diff options
Diffstat (limited to 'Minecraft.World/TheEndLevelRandomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/TheEndLevelRandomLevelSource.cpp | 435 |
1 files changed, 219 insertions, 216 deletions
diff --git a/Minecraft.World/TheEndLevelRandomLevelSource.cpp b/Minecraft.World/TheEndLevelRandomLevelSource.cpp index 46f3dbab..67d85a92 100644 --- a/Minecraft.World/TheEndLevelRandomLevelSource.cpp +++ b/Minecraft.World/TheEndLevelRandomLevelSource.cpp @@ -13,16 +13,16 @@ TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 { m_XZSize = END_LEVEL_MIN_WIDTH; - this->level = level; + this->level = level; - random = new Random(seed); + random = new Random(seed); pprandom = new Random(seed); // 4J added - lperlinNoise1 = new PerlinNoise(random, 16); - lperlinNoise2 = new PerlinNoise(random, 16); - perlinNoise1 = new PerlinNoise(random, 8); + lperlinNoise1 = new PerlinNoise(random, 16); + lperlinNoise2 = new PerlinNoise(random, 16); + perlinNoise1 = new PerlinNoise(random, 8); - scaleNoise = new PerlinNoise(random, 10); - depthNoise = new PerlinNoise(random, 16); + scaleNoise = new PerlinNoise(random, 10); + depthNoise = new PerlinNoise(random, 16); } TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource() @@ -40,121 +40,121 @@ void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArra { doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons - int xChunks = 16 / CHUNK_WIDTH; + int xChunks = 16 / CHUNK_WIDTH; - int xSize = xChunks + 1; - int ySize = Level::genDepth / CHUNK_HEIGHT + 1; - int zSize = xChunks + 1; - buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize); + int xSize = xChunks + 1; + int ySize = Level::genDepth / CHUNK_HEIGHT + 1; + int zSize = xChunks + 1; + buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize); - for (int xc = 0; xc < xChunks; xc++) + for (int xc = 0; xc < xChunks; xc++) { - for (int zc = 0; zc < xChunks; zc++) + for (int zc = 0; zc < xChunks; zc++) { - for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++) + 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 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 xStep = 1 / (double) CHUNK_WIDTH; - double _s0 = s0; - double _s1 = s1; - double _s0a = (s2 - s0) * xStep; - double _s1a = (s3 - s1) * xStep; + double _s0 = s0; + double _s1 = s1; + double _s0a = (s2 - s0) * xStep; + double _s1a = (s3 - s1) * xStep; - for (int x = 0; x < CHUNK_WIDTH; x++) + 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; + 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++) + double val = _s0; + double vala = (_s1 - _s0) * zStep; + for (int z = 0; z < CHUNK_WIDTH; z++) { - int tileId = 0; - if (val > 0) + int tileId = 0; + if (val > 0) { - tileId = Tile::whiteStone_Id; - } else { - } - - blocks[offs] = (byte) tileId; - offs += step; - val += vala; - } - _s0 += _s0a; - _s1 += _s1a; - } - - s0 += s0a; - s1 += s1a; - s2 += s2a; - s3 += s3a; - } - } - } - } + tileId = Tile::endStone_Id; + } else { + } + + blocks[offs] = (byte) tileId; + offs += step; + val += vala; + } + _s0 += _s0a; + _s1 += _s1a; + } + + s0 += s0a; + s1 += s1a; + s2 += s2a; + s3 += s3a; + } + } + } + } delete [] buffer.data; } void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) { - for (int x = 0; x < 16; x++) + for (int x = 0; x < 16; x++) { - for (int z = 0; z < 16; z++) + for (int z = 0; z < 16; z++) { - int runDepth = 1; - int run = -1; + int runDepth = 1; + int run = -1; - byte top = (byte) Tile::whiteStone_Id; - byte material = (byte) Tile::whiteStone_Id; + byte top = (byte) Tile::endStone_Id; + byte material = (byte) Tile::endStone_Id; - for (int y = Level::genDepthMinusOne; y >= 0; y--) + for (int y = Level::genDepthMinusOne; y >= 0; y--) { - int offs = (z * 16 + x) * Level::genDepth + y; + int offs = (z * 16 + x) * Level::genDepth + y; - int old = blocks[offs]; + int old = blocks[offs]; - if (old == 0) + if (old == 0) { - run = -1; - } - else if (old == Tile::rock_Id) + run = -1; + } + else if (old == Tile::stone_Id) { - if (run == -1) + if (run == -1) { - if (runDepth <= 0) + if (runDepth <= 0) { - top = 0; - material = (byte) Tile::whiteStone_Id; - } - - run = runDepth; - if (y >= 0) blocks[offs] = top; - else blocks[offs] = material; - } + top = 0; + material = (byte) Tile::endStone_Id; + } + + run = runDepth; + if (y >= 0) blocks[offs] = top; + else blocks[offs] = material; + } else if (run > 0) { - run--; - blocks[offs] = material; - } - } - } - } - } + run--; + blocks[offs] = material; + } + } + } + } + } } LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z) @@ -164,7 +164,7 @@ LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z) LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs) { - random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); + random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l); BiomeArray biomes; // 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed @@ -172,119 +172,119 @@ LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs) 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); + // byteArray blocks = byteArray(16 * level->depth * 16); -// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J moved below - level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); + // LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J moved below + level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); - prepareHeights(xOffs, zOffs, blocks, biomes); - buildSurfaces(xOffs, zOffs, blocks, biomes); + prepareHeights(xOffs, zOffs, blocks, biomes); + buildSurfaces(xOffs, zOffs, blocks, biomes); // 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); - levelChunk->recalcHeightmap(); + levelChunk->recalcHeightmap(); //delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now delete biomes.data; - return levelChunk; + return levelChunk; } doubleArray TheEndLevelRandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize) { - if (buffer.data == NULL) + if (buffer.data == NULL) { - buffer = doubleArray(xSize * ySize * zSize); - } + buffer = doubleArray(xSize * ySize * zSize); + } - double s = 1 * 684.412; - double hs = 1 * 684.412; + 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 - 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); + 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); - s *= 2; + s *= 2; - 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); + 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); - int p = 0; - int pp = 0; + int p = 0; + int pp = 0; - for (int xx = 0; xx < xSize; xx++) + for (int xx = 0; xx < xSize; xx++) { - for (int zz = 0; zz < zSize; zz++) + for (int zz = 0; zz < zSize; zz++) { - double scale = ((sr[pp] + 256.0) / 512); - if (scale > 1) scale = 1; + double scale = ((sr[pp] + 256.0) / 512); + if (scale > 1) scale = 1; - double depth = (dr[pp] / 8000.0); - if (depth < 0) depth = -depth * 0.3; - depth = depth * 3.0 - 2.0; + double depth = (dr[pp] / 8000.0); + if (depth < 0) depth = -depth * 0.3; + depth = depth * 3.0 - 2.0; - float xd = ((xx + x) - 0) / 1.0f; - float zd = ((zz + z) - 0) / 1.0f; - float doffs = 100 - sqrt(xd * xd + zd * zd) * 8; - if (doffs > 80) doffs = 80; - if (doffs < -100) doffs = -100; - if (depth > 1) depth = 1; - depth = depth / 8; - depth = 0; + float xd = ((xx + x) - 0) / 1.0f; + float zd = ((zz + z) - 0) / 1.0f; + float doffs = 100 - sqrt(xd * xd + zd * zd) * 8; + if (doffs > 80) doffs = 80; + if (doffs < -100) doffs = -100; + if (depth > 1) depth = 1; + depth = depth / 8; + depth = 0; - if (scale < 0) scale = 0; - scale = (scale) + 0.5; - depth = depth * ySize / 16; + if (scale < 0) scale = 0; + scale = (scale) + 0.5; + depth = depth * ySize / 16; - pp++; + pp++; - double yCenter = ySize / 2.0; + double yCenter = ySize / 2.0; - for (int yy = 0; yy < ySize; yy++) + for (int yy = 0; yy < ySize; yy++) { - double val = 0; - double yOffs = (yy - (yCenter)) * 8 / scale; + double val = 0; + double yOffs = (yy - (yCenter)) * 8 / scale; - if (yOffs < 0) yOffs *= -1; + if (yOffs < 0) yOffs *= -1; - double bb = ar[p] / 512; - double cc = br[p] / 512; + 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 -= 8; - val += doffs; + 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 -= 8; + val += doffs; - int r = 2; - if (yy > ySize / 2 - r) + int r = 2; + if (yy > ySize / 2 - r) { - double slide = (yy - (ySize / 2 - r)) / (64.0f); - if (slide < 0) slide = 0; - if (slide > 1) slide = 1; - val = val * (1 - slide) + -3000 * slide; - } - r = 8; - if (yy < r) + double slide = (yy - (ySize / 2 - r)) / (64.0f); + if (slide < 0) slide = 0; + if (slide > 1) slide = 1; + val = val * (1 - slide) + -3000 * slide; + } + r = 8; + if (yy < r) { - double slide = (r - yy) / (r - 1.0f); - val = val * (1 - slide) + -30 * slide; - } + double slide = (r - yy) / (r - 1.0f); + val = val * (1 - slide) + -30 * slide; + } - buffer[p] = val; - p++; - } - } - } + buffer[p] = val; + p++; + } + } + } delete [] pnr.data; delete [] ar.data; @@ -294,7 +294,7 @@ doubleArray TheEndLevelRandomLevelSource::getHeights(doubleArray buffer, int x, delete [] fi.data; delete [] fis.data; - return buffer; + return buffer; } @@ -305,68 +305,68 @@ bool TheEndLevelRandomLevelSource::hasChunk(int x, int y) void TheEndLevelRandomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt) { - int xo = xt * 16; - int zo = zt * 16; - for (int x = 0; x < 16; x++) + 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 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) + 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) + 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) + 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 x2 = -5; x2 <= 5; x2++) { - for (int z2 = -5; z2 <= 5; z2++) + for (int z2 = -5; z2 <= 5; z2++) { - int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2); + int d = (x2 > 0 ? x2 : -x2) + (z2 > 0 ? z2 : -z2); - if (d <= 5) + if (d <= 5) { - d = 6 - d; - if (level->getTile(xp + x2, y, zp + z2) == Tile::calmWater_Id) + 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) + 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->setData(xp + x2, y, zp + z2, d, Tile::UPDATE_CLIENTS); + } + } + } + } + } + if (hadWater) { - level->setTileAndDataNoUpdate(xp, y, zp, Tile::calmWater_Id, 7); - for (int y2 = 0; y2 < y; y2++) + level->setTileAndData(xp, y, zp, Tile::calmWater_Id, 7, Tile::UPDATE_CLIENTS); + for (int y2 = 0; y2 < y; y2++) { - level->setTileAndDataNoUpdate(xp, y2, zp, Tile::calmWater_Id, 8); - } - } - } - } - } - } - } + level->setTileAndData(xp, y2, zp, Tile::calmWater_Id, 8, Tile::UPDATE_CLIENTS); + } + } + } + } + } + } + } } void TheEndLevelRandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt) { - HeavyTile::instaFall = true; - int xo = xt * 16; - int zo = zt * 16; + 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, and passes the level random to the biome decorator. // 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 @@ -376,11 +376,11 @@ void TheEndLevelRandomLevelSource::postProcess(ChunkSource *parent, int xt, int __int64 zScale = pprandom->nextLong() / 2 * 2 + 1; pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed()); - Biome *biome = level->getBiome(xo + 16, zo + 16); - biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation + Biome *biome = level->getBiome(xo + 16, zo + 16); + biome->decorate(level, pprandom, xo, zo); // 4J - passing pprandom rather than level->random here to make this consistent with our parallel world generation + + HeavyTile::instaFall = false; - HeavyTile::instaFall = false; - app.processSchematics(parent->getChunk(xt,zt)); } @@ -406,16 +406,19 @@ wstring TheEndLevelRandomLevelSource::gatherStats() vector<Biome::MobSpawnerData *> *TheEndLevelRandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z) { - Biome *biome = level->getBiome(x, z); - if (biome == NULL) + Biome *biome = level->getBiome(x, z); + if (biome == NULL) { - return NULL; - } - return biome->getMobs(mobCategory); + return NULL; + } + return biome->getMobs(mobCategory); } TilePos *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) { return NULL; } - + +void TheEndLevelRandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ) +{ +}
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