Files
MinecraftConsoles/Minecraft.World/HellFlatLevelSource.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

228 lines
6.4 KiB
C++

#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_t 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::netherRack_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_t xScale = pprandom->nextLong() / 2 * 2 + 1;
int64_t 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<Biome::MobSpawnerData *> *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;
}
void HellFlatLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
{
}