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.
914 lines
27 KiB
C++
914 lines
27 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.biome.h"
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#include "net.minecraft.world.level.levelgen.h"
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#include "net.minecraft.world.level.levelgen.feature.h"
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#include "net.minecraft.world.level.levelgen.structure.h"
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#include "net.minecraft.world.level.levelgen.synth.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 "net.minecraft.world.entity.h"
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#include "RandomLevelSource.h"
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#ifdef __PS3__
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#include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h"
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#include "C4JSpursJob.h"
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static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16)));
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static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16)));
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static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16)));
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static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16)));
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static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16)));
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//#define DISABLE_SPU_CODE
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#endif
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const double RandomLevelSource::SNOW_SCALE = 0.3;
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const double RandomLevelSource::SNOW_CUTOFF = 0.5;
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RandomLevelSource::RandomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
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{
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m_XZSize = level->getLevelData()->getXZSize();
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#ifdef _LARGE_WORLDS
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level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat, &m_mediumEdgeMoat);
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#endif
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caveFeature = new LargeCaveFeature();
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strongholdFeature = new StrongholdFeature();
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villageFeature = new VillageFeature(m_XZSize);
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mineShaftFeature = new MineShaftFeature();
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scatteredFeature = new RandomScatteredLargeFeature();
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canyonFeature = new CanyonFeature();
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(seed); // 4J - added, so that we can have a separate random for doing post-processing in parallel with creation
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lperlinNoise1 = new PerlinNoise(random, 16);
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lperlinNoise2 = new PerlinNoise(random, 16);
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perlinNoise1 = new PerlinNoise(random, 8);
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perlinNoise3 = new PerlinNoise(random, 4);
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scaleNoise = new PerlinNoise(random, 10);
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depthNoise = new PerlinNoise(random, 16);
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if (FLOATING_ISLANDS)
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{
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floatingIslandScale = new PerlinNoise(random, 10);
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floatingIslandNoise = new PerlinNoise(random, 16);
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}
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else
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{
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floatingIslandScale = NULL;
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floatingIslandNoise = NULL;
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}
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forestNoise = new PerlinNoise(random, 8);
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}
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RandomLevelSource::~RandomLevelSource()
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{
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delete caveFeature;
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delete strongholdFeature;
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delete villageFeature;
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delete mineShaftFeature;
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delete scatteredFeature;
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delete canyonFeature;
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this->level = level;
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delete random;;
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delete lperlinNoise1;
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delete lperlinNoise2;
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delete perlinNoise1;
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delete perlinNoise3;
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delete scaleNoise;
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delete depthNoise;
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if (FLOATING_ISLANDS)
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{
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delete floatingIslandScale;
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delete floatingIslandNoise;
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}
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delete forestNoise;
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if( pows.data != NULL ) delete [] pows.data;
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}
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int g_numPrepareHeightCalls = 0;
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LARGE_INTEGER g_totalPrepareHeightsTime = {0,0};
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LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0};
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#ifdef _LARGE_WORLDS
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int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart)
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{
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// Get distance to edges of world in x
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// we have to do a proper line dist check here
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int min = -worldSize/2;
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int max = (worldSize/2)-1;
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// // only check if either x or z values are within the falloff
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// if(xxx > (min - falloffStart)
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Vec3* topLeft = Vec3::newTemp(min, 0, min);
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Vec3* topRight = Vec3::newTemp(max, 0, min);
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Vec3* bottomLeft = Vec3::newTemp(min, 0, max);
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Vec3* bottomRight = Vec3::newTemp(max, 0, max);
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float closest = falloffStart;
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float dist;
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// make sure we're in range of the edges before we do a full distance check
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if( (xxx > (min-falloffStart) && xxx < (min+falloffStart)) ||
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(xxx > (max-falloffStart) && xxx < (max+falloffStart)) )
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{
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Vec3* point = Vec3::newTemp(xxx, 0, zzz);
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if(xxx>0)
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dist = point->distanceFromLine(topRight, bottomRight);
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else
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dist = point->distanceFromLine(topLeft, bottomLeft);
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closest = dist;
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}
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// make sure we're in range of the edges before we do a full distance check
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if( (zzz > (min-falloffStart) && zzz < (min+falloffStart)) ||
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(zzz > (max-falloffStart) && zzz < (max+falloffStart)) )
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{
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Vec3* point = Vec3::newTemp(xxx, 0, zzz);
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if(zzz>0)
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dist = point->distanceFromLine(bottomLeft, bottomRight);
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else
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dist = point->distanceFromLine(topLeft, topRight);
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if(dist<closest)
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closest = dist;
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}
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return closest;
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}
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float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
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{
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land "fall-off" at the edges of
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// a finite world - size of that world is currently hard-coded in here
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const int worldSize = m_XZSize * 16;
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const int falloffStart = 32; // chunks away from edge were we start doing fall-off
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const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map
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float comp = 0.0f;
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int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
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// check if we have a larger world that should have moats
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int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16,
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LEVEL_WIDTH_SMALL*16,
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LEVEL_WIDTH_MEDIUM*16};
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bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat};
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for(int i=0;i<3;i++)
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{
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if(expandedMoatValues[i] && (worldSize > expandedWorldSizes[i]))
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{
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// this world has been expanded, with moat settings, so we need fallofs at this edges too
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int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i], falloffStart);
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if(eminMoat < emin)
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{
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emin = eminMoat;
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}
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}
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}
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// Calculate how much we want the world to fall away, if we're in the defined region to do so
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if( emin < falloffStart )
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{
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart ) * falloffMax;
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}
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*pEMin = emin;
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return comp;
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// 4J - end of extra code
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///////////////////////////////////////////////////////////////////
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}
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#else
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// MGH - go back to using the simpler version for PS3/vita/360, as it was causing a lot of slow down on the tuturial generation
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float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
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{
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///////////////////////////////////////////////////////////////////
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// 4J - add this chunk of code to make land "fall-off" at the edges of
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// a finite world - size of that world is currently hard-coded in here
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const int worldSize = m_XZSize * 16;
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const int falloffStart = 32; // chunks away from edge were we start doing fall-off
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const float falloffMax = 128.0f; // max value we need to get to falloff by the edge of the map
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// Get distance to edges of world in x
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int xxx0 = xxx + ( worldSize / 2 );
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if( xxx0 < 0 ) xxx0 = 0;
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int xxx1 = ( ( worldSize / 2 ) - 1 ) - xxx;
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if( xxx1 < 0 ) xxx1 = 0;
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// Get distance to edges of world in z
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int zzz0 = zzz + ( worldSize / 2 );
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if( zzz0 < 0 ) zzz0 = 0;
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int zzz1 = ( ( worldSize / 2 ) - 1 ) - zzz;
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if( zzz1 < 0 ) zzz1 = 0;
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// Get min distance to any edge
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int emin = xxx0;
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if (xxx1 < emin ) emin = xxx1;
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if (zzz0 < emin ) emin = zzz0;
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if (zzz1 < emin ) emin = zzz1;
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float comp = 0.0f;
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// Calculate how much we want the world to fall away, if we're in the defined region to do so
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if( emin < falloffStart )
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{
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int falloff = falloffStart - emin;
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comp = ((float)falloff / (float)falloffStart ) * falloffMax;
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}
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// 4J - end of extra code
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///////////////////////////////////////////////////////////////////
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*pEMin = emin;
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return comp;
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}
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#endif // _LARGE_WORLDS
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void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
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{
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LARGE_INTEGER startTime;
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int xChunks = 16 / CHUNK_WIDTH;
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int yChunks = Level::genDepth / CHUNK_HEIGHT;
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int waterHeight = level->seaLevel;
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int xSize = xChunks + 1;
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int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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BiomeArray biomes; // 4J created locally here for thread safety, java has this as a class member
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level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5);
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doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
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buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize, biomes);
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QueryPerformanceCounter(&startTime);
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for (int xc = 0; xc < xChunks; xc++)
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{
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for (int zc = 0; zc < xChunks; zc++)
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{
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for (int yc = 0; yc < yChunks; yc++)
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{
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double yStep = 1 / (double) CHUNK_HEIGHT;
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double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
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double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
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double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
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double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
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for (int y = 0; y < CHUNK_HEIGHT; y++)
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{
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double xStep = 1 / (double) CHUNK_WIDTH;
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double _s0 = s0;
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double _s1 = s1;
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double _s0a = (s2 - s0) * xStep;
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double _s1a = (s3 - s1) * xStep;
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for (int x = 0; x < CHUNK_WIDTH; x++)
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{
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int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
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int step = 1 << Level::genDepthBits;
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offs -= step;
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double zStep = 1 / (double) CHUNK_WIDTH;
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double val = _s0;
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double vala = (_s1 - _s0) * zStep;
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val -= vala;
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for (int z = 0; z < CHUNK_WIDTH; z++)
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{
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// 4J Stu - I have removed all uses of the new getHeightFalloff function for now as we had some problems with PS3/PSVita world generation
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// I have fixed the non large worlds method, however we will be happier if the current builds go out with completely old code
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// We can put the new code back in mid-november 2014 once those PS3/Vita builds are gone (and the PS4 doesn't have world enlarging in these either anyway)
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int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) );
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int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) );
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int emin;
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float comp = getHeightFalloff(xxx, zzz, &emin);
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// 4J - slightly rearranged this code (as of java 1.0.1 merge) to better fit with
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// changes we've made edge-of-world things - original sets blocks[offs += step] directly
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// here rather than setting a tileId
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int tileId = 0;
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// 4J - this comparison used to just be with 0.0f but is now varied by block above
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if ((val += vala) > comp)
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{
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tileId = (byte) Tile::stone_Id;
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}
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else if (yc * CHUNK_HEIGHT + y < waterHeight)
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{
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tileId = (byte) Tile::calmWater_Id;
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}
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// 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
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// continues on after the edge of the world.
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if( emin == 0 )
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{
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// This matches code in MultiPlayerChunkCache that makes the geometry which continues at the edge of the world
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if( yc * CHUNK_HEIGHT + y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::stone_Id;
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else if( yc * CHUNK_HEIGHT + y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
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}
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blocks[offs += step] = tileId;
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}
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_s0 += _s0a;
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_s1 += _s1a;
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}
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s0 += s0a;
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s1 += s1a;
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s2 += s2a;
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s3 += s3a;
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}
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}
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}
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}
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LARGE_INTEGER endTime;
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QueryPerformanceCounter(&endTime);
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LARGE_INTEGER timeInFunc;
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timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart;
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g_numPrepareHeightCalls++;
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g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart;
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g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls;
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delete [] buffer.data;
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delete [] biomes.data;
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}
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void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
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{
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int waterHeight = level->seaLevel;
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double s = 1 / 32.0;
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doubleArray depthBuffer(16*16); // 4J - used to be declared with class level scope but moved here for thread safety
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depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16, 0, 16, 16, 1, s * 2, s * 2, s * 2);
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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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Biome *b = biomes[z + x * 16];
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float temp = b->getTemperature();
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int runDepth = (int) (depthBuffer[x + z * 16] / 3 + 3 + random->nextDouble() * 0.25);
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int run = -1;
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byte top = b->topMaterial;
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byte material = b->material;
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LevelGenerationOptions *lgo = app.getLevelGenerationOptions();
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if(lgo != NULL)
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{
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lgo->getBiomeOverride(b->id,material,top);
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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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if (y <= 1 + random->nextInt(2)) // 4J - changed to make the bedrock not have bits you can get stuck in
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// 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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else
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{
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int old = blocks[offs];
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if (old == 0)
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{
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run = -1;
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}
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else if (old == Tile::stone_Id)
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{
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if (run == -1)
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{
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if (runDepth <= 0)
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{
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top = 0;
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material = (byte) Tile::stone_Id;
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}
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else if (y >= waterHeight - 4 && y <= waterHeight + 1)
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{
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top = b->topMaterial;
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material = b->material;
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if(lgo != NULL)
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{
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lgo->getBiomeOverride(b->id,material,top);
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}
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}
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if (y < waterHeight && top == 0)
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{
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if (temp < 0.15f) top = (byte) Tile::ice_Id;
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else top = (byte) Tile::calmWater_Id;
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}
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run = runDepth;
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if (y >= waterHeight - 1) blocks[offs] = top;
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else blocks[offs] = material;
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}
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else if (run > 0)
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{
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run--;
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blocks[offs] = material;
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// place a few sandstone blocks beneath sand runs
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if (run == 0 && material == Tile::sand_Id)
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{
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run = random->nextInt(4);
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material = (byte) Tile::sandStone_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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}
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}
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delete [] depthBuffer.data;
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}
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LevelChunk *RandomLevelSource::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 *RandomLevelSource::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
|
|
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 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;
|
|
}
|
|
|
|
// 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 RandomLevelSource::lightChunk(LevelChunk *lc)
|
|
{
|
|
lc->recalcHeightmap();
|
|
}
|
|
|
|
|
|
doubleArray RandomLevelSource::getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes)
|
|
{
|
|
if (buffer.data == NULL)
|
|
{
|
|
buffer = doubleArray(xSize * ySize * zSize);
|
|
}
|
|
if (pows.data == NULL)
|
|
{
|
|
pows = floatArray(5 * 5);
|
|
for (int xb = -2; xb <= 2; xb++)
|
|
{
|
|
for (int zb = -2; zb <= 2; zb++)
|
|
{
|
|
float ppp = 10.0f / Mth::sqrt(xb * xb + zb * zb + 0.2f);
|
|
pows[xb + 2 + (zb + 2) * 5] = ppp;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
if (FLOATING_ISLANDS)
|
|
{
|
|
fis = floatingIslandScale->getRegion(fis, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
|
|
fi = floatingIslandNoise->getRegion(fi, x, y, z, xSize, 1, zSize, 500.0, 0, 500.0);
|
|
}
|
|
|
|
#if defined __PS3__ && !defined DISABLE_SPU_CODE
|
|
C4JSpursJobQueue::Port port("C4JSpursJob_PerlinNoise");
|
|
C4JSpursJob_PerlinNoise perlinJob1(&g_scaleNoise_SPU);
|
|
C4JSpursJob_PerlinNoise perlinJob2(&g_depthNoise_SPU);
|
|
C4JSpursJob_PerlinNoise perlinJob3(&g_perlinNoise1_SPU);
|
|
C4JSpursJob_PerlinNoise perlinJob4(&g_lperlinNoise1_SPU);
|
|
C4JSpursJob_PerlinNoise perlinJob5(&g_lperlinNoise2_SPU);
|
|
|
|
g_scaleNoise_SPU.set(scaleNoise, sr, x, z, xSize, zSize, 1.121, 1.121, 0.5);
|
|
g_depthNoise_SPU.set(depthNoise, dr, x, z, xSize, zSize, 200.0, 200.0, 0.5);
|
|
g_perlinNoise1_SPU.set(perlinNoise1, pnr, x, y, z, xSize, ySize, zSize, s / 80.0, hs / 160.0, s / 80.0);
|
|
g_lperlinNoise1_SPU.set(lperlinNoise1, ar, x, y, z, xSize, ySize, zSize, s, hs, s);
|
|
g_lperlinNoise2_SPU.set(lperlinNoise2, br, x, y, z, xSize, ySize, zSize, s, hs, s);
|
|
|
|
port.submitJob(&perlinJob1);
|
|
port.submitJob(&perlinJob2);
|
|
port.submitJob(&perlinJob3);
|
|
port.submitJob(&perlinJob4);
|
|
port.submitJob(&perlinJob5);
|
|
port.waitForCompletion();
|
|
#else
|
|
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);
|
|
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);
|
|
|
|
#endif
|
|
|
|
x = z = 0;
|
|
|
|
int p = 0;
|
|
int pp = 0;
|
|
|
|
for (int xx = 0; xx < xSize; xx++)
|
|
{
|
|
for (int zz = 0; zz < zSize; zz++)
|
|
{
|
|
float sss = 0;
|
|
float ddd = 0;
|
|
float pow = 0;
|
|
|
|
int rr = 2;
|
|
|
|
Biome *mb = biomes[(xx + 2) + (zz + 2) * (xSize + 5)];
|
|
for (int xb = -rr; xb <= rr; xb++)
|
|
{
|
|
for (int zb = -rr; zb <= rr; zb++)
|
|
{
|
|
Biome *b = biomes[(xx + xb + 2) + (zz + zb + 2) * (xSize + 5)];
|
|
float ppp = pows[xb + 2 + (zb + 2) * 5] / (b->depth + 2);
|
|
if (b->depth > mb->depth)
|
|
{
|
|
ppp /= 2;
|
|
}
|
|
sss += b->scale * ppp;
|
|
ddd += b->depth * ppp;
|
|
pow += ppp;
|
|
}
|
|
}
|
|
sss /= pow;
|
|
ddd /= pow;
|
|
|
|
sss = sss * 0.9f + 0.1f;
|
|
ddd = (ddd * 4 - 1) / 8.0f;
|
|
|
|
double rdepth = (dr[pp] / 8000.0);
|
|
if (rdepth < 0) rdepth = -rdepth * 0.3;
|
|
rdepth = rdepth * 3.0 - 2.0;
|
|
|
|
if (rdepth < 0)
|
|
{
|
|
rdepth = rdepth / 2;
|
|
if (rdepth < -1) rdepth = -1;
|
|
rdepth = rdepth / 1.4;
|
|
rdepth /= 2;
|
|
}
|
|
else
|
|
{
|
|
if (rdepth > 1) rdepth = 1;
|
|
rdepth = rdepth / 8;
|
|
}
|
|
|
|
pp++;
|
|
|
|
for (int yy = 0; yy < ySize; yy++)
|
|
{
|
|
double depth = ddd;
|
|
double scale = sss;
|
|
|
|
depth += rdepth * 0.2;
|
|
depth = depth * ySize / 16.0;
|
|
|
|
double yCenter = ySize / 2.0 + depth * 4;
|
|
|
|
double val = 0;
|
|
|
|
double yOffs = (yy - (yCenter)) * 12 * 128 / Level::genDepth / scale;
|
|
|
|
if (yOffs < 0) yOffs *= 4;
|
|
|
|
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 -= yOffs;
|
|
|
|
if (yy > ySize - 4)
|
|
{
|
|
double slide = (yy - (ySize - 4)) / (4 - 1.0f);
|
|
val = val * (1 - slide) + -10 * 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 RandomLevelSource::hasChunk(int x, int y)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void RandomLevelSource::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, Tile::UPDATE_ALL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// 4J - changed this to used pprandom rather than random, so that we can run it concurrently with getChunk
|
|
void RandomLevelSource::postProcess(ChunkSource *parent, int xt, int zt)
|
|
{
|
|
HeavyTile::instaFall = true;
|
|
int xo = xt * 16;
|
|
int zo = zt * 16;
|
|
|
|
Biome *biome = level->getBiome(xo + 16, zo + 16);
|
|
|
|
if (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();
|
|
|
|
PIXBeginNamedEvent(0,"Lakes");
|
|
if (biome != Biome::desert && biome != Biome::desertHills)
|
|
{
|
|
if (!hasVillage && pprandom->nextInt(4) == 0)
|
|
{
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
|
|
LakeFeature calmWater(Tile::calmWater_Id);
|
|
calmWater.place(level, pprandom, x, y, z);
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Lava");
|
|
if (!hasVillage && pprandom->nextInt(8) == 0)
|
|
{
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(pprandom->nextInt(Level::genDepth - 8) + 8);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
if (y < level->seaLevel || pprandom->nextInt(10) == 0)
|
|
{
|
|
LakeFeature calmLava(Tile::calmLava_Id);
|
|
calmLava.place(level, pprandom, x, y, z);
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Monster rooms");
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
MonsterRoomFeature mrf;
|
|
mrf.place(level, pprandom, x, y, z);
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Biome decorate");
|
|
biome->decorate(level, pprandom, xo, zo);
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Process Schematics");
|
|
app.processSchematics(parent->getChunk(xt,zt));
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Post process mobs");
|
|
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16, pprandom);
|
|
PIXEndNamedEvent();
|
|
|
|
PIXBeginNamedEvent(0,"Update ice and snow");
|
|
// 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_CLIENTS);
|
|
}
|
|
if (level->shouldSnow(x + xo, y, z + zo))
|
|
{
|
|
level->setTileAndData(x + xo, y, z + zo, Tile::topSnow_Id, 0, Tile::UPDATE_CLIENTS);
|
|
}
|
|
}
|
|
}
|
|
PIXEndNamedEvent();
|
|
|
|
HeavyTile::instaFall = false;
|
|
}
|
|
|
|
bool RandomLevelSource::save(bool force, ProgressListener *progressListener)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool RandomLevelSource::tick()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool RandomLevelSource::shouldSave()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
wstring RandomLevelSource::gatherStats()
|
|
{
|
|
return L"RandomLevelSource";
|
|
}
|
|
|
|
vector<Biome::MobSpawnerData *> *RandomLevelSource::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
|
|
{
|
|
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);
|
|
}
|
|
|
|
TilePos *RandomLevelSource::findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z)
|
|
{
|
|
if (LargeFeature::STRONGHOLD == featureName && strongholdFeature != NULL)
|
|
{
|
|
return strongholdFeature->getNearestGeneratedFeature(level, x, y, z);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void RandomLevelSource::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
|
|
{
|
|
if (generateStructures)
|
|
{
|
|
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);
|
|
}
|
|
} |