001package net.minecraft.world.gen;
002
003import java.util.Random;
004import net.minecraft.block.Block;
005import net.minecraft.util.MathHelper;
006import net.minecraft.world.World;
007
008public class MapGenRavine extends MapGenBase
009{
010    private float[] field_75046_d = new float[1024];
011
012    protected void generateRavine(long par1, int par3, int par4, byte[] par5ArrayOfByte, double par6, double par8, double par10, float par12, float par13, float par14, int par15, int par16, double par17)
013    {
014        Random random = new Random(par1);
015        double d4 = (double)(par3 * 16 + 8);
016        double d5 = (double)(par4 * 16 + 8);
017        float f3 = 0.0F;
018        float f4 = 0.0F;
019
020        if (par16 <= 0)
021        {
022            int j1 = this.range * 16 - 16;
023            par16 = j1 - random.nextInt(j1 / 4);
024        }
025
026        boolean flag = false;
027
028        if (par15 == -1)
029        {
030            par15 = par16 / 2;
031            flag = true;
032        }
033
034        float f5 = 1.0F;
035
036        for (int k1 = 0; k1 < 128; ++k1)
037        {
038            if (k1 == 0 || random.nextInt(3) == 0)
039            {
040                f5 = 1.0F + random.nextFloat() * random.nextFloat() * 1.0F;
041            }
042
043            this.field_75046_d[k1] = f5 * f5;
044        }
045
046        for (; par15 < par16; ++par15)
047        {
048            double d6 = 1.5D + (double)(MathHelper.sin((float)par15 * (float)Math.PI / (float)par16) * par12 * 1.0F);
049            double d7 = d6 * par17;
050            d6 *= (double)random.nextFloat() * 0.25D + 0.75D;
051            d7 *= (double)random.nextFloat() * 0.25D + 0.75D;
052            float f6 = MathHelper.cos(par14);
053            float f7 = MathHelper.sin(par14);
054            par6 += (double)(MathHelper.cos(par13) * f6);
055            par8 += (double)f7;
056            par10 += (double)(MathHelper.sin(par13) * f6);
057            par14 *= 0.7F;
058            par14 += f4 * 0.05F;
059            par13 += f3 * 0.05F;
060            f4 *= 0.8F;
061            f3 *= 0.5F;
062            f4 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F;
063            f3 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F;
064
065            if (flag || random.nextInt(4) != 0)
066            {
067                double d8 = par6 - d4;
068                double d9 = par10 - d5;
069                double d10 = (double)(par16 - par15);
070                double d11 = (double)(par12 + 2.0F + 16.0F);
071
072                if (d8 * d8 + d9 * d9 - d10 * d10 > d11 * d11)
073                {
074                    return;
075                }
076
077                if (par6 >= d4 - 16.0D - d6 * 2.0D && par10 >= d5 - 16.0D - d6 * 2.0D && par6 <= d4 + 16.0D + d6 * 2.0D && par10 <= d5 + 16.0D + d6 * 2.0D)
078                {
079                    int l1 = MathHelper.floor_double(par6 - d6) - par3 * 16 - 1;
080                    int i2 = MathHelper.floor_double(par6 + d6) - par3 * 16 + 1;
081                    int j2 = MathHelper.floor_double(par8 - d7) - 1;
082                    int k2 = MathHelper.floor_double(par8 + d7) + 1;
083                    int l2 = MathHelper.floor_double(par10 - d6) - par4 * 16 - 1;
084                    int i3 = MathHelper.floor_double(par10 + d6) - par4 * 16 + 1;
085
086                    if (l1 < 0)
087                    {
088                        l1 = 0;
089                    }
090
091                    if (i2 > 16)
092                    {
093                        i2 = 16;
094                    }
095
096                    if (j2 < 1)
097                    {
098                        j2 = 1;
099                    }
100
101                    if (k2 > 120)
102                    {
103                        k2 = 120;
104                    }
105
106                    if (l2 < 0)
107                    {
108                        l2 = 0;
109                    }
110
111                    if (i3 > 16)
112                    {
113                        i3 = 16;
114                    }
115
116                    boolean flag1 = false;
117                    int j3;
118                    int k3;
119
120                    for (j3 = l1; !flag1 && j3 < i2; ++j3)
121                    {
122                        for (int l3 = l2; !flag1 && l3 < i3; ++l3)
123                        {
124                            for (int i4 = k2 + 1; !flag1 && i4 >= j2 - 1; --i4)
125                            {
126                                k3 = (j3 * 16 + l3) * 128 + i4;
127
128                                if (i4 >= 0 && i4 < 128)
129                                {
130                                    if (par5ArrayOfByte[k3] == Block.waterMoving.blockID || par5ArrayOfByte[k3] == Block.waterStill.blockID)
131                                    {
132                                        flag1 = true;
133                                    }
134
135                                    if (i4 != j2 - 1 && j3 != l1 && j3 != i2 - 1 && l3 != l2 && l3 != i3 - 1)
136                                    {
137                                        i4 = j2;
138                                    }
139                                }
140                            }
141                        }
142                    }
143
144                    if (!flag1)
145                    {
146                        for (j3 = l1; j3 < i2; ++j3)
147                        {
148                            double d12 = ((double)(j3 + par3 * 16) + 0.5D - par6) / d6;
149
150                            for (k3 = l2; k3 < i3; ++k3)
151                            {
152                                double d13 = ((double)(k3 + par4 * 16) + 0.5D - par10) / d6;
153                                int j4 = (j3 * 16 + k3) * 128 + k2;
154                                boolean flag2 = false;
155
156                                if (d12 * d12 + d13 * d13 < 1.0D)
157                                {
158                                    for (int k4 = k2 - 1; k4 >= j2; --k4)
159                                    {
160                                        double d14 = ((double)k4 + 0.5D - par8) / d7;
161
162                                        if ((d12 * d12 + d13 * d13) * (double)this.field_75046_d[k4] + d14 * d14 / 6.0D < 1.0D)
163                                        {
164                                            byte b0 = par5ArrayOfByte[j4];
165
166                                            if (b0 == Block.grass.blockID)
167                                            {
168                                                flag2 = true;
169                                            }
170
171                                            if (b0 == Block.stone.blockID || b0 == Block.dirt.blockID || b0 == Block.grass.blockID)
172                                            {
173                                                if (k4 < 10)
174                                                {
175                                                    par5ArrayOfByte[j4] = (byte)Block.lavaMoving.blockID;
176                                                }
177                                                else
178                                                {
179                                                    par5ArrayOfByte[j4] = 0;
180
181                                                    if (flag2 && par5ArrayOfByte[j4 - 1] == Block.dirt.blockID)
182                                                    {
183                                                        par5ArrayOfByte[j4 - 1] = this.worldObj.getBiomeGenForCoords(j3 + par3 * 16, k3 + par4 * 16).topBlock;
184                                                    }
185                                                }
186                                            }
187                                        }
188
189                                        --j4;
190                                    }
191                                }
192                            }
193                        }
194
195                        if (flag)
196                        {
197                            break;
198                        }
199                    }
200                }
201            }
202        }
203    }
204
205    /**
206     * Recursively called by generate() (generate) and optionally by itself.
207     */
208    protected void recursiveGenerate(World par1World, int par2, int par3, int par4, int par5, byte[] par6ArrayOfByte)
209    {
210        if (this.rand.nextInt(50) == 0)
211        {
212            double d0 = (double)(par2 * 16 + this.rand.nextInt(16));
213            double d1 = (double)(this.rand.nextInt(this.rand.nextInt(40) + 8) + 20);
214            double d2 = (double)(par3 * 16 + this.rand.nextInt(16));
215            byte b0 = 1;
216
217            for (int i1 = 0; i1 < b0; ++i1)
218            {
219                float f = this.rand.nextFloat() * (float)Math.PI * 2.0F;
220                float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F;
221                float f2 = (this.rand.nextFloat() * 2.0F + this.rand.nextFloat()) * 2.0F;
222                this.generateRavine(this.rand.nextLong(), par4, par5, par6ArrayOfByte, d0, d1, d2, f2, f, f1, 0, 0, 3.0D);
223            }
224        }
225    }
226}