422 lines
11 KiB
C++
422 lines
11 KiB
C++
#include "Globals.h"
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#include "ChunkSource.h"
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#include <QThread>
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#include "src/Generating/BioGen.h"
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#include "src/StringCompression.h"
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#include "src/WorldStorage/FastNBT.h"
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#include "inifile/iniFile.h"
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/** Map for converting biome values to colors. Initialized from biomeColors[]. */
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static uchar biomeToColor[256 * 4];
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/** Map for converting biome values to colors. Used to initialize biomeToColor[].*/
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static struct
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{
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EMCSBiome m_Biome;
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uchar m_Color[3];
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} biomeColors[] =
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{
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{ biOcean, { 0x00, 0x00, 0x70 }, },
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{ biPlains, { 0x8d, 0xb3, 0x60 }, },
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{ biDesert, { 0xfa, 0x94, 0x18 }, },
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{ biExtremeHills, { 0x60, 0x60, 0x60 }, },
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{ biForest, { 0x05, 0x66, 0x21 }, },
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{ biTaiga, { 0x0b, 0x66, 0x59 }, },
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{ biSwampland, { 0x2f, 0xff, 0xda }, },
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{ biRiver, { 0x30, 0x30, 0xaf }, },
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{ biHell, { 0x7f, 0x00, 0x00 }, },
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{ biSky, { 0x00, 0x7f, 0xff }, },
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{ biFrozenOcean, { 0xa0, 0xa0, 0xdf }, },
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{ biFrozenRiver, { 0xa0, 0xa0, 0xff }, },
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{ biIcePlains, { 0xff, 0xff, 0xff }, },
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{ biIceMountains, { 0xa0, 0xa0, 0xa0 }, },
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{ biMushroomIsland, { 0xff, 0x00, 0xff }, },
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{ biMushroomShore, { 0xa0, 0x00, 0xff }, },
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{ biBeach, { 0xfa, 0xde, 0x55 }, },
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{ biDesertHills, { 0xd2, 0x5f, 0x12 }, },
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{ biForestHills, { 0x22, 0x55, 0x1c }, },
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{ biTaigaHills, { 0x16, 0x39, 0x33 }, },
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{ biExtremeHillsEdge, { 0x7f, 0x8f, 0x7f }, },
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{ biJungle, { 0x53, 0x7b, 0x09 }, },
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{ biJungleHills, { 0x2c, 0x42, 0x05 }, },
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{ biJungleEdge, { 0x62, 0x8b, 0x17 }, },
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{ biDeepOcean, { 0x00, 0x00, 0x30 }, },
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{ biStoneBeach, { 0xa2, 0xa2, 0x84 }, },
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{ biColdBeach, { 0xfa, 0xf0, 0xc0 }, },
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{ biBirchForest, { 0x30, 0x74, 0x44 }, },
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{ biBirchForestHills, { 0x1f, 0x5f, 0x32 }, },
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{ biRoofedForest, { 0x40, 0x51, 0x1a }, },
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{ biColdTaiga, { 0x31, 0x55, 0x4a }, },
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{ biColdTaigaHills, { 0x59, 0x7d, 0x72 }, },
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{ biMegaTaiga, { 0x59, 0x66, 0x51 }, },
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{ biMegaTaigaHills, { 0x59, 0x66, 0x59 }, },
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{ biExtremeHillsPlus, { 0x50, 0x70, 0x50 }, },
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{ biSavanna, { 0xbd, 0xb2, 0x5f }, },
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{ biSavannaPlateau, { 0xa7, 0x9d, 0x64 }, },
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{ biMesa, { 0xd9, 0x45, 0x15 }, },
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{ biMesaPlateauF, { 0xb0, 0x97, 0x65 }, },
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{ biMesaPlateau, { 0xca, 0x8c, 0x65 }, },
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// M variants:
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{ biSunflowerPlains, { 0xb5, 0xdb, 0x88 }, },
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{ biDesertM, { 0xff, 0xbc, 0x40 }, },
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{ biExtremeHillsM, { 0x88, 0x88, 0x88 }, },
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{ biFlowerForest, { 0x2d, 0x8e, 0x49 }, },
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{ biTaigaM, { 0x33, 0x8e, 0x81 }, },
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{ biSwamplandM, { 0x07, 0xf9, 0xb2 }, },
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{ biIcePlainsSpikes, { 0xb4, 0xdc, 0xdc }, },
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{ biJungleM, { 0x7b, 0xa3, 0x31 }, },
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{ biJungleEdgeM, { 0x62, 0x8b, 0x17 }, },
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{ biBirchForestM, { 0x58, 0x9c, 0x6c }, },
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{ biBirchForestHillsM, { 0x47, 0x87, 0x5a }, },
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{ biRoofedForestM, { 0x68, 0x79, 0x42 }, },
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{ biColdTaigaM, { 0x24, 0x3f, 0x36 }, },
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{ biMegaSpruceTaiga, { 0x45, 0x4f, 0x3e }, },
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{ biMegaSpruceTaigaHills, { 0x45, 0x4f, 0x4e }, },
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{ biExtremeHillsPlusM, { 0x78, 0x98, 0x78 }, },
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{ biSavannaM, { 0xe5, 0xda, 0x87 }, },
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{ biSavannaPlateauM, { 0xa7, 0x9d, 0x74 }, },
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{ biMesaBryce, { 0xff, 0x6d, 0x3d }, },
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{ biMesaPlateauFM, { 0xd8, 0xbf, 0x8d }, },
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{ biMesaPlateauM, { 0xf2, 0xb4, 0x8d }, },
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} ;
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static class BiomeColorsInitializer
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{
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public:
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BiomeColorsInitializer(void)
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{
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// Reset all colors to gray:
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for (size_t i = 0; i < ARRAYCOUNT(biomeToColor); i++)
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{
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biomeToColor[i] = 0x7f;
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}
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// Set known biomes to their colors:
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for (size_t i = 0; i < ARRAYCOUNT(biomeColors); i++)
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{
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uchar * color = &biomeToColor[4 * biomeColors[i].m_Biome];
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color[0] = biomeColors[i].m_Color[2];
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color[1] = biomeColors[i].m_Color[1];
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color[2] = biomeColors[i].m_Color[0];
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color[3] = 0xff;
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}
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}
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} biomeColorInitializer;
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/** Converts biomes in an array into the chunk image data. */
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static void biomesToImage(cChunkDef::BiomeMap & a_Biomes, Chunk::Image & a_Image)
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{
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// Make sure the two arrays are of the same size, compile-time.
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// Note that a_Image is actually 4 items per pixel, so the array is 4 times bigger:
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static const char Check1[4 * ARRAYCOUNT(a_Biomes) - ARRAYCOUNT(a_Image) + 1] = {};
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static const char Check2[ARRAYCOUNT(a_Image) - 4 * ARRAYCOUNT(a_Biomes) + 1] = {};
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// Convert the biomes into color:
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for (size_t i = 0; i < ARRAYCOUNT(a_Biomes); i++)
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{
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a_Image[4 * i + 0] = biomeToColor[4 * a_Biomes[i] + 0];
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a_Image[4 * i + 1] = biomeToColor[4 * a_Biomes[i] + 1];
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a_Image[4 * i + 2] = biomeToColor[4 * a_Biomes[i] + 2];
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a_Image[4 * i + 3] = biomeToColor[4 * a_Biomes[i] + 3];
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// BioGenSource:
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BioGenSource::BioGenSource(cIniFilePtr a_IniFile) :
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m_IniFile(a_IniFile),
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m_Mtx(QMutex::Recursive)
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{
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reload();
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}
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void BioGenSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
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{
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cChunkDef::BiomeMap biomes;
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{
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QMutexLocker lock(&m_Mtx);
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m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, biomes);
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}
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Chunk::Image img;
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biomesToImage(biomes, img);
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a_DestChunk->setImage(img);
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}
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void BioGenSource::reload()
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{
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int seed = m_IniFile->GetValueSetI("Seed", "Seed", 0);
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bool unused = false;
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QMutexLocker lock(&m_Mtx);
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m_BiomeGen.reset(cBiomeGen::CreateBiomeGen(*m_IniFile, seed, unused));
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}
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////////////////////////////////////////////////////////////////////////////////
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// AnvilSource::AnvilFile
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class AnvilSource::AnvilFile
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{
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public:
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/** Coordinates of the region file. */
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int m_RegionX, m_RegionZ;
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/** True iff the file contains proper data. */
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bool m_IsValid;
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/** Creates a new instance with the specified region coords. Reads the file header. */
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AnvilFile(int a_RegionX, int a_RegionZ, const AString & a_WorldPath) :
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m_RegionX(a_RegionX),
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m_RegionZ(a_RegionZ),
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m_IsValid(false)
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{
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readFile(Printf("%s/r.%d.%d.mca", a_WorldPath.c_str(), a_RegionX, a_RegionZ));
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}
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/** Returns the compressed data of the specified chunk.
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Returns an empty string when chunk not present. */
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AString getChunkData(int a_ChunkX, int a_ChunkZ)
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{
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if (!m_IsValid)
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{
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return "";
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}
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// Translate to local coords:
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int RelChunkX = a_ChunkX - m_RegionX * 32;
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int RelChunkZ = a_ChunkZ - m_RegionZ * 32;
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ASSERT((RelChunkX >= 0) && (RelChunkX < 32));
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ASSERT((RelChunkZ >= 0) && (RelChunkZ < 32));
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// Get the chunk data location:
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UInt32 chunkOffset = m_Header[RelChunkX + 32 * RelChunkZ] >> 8;
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UInt32 numChunkSectors = m_Header[RelChunkX + 32 * RelChunkZ] & 0xff;
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if ((chunkOffset < 2) || (numChunkSectors == 0))
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{
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return "";
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}
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// Get the real data size:
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const char * chunkData = m_FileData.data() + chunkOffset * 4096;
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UInt32 chunkSize = GetBEInt(chunkData);
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if ((chunkSize < 2) || (chunkSize / 4096 > numChunkSectors))
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{
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// Bad data, bail out
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return "";
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}
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// Check the compression method:
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if (chunkData[4] != 2)
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{
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// Chunk is in an unknown compression
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return "";
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}
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chunkSize--;
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// Read the chunk data:
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return m_FileData.substr(chunkOffset * 4096 + 5, chunkSize);
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}
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protected:
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AString m_FileData;
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UInt32 m_Header[2048];
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/** Reads the whole specified file contents and parses the header. */
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void readFile(const AString & a_FileName)
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{
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// Read the entire file:
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m_FileData = cFile::ReadWholeFile(a_FileName);
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if (m_FileData.size() < sizeof(m_Header))
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{
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return;
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}
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// Parse the header - change endianness:
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const char * hdr = m_FileData.data();
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for (size_t i = 0; i < ARRAYCOUNT(m_Header); i++)
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{
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m_Header[i] = GetBEInt(hdr + 4 * i);
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}
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m_IsValid = true;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// AnvilSource:
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AnvilSource::AnvilSource(QString a_WorldRegionFolder) :
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m_WorldRegionFolder(a_WorldRegionFolder)
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{
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}
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void AnvilSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
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{
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// Load the compressed data:
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AString compressedChunkData = getCompressedChunkData(a_ChunkX, a_ChunkZ);
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if (compressedChunkData.empty())
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{
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return;
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}
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// Uncompress the chunk data:
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AString uncompressed;
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int res = InflateString(compressedChunkData.data(), compressedChunkData.size(), uncompressed);
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if (res != Z_OK)
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{
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return;
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}
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// Parse the NBT data:
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cParsedNBT nbt(uncompressed.data(), uncompressed.size());
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if (!nbt.IsValid())
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{
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return;
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}
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// Get the biomes out of the NBT:
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int Level = nbt.FindChildByName(0, "Level");
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if (Level < 0)
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{
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return;
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}
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cChunkDef::BiomeMap biomeMap;
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int mcsBiomes = nbt.FindChildByName(Level, "MCSBiomes");
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if ((mcsBiomes >= 0) && (nbt.GetDataLength(mcsBiomes) == sizeof(biomeMap)))
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{
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// Convert the biomes from BigEndian to platform native numbers:
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const char * beBiomes = nbt.GetData(mcsBiomes);
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for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
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{
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biomeMap[i] = (EMCSBiome)GetBEInt(beBiomes + 4 * i);
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}
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// Render the biomes:
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Chunk::Image img;
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biomesToImage(biomeMap, img);
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a_DestChunk->setImage(img);
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return;
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}
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// MCS biomes not found, load Vanilla biomes instead:
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int biomes = nbt.FindChildByName(Level, "Biomes");
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if ((biomes < 0) || (nbt.GetDataLength(biomes) != ARRAYCOUNT(biomeMap)))
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{
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return;
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}
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// Convert the biomes from Vanilla to EMCSBiome:
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const char * vanillaBiomes = nbt.GetData(biomes);
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for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
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{
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biomeMap[i] = EMCSBiome(vanillaBiomes[i]);
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}
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// Render the biomes:
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Chunk::Image img;
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biomesToImage(biomeMap, img);
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a_DestChunk->setImage(img);
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}
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void AnvilSource::reload()
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{
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// Remove all files from the cache:
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QMutexLocker lock(&m_Mtx);
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m_Files.clear();
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}
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void AnvilSource::chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ)
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{
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a_RegionX = a_ChunkX >> 5;
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a_RegionZ = a_ChunkZ >> 5;
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}
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AString AnvilSource::getCompressedChunkData(int a_ChunkX, int a_ChunkZ)
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{
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return getAnvilFile(a_ChunkX, a_ChunkZ)->getChunkData(a_ChunkX, a_ChunkZ);
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}
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AnvilSource::AnvilFilePtr AnvilSource::getAnvilFile(int a_ChunkX, int a_ChunkZ)
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{
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int RegionX, RegionZ;
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chunkToRegion(a_ChunkX, a_ChunkZ, RegionX, RegionZ);
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// Search the cache for the file:
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QMutexLocker lock(&m_Mtx);
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for (auto itr = m_Files.cbegin(), end = m_Files.cend(); itr != end; ++itr)
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{
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if (((*itr)->m_RegionX == RegionX) && ((*itr)->m_RegionZ == RegionZ))
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{
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// Found the file in the cache, move it to front and return it:
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AnvilFilePtr file(*itr);
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m_Files.erase(itr);
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m_Files.push_front(file);
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return file;
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}
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}
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// File not in cache, create it:
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AnvilFilePtr file(new AnvilFile(RegionX, RegionZ, m_WorldRegionFolder.toStdString()));
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m_Files.push_front(file);
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return file;
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}
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