4jcraft/Minecraft.World/Level/RandomLevelSource.cpp
2026-03-23 18:53:18 +11:00

913 lines
35 KiB
C++

#include "../Platform/stdafx.h"
#include "../Headers/net.minecraft.world.level.h"
#include "../Headers/net.minecraft.world.level.biome.h"
#include "../Headers/net.minecraft.world.level.levelgen.h"
#include "../Headers/net.minecraft.world.level.levelgen.feature.h"
#include "../Headers/net.minecraft.world.level.levelgen.structure.h"
#include "../Headers/net.minecraft.world.level.levelgen.synth.h"
#include "../Headers/net.minecraft.world.level.tile.h"
#include "../Headers/net.minecraft.world.level.storage.h"
#include "../Headers/net.minecraft.world.entity.h"
#include "RandomLevelSource.h"
#ifdef __PS3__
#include "../../Minecraft.Client/Platform/PS3/SPU_Tasks/PerlinNoise/PerlinNoiseJob.h"
#include "../../Minecraft.Client/Platform/PS3/PS3Extras/C4JSpursJob.h"
static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16)));
// #define DISABLE_SPU_CODE
#endif
const double RandomLevelSource::SNOW_SCALE = 0.3;
const double RandomLevelSource::SNOW_CUTOFF = 0.5;
RandomLevelSource::RandomLevelSource(Level* level, int64_t seed,
bool generateStructures)
: generateStructures(generateStructures) {
m_XZSize = level->getLevelData()->getXZSize();
#ifdef _LARGE_WORLDS
level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat,
&m_mediumEdgeMoat);
#endif
caveFeature = new LargeCaveFeature();
strongholdFeature = new StrongholdFeature();
villageFeature = new VillageFeature(m_XZSize);
mineShaftFeature = new MineShaftFeature();
scatteredFeature = new RandomScatteredLargeFeature();
canyonFeature = new CanyonFeature();
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);
perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
if (FLOATING_ISLANDS) {
floatingIslandScale = new PerlinNoise(random, 10);
floatingIslandNoise = new PerlinNoise(random, 16);
} else {
floatingIslandScale = NULL;
floatingIslandNoise = NULL;
}
forestNoise = new PerlinNoise(random, 8);
}
RandomLevelSource::~RandomLevelSource() {
delete caveFeature;
delete strongholdFeature;
delete villageFeature;
delete mineShaftFeature;
delete scatteredFeature;
delete canyonFeature;
delete random;
;
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise3;
delete scaleNoise;
delete depthNoise;
if (FLOATING_ISLANDS) {
delete floatingIslandScale;
delete floatingIslandNoise;
}
delete forestNoise;
if (pows.data != NULL) delete[] pows.data;
}
int g_numPrepareHeightCalls = 0;
LARGE_INTEGER g_totalPrepareHeightsTime = {0, 0};
LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0};
#ifdef _LARGE_WORLDS
int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize,
float falloffStart) {
// Get distance to edges of world in x
// we have to do a proper line dist check here
int min = -worldSize / 2;
int max = (worldSize / 2) - 1;
// // only check if either x or z values are within the falloff
// if(xxx > (min - falloffStart)
Vec3* topLeft = Vec3::newTemp(min, 0, min);
Vec3* topRight = Vec3::newTemp(max, 0, min);
Vec3* bottomLeft = Vec3::newTemp(min, 0, max);
Vec3* bottomRight = Vec3::newTemp(max, 0, max);
float closest = falloffStart;
float dist;
// make sure we're in range of the edges before we do a full distance check
if ((xxx > (min - falloffStart) && xxx < (min + falloffStart)) ||
(xxx > (max - falloffStart) && xxx < (max + falloffStart))) {
Vec3* point = Vec3::newTemp(xxx, 0, zzz);
if (xxx > 0)
dist = point->distanceFromLine(topRight, bottomRight);
else
dist = point->distanceFromLine(topLeft, bottomLeft);
closest = dist;
}
// make sure we're in range of the edges before we do a full distance check
if ((zzz > (min - falloffStart) && zzz < (min + falloffStart)) ||
(zzz > (max - falloffStart) && zzz < (max + falloffStart))) {
Vec3* point = Vec3::newTemp(xxx, 0, zzz);
if (zzz > 0)
dist = point->distanceFromLine(bottomLeft, bottomRight);
else
dist = point->distanceFromLine(topLeft, topRight);
if (dist < closest) closest = dist;
}
return closest;
}
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
///////////////////////////////////////////////////////////////////
// 4J - add this chunk of code to make land "fall-off" at the edges of
// a finite world - size of that world is currently hard-coded in here
const int worldSize = m_XZSize * 16;
const int falloffStart =
32; // chunks away from edge were we start doing fall-off
const float falloffMax =
128.0f; // max value we need to get to falloff by the edge of the map
float comp = 0.0f;
int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
// check if we have a larger world that should have moats
int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC * 16,
LEVEL_WIDTH_SMALL * 16,
LEVEL_WIDTH_MEDIUM * 16};
bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat,
m_mediumEdgeMoat};
for (int i = 0; i < 3; i++) {
if (expandedMoatValues[i] && (worldSize > expandedWorldSizes[i])) {
// this world has been expanded, with moat settings, so we need
// fallofs at this edges too
int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i],
falloffStart);
if (eminMoat < emin) {
emin = eminMoat;
}
}
}
// Calculate how much we want the world to fall away, if we're in the
// defined region to do so
if (emin < falloffStart) {
int falloff = falloffStart - emin;
comp = ((float)falloff / (float)falloffStart) * falloffMax;
}
*pEMin = emin;
return comp;
// 4J - end of extra code
///////////////////////////////////////////////////////////////////
}
#else
// MGH - go back to using the simpler version for PS3/vita/360, as it was
// causing a lot of slow down on the tuturial generation
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
///////////////////////////////////////////////////////////////////
// 4J - add this chunk of code to make land "fall-off" at the edges of
// a finite world - size of that world is currently hard-coded in here
const int worldSize = m_XZSize * 16;
const int falloffStart =
32; // chunks away from edge were we start doing fall-off
const float falloffMax =
128.0f; // max value we need to get to falloff by the edge of the map
// Get distance to edges of world in x
int xxx0 = xxx + (worldSize / 2);
if (xxx0 < 0) xxx0 = 0;
int xxx1 = ((worldSize / 2) - 1) - xxx;
if (xxx1 < 0) xxx1 = 0;
// Get distance to edges of world in z
int zzz0 = zzz + (worldSize / 2);
if (zzz0 < 0) zzz0 = 0;
int zzz1 = ((worldSize / 2) - 1) - zzz;
if (zzz1 < 0) zzz1 = 0;
// Get min distance to any edge
int emin = xxx0;
if (xxx1 < emin) emin = xxx1;
if (zzz0 < emin) emin = zzz0;
if (zzz1 < emin) emin = zzz1;
float comp = 0.0f;
// Calculate how much we want the world to fall away, if we're in the
// defined region to do so
if (emin < falloffStart) {
int falloff = falloffStart - emin;
comp = ((float)falloff / (float)falloffStart) * falloffMax;
}
// 4J - end of extra code
///////////////////////////////////////////////////////////////////
*pEMin = emin;
return comp;
}
#endif // _LARGE_WORLDS
void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) {
LARGE_INTEGER startTime;
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::genDepth / CHUNK_HEIGHT;
int waterHeight = level->seaLevel;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
BiomeArray biomes; // 4J created locally here for thread safety, java has
// this as a class member
level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2,
zOffs * CHUNK_WIDTH - 2,
xSize + 5, zSize + 5);
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, biomes);
QueryPerformanceCounter(&startTime);
for (int xc = 0; xc < xChunks; xc++) {
for (int zc = 0; zc < xChunks; zc++) {
for (int yc = 0; yc < yChunks; 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 = (unsigned)(x + (unsigned)xc * CHUNK_WIDTH)
<< Level::genDepthBitsPlusFour |
((unsigned)zc * CHUNK_WIDTH)
<< Level::genDepthBits |
(yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
offs -= step;
double zStep = 1 / (double)CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
val -= vala;
for (int z = 0; z < CHUNK_WIDTH; z++) {
// 4J Stu - I have removed all uses of the new
// getHeightFalloff function for now as we had some
// problems with PS3/PSVita world generation I have
// fixed the non large worlds method, however we
// will be happier if the current builds go out with
// completely old code We can put the new code back
// in mid-november 2014 once those PS3/Vita builds
// are gone (and the PS4 doesn't have world
// enlarging in these either anyway)
int xxx = ((xOffs * 16) + x + (xc * CHUNK_WIDTH));
int zzz = ((zOffs * 16) + z + (zc * CHUNK_WIDTH));
int emin;
float comp = getHeightFalloff(xxx, zzz, &emin);
// 4J - slightly rearranged this code (as of
// java 1.0.1 merge) to better fit with changes
// we've made edge-of-world things - original sets
// blocks[offs += step] directly here rather than
// setting a tileId
int tileId = 0;
// 4J - this comparison used to just be with 0.0f
// but is now varied by block above
if ((val += vala) > comp) {
tileId = (uint8_t)Tile::stone_Id;
} else if (yc * CHUNK_HEIGHT + y < waterHeight) {
tileId = (uint8_t)Tile::calmWater_Id;
}
// 4J - more extra code to make sure that the column
// at the edge of the world is just water & rock, to
// match the infinite sea that continues on after
// the edge of the world.
if (emin == 0) {
// This matches code in MultiPlayerChunkCache
// that makes the geometry which continues at
// the edge of the world
if (yc * CHUNK_HEIGHT + y <=
(level->getSeaLevel() - 10))
tileId = Tile::stone_Id;
else if (yc * CHUNK_HEIGHT + y <
level->getSeaLevel())
tileId = Tile::calmWater_Id;
}
blocks[offs += step] = tileId;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
LARGE_INTEGER endTime;
QueryPerformanceCounter(&endTime);
LARGE_INTEGER timeInFunc;
timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart;
g_numPrepareHeightCalls++;
g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart;
g_averagePrepareHeightsTime.QuadPart =
g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls;
delete[] buffer.data;
delete[] biomes.data;
}
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks,
BiomeArray biomes) {
int waterHeight = level->seaLevel;
double s = 1 / 32.0;
doubleArray depthBuffer(16 *
16); // 4J - used to be declared with class level
// scope but moved here for thread safety
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++) {
Biome* b = biomes[z + x * 16];
float temp = b->getTemperature();
int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 +
random->nextDouble() * 0.25);
int run = -1;
uint8_t top = b->topMaterial;
uint8_t material = b->material;
LevelGenerationOptions* lgo = app.getLevelGenerationOptions();
if (lgo != NULL) {
lgo->getBiomeOverride(b->id, material, top);
}
for (int y = Level::genDepthMinusOne; y >= 0; y--) {
int offs = (z * 16 + x) * Level::genDepth + y;
if (y <= 1 + random->nextInt(
2)) // 4J - changed to make the bedrock not
// have bits you can get stuck in
// if (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::stone_Id) {
if (run == -1) {
if (runDepth <= 0) {
top = 0;
material = (uint8_t)Tile::stone_Id;
} else if (y >= waterHeight - 4 &&
y <= waterHeight + 1) {
top = b->topMaterial;
material = b->material;
if (lgo != NULL) {
lgo->getBiomeOverride(b->id, material, top);
}
}
if (y < waterHeight && top == 0) {
if (temp < 0.15f)
top = (uint8_t)Tile::ice_Id;
else
top = (uint8_t)Tile::calmWater_Id;
}
run = runDepth;
if (y >= waterHeight - 1)
blocks[offs] = top;
else
blocks[offs] = material;
} else if (run > 0) {
run--;
blocks[offs] = material;
// place a few sandstone blocks beneath sand runs
if (run == 0 && material == Tile::sand_Id) {
run = random->nextInt(4);
material = (uint8_t)Tile::sandStone_Id;
}
}
}
}
}
}
}
delete[] depthBuffer.data;
}
LevelChunk* RandomLevelSource::create(int x, int z) { return getChunk(x, z); }
LevelChunk* RandomLevelSource::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);
// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
// // 4J - moved to below
prepareHeights(xOffs, zOffs, blocks);
// 4J - Some changes made here to how biomes, temperatures and downfalls are
// passed around for thread safety
BiomeArray biomes;
level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16,
16, true);
buildSurfaces(xOffs, zOffs, blocks, biomes);
delete[] biomes.data;
caveFeature->apply(this, level, xOffs, zOffs, blocks);
// 4J Stu Design Change - 1.8 gen goes stronghold, mineshaft, village,
// canyon this changed in 1.2 to canyon, mineshaft, village, stronghold This
// change makes sense as it stops canyons running through other structures
canyonFeature->apply(this, level, xOffs, zOffs, blocks);
if (generateStructures) {
mineShaftFeature->apply(this, level, xOffs, zOffs, blocks);
villageFeature->apply(this, level, xOffs, zOffs, blocks);
strongholdFeature->apply(this, level, xOffs, zOffs, blocks);
scatteredFeature->apply(this, level, xOffs, zOffs, blocks);
}
// canyonFeature.apply(this, level, xOffs, zOffs, blocks);
// townFeature.apply(this, level, xOffs, zOffs, blocks);
// addCaves(xOffs, zOffs, blocks);
// addTowns(xOffs, zOffs, blocks);
// levelChunk->recalcHeightmap(); // 4J - removed & moved
// into its own method
// 4J - this now creates compressed block data from the blocks array passed
// in, so moved it until after the blocks are actually finalised. We 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 RandomLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); }
doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y,
int z, int xSize, int ySize,
int zSize, BiomeArray& biomes) {
if (buffer.data == NULL) {
buffer = doubleArray(xSize * ySize * zSize);
}
if (pows.data == NULL) {
pows = floatArray(5 * 5);
for (int xb = -2; xb <= 2; xb++) {
for (int zb = -2; zb <= 2; zb++) {
float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f);
pows[xb + 2 + (zb + 2) * 5] = ppp;
}
}
}
double s = 1 * 684.412;
double hs = 1 * 684.412;
doubleArray pnr, ar, br, sr, dr, fi,
fis; // 4J - used to be declared with class level scope but moved here
// for thread safety
if (FLOATING_ISLANDS) {
fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0,
0, 1.0);
fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0,
0, 500.0);
}
#if defined __PS3__ && !defined DISABLE_SPU_CODE
C4JSpursJobQueue::Port port("C4JSpursJob_PerlinNoise");
C4JSpursJob_PerlinNoise perlinJob1(&g_scaleNoise_SPU);
C4JSpursJob_PerlinNoise perlinJob2(&g_depthNoise_SPU);
C4JSpursJob_PerlinNoise perlinJob3(&g_perlinNoise1_SPU);
C4JSpursJob_PerlinNoise perlinJob4(&g_lperlinNoise1_SPU);
C4JSpursJob_PerlinNoise perlinJob5(&g_lperlinNoise2_SPU);
g_scaleNoise_SPU.set(scaleNoise, sr, x, z, xSize, zSize, 1.121, 1.121, 0.5);
g_depthNoise_SPU.set(depthNoise, dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
g_perlinNoise1_SPU.set(perlinNoise1, pnr, x, y, z, xSize, ySize, zSize,
s / 80.0, hs / 160.0, s / 80.0);
g_lperlinNoise1_SPU.set(lperlinNoise1, ar, x, y, z, xSize, ySize, zSize, s,
hs, s);
g_lperlinNoise2_SPU.set(lperlinNoise2, br, x, y, z, xSize, ySize, zSize, s,
hs, s);
port.submitJob(&perlinJob1);
port.submitJob(&perlinJob2);
port.submitJob(&perlinJob3);
port.submitJob(&perlinJob4);
port.submitJob(&perlinJob5);
port.waitForCompletion();
#else
sr = scaleNoise->getRegion(sr, x, z, xSize, zSize, 1.121, 1.121, 0.5);
dr = depthNoise->getRegion(dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0,
hs / 160.0, 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);
#endif
x = z = 0;
int p = 0;
int pp = 0;
for (int xx = 0; xx < xSize; xx++) {
for (int zz = 0; zz < zSize; zz++) {
float sss = 0;
float ddd = 0;
float pow = 0;
int rr = 2;
Biome* mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)];
for (int xb = -rr; xb <= rr; xb++) {
for (int zb = -rr; zb <= rr; zb++) {
Biome* b =
biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)];
float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2);
if (b->depth > mb->depth) {
ppp /= 2;
}
sss += b->scale * ppp;
ddd += b->depth * ppp;
pow += ppp;
}
}
sss /= pow;
ddd /= pow;
sss = sss * 0.9f + 0.1f;
ddd = (ddd * 4 - 1) / 8.0f;
double rdepth = (dr[pp] / 8000.0);
if (rdepth < 0) rdepth = -rdepth * 0.3;
rdepth = rdepth * 3.0 - 2.0;
if (rdepth < 0) {
rdepth = rdepth / 2;
if (rdepth < -1) rdepth = -1;
rdepth = rdepth / 1.4;
rdepth /= 2;
} else {
if (rdepth > 1) rdepth = 1;
rdepth = rdepth / 8;
}
pp++;
for (int yy = 0; yy < ySize; yy++) {
double depth = ddd;
double scale = sss;
depth += rdepth * 0.2;
depth = depth * ySize / 16.0;
double yCenter = ySize / 2.0 + depth * 4;
double val = 0;
double yOffs =
(yy - (yCenter)) * 12 * 128 / Level::genDepth / scale;
if (yOffs < 0) yOffs *= 4;
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;
}
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;
return buffer;
}
bool RandomLevelSource::hasChunk(int x, int y) { return true; }
void RandomLevelSource::calcWaterDepths(ChunkSource* parent, int xt, int zt) {
int xo = xt * 16;
int zo = zt * 16;
for (int x = 0; x < 16; x++) {
int y = level->getSeaLevel();
for (int z = 0; z < 16; z++) {
int xp = xo + x + 7;
int zp = zo + z + 7;
int h = level->getHeightmap(xp, zp);
if (h <= 0) {
if (level->getHeightmap(xp - 1, zp) > 0 ||
level->getHeightmap(xp + 1, zp) > 0 ||
level->getHeightmap(xp, zp - 1) > 0 ||
level->getHeightmap(xp, zp + 1) > 0) {
bool hadWater = false;
if (hadWater ||
(level->getTile(xp - 1, y, zp) == Tile::calmWater_Id &&
level->getData(xp - 1, y, zp) < 7))
hadWater = true;
if (hadWater ||
(level->getTile(xp + 1, y, zp) == Tile::calmWater_Id &&
level->getData(xp + 1, y, zp) < 7))
hadWater = true;
if (hadWater ||
(level->getTile(xp, y, zp - 1) == Tile::calmWater_Id &&
level->getData(xp, y, zp - 1) < 7))
hadWater = true;
if (hadWater ||
(level->getTile(xp, y, zp + 1) == Tile::calmWater_Id &&
level->getData(xp, y, zp + 1) < 7))
hadWater = true;
if (hadWater) {
for (int x2 = -5; x2 <= 5; x2++) {
for (int z2 = -5; z2 <= 5; z2++) {
int d =
(x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2);
if (d <= 5) {
d = 6 - d;
if (level->getTile(xp + x2, y, zp + z2) ==
Tile::calmWater_Id) {
int od =
level->getData(xp + x2, y, zp + z2);
if (od < 7 && od < d) {
level->setData(xp + x2, y, zp + z2,
d, Tile::UPDATE_ALL);
}
}
}
}
}
if (hadWater) {
level->setTileAndData(xp, y, zp, Tile::calmWater_Id,
7, Tile::UPDATE_CLIENTS);
for (int y2 = 0; y2 < y; y2++) {
level->setTileAndData(xp, y2, zp,
Tile::calmWater_Id, 8,
Tile::UPDATE_CLIENTS);
}
}
}
}
}
}
}
}
// 4J - changed this to used pprandom rather than random, so that we can run it
// concurrently with getChunk
void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
Biome* biome = level->getBiome(xo + 16, zo + 16);
if (FLOATING_ISLANDS) {
calcWaterDepths(parent, xt, zt);
}
pprandom->setSeed(level->getSeed());
int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
// 4jcraft added casts to a higher int and unsigned
pprandom->setSeed((((uint64_t)xt * (uint64_t)xScale) +
((uint64_t)zt * (uint64_t)zScale)) ^
level->getSeed());
bool hasVillage = false;
PIXBeginNamedEvent(0, "Structure postprocessing");
if (generateStructures) {
mineShaftFeature->postProcess(level, pprandom, xt, zt);
hasVillage = villageFeature->postProcess(level, pprandom, xt, zt);
strongholdFeature->postProcess(level, pprandom, xt, zt);
scatteredFeature->postProcess(level, random, xt, zt);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Lakes");
if (biome != Biome::desert && biome != Biome::desertHills) {
if (!hasVillage && pprandom->nextInt(4) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
LakeFeature calmWater(Tile::calmWater_Id);
calmWater.place(level, pprandom, x, y, z);
}
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Lava");
if (!hasVillage && pprandom->nextInt(8) == 0) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8);
int z = zo + pprandom->nextInt(16) + 8;
if (y < level->seaLevel || pprandom->nextInt(10) == 0) {
LakeFeature calmLava(Tile::calmLava_Id);
calmLava.place(level, pprandom, x, y, z);
}
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Monster rooms");
for (int i = 0; i < 8; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::genDepth);
int z = zo + pprandom->nextInt(16) + 8;
MonsterRoomFeature mrf;
mrf.place(level, pprandom, x, y, z);
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Biome decorate");
biome->decorate(level, pprandom, xo, zo);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Process Schematics");
app.processSchematics(parent->getChunk(xt, zt));
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Post process mobs");
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
pprandom);
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Update ice and snow");
// 4J - brought forward from 1.2.3 to get snow back in taiga biomes
xo += 8;
zo += 8;
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
int y = level->getTopRainBlock(xo + x, zo + z);
if (level->shouldFreezeIgnoreNeighbors(x + xo, y - 1, z + zo)) {
level->setTileAndData(x + xo, y - 1, z + zo, Tile::ice_Id, 0,
Tile::UPDATE_CLIENTS);
}
if (level->shouldSnow(x + xo, y, z + zo)) {
level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0,
Tile::UPDATE_CLIENTS);
}
}
}
PIXEndNamedEvent();
HeavyTile::instaFall = false;
}
bool RandomLevelSource::save(bool force, ProgressListener* progressListener) {
return true;
}
bool RandomLevelSource::tick() { return false; }
bool RandomLevelSource::shouldSave() { return true; }
std::wstring RandomLevelSource::gatherStats() { return L"RandomLevelSource"; }
std::vector<Biome::MobSpawnerData*>* RandomLevelSource::getMobsAt(
MobCategory* mobCategory, int x, int y, int z) {
Biome* biome = level->getBiome(x, z);
if (biome == NULL) {
return NULL;
}
if (mobCategory == MobCategory::monster &&
scatteredFeature->isSwamphut(x, y, z)) {
return scatteredFeature->getSwamphutEnemies();
}
return biome->getMobs(mobCategory);
}
TilePos* RandomLevelSource::findNearestMapFeature(
Level* level, const std::wstring& featureName, int x, int y, int z) {
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) {
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
}
return NULL;
}
void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
int chunkZ) {
if (generateStructures) {
mineShaftFeature->apply(this, level, chunkX, chunkZ, byteArray());
villageFeature->apply(this, level, chunkX, chunkZ, byteArray());
strongholdFeature->apply(this, level, chunkX, chunkZ, byteArray());
scatteredFeature->apply(this, level, chunkX, chunkZ, byteArray());
}
}