diff options
Diffstat (limited to 'Minecraft.World/CustomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/CustomLevelSource.cpp | 640 |
1 files changed, 640 insertions, 0 deletions
diff --git a/Minecraft.World/CustomLevelSource.cpp b/Minecraft.World/CustomLevelSource.cpp new file mode 100644 index 00000000..216e63b9 --- /dev/null +++ b/Minecraft.World/CustomLevelSource.cpp @@ -0,0 +1,640 @@ +#include "stdafx.h" +#include "net.minecraft.world.level.h" +#include "net.minecraft.world.level.biome.h" +#include "net.minecraft.world.level.levelgen.h" +#include "net.minecraft.world.level.levelgen.feature.h" +#include "net.minecraft.world.level.levelgen.structure.h" +#include "net.minecraft.world.level.levelgen.synth.h" +#include "net.minecraft.world.level.tile.h" +#include "net.minecraft.world.level.storage.h" +#include "CustomLevelSource.h" + +const double CustomLevelSource::SNOW_SCALE = 0.3; +const double CustomLevelSource::SNOW_CUTOFF = 0.5; + +CustomLevelSource::CustomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures ) +{ +#ifdef _OVERRIDE_HEIGHTMAP + m_XZSize = level->getLevelData()->getXZSize(); + + m_heightmapOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) ); + +#ifdef _UNICODE + wstring path = L"GAME:\\GameRules\\heightmap.bin"; + +#else +#ifdef _WINDOWS64 + string path = "GameRules\\heightmap.bin"; +#else + string path = "GAME:\\GameRules\\heightmap.bin"; +#endif +#endif + HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); + if( file == INVALID_HANDLE_VALUE ) + { + app.FatalLoadError(); + DWORD error = GetLastError(); + assert(false); + } + else + { + +#ifdef _DURANGO + __debugbreak(); // TODO + DWORD bytesRead,dwFileSize = 0; +#else + DWORD bytesRead,dwFileSize = GetFileSize(file,NULL); +#endif + if(dwFileSize > m_heightmapOverride.length) + { + app.DebugPrintf("Heightmap binary is too large!!\n"); + __debugbreak(); + } + BOOL bSuccess = ReadFile(file,m_heightmapOverride.data,dwFileSize,&bytesRead,NULL); + + if(bSuccess==FALSE) + { + app.FatalLoadError(); + } + CloseHandle(file); + } + + m_waterheightOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) ); + +#ifdef _UNICODE + wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin"; + +#else +#ifdef _WINDOWS64 + string waterHeightPath = "GameRules\\waterheight.bin"; +#else + string waterHeightPath = "GAME:\\GameRules\\waterheight.bin"; +#endif +#endif + file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); + if( file == INVALID_HANDLE_VALUE ) + { + DWORD error = GetLastError(); + //assert(false); + memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length); + } + else + { + +#ifdef _DURANGO + __debugbreak(); // TODO + DWORD bytesRead,dwFileSize = 0; +#else + DWORD bytesRead,dwFileSize = GetFileSize(file,NULL); +#endif + if(dwFileSize > m_waterheightOverride.length) + { + app.DebugPrintf("waterheight binary is too large!!\n"); + __debugbreak(); + } + BOOL bSuccess = ReadFile(file,m_waterheightOverride.data,dwFileSize,&bytesRead,NULL); + + if(bSuccess==FALSE) + { + app.FatalLoadError(); + } + CloseHandle(file); + } + + caveFeature = new LargeCaveFeature(); + strongholdFeature = new StrongholdFeature(); + villageFeature = new VillageFeature(0,m_XZSize); + mineShaftFeature = new MineShaftFeature(); + 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 + perlinNoise3 = new PerlinNoise(random, 4); +#endif +} + +CustomLevelSource::~CustomLevelSource() +{ +#ifdef _OVERRIDE_HEIGHTMAP + delete caveFeature; + delete strongholdFeature; + delete villageFeature; + delete mineShaftFeature; + delete canyonFeature; + + this->level = level; + + delete random; + delete perlinNoise3; +#endif +} + +void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) +{ +#ifdef _OVERRIDE_HEIGHTMAP + int xChunks = 16 / CHUNK_WIDTH; + int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT; + int waterHeight = level->seaLevel; + + int xSize = xChunks + 1; + int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1; + int zSize = xChunks + 1; + + int xMapStart = xOffs + m_XZSize/2; + int zMapStart = zOffs + m_XZSize/2; + for (int xc = 0; xc < xChunks; xc++) + { + for (int zc = 0; zc < xChunks; zc++) + { + for (int yc = 0; yc < yChunks; yc++) + { + for (int y = 0; y < CHUNK_HEIGHT; y++) + { + for (int x = 0; x < CHUNK_WIDTH; x++) + { + for (int z = 0; z < CHUNK_WIDTH; z++) + { + int mapIndex = (zMapStart * 16 + z + ( zc * CHUNK_WIDTH )) * (m_XZSize * 16) + (xMapStart * 16 + x + ( xc * CHUNK_WIDTH )); + int mapHeight = m_heightmapOverride[mapIndex]; + waterHeight = m_waterheightOverride[mapIndex]; + //app.DebugPrintf("MapHeight = %d, y = %d\n", mapHeight, yc * CHUNK_HEIGHT + y); + /////////////////////////////////////////////////////////////////// + // 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 + + int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) ); + int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) ); + + // 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 + /////////////////////////////////////////////////////////////////// + int tileId = 0; + // 4J - this comparison used to just be with 0.0f but is now varied by block above + if (yc * CHUNK_HEIGHT + y < mapHeight) + { + tileId = (byte) Tile::rock_Id; + } + else if (yc * CHUNK_HEIGHT + y < waterHeight) + { + tileId = (byte) 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::rock_Id; + else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id; + } + + int indexY = (yc * CHUNK_HEIGHT + y); + int offsAdjustment = 0; + if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) + { + indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; + offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES; + } + int offs = ( (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + offsAdjustment; + blocks[offs] = tileId; + } + } + } + } + } + } +#endif +} + + +void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) +{ +#ifdef _OVERRIDE_HEIGHTMAP + int waterHeight = level->seaLevel; + int xMapStart = xOffs + m_XZSize/2; + int zMapStart = zOffs + m_XZSize/2; + + 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++) + { + int mapIndex = (zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x); + waterHeight = m_waterheightOverride[mapIndex]; + + 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; + + byte top = b->topMaterial; + byte material = b->material; + + LevelGenerationOptions *lgo = app.getLevelGenerationOptions(); + if(lgo != NULL) + { + lgo->getBiomeOverride(b->id,material,top); + } + + for (int y = Level::maxBuildHeight - 1; y >= 0; y--) + { + + int indexY = y; + int offsAdjustment = 0; + if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) + { + indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; + offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES; + } + int offs = (x << Level::genDepthBitsPlusFour | z << Level::genDepthBits | indexY) + offsAdjustment; + + 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] = (byte) Tile::unbreakable_Id; + } + else + { + int old = blocks[offs]; + + if (old == 0) + { + run = -1; + } + else if (old == Tile::rock_Id) + { + if (run == -1) + { + if (runDepth <= 0) + { + top = 0; + material = (byte) Tile::rock_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 = (byte) Tile::ice_Id; + else top = (byte) 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 = (byte) Tile::sandStone_Id; + } + } + } + } + } + } + } + + delete [] depthBuffer.data; +#endif +} + +LevelChunk *CustomLevelSource::create(int x, int z) +{ +#ifdef _OVERRIDE_HEIGHTMAP + return getChunk(x,z); +#else + return NULL; +#endif +} + +LevelChunk *CustomLevelSource::getChunk(int xOffs, int zOffs) +{ +#ifdef _OVERRIDE_HEIGHTMAP + 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::maxBuildHeight * 16 * 16; + byte *tileData = (byte *)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); + } + // 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; +#else + return NULL; +#endif +} + +// 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 CustomLevelSource::lightChunk(LevelChunk *lc) +{ +#ifdef _OVERRIDE_HEIGHTMAP + lc->recalcHeightmap(); +#endif +} + +bool CustomLevelSource::hasChunk(int x, int y) +{ + return true; +} + +void CustomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt) +{ +#ifdef _OVERRIDE_HEIGHTMAP + 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); + } + } + } + } + } + if (hadWater) + { + level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7); + for (int y2 = 0; y2 < y; y2++) + { + level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8); + } + } + } + } + } + } + } +#endif +} + +// 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk +void CustomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) +{ +#ifdef _OVERRIDE_HEIGHTMAP + HeavyTile::instaFall = true; + int xo = xt * 16; + int zo = zt * 16; + + Biome *biome = level->getBiome(xo + 16, zo + 16); + + if (CustomLevelSource::FLOATING_ISLANDS) + { + calcWaterDepths(parent, xt, zt); + } + + pprandom->setSeed(level->getSeed()); + __int64 xScale = pprandom->nextLong() / 2 * 2 + 1; + __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; + pprandom->setSeed(((xt * xScale) + (zt * 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); + } + PIXEndNamedEvent(); + +#if 0 + PIXBeginNamedEvent(0,"Lakes"); + if (!hasVillage && pprandom->nextInt(4) == 0) + { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(Level::maxBuildHeight); + int z = zo + pprandom->nextInt(16) + 8; + + LakeFeature *calmWater = new LakeFeature(Tile::calmWater_Id); + calmWater->place(level, pprandom, x, y, z); + delete calmWater; + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Lava"); + if (!hasVillage && pprandom->nextInt(8) == 0) + { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(pprandom->nextInt(Level::maxBuildHeight - 8) + 8); + int z = zo + pprandom->nextInt(16) + 8; + if (y < level->seaLevel || pprandom->nextInt(10) == 0) + { + LakeFeature *calmLava = new LakeFeature(Tile::calmLava_Id); + calmLava->place(level, pprandom, x, y, z); + delete calmLava; + } + } + PIXEndNamedEvent(); +#endif + + PIXBeginNamedEvent(0,"Monster rooms"); + for (int i = 0; i < 8; i++) { + int x = xo + pprandom->nextInt(16) + 8; + int y = pprandom->nextInt(Level::maxBuildHeight); + int z = zo + pprandom->nextInt(16) + 8; + MonsterRoomFeature *mrf = new MonsterRoomFeature(); + if (mrf->place(level, pprandom, x, y, z)) + { + } + delete mrf; + } + PIXEndNamedEvent(); + + PIXBeginNamedEvent(0,"Biome decorate"); + biome->decorate(level, pprandom, xo, zo); + PIXEndNamedEvent(); + + app.processSchematics(parent->getChunk(xt,zt)); + + MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom); + + // 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->setTileNoUpdate(x + xo, y - 1, z + zo, Tile::ice_Id); // 4J - changed from setTile, otherwise we end up creating a *lot* of dynamic water tiles as these ice tiles are set + } + if (level->shouldSnow(x + xo, y, z + zo)) + { + level->setTile(x + xo, y, z + zo, Tile::topSnow_Id); + } + } + } + + HeavyTile::instaFall = false; +#endif +} + +bool CustomLevelSource::save(bool force, ProgressListener *progressListener) +{ + return true; +} + +bool CustomLevelSource::tick() +{ + return false; +} + +bool CustomLevelSource::shouldSave() +{ + return true; +} + +wstring CustomLevelSource::gatherStats() +{ + return L"CustomLevelSource"; +} + +vector<Biome::MobSpawnerData *> *CustomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z) +{ +#ifdef _OVERRIDE_HEIGHTMAP + Biome *biome = level->getBiome(x, z); + if (biome == NULL) + { + return NULL; + } + return biome->getMobs(mobCategory); +#else + return NULL; +#endif +} + +TilePos *CustomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) +{ +#ifdef _OVERRIDE_HEIGHTMAP + if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL) + { + return strongholdFeature->getNearestGeneratedFeature(level, x, y, z); + } +#endif + return NULL; +} |
