#include "CanyonFeature.h" #include "../Level.h" #include "../tile/Tile.h" #include "../../../util/Random.h" #include "../../../util/Mth.h" void CanyonFeature::addTunnel( int xOffs, int zOffs, unsigned char* blocks, float xCave, float yCave, float zCave, float thickness, float yRot, float xRot, int step, int dist, float yScale ) { float xMid = xOffs * 16 + 8; float zMid = zOffs * 16 + 8; float yRota = 0; float xRota = 0; // int dist = CAVE_RADIUS * 16 - 16; // if (step>0) dist = step*2; Random random(this->random.nextLong()); if (dist <= 0) { int max = radius * 16 - 16; dist = max - random.nextInt(max / 4); } bool singleStep = false; if (step == -1) { step = dist / 2; singleStep = true; } int splitPoint = random.nextInt(dist / 2) + dist / 4; bool steep = random.nextInt(6) == 0; for (; step < dist; step++) { float rad = 1.5 + (sin(step * Mth::PI / dist) * thickness) * 1; float yRad = rad * yScale; float xc = cos(xRot); float xs = sin(xRot); xCave += cos(yRot) * xc; yCave += xs; zCave += sin(yRot) * xc; if (steep) { xRot *= 0.92f; } else { xRot *= 0.7f; } xRot += xRota * 0.1f; yRot += yRota * 0.1f; xRota *= 0.50f; yRota *= 0.50f; xRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2; yRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4; if (!singleStep && step == splitPoint && thickness > 1) { addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot - Mth::PI / 2, xRot / 3, step, dist, 1.0); addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot + Mth::PI / 2, xRot / 3, step, dist, 1.0); return; } if (!singleStep && random.nextInt(4) == 0) continue; { float xd = xCave - xMid; float zd = zCave - zMid; float remaining = dist - step; float rr = (thickness + 2) + 16; if (xd * xd + zd * zd - (remaining * remaining) > rr * rr) { return; } } if (xCave < xMid - 16 - rad * 2 || zCave < zMid - 16 - rad * 2 || xCave > xMid + 16 + rad * 2 || zCave > zMid + 16 + rad * 2) continue; int x0 = floor(xCave - rad) - xOffs * 16 - 1; int x1 = floor(xCave + rad) - xOffs * 16 + 1; int y0 = floor(yCave - yRad) - 1; int y1 = floor(yCave + yRad) + 1; int z0 = floor(zCave - rad) - zOffs * 16 - 1; int z1 = floor(zCave + rad) - zOffs * 16 + 1; if (x0 < 0) x0 = 0; if (x1 > 16) x1 = 16; if (y0 < 1) y0 = 1; if (y1 > 120) y1 = 120; if (z0 < 0) z0 = 0; if (z1 > 16) z1 = 16; bool detectedWater = false; for (int xx = x0; !detectedWater && xx < x1; xx++) { for (int zz = z0; !detectedWater && zz < z1; zz++) { for (int yy = y1 + 1; !detectedWater && yy >= y0 - 1; yy--) { int p = (xx * 16 + zz) * 128 + yy; if (yy < 0 || yy >= Level::DEPTH) continue; if (blocks[p] == Tile::water->id || blocks[p] == Tile::calmWater->id) { detectedWater = true; } if (yy != y0 - 1 && xx != x0 && xx != x1 - 1 && zz != z0 && zz != z1 - 1) { yy = y0; } } } } if (detectedWater) continue; for (int xx = x0; xx < x1; xx++) { float xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad; for (int zz = z0; zz < z1; zz++) { float zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad; int p = (xx * 16 + zz) * 128 + y1; bool hasGrass = false; for (int yy = y1 - 1; yy >= y0; yy--) { float yd = (yy + 0.5 - yCave) / yRad; if (yd > -0.7 && xd * xd + yd * yd + zd * zd < 1) { int block = blocks[p]; if (block == Tile::grass->id) hasGrass = true; if (block == Tile::rock->id || block == Tile::dirt->id || block == Tile::grass->id) { if (yy < 10) { blocks[p] = (unsigned char) Tile::lava->id; } else { blocks[p] = (unsigned char) 0; if (hasGrass && blocks[p - 1] == Tile::dirt->id) blocks[p - 1] = (unsigned char) Tile::grass->id; } } } p--; } } } if (singleStep) break; } } void CanyonFeature::addFeature(Level* level, int x, int z, int xOffs, int zOffs,unsigned char* blocks) { if (random.nextInt(15) != 0) return; float xCave = x * 16 + random.nextInt(16); float yCave = random.nextInt(random.nextInt(120) + 8); float zCave = z * 16 + random.nextInt(16); float yRot = random.nextFloat() * Mth::PI * 2; float xRot = ((random.nextFloat() - 0.5f) * 2) / 8; float thickness = (random.nextFloat() * 2 + random.nextFloat()) + 1; addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 5.0); } /* //private void addCaves(Level level, int xOffs, int zOffs, byte[] blocks) { int r = radius; random.setSeed(level.seed); long xScale = random.nextLong() / 2 * 2 + 1; long zScale = random.nextLong() / 2 * 2 + 1; for (int x = xOffs - r; x <= xOffs + r; x++) { for (int z = zOffs - r; z <= zOffs + r; z++) { random.setSeed((x * xScale + z * zScale) ^ level.seed);*/