Files
MinecraftConsoles/Minecraft.World/CustomLevelSource.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

661 lines
20 KiB
C++

#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 "net.minecraft.world.entity.h"
#include "CustomLevelSource.h"
const double CustomLevelSource::SNOW_SCALE = 0.3;
const double CustomLevelSource::SNOW_CUTOFF = 0.5;
CustomLevelSource::CustomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
{
#ifdef _OVERRIDE_HEIGHTMAP
m_XZSize = level->getLevelData()->getXZSize();
m_heightmapOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );
#ifdef _UNICODE
wstring path = L"GAME:\\GameRules\\heightmap.bin";
#else
#ifdef _WINDOWS64
string path = "GameRules\\heightmap.bin";
#else
string path = "GAME:\\GameRules\\heightmap.bin";
#endif
#endif
HANDLE file = CreateFile(path.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if( file == INVALID_HANDLE_VALUE )
{
app.FatalLoadError();
DWORD error = GetLastError();
assert(false);
}
else
{
#ifdef _DURANGO
__debugbreak(); // TODO
DWORD bytesRead,dwFileSize = 0;
#else
DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
#endif
if(dwFileSize > m_heightmapOverride.length)
{
app.DebugPrintf("Heightmap binary is too large!!\n");
__debugbreak();
}
BOOL bSuccess = ReadFile(file,m_heightmapOverride.data,dwFileSize,&bytesRead,NULL);
if(bSuccess==FALSE)
{
app.FatalLoadError();
}
CloseHandle(file);
}
m_waterheightOverride = byteArray( (m_XZSize*16) * (m_XZSize*16) );
#ifdef _UNICODE
wstring waterHeightPath = L"GAME:\\GameRules\\waterheight.bin";
#else
#ifdef _WINDOWS64
string waterHeightPath = "GameRules\\waterheight.bin";
#else
string waterHeightPath = "GAME:\\GameRules\\waterheight.bin";
#endif
#endif
file = CreateFile(waterHeightPath.c_str(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if( file == INVALID_HANDLE_VALUE )
{
DWORD error = GetLastError();
//assert(false);
memset(m_waterheightOverride.data, level->seaLevel, m_waterheightOverride.length);
}
else
{
#ifdef _DURANGO
__debugbreak(); // TODO
DWORD bytesRead,dwFileSize = 0;
#else
DWORD bytesRead,dwFileSize = GetFileSize(file,NULL);
#endif
if(dwFileSize > m_waterheightOverride.length)
{
app.DebugPrintf("waterheight binary is too large!!\n");
__debugbreak();
}
BOOL bSuccess = ReadFile(file,m_waterheightOverride.data,dwFileSize,&bytesRead,NULL);
if(bSuccess==FALSE)
{
app.FatalLoadError();
}
CloseHandle(file);
}
caveFeature = new LargeCaveFeature();
strongholdFeature = new StrongholdFeature();
villageFeature = new VillageFeature(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
perlinNoise3 = new PerlinNoise(random, 4);
#endif
}
CustomLevelSource::~CustomLevelSource()
{
#ifdef _OVERRIDE_HEIGHTMAP
delete caveFeature;
delete strongholdFeature;
delete villageFeature;
delete mineShaftFeature;
delete canyonFeature;
this->level = level;
delete random;
delete perlinNoise3;
#endif
}
void CustomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
{
#ifdef _OVERRIDE_HEIGHTMAP
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::maxBuildHeight / CHUNK_HEIGHT;
int waterHeight = level->seaLevel;
int xSize = xChunks + 1;
int ySize = Level::maxBuildHeight / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
int xMapStart = xOffs + m_XZSize/2;
int zMapStart = zOffs + m_XZSize/2;
for (int xc = 0; xc < xChunks; xc++)
{
for (int zc = 0; zc < xChunks; zc++)
{
for (int yc = 0; yc < yChunks; yc++)
{
for (int y = 0; y < CHUNK_HEIGHT; y++)
{
for (int x = 0; x < CHUNK_WIDTH; x++)
{
for (int z = 0; z < CHUNK_WIDTH; z++)
{
int mapIndex = (zMapStart * 16 + z + ( zc * CHUNK_WIDTH )) * (m_XZSize * 16) + (xMapStart * 16 + x + ( xc * CHUNK_WIDTH ));
int mapHeight = m_heightmapOverride[mapIndex];
waterHeight = m_waterheightOverride[mapIndex];
//app.DebugPrintf("MapHeight = %d, y = %d\n", mapHeight, yc * CHUNK_HEIGHT + y);
///////////////////////////////////////////////////////////////////
// 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
///////////////////////////////////////////////////////////////////
int tileId = 0;
// 4J - this comparison used to just be with 0.0f but is now varied by block above
if (yc * CHUNK_HEIGHT + y < mapHeight)
{
tileId = (byte) Tile::stone_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::stone_Id;
else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
}
int indexY = (yc * CHUNK_HEIGHT + y);
int offsAdjustment = 0;
if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
{
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
int offs = ( (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (z + zc * CHUNK_WIDTH) << Level::genDepthBits | indexY) + offsAdjustment;
blocks[offs] = tileId;
}
}
}
}
}
}
#endif
}
void CustomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
{
#ifdef _OVERRIDE_HEIGHTMAP
int waterHeight = level->seaLevel;
int xMapStart = xOffs + m_XZSize/2;
int zMapStart = zOffs + m_XZSize/2;
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++)
{
int mapIndex = (zMapStart * 16 + z) * (m_XZSize * 16) + (xMapStart * 16 + x);
waterHeight = m_waterheightOverride[mapIndex];
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::maxBuildHeight - 1; y >= 0; y--)
{
int indexY = y;
int offsAdjustment = 0;
if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT)
{
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
offsAdjustment = Level::COMPRESSED_CHUNK_SECTION_TILES;
}
int offs = (x << Level::genDepthBitsPlusFour | z << Level::genDepthBits | indexY) + offsAdjustment;
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::stone_Id)
{
if (run == -1)
{
if (runDepth <= 0)
{
top = 0;
material = (byte) Tile::stone_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;
#endif
}
LevelChunk *CustomLevelSource::create(int x, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
return getChunk(x,z);
#else
return NULL;
#endif
}
LevelChunk *CustomLevelSource::getChunk(int xOffs, int zOffs)
{
#ifdef _OVERRIDE_HEIGHTMAP
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::maxBuildHeight * 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;
#else
return NULL;
#endif
}
// 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 CustomLevelSource::lightChunk(LevelChunk *lc)
{
#ifdef _OVERRIDE_HEIGHTMAP
lc->recalcHeightmap();
#endif
}
bool CustomLevelSource::hasChunk(int x, int y)
{
return true;
}
void CustomLevelSource::calcWaterDepths(ChunkSource *parent, int xt, int zt)
{
#ifdef _OVERRIDE_HEIGHTMAP
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, Tile::UPDATE_CLIENTS);
}
}
}
}
}
if (hadWater)
{
level->setTileAndData(xp, y, zp, Tile::calmWater_Id, 7, Tile::UPDATE_CLIENTS);
for (int y2 = 0; y2 < y; y2++)
{
level->setTileAndData(xp, y2, zp, Tile::calmWater_Id, 8, Tile::UPDATE_CLIENTS);
}
}
}
}
}
}
}
#endif
}
// 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk
void CustomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
{
#ifdef _OVERRIDE_HEIGHTMAP
HeavyTile::instaFall = true;
int xo = xt * 16;
int zo = zt * 16;
Biome *biome = level->getBiome(xo + 16, zo + 16);
if (CustomLevelSource::FLOATING_ISLANDS)
{
calcWaterDepths(parent, xt, zt);
}
pprandom->setSeed(level->getSeed());
int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
int64_t 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();
#if 0
PIXBeginNamedEvent(0,"Lakes");
if (!hasVillage && pprandom->nextInt(4) == 0)
{
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::maxBuildHeight);
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::maxBuildHeight - 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();
#endif
PIXBeginNamedEvent(0,"Monster rooms");
for (int i = 0; i < 8; i++) {
int x = xo + pprandom->nextInt(16) + 8;
int y = pprandom->nextInt(Level::maxBuildHeight);
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->setTileAndData(x + xo, y - 1, z + zo, Tile::ice_Id,0, Tile::UPDATE_INVISIBLE); // 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->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id,0, Tile::UPDATE_CLIENTS);
}
}
}
HeavyTile::instaFall = false;
#endif
}
bool CustomLevelSource::save(bool force, ProgressListener *progressListener)
{
return true;
}
bool CustomLevelSource::tick()
{
return false;
}
bool CustomLevelSource::shouldSave()
{
return true;
}
wstring CustomLevelSource::gatherStats()
{
return L"CustomLevelSource";
}
vector<Biome::MobSpawnerData *> *CustomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
Biome *biome = level->getBiome(x, z);
if (biome == NULL)
{
return NULL;
}
if (mobCategory == MobCategory::monster && scatteredFeature->isSwamphut(x, y, z))
{
return scatteredFeature->getSwamphutEnemies();
}
return biome->getMobs(mobCategory);
#else
return NULL;
#endif
}
TilePos *CustomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
{
#ifdef _OVERRIDE_HEIGHTMAP
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL)
{
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
}
#endif
return NULL;
}
void CustomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
if (generateStructures)
{
#ifdef _OVERRIDE_HEIGHTMAP
mineShaftFeature->apply(this, level, chunkX, chunkZ, NULL);
villageFeature->apply(this, level, chunkX, chunkZ, NULL);
strongholdFeature->apply(this, level, chunkX, chunkZ, NULL);
scatteredFeature->apply(this, level, chunkX, chunkZ, NULL);
#endif
}
}