4jcraft/Minecraft.World/WorldGen/Sources/HellFlatLevelSource.cpp
2026-03-21 17:45:10 -05:00

199 lines
7.5 KiB
C++

#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<Biome::MobSpawnerData*>* 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) {}