Files
MinecraftConsoles/Minecraft.World/RandomLevelSource.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

914 lines
27 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 "RandomLevelSource.h"
#ifdef __PS3__
#include "..\Minecraft.Client\PS3\SPU_Tasks\PerlinNoise\PerlinNoiseJob.h"
#include "C4JSpursJob.h"
static PerlinNoise_DataIn g_lperlinNoise1_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_lperlinNoise2_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_perlinNoise1_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_scaleNoise_SPU __attribute__((__aligned__(16)));
static PerlinNoise_DataIn g_depthNoise_SPU __attribute__((__aligned__(16)));
//#define DISABLE_SPU_CODE
#endif
const double RandomLevelSource::SNOW_SCALE = 0.3;
const double RandomLevelSource::SNOW_CUTOFF = 0.5;
RandomLevelSource::RandomLevelSource(Level *level, int64_t seed, bool generateStructures) : generateStructures( generateStructures )
{
m_XZSize = level->getLevelData()->getXZSize();
#ifdef _LARGE_WORLDS
level->getLevelData()->getMoatFlags(&m_classicEdgeMoat, &m_smallEdgeMoat, &m_mediumEdgeMoat);
#endif
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
lperlinNoise1 = new PerlinNoise(random, 16);
lperlinNoise2 = new PerlinNoise(random, 16);
perlinNoise1 = new PerlinNoise(random, 8);
perlinNoise3 = new PerlinNoise(random, 4);
scaleNoise = new PerlinNoise(random, 10);
depthNoise = new PerlinNoise(random, 16);
if (FLOATING_ISLANDS)
{
floatingIslandScale = new PerlinNoise(random, 10);
floatingIslandNoise = new PerlinNoise(random, 16);
}
else
{
floatingIslandScale = NULL;
floatingIslandNoise = NULL;
}
forestNoise = new PerlinNoise(random, 8);
}
RandomLevelSource::~RandomLevelSource()
{
delete caveFeature;
delete strongholdFeature;
delete villageFeature;
delete mineShaftFeature;
delete scatteredFeature;
delete canyonFeature;
this->level = level;
delete random;;
delete lperlinNoise1;
delete lperlinNoise2;
delete perlinNoise1;
delete perlinNoise3;
delete scaleNoise;
delete depthNoise;
if (FLOATING_ISLANDS)
{
delete floatingIslandScale;
delete floatingIslandNoise;
}
delete forestNoise;
if( pows.data != NULL ) delete [] pows.data;
}
int g_numPrepareHeightCalls = 0;
LARGE_INTEGER g_totalPrepareHeightsTime = {0,0};
LARGE_INTEGER g_averagePrepareHeightsTime = {0, 0};
#ifdef _LARGE_WORLDS
int RandomLevelSource::getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart)
{
// Get distance to edges of world in x
// we have to do a proper line dist check here
int min = -worldSize/2;
int max = (worldSize/2)-1;
// // only check if either x or z values are within the falloff
// if(xxx > (min - falloffStart)
Vec3* topLeft = Vec3::newTemp(min, 0, min);
Vec3* topRight = Vec3::newTemp(max, 0, min);
Vec3* bottomLeft = Vec3::newTemp(min, 0, max);
Vec3* bottomRight = Vec3::newTemp(max, 0, max);
float closest = falloffStart;
float dist;
// make sure we're in range of the edges before we do a full distance check
if( (xxx > (min-falloffStart) && xxx < (min+falloffStart)) ||
(xxx > (max-falloffStart) && xxx < (max+falloffStart)) )
{
Vec3* point = Vec3::newTemp(xxx, 0, zzz);
if(xxx>0)
dist = point->distanceFromLine(topRight, bottomRight);
else
dist = point->distanceFromLine(topLeft, bottomLeft);
closest = dist;
}
// make sure we're in range of the edges before we do a full distance check
if( (zzz > (min-falloffStart) && zzz < (min+falloffStart)) ||
(zzz > (max-falloffStart) && zzz < (max+falloffStart)) )
{
Vec3* point = Vec3::newTemp(xxx, 0, zzz);
if(zzz>0)
dist = point->distanceFromLine(bottomLeft, bottomRight);
else
dist = point->distanceFromLine(topLeft, topRight);
if(dist<closest)
closest = dist;
}
return closest;
}
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
{
///////////////////////////////////////////////////////////////////
// 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
float comp = 0.0f;
int emin = getMinDistanceToEdge(xxx, zzz, worldSize, falloffStart);
// check if we have a larger world that should have moats
int expandedWorldSizes[3] = {LEVEL_WIDTH_CLASSIC*16,
LEVEL_WIDTH_SMALL*16,
LEVEL_WIDTH_MEDIUM*16};
bool expandedMoatValues[3] = {m_classicEdgeMoat, m_smallEdgeMoat, m_mediumEdgeMoat};
for(int i=0;i<3;i++)
{
if(expandedMoatValues[i] && (worldSize > expandedWorldSizes[i]))
{
// this world has been expanded, with moat settings, so we need fallofs at this edges too
int eminMoat = getMinDistanceToEdge(xxx, zzz, expandedWorldSizes[i], falloffStart);
if(eminMoat < emin)
{
emin = eminMoat;
}
}
}
// 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;
}
*pEMin = emin;
return comp;
// 4J - end of extra code
///////////////////////////////////////////////////////////////////
}
#else
// 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
float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin)
{
///////////////////////////////////////////////////////////////////
// 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
// 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
///////////////////////////////////////////////////////////////////
*pEMin = emin;
return comp;
}
#endif // _LARGE_WORLDS
void RandomLevelSource::prepareHeights(int xOffs, int zOffs, byteArray blocks)
{
LARGE_INTEGER startTime;
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::genDepth / CHUNK_HEIGHT;
int waterHeight = level->seaLevel;
int xSize = xChunks + 1;
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
BiomeArray biomes; // 4J created locally here for thread safety, java has this as a class member
level->getBiomeSource()->getRawBiomeBlock(biomes, xOffs * CHUNK_WIDTH - 2, zOffs * CHUNK_WIDTH - 2, xSize + 5, zSize + 5);
doubleArray buffer; // 4J - used to be declared with class level scope but tidying up for thread safety reasons
buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize, ySize, zSize, biomes);
QueryPerformanceCounter(&startTime);
for (int xc = 0; xc < xChunks; xc++)
{
for (int zc = 0; zc < xChunks; zc++)
{
for (int yc = 0; yc < yChunks; yc++)
{
double yStep = 1 / (double) CHUNK_HEIGHT;
double s0 = buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s1 = buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s2 = buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
double s3 = buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
double s0a = (buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] - s0) * yStep;
double s1a = (buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] - s1) * yStep;
double s2a = (buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] - s2) * yStep;
double s3a = (buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] - s3) * yStep;
for (int y = 0; y < CHUNK_HEIGHT; y++)
{
double xStep = 1 / (double) CHUNK_WIDTH;
double _s0 = s0;
double _s1 = s1;
double _s0a = (s2 - s0) * xStep;
double _s1a = (s3 - s1) * xStep;
for (int x = 0; x < CHUNK_WIDTH; x++)
{
int offs = (x + xc * CHUNK_WIDTH) << Level::genDepthBitsPlusFour | (0 + zc * CHUNK_WIDTH) << Level::genDepthBits | (yc * CHUNK_HEIGHT + y);
int step = 1 << Level::genDepthBits;
offs -= step;
double zStep = 1 / (double) CHUNK_WIDTH;
double val = _s0;
double vala = (_s1 - _s0) * zStep;
val -= vala;
for (int z = 0; z < CHUNK_WIDTH; z++)
{
// 4J Stu - I have removed all uses of the new getHeightFalloff function for now as we had some problems with PS3/PSVita world generation
// I have fixed the non large worlds method, however we will be happier if the current builds go out with completely old code
// 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)
int xxx = ( ( xOffs * 16 ) + x + ( xc * CHUNK_WIDTH ) );
int zzz = ( ( zOffs * 16 ) + z + ( zc * CHUNK_WIDTH ) );
int emin;
float comp = getHeightFalloff(xxx, zzz, &emin);
// 4J - slightly rearranged this code (as of java 1.0.1 merge) to better fit with
// changes we've made edge-of-world things - original sets blocks[offs += step] directly
// here rather than setting a tileId
int tileId = 0;
// 4J - this comparison used to just be with 0.0f but is now varied by block above
if ((val += vala) > comp)
{
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;
}
blocks[offs += step] = tileId;
}
_s0 += _s0a;
_s1 += _s1a;
}
s0 += s0a;
s1 += s1a;
s2 += s2a;
s3 += s3a;
}
}
}
}
LARGE_INTEGER endTime;
QueryPerformanceCounter(&endTime);
LARGE_INTEGER timeInFunc;
timeInFunc.QuadPart = endTime.QuadPart - startTime.QuadPart;
g_numPrepareHeightCalls++;
g_totalPrepareHeightsTime.QuadPart += timeInFunc.QuadPart;
g_averagePrepareHeightsTime.QuadPart = g_totalPrepareHeightsTime.QuadPart / g_numPrepareHeightCalls;
delete [] buffer.data;
delete [] biomes.data;
}
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes)
{
int waterHeight = level->seaLevel;
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++)
{
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::genDepthMinusOne; y >= 0; y--)
{
int offs = (z * 16 + x) * Level::genDepth + y;
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;
}
LevelChunk *RandomLevelSource::create(int x, int z)
{
return getChunk(x,z);
}
LevelChunk *RandomLevelSource::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 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);
}
}