diff --git a/ClassicalSharp/2D/Screens/ChatScreen.cs b/ClassicalSharp/2D/Screens/ChatScreen.cs
index d73c0b085..cf02985e7 100644
--- a/ClassicalSharp/2D/Screens/ChatScreen.cs
+++ b/ClassicalSharp/2D/Screens/ChatScreen.cs
@@ -79,13 +79,13 @@ namespace ClassicalSharp {
Font chatFont, chatInputFont, chatUnderlineFont, announcementFont;
public override void Init() {
- int fontSize = (int)(12 * game.GuiScale * game.ChatScale);
+ int fontSize = (int)(12 * game.GuiChatScale);
Utils.Clamp( ref fontSize, 8, 60 );
chatFont = new Font( "Arial", fontSize );
chatInputFont = new Font( "Arial", fontSize, FontStyle.Bold );
chatUnderlineFont = new Font( "Arial", fontSize, FontStyle.Underline );
- fontSize = (int)(14 * game.GuiScale);
+ fontSize = (int)(14 * game.GuiChatScale);
Utils.Clamp( ref fontSize, 8, 60 );
announcementFont = new Font( "Arial", fontSize );
blockSize = (int)(23 * 2 * game.GuiScale);
diff --git a/ClassicalSharp/ClassicalSharp.csproj b/ClassicalSharp/ClassicalSharp.csproj
index 9d60f5462..4640ee02d 100644
--- a/ClassicalSharp/ClassicalSharp.csproj
+++ b/ClassicalSharp/ClassicalSharp.csproj
@@ -141,6 +141,8 @@
+
+
@@ -265,6 +267,7 @@
+
diff --git a/ClassicalSharp/Game/Game.Properties.cs b/ClassicalSharp/Game/Game.Properties.cs
index 4ee253377..4b64bbd5b 100644
--- a/ClassicalSharp/Game/Game.Properties.cs
+++ b/ClassicalSharp/Game/Game.Properties.cs
@@ -130,6 +130,16 @@ namespace ClassicalSharp {
}
}
+ /// Calculates the amount that 2D chat widgets should be scaled by when rendered.
+ /// Affected by both the current resolution of the window, as well as the
+ /// scaling specified by the user (field ChatScale).
+ public float GuiChatScale {
+ get {
+ float scaleX = Width / 640f, scaleY = Height / 480f;
+ return Math.Min( scaleX, scaleY ) * ChatScale;
+ }
+ }
+
string defTexturePack = "default.zip";
/// Gets or sets the path of the default texture pack that should be used by the client.
/// If the custom default texture pack specified by the user could not be found,
diff --git a/ClassicalSharp/Generator/Noise.cs b/ClassicalSharp/Generator/Noise.cs
new file mode 100644
index 000000000..bd5061fa5
--- /dev/null
+++ b/ClassicalSharp/Generator/Noise.cs
@@ -0,0 +1,114 @@
+// Source from http://mrl.nyu.edu/~perlin/noise/
+// Optimised form as we can always treat Z as being = 0.
+// Octave and combined noise based on:
+// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
+using System;
+
+namespace ClassicalSharp.Generator {
+
+ // TODO:L calculate based on seed
+ public abstract class Noise {
+
+ public abstract double Compute( double x, double y );
+ }
+
+ public sealed class ImprovedNoise : Noise {
+
+ public override double Compute( double x, double y ) {
+ // Find unit rectangle that contains point
+ int X = (int)Math.Floor( x ) & 255;
+ int Y = (int)Math.Floor( y ) & 255;
+ // Find relative x, y of each point in rectangle.
+ x -= Math.Floor( x );
+ y -= Math.Floor( y );
+
+ // Compute fade curves for each of x, y.
+ double u = Fade( x ), v = Fade( y );
+ // Hash coordinates of the 4 rectangle corners.
+ int A = p[X] + Y, AA = p[A], AB = p[A + 1],
+ B = p[X + 1] + Y, BA = p[B], BB = p[B + 1];
+
+ // and add blended results from 4 corners of rectangle.
+ return Lerp(
+ v,
+ Lerp( u, Grad( p[AA], x, y, 0 ),
+ Grad( p[BA], x - 1, y, 0 ) ),
+ Lerp( u, Grad( p[AB], x, y - 1, 0 ),
+ Grad( p[BB], x - 1, y - 1, 0 ) )
+ );
+ }
+
+ static double Fade( double t ) {
+ return t * t * t * (t * (t * 6 - 15) + 10);
+ }
+
+ static double Lerp( double t, double a, double b ) {
+ return a + t * (b - a);
+ }
+
+ static double Grad( int hash, double x, double y, double z ) {
+ // convert low 4 bits of hash code into 12 gradient directions.
+ int h = hash & 15;
+ double u = h < 8 ? x : y;
+ double v = h < 4 ? y : h == 12 || h == 14 ? x : z;
+ return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
+ }
+
+ static int[] p = new int[512];
+ static int[] permutation = { 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
+ };
+
+ static ImprovedNoise() {
+ for( int i = 0; i < 256; i++ )
+ p[256+i] = p[i] = permutation[i];
+ }
+ }
+
+
+ public sealed class OctaveNoise : Noise {
+
+ readonly int octaves;
+ readonly ImprovedNoise baseNoise;
+ public OctaveNoise( int octaves ) {
+ this.octaves = octaves;
+ baseNoise = new ImprovedNoise();
+ }
+
+ public override double Compute( double x, double y ) {
+ double amplitude = 1, frequency = 1;
+ double sum = 0;
+ for( int i = 0; i < octaves; i++ ) {
+ sum += baseNoise.Compute( x * frequency, y * frequency ) * amplitude;
+ amplitude *= 2;
+ frequency /= 2;
+ }
+ return sum;
+ }
+ }
+
+ public sealed class CombinedNoise : Noise {
+
+ readonly Noise noise1, noise2;
+ public CombinedNoise( Noise noise1, Noise noise2 ) {
+ this.noise1 = noise1;
+ this.noise2 = noise2;
+ }
+
+ public override double Compute( double x, double y ) {
+ double offset = noise2.Compute( x, y );
+ return noise1.Compute( x + offset, y );
+ }
+ }
+}
diff --git a/ClassicalSharp/Generator/NotchGenerator.cs b/ClassicalSharp/Generator/NotchGenerator.cs
new file mode 100644
index 000000000..c2476e8d4
--- /dev/null
+++ b/ClassicalSharp/Generator/NotchGenerator.cs
@@ -0,0 +1,35 @@
+// Based on:
+// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
+using System;
+using System;
+
+namespace ClassicalSharp.Generator {
+
+ // TODO: figure out how noise functions differ, probably based on rnd.
+ public class NotchGenerator {
+
+ int width, height, length;
+ int waterLevel;
+
+
+ short[] CreateHeightmap() {
+ Noise n1 = new CombinedNoise(
+ new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
+ Noise n2 = new CombinedNoise(
+ new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
+ Noise n3 = new OctaveNoise( 6 );
+ int index = 0;
+ short[] map = new short[width * length];
+
+ for( int z = 0; z < length; z++ ) {
+ for( int x = 0; x < width; x++ ) {
+ float hLow = n1.Compute( x * 1.3f, z * 1.3f ) / 6 - 4;
+ float hHigh = n2.Compute( x * 1.3f, z * 1.3f ) / 5 + 6;
+
+ float height = n3.Compute( x, z ) > 0 ? hLow : Math.Max( hLow, hHigh );
+ if( height < 0 ) height *= 0.8f;
+ map[index++] = (short)(height + waterLevel);
+ }
+ }
+ }
+ }