, zOffs, blocks); // addTowns(xOffs, zOffs, blocks); // 4J - this now creates compressed block data from the blocks array passed // in, so needs to be after data is finalised. Also now need to free the // passed in blocks as the LevelChunk doesn't use the passed in allocation // anymore. LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); XPhysicalFree(tileData); return levelChunk; } // 4J - removed & moved into its own method from getChunk, so we can call // recalcHeightmap after the chunk is added into the cache. Without doing this, // then loads of the lightgaps() calls will fail to add any lights, because // adding a light checks if the cache has this chunk in. lightgaps also does // light 1 block into the neighbouring chunks, and maybe that is somehow enough // to get lighting to propagate round the world, but this just doesn't seem // right - this isn't a new fault in the 360 version, have checked that java // does the same. void HellFlatLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); } bool HellFlatLevelSource::hasChunk(int x, int y) { return true; } void HellFlatLevelSource::postProcess(ChunkSource* parent, int xt, int zt) { HeavyTile::instaFall = true; int xo = xt * 16; int zo = zt * 16; // 4J - added. The original java didn't do any setting of the random seed // here. We'll be running our postProcess in parallel with getChunk etc. so // we need to use a separate random - have used the same initialisation code // as used in RandomLevelSource::postProcess to make sure this random value // is consistent for each world generation. Also changed all uses of random // here to pprandom. pprandom->setSeed(level->getSeed()); int64_t xScale = pprandom->nextLong() / 2 * 2 + 1; int64_t zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed()); int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1; for (int i = 0; i < count; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth - 8) + 4; int z = zo + pprandom->nextInt(16) + 8; HellFireFeature().place(level, pprandom, x, y, z); } count = pprandom->nextInt(pprandom->nextInt(10) + 1); for (int i = 0; i < count; i++) { int x = xo + pprandom->nextInt(16) + 8; int y = pprandom->nextInt(Level::genDepth - 8) + 4; int z = zo + pprandom->nextInt(16) + 8; LightGemFeature().place(level, pprandom, x, y, z); } HeavyTile::instaFall = false; app.processSchematics(parent->getChunk(xt, zt)); } bool HellFlatLevelSource::save(bool force, ProgressListener* progressListener) { return true; } bool HellFlatLevelSource::tick() { return false; } bool HellFlatLevelSource::shouldSave() { return true; } std::wstring HellFlatLevelSource::gatherStats() { return L"HellFlatLevelSource"; } std::vector* HellFlatLevelSource::getMobsAt( MobCategory* mobCategory, int x, int y, int z) { Biome* biome = level->getBiome(x, z); if (biome == NULL) { return NULL; } return biome->getMobs(mobCategory); } TilePos* HellFlatLevelSource::findNearestMapFeature( Level* level, const std::wstring& featureName, int x, int y, int z) { return NULL; } void HellFlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ) {}