diff options
Diffstat (limited to 'Minecraft.World/HellRandomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/HellRandomLevelSource.cpp | 544 |
1 files changed, 544 insertions, 0 deletions
diff --git a/Minecraft.World/HellRandomLevelSource.cpp b/Minecraft.World/HellRandomLevelSource.cpp new file mode 100644 index 00000000..10194f7d --- /dev/null +++ b/Minecraft.World/HellRandomLevelSource.cpp @@ -0,0 +1,544 @@ +#include "stdafx.h" +#include "net.minecraft.world.level.h" +#include "net.minecraft.world.level.tile.h" +#include "net.minecraft.world.entity.h" +#include "net.minecraft.world.level.levelgen.feature.h" +#include "net.minecraft.world.level.storage.h" +#include "BiomeSource.h" +#include "HellRandomLevelSource.h" + +HellRandomLevelSource::HellRandomLevelSource(Level *level, __int64 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::hellRock_Id; + } + + blocks[offs] = (byte) 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; + + byte top = (byte) Tile::hellRock_Id; + byte material = (byte) Tile::hellRock_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] = (byte) Tile::unbreakable_Id; + blockSet = true; + } + } + if(zOffs <= -(m_XZSize/2)) + { + if( x - random->nextInt( 4 ) <= 0 || zOffs < -(m_XZSize/2)) + { + blocks[offs] = (byte) Tile::unbreakable_Id; + blockSet = true; + } + } + if(xOffs >= (m_XZSize/2)-1) + { + if( z + random->nextInt(4) >= 15 || xOffs > (m_XZSize/2)) + { + blocks[offs] = (byte) Tile::unbreakable_Id; + blockSet = true; + } + } + if(zOffs >= (m_XZSize/2)-1) + { + if( x + random->nextInt(4) >= 15 || zOffs > (m_XZSize/2) ) + { + blocks[offs] = (byte) 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] = (byte) Tile::unbreakable_Id; + } + else + { + int old = blocks[offs]; + + if (old == 0) + { + run = -1; + } + else if (old == Tile::hellRock_Id) + { + if (run == -1) + { + if (runDepth <= 0) + { + top = 0; + material = (byte) Tile::hellRock_Id; + } + else if (y >= waterHeight - 4 && y <= waterHeight + 1) + { + top = (byte) Tile::hellRock_Id; + material = (byte) Tile::hellRock_Id; + if (gravel) top = (byte) Tile::gravel_Id; + if (gravel) material = (byte) Tile::hellRock_Id; + if (sand) + { + // 4J Stu - Make some nether wart spawn outside of the nether fortresses + if(random->nextInt(16) == 0) + { + top = (byte) 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 = min(y, genDepthMinusOne); + runDepth += 1; + offs = (z * 16 + x) * Level::genDepth + y; + } + else + { + top = (byte) Tile::hellSand_Id; + } + } + if (sand) material = (byte) Tile::hellSand_Id; + } + + if (y < waterHeight && top == 0) top = (byte) 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; + 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); + + 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 == NULL) + { + 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 xScale = pprandom->nextLong() / 2 * 2 + 1; + __int64 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).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::mushroom1_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::mushroom2_Id).place(level, pprandom, x, y, z); + } + + OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::hellRock_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); + } + + 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; +} + +wstring HellRandomLevelSource::gatherStats() +{ + return L"HellRandomLevelSource"; +} + +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 && netherBridgeFeature->isInsideFeature(x, y, z)) + { + return netherBridgeFeature->getBridgeEnemies(); + } + + Biome *biome = level->getBiome(x, z); + if (biome == NULL) + { + return NULL; + } + return biome->getMobs(mobCategory); +} + +TilePos *HellRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) +{ + return NULL; +} |
