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.
228 lines
6.4 KiB
C++
228 lines
6.4 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.level.storage.h"
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#include "HellFlatLevelSource.h"
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HellFlatLevelSource::HellFlatLevelSource(Level *level, int64_t seed)
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{
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int xzSize = level->getLevelData()->getXZSize();
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int hellScale = level->getLevelData()->getHellScale();
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m_XZSize = ceil((float)xzSize / hellScale);
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(seed);
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}
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HellFlatLevelSource::~HellFlatLevelSource()
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{
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delete random;
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delete pprandom;
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}
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void HellFlatLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
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{
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int height = blocks.length / (16 * 16);
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for (int xc = 0; xc < 16; xc++)
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{
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for (int zc = 0; zc < 16; zc++)
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{
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for (int yc = 0; yc < height; yc++)
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{
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int block = 0;
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if ( (yc <= 6) || ( yc >= 121 ) )
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{
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block = Tile::netherRack_Id;
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}
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blocks[xc << 11 | zc << 7 | yc] = (byte) block;
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}
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}
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}
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}
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void HellFlatLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks)
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{
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for (int x = 0; x < 16; x++)
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{
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for (int z = 0; z < 16; z++)
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{
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for (int y = Level::genDepthMinusOne; y >= 0; y--)
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{
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int offs = (z * 16 + x) * Level::genDepth + y;
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// 4J Build walls around the level
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bool blockSet = false;
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if(xOffs <= -(m_XZSize/2))
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{
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if( z - random->nextInt( 4 ) <= 0 || xOffs < -(m_XZSize/2) )
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if(zOffs <= -(m_XZSize/2))
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{
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if( x - random->nextInt( 4 ) <= 0 || zOffs < -(m_XZSize/2))
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if(xOffs >= (m_XZSize/2)-1)
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{
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if( z + random->nextInt(4) >= 15 || xOffs > (m_XZSize/2))
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if(zOffs >= (m_XZSize/2)-1)
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{
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if( x + random->nextInt(4) >= 15 || zOffs > (m_XZSize/2) )
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if( blockSet ) continue;
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// End 4J Extra to build walls around the level
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if (y >= Level::genDepthMinusOne - random->nextInt(5))
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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}
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else if (y <= 0 + random->nextInt(5))
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{
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blocks[offs] = (byte) Tile::unbreakable_Id;
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}
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}
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}
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}
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}
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LevelChunk *HellFlatLevelSource::create(int x, int z)
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{
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return getChunk(x,z);
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}
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LevelChunk *HellFlatLevelSource::getChunk(int xOffs, int zOffs)
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{
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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// 4J - now allocating this with a physical alloc & bypassing general memory management so that it will get cleanly freed
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int chunksSize = Level::genDepth * 16 * 16;
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byte *tileData = (byte *)XPhysicalAlloc(chunksSize, MAXULONG_PTR, 4096, PAGE_READWRITE);
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XMemSet128(tileData,0,chunksSize);
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byteArray blocks = byteArray(tileData,chunksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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prepareHeights(xOffs, zOffs, blocks);
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buildSurfaces(xOffs, zOffs, blocks);
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// caveFeature->apply(this, level, xOffs, zOffs, blocks);
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// townFeature.apply(this, level, xOffs, zOffs, blocks);
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// addCaves(xOffs, zOffs, blocks);
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// addTowns(xOffs, zOffs, blocks);
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// 4J - this now creates compressed block data from the blocks array passed in, so needs to be after data is finalised.
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// Also now need to free the passed in blocks as the LevelChunk doesn't use the passed in allocation anymore.
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LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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XPhysicalFree(tileData);
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return levelChunk;
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}
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// 4J - removed & moved into its own method from getChunk, so we can call recalcHeightmap after the chunk is added into the cache. Without
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// 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.
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// lightgaps also does light 1 block into the neighbouring chunks, and maybe that is somehow enough to get lighting to propagate round the world,
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// but this just doesn't seem right - this isn't a new fault in the 360 version, have checked that java does the same.
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void HellFlatLevelSource::lightChunk(LevelChunk *lc)
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{
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lc->recalcHeightmap();
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}
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bool HellFlatLevelSource::hasChunk(int x, int y)
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{
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return true;
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}
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void HellFlatLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
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{
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HeavyTile::instaFall = true;
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int xo = xt * 16;
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int zo = zt * 16;
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// 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
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// we need to use a separate random - have used the same initialisation code as used in RandomLevelSource::postProcess to make sure this random value
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// is consistent for each world generation. Also changed all uses of random here to pprandom.
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pprandom->setSeed(level->getSeed());
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
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for (int i = 0; i < count; i++)
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{
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int x = xo + pprandom->nextInt(16) + 8;
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int y = pprandom->nextInt(Level::genDepth - 8) + 4;
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int z = zo + pprandom->nextInt(16) + 8;
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HellFireFeature().place(level, pprandom, x, y, z);
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}
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count = pprandom->nextInt(pprandom->nextInt(10) + 1);
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for (int i = 0; i < count; i++)
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{
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int x = xo + pprandom->nextInt(16) + 8;
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int y = pprandom->nextInt(Level::genDepth - 8) + 4;
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int z = zo + pprandom->nextInt(16) + 8;
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LightGemFeature().place(level, pprandom, x, y, z);
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}
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HeavyTile::instaFall = false;
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app.processSchematics(parent->getChunk(xt,zt));
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}
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bool HellFlatLevelSource::save(bool force, ProgressListener *progressListener)
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{
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return true;
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}
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bool HellFlatLevelSource::tick()
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{
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return false;
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}
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bool HellFlatLevelSource::shouldSave()
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{
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return true;
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}
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wstring HellFlatLevelSource::gatherStats()
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{
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return L"HellFlatLevelSource";
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}
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vector<Biome::MobSpawnerData *> *HellFlatLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
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{
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Biome *biome = level->getBiome(x, z);
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if (biome == NULL)
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{
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return NULL;
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}
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return biome->getMobs(mobCategory);
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}
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TilePos *HellFlatLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
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{
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return NULL;
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}
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void HellFlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
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{
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} |