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