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    }