4jcraft/Minecraft.World/WorldGen/Sources/HellRandomLevelSource.cpp
MatthewBeshay dfb0e3b03e refactor: replace NULL with nullptr across C++ codebase
Excludes vendored C libs (zlib, Miles, DirectXMath, boost, Iggy).
2026-03-30 16:25:52 +11:00

566 lines
22 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.entity.h"
#include "../../Headers/net.minecraft.world.level.levelgen.feature.h"
#include "../../Headers/net.minecraft.world.level.storage.h"
#include "../Biomes/BiomeSource.h"
#include "HellRandomLevelSource.h"
HellRandomLevelSource::HellRandomLevelSource(Level* level, int64_t seed) {
int xzSize = level->getLevelData()->getXZSize();
int hellScale = level->getLevelData()->getHellScale();
m_XZSize = ceil((float)xzSize / hellScale);
netherBridgeFeature = new NetherBridgeFeature();
caveFeature = new LargeHellCaveFeature();
this->level = level;
random = new Random(seed);
pprandom = new Random(
seed); // 4J - added, so that we can have a separate random for doing
// post-processing in parallel with creation
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
perlinNoise2 = new PerlinNoise(random, 4);
perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
}
HellRandomLevelSource::~HellRandomLevelSource() {
delete netherBridgeFeature;
delete caveFeature;
delete random;
delete pprandom; // 4J added
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise2;
delete perlinNoise3;
delete scaleNoise;
delete depthNoise;
}
void HellRandomLevelSource::prepareHeights(int xOffs, int zOffs,
byteArray blocks) {
int xChunks = 16 / CHUNK_WIDTH;
int waterHeight = 32;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
doubleArray buffer; // 4J - used to be declared with class level scope but
// tidying up for thread safety reasons
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
ySize, zSize);
for (int xc = 0; xc < xChunks; xc++) {
for (int zc = 0; zc < xChunks; zc++) {
for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++) {
double yStep = 1 / (double)CHUNK_HEIGHT;
double s0 =
buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s1 =
buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s2 =
buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s3 =
buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s0a =
(buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] -
s0) *
yStep;
double s1a =
(buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] -
s1) *
yStep;
double s2a =
(buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] -
s2) *
yStep;
double s3a =
(buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] -
s3) *
yStep;
for (int y = 0; y < CHUNK_HEIGHT; y++) {
double xStep = 1 / (double)CHUNK_WIDTH;
double _s0 = s0;
double _s1 = s1;
double _s0a = (s2 - s0) * xStep;
double _s1a = (s3 - s1) * xStep;
for (int x = 0; x < CHUNK_WIDTH; x++) {
int offs = (x + xc * CHUNK_WIDTH)
<< Level::genDepthBitsPlusFour |
(0 + zc * CHUNK_WIDTH)
<< Level::genDepthBits |
(yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
double zStep = 1 / (double)CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
for (int z = 0; z < CHUNK_WIDTH; z++) {
int tileId = 0;
if (yc * CHUNK_HEIGHT + y < waterHeight) {
tileId = Tile::calmLava_Id;
}
if (val > 0) {
tileId = Tile::netherRack_Id;
}
blocks[offs] = (uint8_t)tileId;
offs += step;
val += vala;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
delete[] buffer.data;
}
void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs,
byteArray blocks) {
int waterHeight = Level::genDepth - 64;
double s = 1 / 32.0;
doubleArray sandBuffer(16 *
16); // 4J - used to be declared with class level
// scope but moved here for thread safety
doubleArray gravelBuffer(16 * 16);
doubleArray depthBuffer(16 * 16);
sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0,
16, 16, 1, s, s, 1);
gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109,
zOffs * 16, 16, 1, 16, s, 1, s);
depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16,
0, 16, 16, 1, s * 2, s * 2, s * 2);
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
bool sand =
(sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
bool gravel =
(gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 +
random->nextDouble() * 0.25);
int run = -1;
uint8_t top = (uint8_t)Tile::netherRack_Id;
uint8_t material = (uint8_t)Tile::netherRack_Id;
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) ||
y <= 0 + random->nextInt(5)) {
blocks[offs] = (uint8_t)Tile::unbreakable_Id;
} else {
int old = blocks[offs];
if (old == 0) {
run = -1;
} else if (old == Tile::netherRack_Id) {
if (run == -1) {
if (runDepth <= 0) {
top = 0;
material = (uint8_t)Tile::netherRack_Id;
} else if (y >= waterHeight - 4 &&
y <= waterHeight + 1) {
top = (uint8_t)Tile::netherRack_Id;
material = (uint8_t)Tile::netherRack_Id;
if (gravel) top = (uint8_t)Tile::gravel_Id;
if (gravel)
material = (uint8_t)Tile::netherRack_Id;
if (sand) {
// 4J Stu - Make some nether wart spawn
// outside of the nether fortresses
if (random->nextInt(16) == 0) {
top = (uint8_t)Tile::netherStalk_Id;
// Place the nether wart on top of the
// soul sand
y += 1;
int genDepthMinusOne = Level::
genDepthMinusOne; // Take into
// local int for
// PS4 as min
// takes a
// reference to
// the const int
// there and then
// needs the
// value to exist
// for the linker
y = std::min(y, genDepthMinusOne);
runDepth += 1;
offs =
(z * 16 + x) * Level::genDepth + y;
} else {
top = (uint8_t)Tile::soulsand_Id;
}
}
if (sand) material = (uint8_t)Tile::soulsand_Id;
}
if (y < waterHeight && top == 0)
top = (uint8_t)Tile::calmLava_Id;
run = runDepth;
// 4J Stu - If sand, then allow adding nether wart
// at heights below the water level
if (y >= waterHeight - 1 || sand)
blocks[offs] = top;
else
blocks[offs] = material;
} else if (run > 0) {
run--;
blocks[offs] = material;
}
}
}
}
}
}
delete[] sandBuffer.data;
delete[] gravelBuffer.data;
delete[] depthBuffer.data;
}
LevelChunk* HellRandomLevelSource::create(int x, int z) {
return getChunk(x, z);
}
LevelChunk* HellRandomLevelSource::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 blocksSize = Level::genDepth * 16 * 16;
uint8_t* tileData = (uint8_t*)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096,
PAGE_READWRITE);
XMemSet128(tileData, 0, blocksSize);
byteArray blocks = byteArray(tileData, blocksSize);
// byteArray blocks = byteArray(16 * level->depth * 16);
prepareHeights(xOffs, zOffs, blocks);
buildSurfaces(xOffs, zOffs, blocks);
caveFeature->apply(this, level, xOffs, zOffs, blocks);
netherBridgeFeature->apply(this, level, 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);
levelChunk->setCheckAllLight();
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 HellRandomLevelSource::lightChunk(LevelChunk* lc) {
lc->recalcHeightmap();
}
doubleArray HellRandomLevelSource::getHeights(doubleArray buffer, int x, int y,
int z, int xSize, int ySize,
int zSize) {
if (buffer.data == nullptr) {
buffer = doubleArray(xSize * ySize * zSize);
}
double s = 1 * 684.412;
double hs = 1 * 684.412 * 3;
doubleArray pnr, ar, br, sr, dr, fi,
fis; // 4J - used to be declared with class level scope but moved here
// for thread safety
sr = scaleNoise->getRegion(sr, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0,
hs / 60.0, s / 80.0);
ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
int p = 0;
int pp = 0;
doubleArray yoffs = doubleArray(ySize);
for (int yy = 0; yy < ySize; yy++) {
yoffs[yy] = cos(yy * PI * 6 / (double)ySize) * 2;
double dd = yy;
if (yy > ySize / 2) {
dd = (ySize - 1) - yy;
}
if (dd < 4) {
dd = 4 - dd;
yoffs[yy] -= dd * dd * dd * 10;
}
}
for (int xx = 0; xx < xSize; xx++) {
for (int zz = 0; zz < zSize; zz++) {
double scale = ((sr[pp] + 256.0) / 512);
if (scale > 1) scale = 1;
double floating = 0;
double depth = (dr[pp] / 8000.0);
if (depth < 0) depth = -depth;
depth = depth * 3.0 - 3.0;
if (depth < 0) {
depth = depth / 2;
if (depth < -1) depth = -1;
depth = depth / 1.4;
depth /= 2;
scale = 0;
} else {
if (depth > 1) depth = 1;
depth = depth / 6;
}
scale = (scale) + 0.5;
depth = depth * ySize / 16;
pp++;
for (int yy = 0; yy < ySize; yy++) {
double val = 0;
double yOffs = yoffs[yy];
double bb = ar[p] / 512;
double cc = br[p] / 512;
double v = (pnr[p] / 10 + 1) / 2;
if (v < 0)
val = bb;
else if (v > 1)
val = cc;
else
val = bb + (cc - bb) * v;
val -= yOffs;
if (yy > ySize - 4) {
double slide = (yy - (ySize - 4)) / (4 - 1.0f);
val = val * (1 - slide) + -10 * slide;
}
if (yy < floating) {
double slide = (floating - yy) / (4);
if (slide < 0) slide = 0;
if (slide > 1) slide = 1;
val = val * (1 - slide) + -10 * slide;
}
buffer[p] = val;
p++;
}
}
}
delete[] pnr.data;
delete[] ar.data;
delete[] br.data;
delete[] sr.data;
delete[] dr.data;
delete[] fi.data;
delete[] fis.data;
delete[] yoffs.data;
return buffer;
}
bool HellRandomLevelSource::hasChunk(int x, int y) { return true; }
void HellRandomLevelSource::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());
netherBridgeFeature->postProcess(level, pprandom, xt, zt);
for (int i = 0; i < 8; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
int z = zo + pprandom->nextInt(16) + 8;
HellSpringFeature(Tile::lava_Id, false).place(level, pprandom, x, y, z);
}
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);
}
for (int i = 0; i < 10; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
HellPortalFeature().place(level, pprandom, x, y, z);
}
if (pprandom->nextInt(1) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom_brown_Id).place(level, pprandom, x, y, z);
}
if (pprandom->nextInt(1) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
FlowerFeature(Tile::mushroom_red_Id).place(level, pprandom, x, y, z);
}
OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::netherRack_Id);
for (int i = 0; i < 16; i++) {
int x = xo + pprandom->nextInt(16);
int y = pprandom->nextInt(Level::genDepth - 20) + 10;
int z = zo + pprandom->nextInt(16);
quartzFeature.place(level, pprandom, x, y, z);
}
for (int i = 0; i < 16; i++) {
int x = xo + random->nextInt(16);
int y = random->nextInt(Level::genDepth - 20) + 10;
int z = zo + random->nextInt(16);
HellSpringFeature hellSpringFeature(Tile::lava_Id, true);
hellSpringFeature.place(level, random, x, y, z);
}
HeavyTile::instaFall = false;
app.processSchematics(parent->getChunk(xt, zt));
}
bool HellRandomLevelSource::save(bool force,
ProgressListener* progressListener) {
return true;
}
bool HellRandomLevelSource::tick() { return false; }
bool HellRandomLevelSource::shouldSave() { return true; }
std::wstring HellRandomLevelSource::gatherStats() {
return L"HellRandomLevelSource";
}
std::vector<Biome::MobSpawnerData*>* HellRandomLevelSource::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
// check if the coordinates is within a netherbridge
if (mobCategory == MobCategory::monster) {
if (netherBridgeFeature->isInsideFeature(x, y, z)) {
return netherBridgeFeature->getBridgeEnemies();
}
if ((netherBridgeFeature->isInsideBoundingFeature(x, y, z) &&
level->getTile(x, y - 1, z) == Tile::netherBrick_Id)) {
return netherBridgeFeature->getBridgeEnemies();
}
}
Biome* biome = level->getBiome(x, z);
if (biome == nullptr) {
return nullptr;
}
return biome->getMobs(mobCategory);
}
TilePos* HellRandomLevelSource::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
return nullptr;
}
void HellRandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
int chunkZ) {
netherBridgeFeature->apply(this, level, chunkX, chunkZ, byteArray());
}