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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
@ -1,2 +0,0 @@
|
||||
#cubiomes
|
||||
A tool for seed finders that mimics the minecraft feature and biome generation.
|
@ -1,5 +0,0 @@
|
||||
#!/bin/bash
|
||||
gcc -c -g -O3 *.c
|
||||
gcc -O3 -o "cubiomes" ./*.o -lm
|
||||
rm ./*.o
|
||||
|
@ -1,55 +0,0 @@
|
||||
/**
|
||||
* example.c
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "finders.h"
|
||||
|
||||
/**
|
||||
* An example using the getQuadHutSeedList() function to print out a list of quad witch hut seeds.
|
||||
*/
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
long qhseeds[0x10000];
|
||||
int regionRange = 3, quality = 2;
|
||||
long baseSeed = 0, totSeedsFound = 0;
|
||||
Pos p[4];
|
||||
int len, i;
|
||||
|
||||
initBiomes();
|
||||
|
||||
if(argc > 1)
|
||||
sscanf(argv[1], "%ld", &baseSeed);
|
||||
if(argc > 2)
|
||||
sscanf(argv[2], "%d", ®ionRange);
|
||||
if(argc > 3)
|
||||
sscanf(argv[3], "%d", &quality);
|
||||
|
||||
printf("Starting baseSeed: %ld Range: %d Allowed border chunks: %d\n", baseSeed, regionRange*512, quality);
|
||||
|
||||
// Spam stdout with quad witch hut seeds ;P
|
||||
for(; totSeedsFound < (1L<<48); baseSeed++)
|
||||
{
|
||||
// Find the next bunch of quad-witch-hut seeds. May take a few seconds for every call.
|
||||
baseSeed = getQuadHutSeedList(qhseeds, &len, p, baseSeed, regionRange, quality);
|
||||
|
||||
fprintf(stdout, "The following seeds have a quad witch hut with coordinates:\n");
|
||||
for(i = 0; i < 4; i++)
|
||||
fprintf(stdout, "(x=%d,z=%d)\n", p[i].x, p[i].z);
|
||||
|
||||
for(i = 0; i < len; i++)
|
||||
{
|
||||
fprintf(stdout, "%ld\n", qhseeds[i]);
|
||||
}
|
||||
|
||||
totSeedsFound += len;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1,809 +0,0 @@
|
||||
/**
|
||||
* finders.c
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#include "finders.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
/*************************
|
||||
* Seed finder functions *
|
||||
*************************/
|
||||
|
||||
/**
|
||||
* getQuadHutSeedList
|
||||
* ------------------
|
||||
* Finds a list of quad-witch-hut seeds.
|
||||
*
|
||||
* This function exploits the fact that the temple generation code only uses the lowest 48 bits of the seed,
|
||||
* while the biome generation uses the full 64 bits (more or less [1]). It first finds the next quad-temple
|
||||
* candidate after 'startBaseSeed' within the lower 48 bits using findQuadTempleCandiate(). It then loops
|
||||
* over the highest two bytes and stores every seeds that has a swampland biome at each temple position.
|
||||
*
|
||||
* [1] There is still some complex non-random dependence on the lower 6 bytes early on in the generation. This
|
||||
* causes some base-seeds to never generate a swamp at the necessary locations. This function also includes
|
||||
* some optimisation to detect and avoid such seeds. (The code for this can certainly be improved though.)
|
||||
*
|
||||
* seedList: list of the found 64-bit quad-witch-hut seeds, this should be able to store 65536 seeds
|
||||
* listLen: number of seeds that were found in the batch
|
||||
* posList: list of the block positions of the 4 witch huts indexed using the enum 'TemplePos'
|
||||
* (this will be the same for all the seeds in 'seedList')
|
||||
* startBaseSeed: 48-bit seed that the search starts from
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* quality: specifies the number of corner chunks that qualify for the search
|
||||
* i.e. 0 = perfect position, 1 = one of the 4 chunks in each corner, 2 = one of 9 chunks etc.
|
||||
*
|
||||
* On success the return value is the base seed that was used to generate the seed lists.
|
||||
*/
|
||||
long getQuadHutSeedList(long *seedList, int *listLen, Pos *posList, const long startBaseSeed, const int regionRadius, const int quality)
|
||||
{
|
||||
static Generator g256, g4;
|
||||
int *map256;
|
||||
long baseSeed = startBaseSeed;
|
||||
unsigned long i;
|
||||
int x, z, j, swampNum[4], swampArea;
|
||||
|
||||
// testSeedNum: number of seeds to test before deciding if the seed is worth investigating further
|
||||
const int testSeedNum = 48;
|
||||
// minSwamp256: minimum number swamps found on MAG256 for which the search is continued
|
||||
const int minSwamp256 = quality;
|
||||
|
||||
if(g4.layerMax == 0)
|
||||
{
|
||||
g256 = setupGenerator();
|
||||
g4 = setupGenerator();
|
||||
setGenScale(&g256, MAG256);
|
||||
setGenScale(&g4, MAG4);
|
||||
}
|
||||
|
||||
map256 = allocCache(&g256, 2, 2);
|
||||
|
||||
// find the next suitable base seed
|
||||
while(1)
|
||||
{
|
||||
baseSeed = findQuadTempleCandiate(posList, baseSeed, regionRadius, quality);
|
||||
x = posList[TOPLEFT].x / 256;
|
||||
z = posList[TOPLEFT].z / 256;
|
||||
|
||||
// It turns out that even though the biomes use the entire 64-bits of the seed
|
||||
// there is still some dependence in the lower 48-bits where biomes can generate.
|
||||
// However, this dependence seems complex, and so we just try out a few seed to see
|
||||
// if this base seed is suitable.
|
||||
memset(swampNum, 0, sizeof(swampNum));
|
||||
for(i = 0; i < 0xffff; i += 0xffff/testSeedNum)
|
||||
{
|
||||
applySeed(&g256, baseSeed+(long)(i << 48));
|
||||
genArea(&g256, map256, x, z, 2, 2);
|
||||
for(j = 0; j < 4; j++) if(map256[j] == swampland) swampNum[j]++;
|
||||
}
|
||||
|
||||
swampArea = 0;
|
||||
for(j = 0; j < 4; j++) if(swampNum[j]) {
|
||||
swampArea++;
|
||||
}
|
||||
if(swampArea >= minSwamp256) break;
|
||||
|
||||
contSearch:
|
||||
baseSeed++;
|
||||
}
|
||||
|
||||
for(i = 0; i < 4; i++)
|
||||
{
|
||||
posList[i].x += 8;
|
||||
posList[i].z += 8;
|
||||
}
|
||||
|
||||
*listLen = 0;
|
||||
for(i = 0; i < 0xffff; i++)
|
||||
{
|
||||
applySeed(&g4, baseSeed+(long)(i<<48));
|
||||
|
||||
if(arePointsInBiome(&g4, posList, 4, swampland))
|
||||
{
|
||||
seedList[*listLen] = baseSeed+(long)(i<<48);
|
||||
(*listLen)++;
|
||||
}
|
||||
|
||||
// Yes, I used goto. Get over it.
|
||||
// If the seed density is less than about 1 in 64 then we're better off moving on to the next seed.
|
||||
if(*listLen < 0x01 && i > 0x40) goto contSearch;
|
||||
if(*listLen < 0x12 && i > 0x400) goto contSearch;
|
||||
if(*listLen < 0x42 && i > 0x1000) goto contSearch;
|
||||
}
|
||||
|
||||
for(i = 0; i < 4; i++)
|
||||
{
|
||||
posList[i].x -= 8;
|
||||
posList[i].z -= 8;
|
||||
}
|
||||
|
||||
return baseSeed;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* findQuadTempleCandiate
|
||||
* ----------------------
|
||||
* Searches for the next seed, where four temples would generate in adjacent corners of touching regions.
|
||||
* Biomes are not checked here!
|
||||
*
|
||||
* outList: block positions of the 4 temples, indexed using the enum 'TemplePos'
|
||||
* startSeed: starting base seed, this should be a 48-bit number
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* quality: specifies the number of corner chunks that qualify for the search
|
||||
* i.e. 0 = perfect position, 1 = one of the 4 chunks in each corner, 2 = one of 9 chunks etc.
|
||||
*
|
||||
* On success the return value is the next base seed that can generate 4 adjacent temples.
|
||||
*/
|
||||
long findQuadTempleCandiate(Pos *outList, const long startSeed, const int regionRadius, const int quality)
|
||||
{
|
||||
const int end = regionRadius-1;
|
||||
const int start = -regionRadius;
|
||||
const int lower = quality, upper = 23-quality;
|
||||
int z, x;
|
||||
register long seed, seedXpar, seedZpar;
|
||||
|
||||
for(seed = startSeed;; seed++)
|
||||
{
|
||||
for(z = start, seedZpar = start*132897987541; z < end; z+=2, seedZpar += 2*132897987541)
|
||||
{
|
||||
for(x = start, seedXpar = start*341873128712; x < end; x+=2, seedXpar += 2*341873128712)
|
||||
{
|
||||
long seedHut = seedXpar + seedZpar + seed + 14357617;
|
||||
// get the x-coordinate of the chunk position for the temple within the region
|
||||
// (note that this can never be within the highest 8 chunks of the region)
|
||||
int posX = firstInt24(seedHut);
|
||||
|
||||
// right
|
||||
if(posX >= upper)
|
||||
{
|
||||
int posZ = secondInt24(seedHut);
|
||||
|
||||
if(posZ >= upper)
|
||||
{
|
||||
// bottom-right
|
||||
if( checkTL(outList, x+1, z+1, seed, lower, upper) &&
|
||||
checkTR(outList, x , z+1, seed, lower, upper) &&
|
||||
checkBL(outList, x+1, z , seed, lower, upper))
|
||||
{
|
||||
outList[TOPLEFT].x = (x*32 + posX)*16;
|
||||
outList[TOPLEFT].z = (z*32 + posZ)*16;
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
else if(posZ <= lower && z > start)
|
||||
{
|
||||
// top-right
|
||||
if( checkTL(outList, x+1, z , seed, lower, upper) &&
|
||||
checkBL(outList, x+1, z-1, seed, lower, upper) &&
|
||||
checkBR(outList, x , z-1, seed, lower, upper))
|
||||
{
|
||||
outList[BOTTOMLEFT].x = (x*32 + posX)*16;
|
||||
outList[BOTTOMLEFT].z = (z*32 + posZ)*16;
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
// left
|
||||
else if(posX <= lower && x > start)
|
||||
{
|
||||
int posZ = secondInt24(seedHut);
|
||||
|
||||
if(posZ >= upper)
|
||||
{
|
||||
// bottom-left
|
||||
if( checkTL(outList, x , z+1, seed, lower, upper) &&
|
||||
checkTR(outList, x-1, z+1, seed, lower, upper) &&
|
||||
checkBR(outList, x-1, z , seed, lower, upper))
|
||||
{
|
||||
outList[TOPRIGHT].x = (x*32 + posX)*16;
|
||||
outList[TOPRIGHT].z = (z*32 + posZ)*16;
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
else if(posZ <= lower && z > start)
|
||||
{
|
||||
// top-left
|
||||
if( checkTR(outList, x-1, z , seed, lower, upper) &&
|
||||
checkBR(outList, x-1, z-1, seed, lower, upper) &&
|
||||
checkBL(outList, x , z-1, seed, lower, upper))
|
||||
{
|
||||
outList[BOTTOMRIGHT].x = (x*32 + posX)*16;
|
||||
outList[BOTTOMRIGHT].z = (z*32 + posZ)*16;
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* findHybridTemple
|
||||
* ----------------
|
||||
* Finds the next seed with a desert temple that generates partially inside a swamp biome.
|
||||
*
|
||||
* out: block position of the hybrid temple
|
||||
* spawnArea: area (in block XZ-coordinates) within the found temple that are inside a swamp.
|
||||
* startSeed: starting seed for the search
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* minSpawnArea: minimum area in block coordinates that are in a swamp
|
||||
* (A desert temple has a 21*21 = 441 block area total.)
|
||||
*
|
||||
* On success the return value is the new found seed, 0 otherwise.
|
||||
*
|
||||
* Unfortunately this function appears to be redundant, as normal spawning rules seem to apply in these hybrid temples.
|
||||
*/
|
||||
long findHybridTemple(Pos *out, int *spawnArea, const long startSeed, const int regionRadius, const int minSpawnArea)
|
||||
{
|
||||
static Generator g;
|
||||
int *map256, *map16, *map4, *map1;
|
||||
const int end = regionRadius-1;
|
||||
const int start = -regionRadius;
|
||||
const int difseg = (end-start)*2;
|
||||
long seed;
|
||||
int x, z, rz, rx, posx, posz;
|
||||
const int width4 = 5;
|
||||
const int minswamp4 = minSpawnArea/16;
|
||||
int i, swampnum;
|
||||
|
||||
if(g.layerMax == 0)
|
||||
{
|
||||
g = setupGenerator();
|
||||
}
|
||||
|
||||
setGenScale(&g, MAG256);
|
||||
map256 = allocCache(&g, difseg, difseg);
|
||||
map16 = allocCache(&g, 3, 3);
|
||||
map4 = allocCache(&g, width4, width4);
|
||||
map1 = allocCache(&g, 21, 21);
|
||||
|
||||
for(seed = startSeed; ; seed++)
|
||||
{
|
||||
setGenScale(&g, MAG256);
|
||||
applySeed(&g, seed);
|
||||
genArea(&g, map256, start, start, difseg, difseg);
|
||||
|
||||
for(z = 0; z < difseg; z+=2)
|
||||
{
|
||||
for(x = 0; x < difseg; x+=2)
|
||||
{
|
||||
// get the four 256x256 areas in this region
|
||||
int v00 = map256[x+0 + (z+0)*difseg];
|
||||
int v01 = map256[x+0 + (z+1)*difseg];
|
||||
int v10 = map256[x+1 + (z+0)*difseg];
|
||||
int v11 = map256[x+1 + (z+1)*difseg];
|
||||
|
||||
// do we have a swamp?
|
||||
if((v00 == swampland || v01 == swampland || v10 == swampland || v11 == swampland))
|
||||
{
|
||||
rx = start + x/2;
|
||||
rz = start + z/2;
|
||||
getTemplePosInRegion(&posx, &posz, rx, rz, seed);
|
||||
|
||||
// chunk position
|
||||
posx = (rx*32 + posx);
|
||||
posz = (rz*32 + posz);
|
||||
|
||||
setGenScale(&g, MAG16);
|
||||
applySeed(&g, seed);
|
||||
genArea(&g, map16, posx, posz, 3, 3);
|
||||
|
||||
int hasSwamp = 0, hasDesert = 0;
|
||||
for(i = 0; i < 9; i++)
|
||||
{
|
||||
if(map16[i] == swampland) hasSwamp++;
|
||||
if(map16[i] == desert || map16[i] == desertHills) hasDesert++;
|
||||
}
|
||||
if(hasSwamp < 3 || !hasDesert) continue;
|
||||
|
||||
|
||||
posx *= 4; posz *= 4;
|
||||
|
||||
setGenScale(&g, MAG4);
|
||||
applySeed(&g, seed);
|
||||
genArea(&g, map4, posx+2, posz+2, 1, 1);
|
||||
|
||||
// do we have a good chance the temple does not start in a swamp, but is surrounded by it
|
||||
if(map4[0] != desert && map4[0] != desertHills) continue;
|
||||
|
||||
|
||||
genArea(&g, map4, posx, posz, width4, width4);
|
||||
|
||||
swampnum = 0;
|
||||
for(i = 0; i < width4*width4; i++)
|
||||
{
|
||||
if(map4[i] == swampland) swampnum++;
|
||||
}
|
||||
|
||||
if(swampnum >= minswamp4)
|
||||
{
|
||||
posx *= 4; posz *= 4;
|
||||
setGenScale(&g, MAG1);
|
||||
genArea(&g, map1, posx, posz, 21, 21);
|
||||
*spawnArea = 0;
|
||||
for(i = 0; i < 21*21; i++)
|
||||
if(map1[i] == swampland) (*spawnArea)++;
|
||||
out->x = posx;
|
||||
out->z = posz;
|
||||
free(map256);
|
||||
free(map16);
|
||||
free(map4);
|
||||
free(map1);
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
free(map256);
|
||||
free(map16);
|
||||
free(map4);
|
||||
free(map1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* findAreaWithAllBiomes
|
||||
* ---------------------
|
||||
* Finds the next seed for which all the biomes (ignoring mutations) are present in the specified area.
|
||||
*
|
||||
* The search starts at 'startSeed' and ends when either an appropriate seed has been found or when 'endSeed' has been reached.
|
||||
* 'areaX' & 'areaZ' specify the block coordinated of the area, and 'width' & 'height' specify its dimensions.
|
||||
*
|
||||
* On success the return value is the new found seed. The return value is 0 when 'endSeed' was reached without finding a seed.
|
||||
*/
|
||||
long findAreaWithAllBiomes(const long startSeed, const long endSeed, const int areaX, const int areaZ, const int width, const int height)
|
||||
{
|
||||
static Generator g1024, gsh, g256, g4;
|
||||
int *map1024, *mapsh, *map256, *map4;
|
||||
const int w1024 = width/1024+2, h1024 = height/1024+2;
|
||||
const int w256 = width/256+2, h256 = height/256+2;
|
||||
const int w4 = width/4+2, h4 = height/4+2;
|
||||
const int areaX1024 = areaX/1024-1, areaZ1024 = areaZ/1024-1;
|
||||
const int areaX256 = areaX/256-1, areaZ256 = areaZ/256-1;
|
||||
const int areaX4 = areaX/4-1, areaZ4 = areaZ/4-1;
|
||||
|
||||
long seed;
|
||||
int i;
|
||||
int x, z, hasSpecial;
|
||||
|
||||
if(g1024.layerMax == 0)
|
||||
{
|
||||
g1024 = setupGenerator();
|
||||
gsh = setupGenerator();
|
||||
g256 = setupGenerator();
|
||||
g4 = setupGenerator();
|
||||
setGenScale(&g1024, MAG1024);
|
||||
setGenScale(&gsh, MAGSHROOM);
|
||||
setGenScale(&g256, MAG256);
|
||||
setGenScale(&g4, MAG4);
|
||||
}
|
||||
|
||||
map1024 = allocCache(&g1024, w1024, h1024);
|
||||
mapsh = allocCache(&gsh, w256, h256);
|
||||
map256 = allocCache(&g256, w256, h256);
|
||||
map4 = allocCache(&g4, w4, h4);
|
||||
|
||||
volatile int biomeCnt;
|
||||
int typeList[BTYPE_NUM];
|
||||
int biomeList[BIOME_NUM];
|
||||
|
||||
for(seed = startSeed; seed <= endSeed; seed++)
|
||||
{
|
||||
applySeed(&g1024, seed);
|
||||
listBiomeTypes(&g1024, map1024, seed, typeList, areaX1024, areaZ1024, w1024, h1024);
|
||||
if(!typeList[Forest] || !typeList[Ocean] || !typeList[Plains] || !typeList[Desert] || !typeList[Hills]) continue;
|
||||
|
||||
// Apply the 'Special' layer to see if there is a chance for a Mega Taiga biome (6% faster)
|
||||
hasSpecial = 0;
|
||||
for(z = 0; z < h1024 && !hasSpecial; z++)
|
||||
{
|
||||
for(x = 0; x < w1024; x++)
|
||||
{
|
||||
int v = map1024[x + z*w1024];
|
||||
if(v == 0) continue;
|
||||
|
||||
setChunkSeed(&g1024.layers[12], (long)(x + areaX1024), (long)(z + areaZ1024));
|
||||
|
||||
if(mcNextInt(&g1024.layers[12], 13) == 0) {
|
||||
hasSpecial++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(!hasSpecial) continue;
|
||||
|
||||
// Check for a mushroom island early on, as this excludes a great proportion of seeds.
|
||||
applySeed(&gsh, seed);
|
||||
listBiomeTypes(&gsh, mapsh, seed, typeList, areaX256, areaZ256, w256, h256);
|
||||
if(!typeList[MushroomIsland]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check the necessary biomes types are present, which ignores mutations, variation and rivers.
|
||||
applySeed(&g256, seed);
|
||||
listBiomeTypes(&g256, map256, seed, typeList, areaX256, areaZ256, w256, h256);
|
||||
|
||||
// List of all types: Ocean, Plains, Desert, Hills, Forest, Taiga, Swamp, River, Hell, Sky, Snow, MushroomIsland, Beach, Jungle, StoneBeach, Savanna, Mesa
|
||||
if(!typeList[Ocean] || !typeList[Plains] || !typeList[Desert] || !typeList[Hills]) continue;
|
||||
if(!typeList[Forest] || !typeList[Taiga] || !typeList[Swamp] || !typeList[Snow]) continue;
|
||||
if(!typeList[MushroomIsland] || !typeList[Jungle] || !typeList[Savanna] || !typeList[Mesa]) continue;
|
||||
|
||||
// Finally count the number of biomes of the fully generated map.
|
||||
// There are 36 biomes that could generate in total.
|
||||
applySeed(&g4, seed);
|
||||
listBiomes(&g4, map4, seed, biomeList, areaX4, areaZ4, w4, h4);
|
||||
|
||||
biomeCnt = 0;
|
||||
for(i = 0; i < BIOME_NUM; i++){
|
||||
if(biomeList[i]) biomeCnt++;
|
||||
}
|
||||
|
||||
// give an update whenever a seed got this far through the sieves.
|
||||
// printf("update:%ld:%d\n", seed, biomeCnt);
|
||||
|
||||
if(biomeCnt >= 36){
|
||||
free(map1024);
|
||||
free(mapsh);
|
||||
free(map256);
|
||||
free(map4);
|
||||
return seed;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/********************
|
||||
* Helper functions *
|
||||
********************/
|
||||
|
||||
|
||||
/* findBiomePosition
|
||||
* -----------------
|
||||
* Finds a suitable pseudo-random location in the specified area.
|
||||
* Used to determine the positions of spawn and stongholds.
|
||||
* Warning: accurate, but slow!
|
||||
*/
|
||||
void findBiomePosition(Generator *g, Pos *out, int centerX, int centerZ, int range, const int *biomeList, long *seed)
|
||||
{
|
||||
int x1 = (centerX-range) >> 2;
|
||||
int z1 = (centerZ-range) >> 2;
|
||||
int x2 = (centerX+range) >> 2;
|
||||
int z2 = (centerZ+range) >> 2;
|
||||
int width = x2 - x1 + 1;
|
||||
int height = z2 - z1 + 1;
|
||||
int *map = allocCache(g, width, height);
|
||||
|
||||
genArea(g, map, x1, z1, width, height);
|
||||
int i, found = 0;
|
||||
|
||||
for(i = 0; i < width*height; i++)
|
||||
{
|
||||
int biome = map[i];
|
||||
|
||||
if(biomeList[biome & 0xff] && (found == 0 || nextInt(seed, found + 1) == 0))
|
||||
{
|
||||
out->x = (x1 + i%width) << 2;
|
||||
out->z = (z1 + i/width) << 2;
|
||||
++found;
|
||||
}
|
||||
}
|
||||
|
||||
free(map);
|
||||
}
|
||||
|
||||
/* areBiomesViable
|
||||
* ---------------
|
||||
* Determines if the given area contains only biomes specified by 'biomeList'.
|
||||
* Used to determine the positions of ocean monuments and villages.
|
||||
* Warning: accurate, but slow!
|
||||
*/
|
||||
int areBiomesViable(Generator *g, int posX, int posZ, int radius, const int *biomeList, const int listLen)
|
||||
{
|
||||
int x1 = (posX - radius) >> 2;
|
||||
int z1 = (posZ - radius) >> 2;
|
||||
int x2 = (posX + radius) >> 2;
|
||||
int z2 = (posZ + radius) >> 2;
|
||||
int width = x2 - x1 + 1;
|
||||
int height = z2 - z1 + 1;
|
||||
int i, j;
|
||||
|
||||
int *map = allocCache(g, width, height);
|
||||
genArea(g, map, x1, z1, width, height);
|
||||
|
||||
for(i = 0; i < width*height; i++)
|
||||
{
|
||||
for(j = 0; j < listLen; j++)
|
||||
{
|
||||
if(map[i] == biomeList[j]) break;
|
||||
}
|
||||
if(j >= listLen)
|
||||
{
|
||||
free(map);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
free(map);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Breaks in 1.9
|
||||
void findStrongholds(Generator *g, Pos *locations)
|
||||
{
|
||||
static int validStrongholdBiomes[256];
|
||||
const int SHNUM = 3;
|
||||
long worldSeed = g->rawSeed;
|
||||
int i;
|
||||
|
||||
if(!validStrongholdBiomes[plains])
|
||||
{
|
||||
int id;
|
||||
for(id = 0; id < 256; id++)
|
||||
{
|
||||
if(biomeExists(id) && biomes[id].height > 0.0) validStrongholdBiomes[id] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(g->mag != MAG4)
|
||||
{
|
||||
printf("findStrongholds() requires a 1 to 4 generator resolution.\n");
|
||||
for(i = 0; i < SHNUM; i++)
|
||||
{
|
||||
locations[i].x = locations[i].z = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
setSeed(&worldSeed);
|
||||
double angle = nextDouble(&worldSeed) * 3.141592653589793 * 2.0;
|
||||
|
||||
for(i = 0; i < SHNUM; i++)
|
||||
{
|
||||
double distance = (1.25 + nextDouble(&worldSeed)) * 32.0;
|
||||
int x = (int)round(cos(angle) * distance);
|
||||
int z = (int)round(sin(angle) * distance);
|
||||
|
||||
findBiomePosition(g, &locations[i], (x << 4) + 8, (z << 4) + 8, 112, validStrongholdBiomes, &worldSeed);
|
||||
|
||||
angle += 6.283185307179586 / (double)SHNUM;
|
||||
}
|
||||
}
|
||||
|
||||
/* getTemplePosInRegion
|
||||
* --------------------
|
||||
* finds the chunk position within the specified region (32x32 chunks) where the temple generation attempt will occur.
|
||||
*/
|
||||
void getTemplePosInRegion(int *outX, int *outZ, int regionX, int regionZ, long seed)
|
||||
{
|
||||
seed = regionX*341873128712 + regionZ*132897987541 + seed + 14357617;
|
||||
setSeed(&(seed));
|
||||
*outX = nextInt(&seed, 24);
|
||||
*outZ = nextInt(&seed, 24);
|
||||
}
|
||||
|
||||
/* getOceanMonumentPosInRegion
|
||||
* --------------------
|
||||
* finds the chunk position within the specified region (32x32 chunks) where the ocean monument generation attempt will occur.
|
||||
*/
|
||||
void getOceanMonumentPosInRegion(int *outX, int *outZ, int regionX, int regionZ, long seed)
|
||||
{
|
||||
seed = regionX*341873128712 + regionZ*132897987541 + seed + 10387313;
|
||||
setSeed(&(seed));
|
||||
|
||||
*outX = (nextInt(&seed, 27) + nextInt(&seed, 27)) / 2;
|
||||
*outZ = (nextInt(&seed, 27) + nextInt(&seed, 27)) / 2;
|
||||
}
|
||||
|
||||
/* isViableOceanMonumentPos
|
||||
* --------------------
|
||||
* checks if the given block coordinates are valid for an Ocean Monument
|
||||
* (This seems to have changed in MC 1.9)
|
||||
*/
|
||||
int isViableOceanMonumentPos(Generator *g, int blockX, int blockZ)
|
||||
{
|
||||
int ret, mag = g->mag;
|
||||
setGenScale(g, MAG4);
|
||||
int map[0x1000];
|
||||
genArea(g, map, blockX>>1, blockZ>>1, 1, 1);
|
||||
if(map[0] != deepOcean)
|
||||
{
|
||||
setGenScale(g, mag);
|
||||
return 0;
|
||||
}
|
||||
ret = areBiomesViable(g, blockX, blockZ, 29, oceanMonumentBiomeList, sizeof(oceanMonumentBiomeList)/sizeof(int));
|
||||
setGenScale(g, mag);
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int checkBR(Pos *posList, const int x, const int z, long seed, const int lower, const int upper)
|
||||
{
|
||||
long s = x*341873128712 + z*132897987541 + seed + 14357617;
|
||||
int Xpos = firstInt24(s);
|
||||
if(Xpos >= upper)
|
||||
{
|
||||
int Zpos = secondInt24(s);
|
||||
if(Zpos >= upper)
|
||||
{
|
||||
posList[TOPLEFT].x = (x*32 + Xpos)*16;
|
||||
posList[TOPLEFT].z = (z*32 + Zpos)*16;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int checkBL(Pos *posList, const int x, const int z, long seed, const int lower, const int upper)
|
||||
{
|
||||
long s = x*341873128712 + z*132897987541 + seed + 14357617;
|
||||
int Xpos = firstInt24(s);
|
||||
if(Xpos <= lower)
|
||||
{
|
||||
int Zpos = secondInt24(s);
|
||||
if(Zpos >= upper)
|
||||
{
|
||||
posList[TOPRIGHT].x = (x*32 + Xpos)*16;
|
||||
posList[TOPRIGHT].z = (z*32 + Zpos)*16;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int checkTR(Pos *posList, const int x, const int z, long seed, const int lower, const int upper)
|
||||
{
|
||||
long s = x*341873128712 + z*132897987541 + seed + 14357617;
|
||||
int Xpos = firstInt24(s);
|
||||
if(Xpos >= upper)
|
||||
{
|
||||
int Zpos = secondInt24(s);
|
||||
if(Zpos <= lower)
|
||||
{
|
||||
posList[BOTTOMLEFT].x = (x*32 + Xpos)*16;
|
||||
posList[BOTTOMLEFT].z = (z*32 + Zpos)*16;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int checkTL(Pos *posList, const int x, const int z, long seed, const int lower, const int upper)
|
||||
{
|
||||
long s = x*341873128712 + z*132897987541 + seed + 14357617;
|
||||
int Xpos = firstInt24(s);
|
||||
if(Xpos <= lower)
|
||||
{
|
||||
int Zpos = secondInt24(s);
|
||||
if(Zpos <= lower)
|
||||
{
|
||||
posList[BOTTOMRIGHT].x = (x*32 + Xpos)*16;
|
||||
posList[BOTTOMRIGHT].z = (z*32 + Zpos)*16;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/* arePointsInBiome
|
||||
* ----------------
|
||||
* returns non-zero if all the points appear to be in the specified biome.
|
||||
*/
|
||||
int arePointsInBiome(Generator *g, Pos *pos, const int num, const int biome)
|
||||
{
|
||||
static int ints[0x1000];
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 4; i++)
|
||||
{
|
||||
genArea(g, &ints[0], pos[i].x/4, pos[i].z/4, 1, 1);
|
||||
if(ints[0] != biome) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void listBiomes(Generator *g, int *map, long seed, int *biomeList, const int x, const int z, const int width, const int height)
|
||||
{
|
||||
const int size = width*height;
|
||||
|
||||
int i;
|
||||
memset(biomeList, 0, sizeof(int)*BIOME_NUM);
|
||||
|
||||
genArea(g, map, x, z, width, height);
|
||||
|
||||
for(i = 0; i < size; i++){
|
||||
biomeList[map[i] & 0x7f] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void listBiomeTypes(Generator *g, int *map, long seed, int *typeList, const int x, const int z, const int width, const int height)
|
||||
{
|
||||
const int size = width*height;
|
||||
int i;
|
||||
memset(typeList, 0, sizeof(int)*BTYPE_NUM);
|
||||
|
||||
genArea(g, map, x, z, width, height);
|
||||
|
||||
for(i = 0; i < size; i++){
|
||||
typeList[getBiomeType(map[i])] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* C copy of the Java Random methods */
|
||||
|
||||
inline void setSeed(long *seed)
|
||||
{
|
||||
*seed = (*seed ^ 0x5DEECE66DL) & ((1L << 48) - 1);
|
||||
}
|
||||
|
||||
inline int next(long *seed, const int bits)
|
||||
{
|
||||
*seed = (*seed * 0x5DEECE66DL + 0xBL) & ((1L << 48) - 1);
|
||||
return (int) (*seed >> (48 - bits));
|
||||
}
|
||||
|
||||
inline int nextInt(long *seed, const int n)
|
||||
{
|
||||
int bits, val;
|
||||
do {
|
||||
bits = next(seed, 31);
|
||||
val = bits % n;
|
||||
}
|
||||
while(bits - val + (n - 1) < 0);
|
||||
return val;
|
||||
}
|
||||
|
||||
inline long nextLong(long *seed)
|
||||
{
|
||||
return ((long) next(seed, 32) << 32) + next(seed, 32);
|
||||
}
|
||||
|
||||
inline float nextFloat(long *seed)
|
||||
{
|
||||
return next(seed, 24) / (float) (1 << 24);
|
||||
}
|
||||
|
||||
inline double nextDouble(long *seed)
|
||||
{
|
||||
return (((long) next(seed, 26) << 27) + next(seed, 27)) / (double) (1L << 53);
|
||||
}
|
||||
|
||||
|
||||
// Stripped variants for the first and second call to nextInt(24).
|
||||
|
||||
inline int firstInt24(long seed)
|
||||
{
|
||||
seed ^= 0x5DEECE66D;
|
||||
seed = (seed * 0x5DEECE66D) & 0xffffffffffff;
|
||||
seed >>= 17;
|
||||
return seed % 24;
|
||||
}
|
||||
|
||||
inline int secondInt24(long seed)
|
||||
{
|
||||
seed ^= 0x5DEECE66D;
|
||||
seed = (seed * 0x5DEECE66D + 0xB) & 0xffffffffffff;
|
||||
seed = (seed * 0x5DEECE66D) & 0xffffffffffff;
|
||||
seed >>= 17;
|
||||
return seed % 24;
|
||||
}
|
||||
|
||||
|
@ -1,140 +0,0 @@
|
||||
/**
|
||||
* finders.h
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#ifndef FINDERS_H_
|
||||
#define FINDERS_H_
|
||||
|
||||
#include "generator.h"
|
||||
|
||||
enum TemplePos { TOPLEFT, TOPRIGHT, BOTTOMLEFT, BOTTOMRIGHT };
|
||||
|
||||
static const int oceanMonumentBiomeList[] = {ocean, deepOcean, river, frozenOcean, frozenRiver};
|
||||
|
||||
STRUCT(Pos)
|
||||
{
|
||||
int x, z;
|
||||
};
|
||||
|
||||
/****************
|
||||
* Seed finders *
|
||||
****************/
|
||||
|
||||
/**
|
||||
* getQuadHutSeedList
|
||||
* ------------------
|
||||
* Finds a list of quad-witch-hut seeds.
|
||||
*
|
||||
* seedList: list of the found 64-bit quad-witch-hut seeds, this should be able to store 65536 seeds
|
||||
* listLen: number of seeds that were found in the batch
|
||||
* posList: list of the block positions of the 4 witch huts indexed using the enum 'TemplePos'
|
||||
* (this will be the same for all the seeds in 'seedList')
|
||||
* startBaseSeed: 48-bit seed that the search starts from
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* quality: specifies the number of corner chunks that qualify for the search
|
||||
* i.e. 0 = perfect position, 1 = one of the 4 chunks in each corner, 2 = one of 9 chunks etc.
|
||||
*
|
||||
* On success the return value is the base seed that was used to generate the seed lists.
|
||||
*/
|
||||
long getQuadHutSeedList(long *seedList, int *listLen, Pos *posList, const long startBaseSeed, const int regionRadius, const int quality);
|
||||
|
||||
/**
|
||||
* findQuadTempleCandiate
|
||||
* ----------------------
|
||||
* Searches for the next seed, where four temples would generate in adjacent corners of touching regions.
|
||||
* Biomes are not checked here!
|
||||
*
|
||||
* outList: block positions of the 4 temples, indexed using the enum 'TemplePos'
|
||||
* startSeed: starting base seed, this should be a 48-bit number
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* quality: specifies the number of corner chunks that qualify for the search
|
||||
* i.e. 0 = perfect position, 1 = one of the 4 chunks in each corner, 2 = one of 9 chunks etc.
|
||||
*
|
||||
* On success the return value is the next base seed that can generate 4 adjacent temples.
|
||||
*/
|
||||
long findQuadTempleCandiate(Pos *outList, const long startSeed, const int regionRadius, const int quality);
|
||||
|
||||
/**
|
||||
* findHybridTemple
|
||||
* ----------------
|
||||
* Finds the next seed with a desert temple that generates partially inside a swamp biome.
|
||||
*
|
||||
* out: block position of the hybrid temple
|
||||
* spawnArea: area (in block XZ-coordinates) within the found temple that are inside a swamp.
|
||||
* startSeed: starting seed for the search
|
||||
* regionRadius: number of regions, from 0,0 for which the search is performed
|
||||
* minSpawnArea: minimum area in block coordinates that are in a swamp
|
||||
* (A desert temple has a 21*21 = 441 block area total.)
|
||||
*
|
||||
* On success the return value is the new found seed, 0 otherwise.
|
||||
*
|
||||
* Unfortunately this function appears to be redundant, as normal spawning rules seem to apply in these hybrid temples.
|
||||
*/
|
||||
long findHybridTemple(Pos *out, int *spawnArea, const long startSeed, const int regionRadius, const int minSpawnArea);
|
||||
|
||||
/**
|
||||
* findAreaWithAllBiomes
|
||||
* ---------------------
|
||||
* Finds the next seed for which all the biomes (ignoring mutations) are present in the specified area.
|
||||
*
|
||||
* The search starts at 'startSeed' and ends when either an appropriate seed has been found or when 'endSeed' has been reached.
|
||||
* 'areaX' & 'areaZ' specify the block coordinated of the area, and 'width' & 'height' specify its dimensions.
|
||||
*
|
||||
* On success the return value is the new found seed. The return value is 0 when 'endSeed' was reached without finding a seed.
|
||||
*/
|
||||
long findAreaWithAllBiomes(const long startSeed, const long endSeed, const int areaX, const int areaZ, const int width, const int height);
|
||||
|
||||
|
||||
/*******************
|
||||
* Feature finders *
|
||||
*******************/
|
||||
|
||||
void findStrongholds(Generator *g, Pos *locations);
|
||||
|
||||
/********************
|
||||
* Helper functions *
|
||||
********************/
|
||||
|
||||
// Implementations of vanilla mc biome checkers
|
||||
void findBiomePosition(Generator *g, Pos *out, int centerX, int centerZ, int range, const int *biomeList, long *seed);
|
||||
int areBiomesViable(Generator *g, int posX, int posZ, int radius, const int *biomeList, const int listLen);
|
||||
|
||||
// Directional witch hut position checkers
|
||||
int checkBR(Pos *posList, const int x, const int z, long seed, const int lower, const int upper);
|
||||
int checkBL(Pos *posList, const int x, const int z, long seed, const int lower, const int upper);
|
||||
int checkTR(Pos *posList, const int x, const int z, long seed, const int lower, const int upper);
|
||||
int checkTL(Pos *posList, const int x, const int z, long seed, const int lower, const int upper);
|
||||
|
||||
// List the biomes/types that are in the specified area (using the current generator settings)
|
||||
// The output is a boolean (int) array.
|
||||
void listBiomes(Generator *g, int *map, long seed, int *biomeList, const int x, const int z, const int width, const int height);
|
||||
void listBiomeTypes(Generator *g, int *map, long seed, int *typeList, const int x, const int z, const int width, const int height);
|
||||
|
||||
// Various
|
||||
void getTemplePosInRegion(int *outX, int *outZ, int regionX, int regionZ, long seed);
|
||||
void getOceanMonumentPosInRegion(int *outX, int *outZ, int regionX, int regionZ, long seed);
|
||||
int isViableOceanMonumentPos(Generator *g, int blockX, int blockZ);
|
||||
|
||||
int arePointsInBiome(Generator *g, Pos *pos, int num, int biome);
|
||||
|
||||
|
||||
/*************************************
|
||||
* C copy of the Java Random methods *
|
||||
*************************************/
|
||||
|
||||
inline void setSeed(long *seed);
|
||||
inline int next(long *seed, const int bits);
|
||||
inline int nextInt(long *seed, const int n);
|
||||
inline long nextLong(long *seed);
|
||||
inline float nextFloat(long *seed);
|
||||
inline double nextDouble(long *seed);
|
||||
|
||||
// Custom, faster alternative for the first and second call to nextInt(24)
|
||||
inline int firstInt24(long seed);
|
||||
inline int secondInt24(long seed);
|
||||
|
||||
#endif /* FINDERS_H_ */
|
@ -1,202 +0,0 @@
|
||||
/**
|
||||
* generator.c
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#include "generator.h"
|
||||
#include "layers.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
|
||||
int *allocCache(Generator *g, int sizeX, int sizeZ)
|
||||
{
|
||||
int size = calcRequiredBuf(g, sizeX, sizeZ);
|
||||
if(size < 256) size = 256;
|
||||
int *ret = (int*) malloc(sizeof(*ret)*size);
|
||||
memset(ret, 0, sizeof(*ret)*size);
|
||||
return ret;
|
||||
}
|
||||
|
||||
void setupLayer(Layer *l, Layer *p, int s, void (*getMap)(Layer *layer, int *out, int x, int z, int w, int h))
|
||||
{
|
||||
setBaseSeed(l, s);
|
||||
l->p = p;
|
||||
l->p2 = NULL;
|
||||
l->getMap = getMap;
|
||||
}
|
||||
|
||||
void setupMultiLayer(Layer *l, Layer *p1, Layer *p2, int s, void (*getMap)(Layer *layer, int *out, int x, int z, int w, int h))
|
||||
{
|
||||
setBaseSeed(l, s);
|
||||
l->p = p1;
|
||||
l->p2 = p2;
|
||||
l->getMap = getMap;
|
||||
}
|
||||
|
||||
Generator setupGenerator()
|
||||
{
|
||||
if(biomes[plains].id == 0)
|
||||
{
|
||||
fprintf(stderr, "Warning: The biomes have to be initialised first using initBiomes() before any generator can be used.\n");
|
||||
}
|
||||
|
||||
Generator g;
|
||||
|
||||
g.rawSeed = 0;
|
||||
g.mag = 1;
|
||||
g.layerNum = 44;
|
||||
g.layerMax = 44;
|
||||
g.layers = (Layer*) malloc(sizeof(Layer)*g.layerNum);
|
||||
|
||||
// LAYER PARENT SEED LAYER_FUNCTION
|
||||
setupLayer(&g.layers[ 0], NULL, 1, mapIsland);
|
||||
setupLayer(&g.layers[ 1], &g.layers[ 0], 2000, mapZoom);
|
||||
setupLayer(&g.layers[ 2], &g.layers[ 1], 1, mapAddIsland);
|
||||
setupLayer(&g.layers[ 3], &g.layers[ 2], 2001, mapZoom);
|
||||
setupLayer(&g.layers[ 4], &g.layers[ 3], 2, mapAddIsland);
|
||||
setupLayer(&g.layers[ 5], &g.layers[ 4], 50, mapAddIsland);
|
||||
setupLayer(&g.layers[ 6], &g.layers[ 5], 70, mapAddIsland);
|
||||
setupLayer(&g.layers[ 7], &g.layers[ 6], 2, mapRemoveTooMuchOcean);
|
||||
setupLayer(&g.layers[ 8], &g.layers[ 7], 2, mapAddSnow);
|
||||
setupLayer(&g.layers[ 9], &g.layers[ 8], 3, mapAddIsland);
|
||||
setupLayer(&g.layers[10], &g.layers[ 9], 2, mapCoolWarm); // MAG1024
|
||||
setupLayer(&g.layers[11], &g.layers[10], 2, mapHeatIce);
|
||||
setupLayer(&g.layers[12], &g.layers[11], 3, mapSpecial);
|
||||
setupLayer(&g.layers[13], &g.layers[12], 2002, mapZoom);
|
||||
setupLayer(&g.layers[14], &g.layers[13], 2003, mapZoom);
|
||||
setupLayer(&g.layers[15], &g.layers[14], 4, mapAddIsland);
|
||||
setupLayer(&g.layers[16], &g.layers[15], 5, mapAddMushroomIsland); // MAGSHROOM
|
||||
setupLayer(&g.layers[17], &g.layers[16], 4, mapDeepOcean);
|
||||
// biome layer chain
|
||||
setupLayer(&g.layers[18], &g.layers[17], 200, mapBiome); // MAG256
|
||||
setupLayer(&g.layers[19], &g.layers[18], 1000, mapZoom);
|
||||
setupLayer(&g.layers[20], &g.layers[19], 1001, mapZoom);
|
||||
setupLayer(&g.layers[21], &g.layers[20], 1000, mapBiomeEdge);
|
||||
|
||||
// basic river layer chain, used to determine where hills generate
|
||||
setupLayer(&g.layers[22], &g.layers[17], 100, mapRiverInit);
|
||||
setupLayer(&g.layers[23], &g.layers[22], 1000, mapZoom);
|
||||
setupLayer(&g.layers[24], &g.layers[23], 1001, mapZoom);
|
||||
|
||||
setupMultiLayer(&g.layers[25], &g.layers[21], &g.layers[24], 1000, mapHills); // MAG64
|
||||
|
||||
// river layer chain
|
||||
setupLayer(&g.layers[26], &g.layers[22], 1000, mapZoom);
|
||||
setupLayer(&g.layers[27], &g.layers[26], 1001, mapZoom);
|
||||
setupLayer(&g.layers[28], &g.layers[27], 1000, mapZoom);
|
||||
setupLayer(&g.layers[29], &g.layers[28], 1001, mapZoom);
|
||||
setupLayer(&g.layers[30], &g.layers[29], 1002, mapZoom);
|
||||
setupLayer(&g.layers[31], &g.layers[30], 1003, mapZoom);
|
||||
setupLayer(&g.layers[32], &g.layers[31], 1, mapRiver);
|
||||
setupLayer(&g.layers[33], &g.layers[32], 1000, mapSmooth);
|
||||
|
||||
setupLayer(&g.layers[34], &g.layers[25], 1001, mapRareBiome);
|
||||
setupLayer(&g.layers[35], &g.layers[34], 1000, mapZoom);
|
||||
setupLayer(&g.layers[36], &g.layers[35], 3, mapAddIsland);
|
||||
setupLayer(&g.layers[37], &g.layers[36], 1001, mapZoom);
|
||||
setupLayer(&g.layers[38], &g.layers[37], 1000, mapShore); // MAG16
|
||||
setupLayer(&g.layers[39], &g.layers[38], 1002, mapZoom);
|
||||
setupLayer(&g.layers[40], &g.layers[39], 1003, mapZoom);
|
||||
setupLayer(&g.layers[41], &g.layers[40], 1000, mapSmooth);
|
||||
|
||||
setupMultiLayer(&g.layers[42], &g.layers[41], &g.layers[33], 100, mapRiverMix);
|
||||
setupLayer(&g.layers[43], &g.layers[42], 10, mapVoronoiZoom);
|
||||
|
||||
return g;
|
||||
}
|
||||
|
||||
void setGenScale(Generator *g, int magnification)
|
||||
{
|
||||
switch(magnification)
|
||||
{
|
||||
case MAG1:
|
||||
g->mag = MAG1;
|
||||
g->layerNum = 44;
|
||||
break;
|
||||
case MAG4:
|
||||
g->mag = MAG4;
|
||||
g->layerNum = 43;
|
||||
break;
|
||||
case MAG16:
|
||||
g->mag = MAG16;
|
||||
g->layerNum = 39;
|
||||
break;
|
||||
case MAG64:
|
||||
g->mag = MAG64;
|
||||
g->layerNum = 26;
|
||||
break;
|
||||
case MAG256:
|
||||
g->mag = MAG256;
|
||||
g->layerNum = 19;
|
||||
break;
|
||||
case MAGSHROOM:
|
||||
g->mag = MAGSHROOM;
|
||||
g->layerNum = 17;
|
||||
break;
|
||||
case MAG1024:
|
||||
g->mag = MAG1024;
|
||||
g->layerNum = 11;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int calcRequiredBuf(Generator *g, int areaX, int areaZ)
|
||||
{
|
||||
areaX += 2;
|
||||
areaZ += 2;
|
||||
int i, maxX = areaX, maxZ = areaZ;
|
||||
|
||||
for(i = g->layerNum-1; i >= 0; i--)
|
||||
{
|
||||
if(g->layers[i].getMap == mapZoom)
|
||||
{
|
||||
areaX = (areaX >> 1) + 2; areaZ = (areaZ >> 1) + 2;
|
||||
}
|
||||
else if(g->layers[i].getMap == mapVoronoiZoom)
|
||||
{
|
||||
areaX = (areaX >> 2) + 2; areaZ = (areaZ >> 2) + 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(g->layers[i].getMap == mapIsland) continue;
|
||||
if(g->layers[i].getMap == mapSpecial) continue;
|
||||
if(g->layers[i].getMap == mapBiome) continue;
|
||||
if(g->layers[i].getMap == mapRiverInit) continue;
|
||||
if(g->layers[i].getMap == mapRiverMix) continue;
|
||||
|
||||
areaX += 2;
|
||||
areaZ += 2;
|
||||
}
|
||||
if(areaX > maxX) maxX = areaX;
|
||||
if(areaZ > maxZ) maxZ = areaZ;
|
||||
}
|
||||
|
||||
return (maxX+2) * (maxZ+2);
|
||||
}
|
||||
|
||||
void freeGenerator(Generator *g)
|
||||
{
|
||||
free(g->layers);
|
||||
}
|
||||
|
||||
void applySeed(Generator *g, long seed)
|
||||
{
|
||||
g->rawSeed = seed;
|
||||
|
||||
// the seed has to be applied recursively, such that the branching layer chains (of parent 2) keep a world seed of zero
|
||||
setWorldSeed(&g->layers[g->layerNum-1], seed);
|
||||
}
|
||||
|
||||
void genArea(Generator *g, int *out, int areaX, int areaZ, int areaWidth, int areaHeight)
|
||||
{
|
||||
Layer *l = &g->layers[g->layerNum-1];
|
||||
memset(out, 0, areaWidth*areaHeight*sizeof(*out));
|
||||
l->getMap(l, out, areaX, areaZ, areaWidth, areaHeight);
|
||||
}
|
@ -1,64 +0,0 @@
|
||||
/**
|
||||
* generator.h
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#ifndef GENERATOR_H_
|
||||
#define GENERATOR_H_
|
||||
|
||||
#include "layers.h"
|
||||
|
||||
/* If speed is more important than accuracy, here are some magnification modes for the generator.
|
||||
* The map generation is done in stages (layers), some of which zoom into the map, magnifying it.
|
||||
* These magnification modes control at which stage/magnification the map generation is aborted.
|
||||
*
|
||||
* Notes on magnification modes:
|
||||
* MAG1 - 1 to 1 scale, exact map of the biomes
|
||||
* MAG4 - 1 to 4 scale, used by some vanilla mc-generation as a faster alternative to the full scale map
|
||||
* MAG16 - 1 to 16 scale, contains all biomes, except rivers
|
||||
* MAG64 - 1 to 64 scale, misses oceanic features like beaches, small islands and rare biomes (Sunflower Plains).
|
||||
* MAG256 - 1 to 256 scale, contains all the basic biomes, no variations (e.g. no hills and no mutations).
|
||||
* MAGSHROOM, 1 to 256 scale, exploits that Mushroom Islands are determined before most other biomes.
|
||||
* MAG1024 - 1 to 1024 scale, extreme scale that only contains basic information where biome types generate.
|
||||
*/
|
||||
enum Magnification { MAG1, MAG4, MAG16, MAG64, MAG256, MAGSHROOM, MAG1024 };
|
||||
|
||||
STRUCT(Generator) {
|
||||
Layer *layers;
|
||||
int layerNum;
|
||||
int layerMax;
|
||||
int mag;
|
||||
long rawSeed;
|
||||
};
|
||||
|
||||
// Initialise an instance of a generator
|
||||
Generator setupGenerator();
|
||||
|
||||
// Sets the magnification mode of the generator
|
||||
void setGenScale(Generator *g, int magnification);
|
||||
|
||||
// Cleans up and frees the generator layers
|
||||
void freeGenerator(Generator *g);
|
||||
|
||||
// Allocates an amount of memory required to generate an area of dimensions 'sizeX' by 'sizeZ'
|
||||
int *allocCache(Generator *g, int sizeX, int sizeZ);
|
||||
|
||||
// Calculates the minimum size of the buffers required to generate an area of dimensions 'sizeX' by 'sizeZ'
|
||||
int calcRequiredBuf(Generator *g, int sizeX, int sizeZ);
|
||||
|
||||
// Sets the world seed for the generator
|
||||
void applySeed(Generator *g, long seed);
|
||||
|
||||
/**
|
||||
* genArea
|
||||
* -------
|
||||
* Generates the specified area using the current generator settings and stores the biomeIDs in 'out'.
|
||||
* The biomeIDs will be indexed in the form: out[x + z*areaWidth]
|
||||
* It is recommended that 'out' is allocated using allocCache() for the correct buffer size.
|
||||
*/
|
||||
void genArea(Generator *g, int *out, int startX, int startZ, int areaWidth, int areaHeight);
|
||||
|
||||
#endif /* GENERATOR_H_ */
|
1065
cubiomes/layers.c
1065
cubiomes/layers.c
File diff suppressed because it is too large
Load Diff
@ -1,238 +0,0 @@
|
||||
/**
|
||||
* layers.h
|
||||
*
|
||||
* Author: Cubitect
|
||||
* Created on: 17 Feb 2016
|
||||
* Licence: GPLv3
|
||||
*/
|
||||
|
||||
#ifndef LAYER_H_
|
||||
#define LAYER_H_
|
||||
|
||||
#define STRUCT(S) typedef struct S S; struct S
|
||||
|
||||
/*
|
||||
* Annoyingly the gcc compiler breaks some of the simple layer generation functions on the -O3 optimisation level.
|
||||
* Declaring these functions with the attribute below keeps them from misbehaving.
|
||||
* (Declaring the looping variables in the function as volatile also works, but is slower in most cases.)
|
||||
*/
|
||||
#define OPT_O2 __attribute__((optimize("O2")))
|
||||
|
||||
enum BiomeID {
|
||||
none = -1,
|
||||
ocean = 0, plains, desert, extremeHills, forest, taiga, swampland, river, hell, sky, // 0-9
|
||||
frozenOcean, frozenRiver, icePlains, iceMountains, mushroomIsland, mushroomIslandShore, beach, desertHills, forestHills, taigaHills, // 10-19
|
||||
extremeHillsEdge, jungle, jungleHills, jungleEdge, deepOcean, stoneBeach, coldBeach, birchForest, birchForestHills, roofedForest, // 20-29
|
||||
coldTaiga, coldTaigaHills, megaTaiga, megaTaigaHills, extremeHillsPlus, savanna, savannaPlateau, mesa, mesaPlateau_F, mesaPlateau, // 30-39
|
||||
BIOME_NUM
|
||||
};
|
||||
|
||||
enum BiomeType {
|
||||
Ocean, Plains, Desert, Hills, Forest, Taiga, Swamp, River, Hell, Sky, Snow, MushroomIsland, Beach, Jungle, StoneBeach, Savanna, Mesa, BTYPE_NUM
|
||||
};
|
||||
|
||||
enum BiomeTempCategory {
|
||||
Oceanic, Warm, Lush, Cold, Freezing, Unknown
|
||||
};
|
||||
|
||||
STRUCT(Biome) {
|
||||
int id;
|
||||
int type;
|
||||
double height;
|
||||
double temp;
|
||||
int tempCat;
|
||||
};
|
||||
|
||||
STRUCT(Layer) {
|
||||
long baseSeed; // Generator seed (depends only on hierarchy of generator)
|
||||
long worldSeed; // based on the seed of the world
|
||||
|
||||
long chunkSeed; // randomiser seed
|
||||
|
||||
void (*getMap)(Layer *layer, int *out, int x, int z, int w, int h);
|
||||
|
||||
Layer *p, *p2;
|
||||
};
|
||||
|
||||
Biome biomes[256];
|
||||
|
||||
static void initAddBiome(int id, int tempCat, int biometype, float temp, float height)
|
||||
{
|
||||
if(id & (~0xff)) return;
|
||||
biomes[id].id = id;
|
||||
biomes[id].type = biometype;
|
||||
biomes[id].temp = temp;
|
||||
biomes[id].height = height;
|
||||
biomes[id].tempCat = tempCat;
|
||||
}
|
||||
|
||||
static void createMutation(int id)
|
||||
{
|
||||
biomes[id+128] = biomes[id];
|
||||
biomes[id+128].id = id+128;
|
||||
}
|
||||
|
||||
/* initBiomes() has to be called before any of the generators can be used */
|
||||
static void initBiomes()
|
||||
{
|
||||
int i;
|
||||
for(i = 0; i < 256; i++) biomes[i].id = none;
|
||||
|
||||
const double hDefault = 0.1, hShallowWaters = -0.5, hOceans = -1.0, hDeepOceans = -1.8, hLowPlains = 0.125;
|
||||
const double hMidPlains = 0.2, hLowHills = 0.45, hHighPlateaus = 1.5, hMidHills = 1.0, hShores = 0.0;
|
||||
const double hRockyWaters = 0.1, hLowIslands = 0.2, hPartiallySubmerged = -0.2;
|
||||
|
||||
initAddBiome(ocean, Oceanic, Ocean, 0.5, hOceans);
|
||||
initAddBiome(plains, Lush, Plains, 0.8, hDefault);
|
||||
initAddBiome(desert, Warm, Desert, 2.0, hLowPlains);
|
||||
initAddBiome(extremeHills, Lush, Hills, 0.2, hMidHills);
|
||||
initAddBiome(forest, Lush, Forest, 0.7, hDefault);
|
||||
initAddBiome(taiga, Lush, Taiga, 0.25, hMidPlains);
|
||||
initAddBiome(swampland, Lush, Swamp, 0.8, hPartiallySubmerged);
|
||||
initAddBiome(river, Lush, River, 0.5, hShallowWaters);
|
||||
initAddBiome(hell, Warm, Hell, 2.0, hDefault);
|
||||
initAddBiome(sky, Lush, Sky, 0.5, hDefault);
|
||||
initAddBiome(frozenOcean, Oceanic, Ocean, 0.0, hOceans);
|
||||
initAddBiome(frozenRiver, Cold, River, 0.0, hShallowWaters);
|
||||
initAddBiome(icePlains, Cold, Snow, 0.0, hLowPlains);
|
||||
initAddBiome(iceMountains, Cold, Snow, 0.0, hLowHills);
|
||||
initAddBiome(mushroomIsland, Lush, MushroomIsland, 0.9, hLowIslands);
|
||||
initAddBiome(mushroomIslandShore, Lush, MushroomIsland, 0.9, hShores);
|
||||
initAddBiome(beach, Lush, Beach, 0.8, hShores);
|
||||
initAddBiome(desertHills, Warm, Desert, 2.0, hLowHills);
|
||||
initAddBiome(forestHills, Lush, Forest, 0.7, hLowHills);
|
||||
initAddBiome(taigaHills, Lush, Taiga, 0.25, hLowHills);
|
||||
initAddBiome(extremeHillsEdge, Lush, Hills, 0.2, hMidHills);
|
||||
initAddBiome(jungle, Lush, Jungle, 0.95, hDefault);
|
||||
initAddBiome(jungleHills, Lush, Jungle, 0.95, hLowHills);
|
||||
initAddBiome(jungleEdge, Lush, Jungle, 0.95, hDefault);
|
||||
initAddBiome(deepOcean, Oceanic, Ocean, 0.5, hDeepOceans);
|
||||
initAddBiome(stoneBeach, Lush, StoneBeach, 0.2, hRockyWaters);
|
||||
initAddBiome(coldBeach, Cold, Beach, 0.05, hShores);
|
||||
initAddBiome(birchForest, Lush, Forest, 0.6, hDefault);
|
||||
initAddBiome(birchForestHills, Lush, Forest, 0.6, hLowHills);
|
||||
initAddBiome(roofedForest, Lush, Forest, 0.7, hDefault);
|
||||
initAddBiome(coldTaiga, Cold, Taiga, -0.5, hMidPlains);
|
||||
initAddBiome(coldTaigaHills, Cold, Taiga, -0.5, hLowHills);
|
||||
initAddBiome(megaTaiga, Lush, Taiga, 0.3, hMidPlains);
|
||||
initAddBiome(megaTaigaHills, Lush, Taiga, 0.3, hLowHills);
|
||||
initAddBiome(extremeHillsPlus, Lush, Hills, 0.2, hMidHills);
|
||||
initAddBiome(savanna, Warm, Savanna, 1.2, hLowPlains);
|
||||
initAddBiome(savannaPlateau, Warm, Savanna, 1.0, hHighPlateaus);
|
||||
initAddBiome(mesa, Warm, Mesa, 2.0, hDefault);
|
||||
initAddBiome(mesaPlateau_F, Warm, Mesa, 2.0, hHighPlateaus);
|
||||
initAddBiome(mesaPlateau, Warm, Mesa, 2.0, hHighPlateaus);
|
||||
|
||||
createMutation(plains);
|
||||
createMutation(desert);
|
||||
createMutation(extremeHills);
|
||||
createMutation(forest);
|
||||
createMutation(taiga);
|
||||
createMutation(swampland);
|
||||
createMutation(icePlains);
|
||||
createMutation(jungle);
|
||||
createMutation(jungleEdge);
|
||||
createMutation(birchForest);
|
||||
createMutation(birchForestHills);
|
||||
createMutation(roofedForest);
|
||||
createMutation(coldTaiga);
|
||||
createMutation(megaTaiga);
|
||||
createMutation(megaTaigaHills);
|
||||
createMutation(extremeHillsPlus);
|
||||
createMutation(savanna);
|
||||
createMutation(savannaPlateau);
|
||||
createMutation(mesa);
|
||||
createMutation(mesaPlateau_F);
|
||||
createMutation(mesaPlateau);
|
||||
}
|
||||
|
||||
static int getBiomeType(int id)
|
||||
{
|
||||
return biomes[id & 0xff].type;
|
||||
}
|
||||
|
||||
static int biomeExists(int id)
|
||||
{
|
||||
return !(biomes[id & 0xff].id & (~0xff));
|
||||
}
|
||||
|
||||
static int getTempCategory(int id)
|
||||
{
|
||||
return biomes[id & 0xff].tempCat;
|
||||
}
|
||||
|
||||
static int equalOrPlateau(int id1, int id2)
|
||||
{
|
||||
if(id1 == id2) return 1;
|
||||
if(id1 == mesaPlateau_F || id1 == mesaPlateau) return id2 == mesaPlateau_F || id2 == mesaPlateau;
|
||||
if(!biomeExists(id1) || !biomeExists(id2)) return 0;
|
||||
// adjust for asymmetric equality (workaround to simulate a bug in the MC java code)
|
||||
if(id1 >= 128 || id2 >= 128) {
|
||||
// skip biomes that did not overload the isEqualTo() method
|
||||
if(id2 == 130 || id2 == 133 || id2 == 134 || id2 == 149 || id2 == 151 || id2 == 155 ||
|
||||
id2 == 156 || id2 == 157 || id2 == 158 || id2 == 163 || id2 == 164) return 0;
|
||||
}
|
||||
return getBiomeType(id1) == getBiomeType(id2);
|
||||
}
|
||||
|
||||
static int canBeNeighbors(int id1, int id2)
|
||||
{
|
||||
if(equalOrPlateau(id1, id2)) return 1;
|
||||
if(!biomeExists(id1) || !biomeExists(id2)) return 0;
|
||||
int tempCat1 = getTempCategory(id1); if(tempCat1 == Lush) return 1;
|
||||
int tempCat2 = getTempCategory(id2); if(tempCat2 == Lush) return 1;
|
||||
return tempCat1 == tempCat2;
|
||||
}
|
||||
|
||||
static int isOceanic(int id)
|
||||
{
|
||||
return id == ocean || id == deepOcean || id == frozenOcean;
|
||||
}
|
||||
|
||||
static int isBiomeSnowy(int id)
|
||||
{
|
||||
return biomeExists(id) && biomes[id&0xff].temp < 0.1;
|
||||
}
|
||||
|
||||
static int mcNextInt(Layer *layer, int mod)
|
||||
{
|
||||
int ret = (int)((layer->chunkSeed >> 24) % (long)mod);
|
||||
|
||||
if (ret < 0)
|
||||
{
|
||||
ret += mod;
|
||||
}
|
||||
|
||||
layer->chunkSeed *= layer->chunkSeed * 6364136223846793005L + 1442695040888963407L;
|
||||
layer->chunkSeed += layer->worldSeed;
|
||||
return ret;
|
||||
}
|
||||
|
||||
void setChunkSeed(Layer *layer, long chunkX, long chunkZ);
|
||||
void setBaseSeed(Layer *layer, long seed);
|
||||
void setWorldSeed(Layer *layer, long seed);
|
||||
|
||||
|
||||
void mapIsland(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapZoom(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapAddIsland(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapRemoveTooMuchOcean(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapAddSnow(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapCoolWarm(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapHeatIce(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapSpecial(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapAddMushroomIsland(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapDeepOcean(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapBiome(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapRiverInit(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapBiomeEdge(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapHills(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapRiver(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapSmooth(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapRareBiome(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapShore(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapRiverMix(Layer *l, int *out, int x, int z, int w, int h);
|
||||
void mapVoronoiZoom(Layer *l, int *out, int x, int z, int w, int h);
|
||||
|
||||
|
||||
#endif /* LAYER_H_ */
|
Loading…
x
Reference in New Issue
Block a user