format everything

This commit is contained in:
Tropical
2026-04-01 13:48:29 -05:00
parent 3e813592e4
commit dd93cfe91e
380 changed files with 2698 additions and 2595 deletions
@@ -95,7 +95,6 @@ RandomLevelSource::~RandomLevelSource() {
}
delete forestNoise;
}
int g_numPrepareHeightCalls = 0;
@@ -238,7 +237,8 @@ float RandomLevelSource::getHeightFalloff(int xxx, int zzz, int* pEMin) {
#endif
void RandomLevelSource::prepareHeights(int xOffs, int zOffs, std::vector<uint8_t>& blocks) {
void RandomLevelSource::prepareHeights(int xOffs, int zOffs,
std::vector<uint8_t>& blocks) {
std::int64_t startTime;
int xChunks = 16 / CHUNK_WIDTH;
int yChunks = Level::genDepth / CHUNK_HEIGHT;
@@ -248,15 +248,16 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, std::vector<uint8_t
int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
int zSize = xChunks + 1;
std::vector<Biome*> biomes; // 4J created locally here for thread safety, java has
// this as a class member
std::vector<Biome*> 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);
std::vector<double> buffer; // 4J - used to be declared with class level scope but
// tidying up for thread safety reasons
std::vector<double>
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);
@@ -378,18 +379,18 @@ void RandomLevelSource::prepareHeights(int xOffs, int zOffs, std::vector<uint8_t
g_totalPrepareHeightsTime += timeInFunc;
g_averagePrepareHeightsTime =
g_totalPrepareHeightsTime / g_numPrepareHeightCalls;
}
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, std::vector<uint8_t>& blocks,
void RandomLevelSource::buildSurfaces(int xOffs, int zOffs,
std::vector<uint8_t>& blocks,
std::vector<Biome*>& biomes) {
int waterHeight = level->seaLevel;
double s = 1 / 32.0;
std::vector<double> depthBuffer(16 *
16); // 4J - used to be declared with class level
// scope but moved here for thread safety
std::vector<double> 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);
@@ -467,7 +468,6 @@ void RandomLevelSource::buildSurfaces(int xOffs, int zOffs, std::vector<uint8_t>
}
}
}
}
LevelChunk* RandomLevelSource::create(int x, int z) { return getChunk(x, z); }
@@ -480,8 +480,10 @@ LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
int blocksSize = Level::genDepth * 16 * 16;
uint8_t* tileData = (uint8_t*)malloc(blocksSize);
memset(tileData, 0, blocksSize);
std::vector<uint8_t> blocks = std::vector<uint8_t>(tileData, tileData + blocksSize);
// std::vector<uint8_t> blocks = std::vector<uint8_t>(16 * level->depth * 16);
std::vector<uint8_t> blocks =
std::vector<uint8_t>(tileData, tileData + blocksSize);
// std::vector<uint8_t> blocks = std::vector<uint8_t>(16 * level->depth *
// 16);
// LevelChunk *levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
// // 4J - moved to below
@@ -496,7 +498,6 @@ LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
buildSurfaces(xOffs, zOffs, blocks, biomes);
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
@@ -536,9 +537,11 @@ LevelChunk* RandomLevelSource::getChunk(int xOffs, int zOffs) {
// does the same.
void RandomLevelSource::lightChunk(LevelChunk* lc) { lc->recalcHeightmap(); }
std::vector<double> RandomLevelSource::getHeights(std::vector<double>& buffer, int x, int y,
int z, int xSize, int ySize,
int zSize, std::vector<Biome*>& biomes) {
std::vector<double> RandomLevelSource::getHeights(std::vector<double>& buffer,
int x, int y, int z,
int xSize, int ySize,
int zSize,
std::vector<Biome*>& biomes) {
if (buffer.empty()) {
buffer = std::vector<double>(xSize * ySize * zSize);
}
@@ -661,7 +664,6 @@ std::vector<double> RandomLevelSource::getHeights(std::vector<double>& buffer, i
}
}
return buffer;
}
@@ -757,15 +759,14 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
bool hasVillage = false;
if (generateStructures) {
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);
}
if (biome != Biome::desert && biome != Biome::desertHills) {
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);
@@ -775,9 +776,8 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
calmWater.place(level, pprandom, x, y, z);
}
}
if (!hasVillage && pprandom->nextInt(8) == 0) {
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;
@@ -786,28 +786,23 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
calmLava.place(level, pprandom, x, y, z);
}
}
for (int i = 0; i < 8; i++) {
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);
}
biome->decorate(level, pprandom, xo, zo);
biome->decorate(level, pprandom, xo, zo);
app.processSchematics(parent->getChunk(xt, zt));
app.processSchematics(parent->getChunk(xt, zt));
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
MobSpawner::postProcessSpawnMobs(level, biome, xo + 8, zo + 8, 16, 16,
pprandom);
// 4J - brought forward from 1.2.3 to get snow back in taiga biomes
// 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++) {
@@ -824,7 +819,6 @@ void RandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
}
}
}
HeavyTile::instaFall = false;
}