001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ChunkProviderHell implements IChunkProvider
007 {
008 private Random hellRNG;
009
010 /** A NoiseGeneratorOctaves used in generating nether terrain */
011 private NoiseGeneratorOctaves netherNoiseGen1;
012 private NoiseGeneratorOctaves netherNoiseGen2;
013 private NoiseGeneratorOctaves netherNoiseGen3;
014
015 /** Determines whether slowsand or gravel can be generated at a location */
016 private NoiseGeneratorOctaves slowsandGravelNoiseGen;
017
018 /**
019 * Determines whether something other than nettherack can be generated at a location
020 */
021 private NoiseGeneratorOctaves netherrackExculsivityNoiseGen;
022 public NoiseGeneratorOctaves netherNoiseGen6;
023 public NoiseGeneratorOctaves netherNoiseGen7;
024
025 /** Is the world that the nether is getting generated. */
026 private World worldObj;
027 private double[] noiseField;
028 public MapGenNetherBridge genNetherBridge = new MapGenNetherBridge();
029
030 /**
031 * Holds the noise used to determine whether slowsand can be generated at a location
032 */
033 private double[] slowsandNoise = new double[256];
034 private double[] gravelNoise = new double[256];
035
036 /**
037 * Holds the noise used to determine whether something other than netherrack can be generated at a location
038 */
039 private double[] netherrackExclusivityNoise = new double[256];
040 private MapGenBase netherCaveGenerator = new MapGenCavesHell();
041 double[] noiseData1;
042 double[] noiseData2;
043 double[] noiseData3;
044 double[] noiseData4;
045 double[] noiseData5;
046
047 public ChunkProviderHell(World par1World, long par2)
048 {
049 this.worldObj = par1World;
050 this.hellRNG = new Random(par2);
051 this.netherNoiseGen1 = new NoiseGeneratorOctaves(this.hellRNG, 16);
052 this.netherNoiseGen2 = new NoiseGeneratorOctaves(this.hellRNG, 16);
053 this.netherNoiseGen3 = new NoiseGeneratorOctaves(this.hellRNG, 8);
054 this.slowsandGravelNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
055 this.netherrackExculsivityNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
056 this.netherNoiseGen6 = new NoiseGeneratorOctaves(this.hellRNG, 10);
057 this.netherNoiseGen7 = new NoiseGeneratorOctaves(this.hellRNG, 16);
058 }
059
060 /**
061 * Generates the shape of the terrain in the nether.
062 */
063 public void generateNetherTerrain(int par1, int par2, byte[] par3ArrayOfByte)
064 {
065 byte var4 = 4;
066 byte var5 = 32;
067 int var6 = var4 + 1;
068 byte var7 = 17;
069 int var8 = var4 + 1;
070 this.noiseField = this.initializeNoiseField(this.noiseField, par1 * var4, 0, par2 * var4, var6, var7, var8);
071
072 for (int var9 = 0; var9 < var4; ++var9)
073 {
074 for (int var10 = 0; var10 < var4; ++var10)
075 {
076 for (int var11 = 0; var11 < 16; ++var11)
077 {
078 double var12 = 0.125D;
079 double var14 = this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
080 double var16 = this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
081 double var18 = this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
082 double var20 = this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
083 double var22 = (this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
084 double var24 = (this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
085 double var26 = (this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
086 double var28 = (this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;
087
088 for (int var30 = 0; var30 < 8; ++var30)
089 {
090 double var31 = 0.25D;
091 double var33 = var14;
092 double var35 = var16;
093 double var37 = (var18 - var14) * var31;
094 double var39 = (var20 - var16) * var31;
095
096 for (int var41 = 0; var41 < 4; ++var41)
097 {
098 int var42 = var41 + var9 * 4 << 11 | 0 + var10 * 4 << 7 | var11 * 8 + var30;
099 short var43 = 128;
100 double var44 = 0.25D;
101 double var46 = var33;
102 double var48 = (var35 - var33) * var44;
103
104 for (int var50 = 0; var50 < 4; ++var50)
105 {
106 int var51 = 0;
107
108 if (var11 * 8 + var30 < var5)
109 {
110 var51 = Block.lavaStill.blockID;
111 }
112
113 if (var46 > 0.0D)
114 {
115 var51 = Block.netherrack.blockID;
116 }
117
118 par3ArrayOfByte[var42] = (byte)var51;
119 var42 += var43;
120 var46 += var48;
121 }
122
123 var33 += var37;
124 var35 += var39;
125 }
126
127 var14 += var22;
128 var16 += var24;
129 var18 += var26;
130 var20 += var28;
131 }
132 }
133 }
134 }
135 }
136
137 /**
138 * name based on ChunkProviderGenerate
139 */
140 public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte)
141 {
142 byte var4 = 64;
143 double var5 = 0.03125D;
144 this.slowsandNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.slowsandNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5, var5, 1.0D);
145 this.gravelNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.gravelNoise, par1 * 16, 109, par2 * 16, 16, 1, 16, var5, 1.0D, var5);
146 this.netherrackExclusivityNoise = this.netherrackExculsivityNoiseGen.generateNoiseOctaves(this.netherrackExclusivityNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5 * 2.0D, var5 * 2.0D, var5 * 2.0D);
147
148 for (int var7 = 0; var7 < 16; ++var7)
149 {
150 for (int var8 = 0; var8 < 16; ++var8)
151 {
152 boolean var9 = this.slowsandNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
153 boolean var10 = this.gravelNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
154 int var11 = (int)(this.netherrackExclusivityNoise[var7 + var8 * 16] / 3.0D + 3.0D + this.hellRNG.nextDouble() * 0.25D);
155 int var12 = -1;
156 byte var13 = (byte)Block.netherrack.blockID;
157 byte var14 = (byte)Block.netherrack.blockID;
158
159 for (int var15 = 127; var15 >= 0; --var15)
160 {
161 int var16 = (var8 * 16 + var7) * 128 + var15;
162
163 if (var15 < 127 - this.hellRNG.nextInt(5) && var15 > 0 + this.hellRNG.nextInt(5))
164 {
165 byte var17 = par3ArrayOfByte[var16];
166
167 if (var17 == 0)
168 {
169 var12 = -1;
170 }
171 else if (var17 == Block.netherrack.blockID)
172 {
173 if (var12 == -1)
174 {
175 if (var11 <= 0)
176 {
177 var13 = 0;
178 var14 = (byte)Block.netherrack.blockID;
179 }
180 else if (var15 >= var4 - 4 && var15 <= var4 + 1)
181 {
182 var13 = (byte)Block.netherrack.blockID;
183 var14 = (byte)Block.netherrack.blockID;
184
185 if (var10)
186 {
187 var13 = (byte)Block.gravel.blockID;
188 }
189
190 if (var10)
191 {
192 var14 = (byte)Block.netherrack.blockID;
193 }
194
195 if (var9)
196 {
197 var13 = (byte)Block.slowSand.blockID;
198 }
199
200 if (var9)
201 {
202 var14 = (byte)Block.slowSand.blockID;
203 }
204 }
205
206 if (var15 < var4 && var13 == 0)
207 {
208 var13 = (byte)Block.lavaStill.blockID;
209 }
210
211 var12 = var11;
212
213 if (var15 >= var4 - 1)
214 {
215 par3ArrayOfByte[var16] = var13;
216 }
217 else
218 {
219 par3ArrayOfByte[var16] = var14;
220 }
221 }
222 else if (var12 > 0)
223 {
224 --var12;
225 par3ArrayOfByte[var16] = var14;
226 }
227 }
228 }
229 else
230 {
231 par3ArrayOfByte[var16] = (byte)Block.bedrock.blockID;
232 }
233 }
234 }
235 }
236 }
237
238 /**
239 * loads or generates the chunk at the chunk location specified
240 */
241 public Chunk loadChunk(int par1, int par2)
242 {
243 return this.provideChunk(par1, par2);
244 }
245
246 /**
247 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
248 * specified chunk from the map seed and chunk seed
249 */
250 public Chunk provideChunk(int par1, int par2)
251 {
252 this.hellRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
253 byte[] var3 = new byte[32768];
254 this.generateNetherTerrain(par1, par2, var3);
255 this.replaceBlocksForBiome(par1, par2, var3);
256 this.netherCaveGenerator.generate(this, this.worldObj, par1, par2, var3);
257 this.genNetherBridge.generate(this, this.worldObj, par1, par2, var3);
258 Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
259 BiomeGenBase[] var5 = this.worldObj.getWorldChunkManager().loadBlockGeneratorData((BiomeGenBase[])null, par1 * 16, par2 * 16, 16, 16);
260 byte[] var6 = var4.getBiomeArray();
261
262 for (int var7 = 0; var7 < var6.length; ++var7)
263 {
264 var6[var7] = (byte)var5[var7].biomeID;
265 }
266
267 var4.resetRelightChecks();
268 return var4;
269 }
270
271 /**
272 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
273 * size.
274 */
275 private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
276 {
277 if (par1ArrayOfDouble == null)
278 {
279 par1ArrayOfDouble = new double[par5 * par6 * par7];
280 }
281
282 double var8 = 684.412D;
283 double var10 = 2053.236D;
284 this.noiseData4 = this.netherNoiseGen6.generateNoiseOctaves(this.noiseData4, par2, par3, par4, par5, 1, par7, 1.0D, 0.0D, 1.0D);
285 this.noiseData5 = this.netherNoiseGen7.generateNoiseOctaves(this.noiseData5, par2, par3, par4, par5, 1, par7, 100.0D, 0.0D, 100.0D);
286 this.noiseData1 = this.netherNoiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, var8 / 80.0D, var10 / 60.0D, var8 / 80.0D);
287 this.noiseData2 = this.netherNoiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, var8, var10, var8);
288 this.noiseData3 = this.netherNoiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, var8, var10, var8);
289 int var12 = 0;
290 int var13 = 0;
291 double[] var14 = new double[par6];
292 int var15;
293
294 for (var15 = 0; var15 < par6; ++var15)
295 {
296 var14[var15] = Math.cos((double)var15 * Math.PI * 6.0D / (double)par6) * 2.0D;
297 double var16 = (double)var15;
298
299 if (var15 > par6 / 2)
300 {
301 var16 = (double)(par6 - 1 - var15);
302 }
303
304 if (var16 < 4.0D)
305 {
306 var16 = 4.0D - var16;
307 var14[var15] -= var16 * var16 * var16 * 10.0D;
308 }
309 }
310
311 for (var15 = 0; var15 < par5; ++var15)
312 {
313 for (int var36 = 0; var36 < par7; ++var36)
314 {
315 double var17 = (this.noiseData4[var13] + 256.0D) / 512.0D;
316
317 if (var17 > 1.0D)
318 {
319 var17 = 1.0D;
320 }
321
322 double var19 = 0.0D;
323 double var21 = this.noiseData5[var13] / 8000.0D;
324
325 if (var21 < 0.0D)
326 {
327 var21 = -var21;
328 }
329
330 var21 = var21 * 3.0D - 3.0D;
331
332 if (var21 < 0.0D)
333 {
334 var21 /= 2.0D;
335
336 if (var21 < -1.0D)
337 {
338 var21 = -1.0D;
339 }
340
341 var21 /= 1.4D;
342 var21 /= 2.0D;
343 var17 = 0.0D;
344 }
345 else
346 {
347 if (var21 > 1.0D)
348 {
349 var21 = 1.0D;
350 }
351
352 var21 /= 6.0D;
353 }
354
355 var17 += 0.5D;
356 var21 = var21 * (double)par6 / 16.0D;
357 ++var13;
358
359 for (int var23 = 0; var23 < par6; ++var23)
360 {
361 double var24 = 0.0D;
362 double var26 = var14[var23];
363 double var28 = this.noiseData2[var12] / 512.0D;
364 double var30 = this.noiseData3[var12] / 512.0D;
365 double var32 = (this.noiseData1[var12] / 10.0D + 1.0D) / 2.0D;
366
367 if (var32 < 0.0D)
368 {
369 var24 = var28;
370 }
371 else if (var32 > 1.0D)
372 {
373 var24 = var30;
374 }
375 else
376 {
377 var24 = var28 + (var30 - var28) * var32;
378 }
379
380 var24 -= var26;
381 double var34;
382
383 if (var23 > par6 - 4)
384 {
385 var34 = (double)((float)(var23 - (par6 - 4)) / 3.0F);
386 var24 = var24 * (1.0D - var34) + -10.0D * var34;
387 }
388
389 if ((double)var23 < var19)
390 {
391 var34 = (var19 - (double)var23) / 4.0D;
392
393 if (var34 < 0.0D)
394 {
395 var34 = 0.0D;
396 }
397
398 if (var34 > 1.0D)
399 {
400 var34 = 1.0D;
401 }
402
403 var24 = var24 * (1.0D - var34) + -10.0D * var34;
404 }
405
406 par1ArrayOfDouble[var12] = var24;
407 ++var12;
408 }
409 }
410 }
411
412 return par1ArrayOfDouble;
413 }
414
415 /**
416 * Checks to see if a chunk exists at x, y
417 */
418 public boolean chunkExists(int par1, int par2)
419 {
420 return true;
421 }
422
423 /**
424 * Populates chunk with ores etc etc
425 */
426 public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
427 {
428 BlockSand.fallInstantly = true;
429 int var4 = par2 * 16;
430 int var5 = par3 * 16;
431 this.genNetherBridge.generateStructuresInChunk(this.worldObj, this.hellRNG, par2, par3);
432 int var6;
433 int var7;
434 int var8;
435 int var9;
436
437 for (var6 = 0; var6 < 8; ++var6)
438 {
439 var7 = var4 + this.hellRNG.nextInt(16) + 8;
440 var8 = this.hellRNG.nextInt(120) + 4;
441 var9 = var5 + this.hellRNG.nextInt(16) + 8;
442 (new WorldGenHellLava(Block.lavaMoving.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
443 }
444
445 var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1) + 1;
446 int var10;
447
448 for (var7 = 0; var7 < var6; ++var7)
449 {
450 var8 = var4 + this.hellRNG.nextInt(16) + 8;
451 var9 = this.hellRNG.nextInt(120) + 4;
452 var10 = var5 + this.hellRNG.nextInt(16) + 8;
453 (new WorldGenFire()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
454 }
455
456 var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1);
457
458 for (var7 = 0; var7 < var6; ++var7)
459 {
460 var8 = var4 + this.hellRNG.nextInt(16) + 8;
461 var9 = this.hellRNG.nextInt(120) + 4;
462 var10 = var5 + this.hellRNG.nextInt(16) + 8;
463 (new WorldGenGlowStone1()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
464 }
465
466 for (var7 = 0; var7 < 10; ++var7)
467 {
468 var8 = var4 + this.hellRNG.nextInt(16) + 8;
469 var9 = this.hellRNG.nextInt(128);
470 var10 = var5 + this.hellRNG.nextInt(16) + 8;
471 (new WorldGenGlowStone2()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
472 }
473
474 if (this.hellRNG.nextInt(1) == 0)
475 {
476 var7 = var4 + this.hellRNG.nextInt(16) + 8;
477 var8 = this.hellRNG.nextInt(128);
478 var9 = var5 + this.hellRNG.nextInt(16) + 8;
479 (new WorldGenFlowers(Block.mushroomBrown.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
480 }
481
482 if (this.hellRNG.nextInt(1) == 0)
483 {
484 var7 = var4 + this.hellRNG.nextInt(16) + 8;
485 var8 = this.hellRNG.nextInt(128);
486 var9 = var5 + this.hellRNG.nextInt(16) + 8;
487 (new WorldGenFlowers(Block.mushroomRed.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
488 }
489
490 BlockSand.fallInstantly = false;
491 }
492
493 /**
494 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks.
495 * Return true if all chunks have been saved.
496 */
497 public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
498 {
499 return true;
500 }
501
502 /**
503 * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
504 * is always empty and will not remove any chunks.
505 */
506 public boolean unload100OldestChunks()
507 {
508 return false;
509 }
510
511 /**
512 * Returns if the IChunkProvider supports saving.
513 */
514 public boolean canSave()
515 {
516 return true;
517 }
518
519 /**
520 * Converts the instance data to a readable string.
521 */
522 public String makeString()
523 {
524 return "HellRandomLevelSource";
525 }
526
527 /**
528 * Returns a list of creatures of the specified type that can spawn at the given location.
529 */
530 public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
531 {
532 if (par1EnumCreatureType == EnumCreatureType.monster && this.genNetherBridge.hasStructureAt(par2, par3, par4))
533 {
534 return this.genNetherBridge.getSpawnList();
535 }
536 else
537 {
538 BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
539 return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
540 }
541 }
542
543 /**
544 * Returns the location of the closest structure of the specified type. If not found returns null.
545 */
546 public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
547 {
548 return null;
549 }
550
551 public int getLoadedChunkCount()
552 {
553 return 0;
554 }
555 }