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Diffstat (limited to 'Minecraft.World/TheEndLevelRandomLevelSource.cpp')
| -rw-r--r-- | Minecraft.World/TheEndLevelRandomLevelSource.cpp | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/Minecraft.World/TheEndLevelRandomLevelSource.cpp b/Minecraft.World/TheEndLevelRandomLevelSource.cpp new file mode 100644 index 00000000..46f3dbab --- /dev/null +++ b/Minecraft.World/TheEndLevelRandomLevelSource.cpp @@ -0,0 +1,421 @@ +#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 "TheEndLevelRandomLevelSource.h" + +TheEndLevelRandomLevelSource::TheEndLevelRandomLevelSource(Level *level, __int64 seed) +{ + m_XZSize = END_LEVEL_MIN_WIDTH; + + this->level = level; + + 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); + + scaleNoise = new PerlinNoise(random, 10); + depthNoise = new PerlinNoise(random, 16); +} + +TheEndLevelRandomLevelSource::~TheEndLevelRandomLevelSource() +{ + delete random; + delete pprandom; + delete lperlinNoise1; + delete lperlinNoise2; + delete perlinNoise1; + delete scaleNoise; + delete depthNoise; +} + +void TheEndLevelRandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) +{ + doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons + + 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); + + 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 (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; + } + } + } + } + delete [] buffer.data; + +} + +void TheEndLevelRandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes) +{ + for (int x = 0; x < 16; x++) + { + for (int z = 0; z < 16; z++) + { + int runDepth = 1; + int run = -1; + + byte top = (byte) Tile::whiteStone_Id; + byte material = (byte) Tile::whiteStone_Id; + + for (int y = Level::genDepthMinusOne; y >= 0; y--) + { + int offs = (z * 16 + x) * Level::genDepth + y; + + 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::whiteStone_Id; + } + + run = runDepth; + if (y >= 0) blocks[offs] = top; + else blocks[offs] = material; + } + else if (run > 0) + { + run--; + blocks[offs] = material; + } + } + } + } + } +} + +LevelChunk *TheEndLevelRandomLevelSource::create(int x, int z) +{ + return getChunk(x, z); +} + +LevelChunk *TheEndLevelRandomLevelSource::getChunk(int xOffs, int zOffs) +{ + 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 + unsigned 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 below + level->getBiomeSource()->getBiomeBlock(biomes, xOffs * 16, zOffs * 16, 16, 16, true); + + 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(); + + //delete blocks.data; // Don't delete the blocks as the array data is actually owned by the chunk now + delete biomes.data; + + return levelChunk; +} + +doubleArray TheEndLevelRandomLevelSource::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; + + 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); + + 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); + + int p = 0; + int pp = 0; + + 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 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; + + if (scale < 0) scale = 0; + scale = (scale) + 0.5; + depth = depth * ySize / 16; + + pp++; + + double yCenter = ySize / 2.0; + + + for (int yy = 0; yy < ySize; yy++) + { + double val = 0; + double yOffs = (yy - (yCenter)) * 8 / scale; + + if (yOffs < 0) yOffs *= -1; + + 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; + + 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 = (r - yy) / (r - 1.0f); + val = val * (1 - slide) + -30 * 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 TheEndLevelRandomLevelSource::hasChunk(int x, int y) +{ + return true; +} + +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 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); + } + } + } + } + } + } + } + +} + +void TheEndLevelRandomLevelSource::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, 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 + // used in RandomLevelSource::postProcess to make sure this random value is consistent for each world generation. + 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()); + + 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; + + app.processSchematics(parent->getChunk(xt,zt)); +} + +bool TheEndLevelRandomLevelSource::save(bool force, ProgressListener *progressListener) +{ + return true; +} + +bool TheEndLevelRandomLevelSource::tick() +{ + return false; +} + +bool TheEndLevelRandomLevelSource::shouldSave() +{ + return true; +} + +wstring TheEndLevelRandomLevelSource::gatherStats() +{ + return L"RandomLevelSource"; +} + +vector<Biome::MobSpawnerData *> *TheEndLevelRandomLevelSource::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 *TheEndLevelRandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) +{ + return NULL; +} + |
