Files
MinecraftConsoles/Minecraft.World/FlatLevelSource.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

158 lines
3.9 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.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 "FlatLevelSource.h"
//FlatLevelSource::villageFeature = new VillageFeature(1);
FlatLevelSource::FlatLevelSource(Level *level, int64_t seed, bool generateStructures)
{
m_XZSize = level->getLevelData()->getXZSize();
this->level = level;
this->generateStructures = generateStructures;
this->random = new Random(seed);
this->pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
villageFeature = new VillageFeature(m_XZSize);
}
FlatLevelSource::~FlatLevelSource()
{
delete random;
delete pprandom;
delete villageFeature;
}
void FlatLevelSource::prepareHeights(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 == 0)
{
block = Tile::unbreakable_Id;
}
else if (yc <= 2)
{
block = Tile::dirt_Id;
}
else if (yc == 3)
{
block = Tile::grass_Id;
}
blocks[xc << 11 | zc << 7 | yc] = (byte) block;
}
}
}
}
LevelChunk *FlatLevelSource::create(int x, int z)
{
return getChunk(x, z);
}
LevelChunk *FlatLevelSource::getChunk(int xOffs, int zOffs)
{
// 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(blocks);
// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs); // 4J - moved below
// double[] temperatures = level.getBiomeSource().temperatures;
if (generateStructures)
{
villageFeature->apply(this, level, xOffs, zOffs, blocks);
}
// 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();
return levelChunk;
}
bool FlatLevelSource::hasChunk(int x, int y)
{
return true;
}
void FlatLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
{
// 4J - changed from random to pprandom so we can run in parallel with getChunk etc.
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());
if (generateStructures)
{
villageFeature->postProcess(level, pprandom, xt, zt);
}
app.processSchematics(parent->getChunk(xt,zt));
}
bool FlatLevelSource::save(bool force, ProgressListener *progressListener)
{
return true;
}
bool FlatLevelSource::tick()
{
return false;
}
bool FlatLevelSource::shouldSave()
{
return true;
}
wstring FlatLevelSource::gatherStats()
{
return L"FlatLevelSource";
}
vector<Biome::MobSpawnerData *> *FlatLevelSource::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 *FlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
{
return NULL;
}
void FlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
// TODO
}