#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 *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; }