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 MapGenCaves extends MapGenBase
009{
010    /**
011     * Generates a larger initial cave node than usual. Called 25% of the time.
012     */
013    protected void generateLargeCaveNode(long par1, int par3, int par4, byte[] par5ArrayOfByte, double par6, double par8, double par10)
014    {
015        this.generateCaveNode(par1, par3, par4, par5ArrayOfByte, par6, par8, par10, 1.0F + this.rand.nextFloat() * 6.0F, 0.0F, 0.0F, -1, -1, 0.5D);
016    }
017
018    /**
019     * Generates a node in the current cave system recursion tree.
020     */
021    protected void generateCaveNode(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)
022    {
023        double d4 = (double)(par3 * 16 + 8);
024        double d5 = (double)(par4 * 16 + 8);
025        float f3 = 0.0F;
026        float f4 = 0.0F;
027        Random random = new Random(par1);
028
029        if (par16 <= 0)
030        {
031            int j1 = this.range * 16 - 16;
032            par16 = j1 - random.nextInt(j1 / 4);
033        }
034
035        boolean flag = false;
036
037        if (par15 == -1)
038        {
039            par15 = par16 / 2;
040            flag = true;
041        }
042
043        int k1 = random.nextInt(par16 / 2) + par16 / 4;
044
045        for (boolean flag1 = random.nextInt(6) == 0; par15 < par16; ++par15)
046        {
047            double d6 = 1.5D + (double)(MathHelper.sin((float)par15 * (float)Math.PI / (float)par16) * par12 * 1.0F);
048            double d7 = d6 * par17;
049            float f5 = MathHelper.cos(par14);
050            float f6 = MathHelper.sin(par14);
051            par6 += (double)(MathHelper.cos(par13) * f5);
052            par8 += (double)f6;
053            par10 += (double)(MathHelper.sin(par13) * f5);
054
055            if (flag1)
056            {
057                par14 *= 0.92F;
058            }
059            else
060            {
061                par14 *= 0.7F;
062            }
063
064            par14 += f4 * 0.1F;
065            par13 += f3 * 0.1F;
066            f4 *= 0.9F;
067            f3 *= 0.75F;
068            f4 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F;
069            f3 += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F;
070
071            if (!flag && par15 == k1 && par12 > 1.0F && par16 > 0)
072            {
073                this.generateCaveNode(random.nextLong(), par3, par4, par5ArrayOfByte, par6, par8, par10, random.nextFloat() * 0.5F + 0.5F, par13 - ((float)Math.PI / 2F), par14 / 3.0F, par15, par16, 1.0D);
074                this.generateCaveNode(random.nextLong(), par3, par4, par5ArrayOfByte, par6, par8, par10, random.nextFloat() * 0.5F + 0.5F, par13 + ((float)Math.PI / 2F), par14 / 3.0F, par15, par16, 1.0D);
075                return;
076            }
077
078            if (flag || random.nextInt(4) != 0)
079            {
080                double d8 = par6 - d4;
081                double d9 = par10 - d5;
082                double d10 = (double)(par16 - par15);
083                double d11 = (double)(par12 + 2.0F + 16.0F);
084
085                if (d8 * d8 + d9 * d9 - d10 * d10 > d11 * d11)
086                {
087                    return;
088                }
089
090                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)
091                {
092                    int l1 = MathHelper.floor_double(par6 - d6) - par3 * 16 - 1;
093                    int i2 = MathHelper.floor_double(par6 + d6) - par3 * 16 + 1;
094                    int j2 = MathHelper.floor_double(par8 - d7) - 1;
095                    int k2 = MathHelper.floor_double(par8 + d7) + 1;
096                    int l2 = MathHelper.floor_double(par10 - d6) - par4 * 16 - 1;
097                    int i3 = MathHelper.floor_double(par10 + d6) - par4 * 16 + 1;
098
099                    if (l1 < 0)
100                    {
101                        l1 = 0;
102                    }
103
104                    if (i2 > 16)
105                    {
106                        i2 = 16;
107                    }
108
109                    if (j2 < 1)
110                    {
111                        j2 = 1;
112                    }
113
114                    if (k2 > 120)
115                    {
116                        k2 = 120;
117                    }
118
119                    if (l2 < 0)
120                    {
121                        l2 = 0;
122                    }
123
124                    if (i3 > 16)
125                    {
126                        i3 = 16;
127                    }
128
129                    boolean flag2 = false;
130                    int j3;
131                    int k3;
132
133                    for (j3 = l1; !flag2 && j3 < i2; ++j3)
134                    {
135                        for (int l3 = l2; !flag2 && l3 < i3; ++l3)
136                        {
137                            for (int i4 = k2 + 1; !flag2 && i4 >= j2 - 1; --i4)
138                            {
139                                k3 = (j3 * 16 + l3) * 128 + i4;
140
141                                if (i4 >= 0 && i4 < 128)
142                                {
143                                    if (par5ArrayOfByte[k3] == Block.waterMoving.blockID || par5ArrayOfByte[k3] == Block.waterStill.blockID)
144                                    {
145                                        flag2 = true;
146                                    }
147
148                                    if (i4 != j2 - 1 && j3 != l1 && j3 != i2 - 1 && l3 != l2 && l3 != i3 - 1)
149                                    {
150                                        i4 = j2;
151                                    }
152                                }
153                            }
154                        }
155                    }
156
157                    if (!flag2)
158                    {
159                        for (j3 = l1; j3 < i2; ++j3)
160                        {
161                            double d12 = ((double)(j3 + par3 * 16) + 0.5D - par6) / d6;
162
163                            for (k3 = l2; k3 < i3; ++k3)
164                            {
165                                double d13 = ((double)(k3 + par4 * 16) + 0.5D - par10) / d6;
166                                int j4 = (j3 * 16 + k3) * 128 + k2;
167                                boolean flag3 = false;
168
169                                if (d12 * d12 + d13 * d13 < 1.0D)
170                                {
171                                    for (int k4 = k2 - 1; k4 >= j2; --k4)
172                                    {
173                                        double d14 = ((double)k4 + 0.5D - par8) / d7;
174
175                                        if (d14 > -0.7D && d12 * d12 + d14 * d14 + d13 * d13 < 1.0D)
176                                        {
177                                            byte b0 = par5ArrayOfByte[j4];
178
179                                            if (b0 == Block.grass.blockID)
180                                            {
181                                                flag3 = true;
182                                            }
183
184                                            if (b0 == Block.stone.blockID || b0 == Block.dirt.blockID || b0 == Block.grass.blockID)
185                                            {
186                                                if (k4 < 10)
187                                                {
188                                                    par5ArrayOfByte[j4] = (byte)Block.lavaMoving.blockID;
189                                                }
190                                                else
191                                                {
192                                                    par5ArrayOfByte[j4] = 0;
193
194                                                    if (flag3 && par5ArrayOfByte[j4 - 1] == Block.dirt.blockID)
195                                                    {
196                                                        par5ArrayOfByte[j4 - 1] = this.worldObj.getBiomeGenForCoords(j3 + par3 * 16, k3 + par4 * 16).topBlock;
197                                                    }
198                                                }
199                                            }
200                                        }
201
202                                        --j4;
203                                    }
204                                }
205                            }
206                        }
207
208                        if (flag)
209                        {
210                            break;
211                        }
212                    }
213                }
214            }
215        }
216    }
217
218    /**
219     * Recursively called by generate() (generate) and optionally by itself.
220     */
221    protected void recursiveGenerate(World par1World, int par2, int par3, int par4, int par5, byte[] par6ArrayOfByte)
222    {
223        int i1 = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(40) + 1) + 1);
224
225        if (this.rand.nextInt(15) != 0)
226        {
227            i1 = 0;
228        }
229
230        for (int j1 = 0; j1 < i1; ++j1)
231        {
232            double d0 = (double)(par2 * 16 + this.rand.nextInt(16));
233            double d1 = (double)this.rand.nextInt(this.rand.nextInt(120) + 8);
234            double d2 = (double)(par3 * 16 + this.rand.nextInt(16));
235            int k1 = 1;
236
237            if (this.rand.nextInt(4) == 0)
238            {
239                this.generateLargeCaveNode(this.rand.nextLong(), par4, par5, par6ArrayOfByte, d0, d1, d2);
240                k1 += this.rand.nextInt(4);
241            }
242
243            for (int l1 = 0; l1 < k1; ++l1)
244            {
245                float f = this.rand.nextFloat() * (float)Math.PI * 2.0F;
246                float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F;
247                float f2 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat();
248
249                if (this.rand.nextInt(10) == 0)
250                {
251                    f2 *= this.rand.nextFloat() * this.rand.nextFloat() * 3.0F + 1.0F;
252                }
253
254                this.generateCaveNode(this.rand.nextLong(), par4, par5, par6ArrayOfByte, d0, d1, d2, f2, f, f1, 0, 0, 1.0D);
255            }
256        }
257    }
258}