#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.storage.h" #include "HellFlatLevelSource.h" HellFlatLevelSource::HellFlatLevelSource(Level *level, __int64 seed) { int xzSize = level->getLevelData()->getXZSize(); int hellScale = level->getLevelData()->getHellScale(); m_XZSize = ceil((float)xzSize / hellScale); this->level = level; random = new Random(seed); pprandom = new Random(seed); } HellFlatLevelSource::~HellFlatLevelSource() { delete random; delete pprandom; } void HellFlatLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks) { int height = blocks.length / (16 * 16); for (int xc = 0; xc < 16; xc++) { for (int zc = 0; zc < 16; zc++) { for (int yc = 0; yc < height; yc++) { int block = 0; if ( (yc <= 6) || ( yc >= 121 ) ) { block = Tile::hellRock_Id; } blocks[xc << 11 | zc << 7 | yc] = (byte) block; } } } } void HellFlatLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks) { for (int x = 0; x < 16; x++) { for (int z = 0; z < 16; z++) { 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)) { blocks[offs] = (byte) Tile::unbreakable_Id; } else if (y <= 0 + random->nextInt(5)) { blocks[offs] = (byte) Tile::unbreakable_Id; } } } } } LevelChunk *HellFlatLevelSource::create(int x, int z) { return getChunk(x,z); } LevelChunk *HellFlatLevelSource::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 chunksSize = Level::genDepth * 16 * 16; byte *tileData = (byte *)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE); XMemSet128(tileData,0,chunksSize); byteArray blocks = byteArray(tileData,chunksSize); // byteArray blocks = byteArray(16 * level->depth * 16); prepareHeights(xOffs, zOffs, blocks); buildSurfaces(xOffs, zOffs, blocks); // caveFeature->apply(this, level, xOffs, zOffs, blocks); // townFeature.apply(this, level, xOffs, zOffs, blocks); // addCaves(xOffs, zOffs, blocks); // addTowns(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); 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 HellFlatLevelSource::lightChunk(LevelChunk *lc) { lc->recalcHeightmap(); } bool HellFlatLevelSource::hasChunk(int x, int y) { return true; } void HellFlatLevelSource::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()); 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); } HeavyTile::instaFall = false; app.processSchematics(parent->getChunk(xt,zt)); } bool HellFlatLevelSource::save(bool force, ProgressListener *progressListener) { return true; } bool HellFlatLevelSource::tick() { return false; } bool HellFlatLevelSource::shouldSave() { return true; } wstring HellFlatLevelSource::gatherStats() { return L"HellFlatLevelSource"; } vector *HellFlatLevelSource::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 *HellFlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) { return NULL; }