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-rw-r--r--Minecraft.World/RandomLevelSource.cpp780
1 files changed, 780 insertions, 0 deletions
diff --git a/Minecraft.World/RandomLevelSource.cpp b/Minecraft.World/RandomLevelSource.cpp
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+++ b/Minecraft.World/RandomLevelSource.cpp
@@ -0,0 +1,780 @@
+#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 "RandomLevelSource.h"
+
+#ifdef __PS3__
+#include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h"
+#include "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)));
+#endif
+
+
+const double RandomLevelSource::SNOW_SCALE = 0.3;
+const double RandomLevelSource::SNOW_CUTOFF = 0.5;
+
+RandomLevelSource::RandomLevelSource(Level *level, __int64 seed, bool generateStructures) : generateStructures( generateStructures )
+{
+ m_XZSize = level->getLevelData()->getXZSize();
+
+ caveFeature = new LargeCaveFeature();
+ strongholdFeature = new StrongholdFeature();
+ villageFeature = new VillageFeature(0,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;
+
+ this->level = level;
+
+ 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};
+
+
+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 = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + 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 - 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
+ ///////////////////////////////////////////////////////////////////
+
+ // 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 = (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;
+ }
+
+ 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;
+
+ 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::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] = (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;
+
+}
+
+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;
+ 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);
+ 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);
+ }
+ }
+ }
+ }
+ }
+ 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);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+}
+
+// 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 (RandomLevelSource::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);
+ scatteredFeature->postProcess(level, random, xt, zt);
+ }
+ PIXEndNamedEvent();
+
+ PIXBeginNamedEvent(0,"Lakes");
+ 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 = 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::genDepth - 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();
+
+ 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 = 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;
+}
+
+bool RandomLevelSource::save(bool force, ProgressListener *progressListener)
+{
+ return true;
+}
+
+bool RandomLevelSource::tick()
+{
+ return false;
+}
+
+bool RandomLevelSource::shouldSave()
+{
+ return true;
+}
+
+wstring RandomLevelSource::gatherStats()
+{
+ return L"RandomLevelSource";
+}
+
+vector<Biome::MobSpawnerData *> *RandomLevelSource::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 *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
+{
+ if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL)
+ {
+ return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
+ }
+ return NULL;
+}