Files
minecraft-pe-0.6.1/src/world/level/levelgen/CanyonFeature.cpp
Shredder aa9fa659df Extremely Big Update - fileshredder
(MAJOR)Added Java Beta/Normal Shading, toggleble in settings

Fixed and restored the unused Item Switching Animation, toggleble in tweaks too

Added Dynamic Texture for Lava

Added option to use Block Outline Selection which was unused normally

Added Split Touch Controls into Options

Mobs will now drop cooked variants of their meat if they died by fire

Fixed Untranslated Strings in Settings

(MAJOR) Ravines and Lava/Water pools have been fixed and renabled

Tweaked BasicTree to hopefully speed up generation a bit, might disable them temporarily if they keep being slow

You can now grow Fancy Oak Trees using saplings.
2026-04-11 14:45:47 +05:00

170 lines
5.1 KiB
C++
Executable File

#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, int blocksSize)
{
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);*/