Files
MinecraftConsoles/Minecraft.World/DungeonFeature.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

191 lines
5.1 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.level.h"
#include "DungeonFeature.h"
#include "net.minecraft.world.level.tile.h"
void DungeonFeature::addRoom(int xOffs, int zOffs, byteArray blocks, double xRoom, double yRoom, double zRoom)
{
addTunnel(xOffs, zOffs, blocks, xRoom, yRoom, zRoom, 1 + random->nextFloat() * 6, 0, 0, -1, -1, 0.5);
}
void DungeonFeature::addTunnel(int xOffs, int zOffs, byteArray blocks, double xCave, double yCave, double zCave, float thickness, float yRot, float xRot, int step, int dist, double yScale)
{
double xMid = xOffs * 16 + 8;
double zMid = zOffs * 16 + 8;
float yRota = 0;
float xRota = 0;
Random *random = new 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++)
{
double rad = 1.5 + (Mth::sin(step * PI / dist) * thickness) * 1;
double yRad = rad * yScale;
float xc = Mth::cos(xRot);
float xs = Mth::sin(xRot);
xCave += Mth::cos(yRot) * xc;
yCave += xs;
zCave += Mth::sin(yRot) * xc;
if (steep)
{
xRot *= 0.92f;
}
else
{
xRot *= 0.7f;
}
xRot += xRota * 0.1f;
yRot += yRota * 0.1f;
xRota *= 0.90f;
yRota *= 0.75f;
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 - PI / 2, xRot / 3, step, dist, 1.0);
addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, random->nextFloat() * 0.5f + 0.5f, yRot + PI / 2, xRot / 3, step, dist, 1.0);
return;
}
if (!singleStep && random->nextInt(4) == 0) continue;
{
double xd = xCave - xMid;
double zd = zCave - zMid;
double remaining = dist - step;
double 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 = Mth::floor(xCave - rad) - xOffs * 16 - 1;
int x1 = Mth::floor(xCave + rad) - xOffs * 16 + 1;
int y0 = Mth::floor(yCave - yRad) - 1;
int y1 = Mth::floor(yCave + yRad) + 1;
int z0 = Mth::floor(zCave - rad) - zOffs * 16 - 1;
int z1 = Mth::floor(zCave + rad) - zOffs * 16 + 1;
if (x0 < 0) x0 = 0;
if (x1 > 16) x1 = 16;
if (y0 < 1) y0 = 1;
if (y1 > Level::genDepth - 8) y1 = Level::genDepth - 8;
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) * Level::genDepth + yy;
if (yy < 0 || yy >= Level::genDepth) 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++)
{
double xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad;
for (int zz = z0; zz < z1; zz++)
{
double zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad;
int p = (xx * 16 + zz) * Level::genDepth + y1;
bool hasGrass = false;
for (int yy = y1 - 1; yy >= y0; yy--)
{
double 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::stone_Id || block == Tile::dirt_Id || block == Tile::grass_Id)
{
if (yy < 10)
{
blocks[p] = (byte) Tile::lava_Id;
}
else
{
blocks[p] = (byte) 0;
if (hasGrass && blocks[p - 1] == Tile::dirt_Id) blocks[p - 1] = (byte) Tile::grass_Id;
}
}
}
p--;
}
}
}
if (singleStep) break;
}
}
void DungeonFeature::addFeature(Level *level, int x, int z, int xOffs, int zOffs, byteArray blocks)
{
int caves = random->nextInt(random->nextInt(random->nextInt(40) + 1) + 1);
if (random->nextInt(15) != 0) caves = 0;
for (int cave = 0; cave < caves; cave++)
{
double xCave = x * 16 + random->nextInt(16);
double yCave = random->nextInt(random->nextInt(Level::genDepth - 8) + 8);
double zCave = z * 16 + random->nextInt(16);
int tunnels = 1;
if (random->nextInt(4) == 0)
{
addRoom(xOffs, zOffs, blocks, xCave, yCave, zCave);
tunnels += random->nextInt(4);
}
for (int i = 0; i < tunnels; i++)
{
float yRot = random->nextFloat() * PI * 2;
float xRot = ((random->nextFloat() - 0.5f) * 2) / 8;
float thickness = random->nextFloat() * 2 + random->nextFloat();
addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 1.0);
}
}
}