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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-18 20:18:16 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-18 20:18:16 +0100
commit76a92a21d11265ad17dffd11101ea87ce5c60e6a (patch)
tree9e6890042c4157ce1ee85d6e0e0a01a3b8e73efc /source/cWorldGenerator.cpp
parentThread-safe chunk generation, storage and generator are queried for progress while initializing server (diff)
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Diffstat (limited to 'source/cWorldGenerator.cpp')
-rw-r--r--source/cWorldGenerator.cpp221
1 files changed, 128 insertions, 93 deletions
diff --git a/source/cWorldGenerator.cpp b/source/cWorldGenerator.cpp
index 284b4c478..b1f868cad 100644
--- a/source/cWorldGenerator.cpp
+++ b/source/cWorldGenerator.cpp
@@ -14,6 +14,27 @@
+// An array describing an 8-way neighbor coords deltas
+static struct
+{
+ int m_X;
+ int m_Z;
+} g_NeighborCoords[] =
+{
+ {-1, -1},
+ {-1, 0},
+ {-1, 1},
+ {0, -1},
+ {0, 1},
+ {1, -1},
+ {1, 0},
+ {1, 1},
+} ;
+
+
+
+
+
cWorldGenerator::cWorldGenerator(cWorld * a_World) :
m_World(a_World)
{
@@ -40,6 +61,46 @@ void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, ch
+void cWorldGenerator::PostGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ // Check the chunk just generated and all its 8-way neighbors
+ CheckNeighbors(a_ChunkX, a_ChunkY, a_ChunkZ);
+ for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
+ {
+ CheckNeighbors(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z);
+ } // for i - g_NeighborCoords[]
+}
+
+
+
+
+
+void cWorldGenerator::CheckNeighbors(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ if (!m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
+ {
+ return;
+ }
+
+ // Check all 8-way neighbors, if they are all valid, generate foliage in this chunk:
+ int NumNeighbors = 0;
+ for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
+ {
+ if (m_World->IsChunkValid(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z))
+ {
+ NumNeighbors++;
+ }
+ } // for i - g_NeighborCoords[]
+ if (NumNeighbors == 8)
+ {
+ GenerateFoliage(a_ChunkX, a_ChunkY, a_ChunkZ);
+ }
+}
+
+
+
+
+
static float GetNoise( float x, float y, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
@@ -187,7 +248,8 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
{
a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
}
- }
+ } // for y
+
if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
{
// Replace top dirt with grass:
@@ -201,111 +263,84 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
}
}
- }
- }
+
+ // Generate small foliage (1-block):
+ int index = MakeIndex(x, Top - 1, z);
+ int TopY = Top - 1;
+ float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
+ float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
+ if( a_BlockData[index] == E_BLOCK_SAND )
+ {
+ if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124))
+ {
+ a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS;
+ if ((r1.randInt() & 3) == 3)
+ {
+ a_BlockData[ MakeIndex(x, TopY + 2, z) ] = E_BLOCK_CACTUS;
+ }
+ continue;
+ }
+ }
+ else if( a_BlockData[index] == E_BLOCK_GRASS )
+ {
+ float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
+ float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
+ if( val3 > 0.2f && (r1.randInt()%128) > 124 )
+ {
+ a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
+ }
+ else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
+ {
+ a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
+ }
+ else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
+ {
+ a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
+ }
+ else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
+ {
+ a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
+ }
+ }
+ } // for x
+ } // for z
}
-void cWorldGenerator::GenerateFoliage( cChunkPtr & a_Chunk )
+void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
- const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
- const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
- const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
- const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
- const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
-
- int PosX = a_Chunk->GetPosX();
- int PosZ = a_Chunk->GetPosZ();
-
- cWorld* World = a_Chunk->GetWorld();
- cNoise m_Noise( World->GetWorldSeed() );
- char* BlockType = a_Chunk->pGetType();
-
- for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
+ char BlockType[cChunk::c_NumBlocks];
+
+ if (!m_World->GetChunkBlocks(a_ChunkX, a_ChunkY, a_ChunkZ, BlockType))
{
- // Find top most Y
- int TopY = -1;
- for(int y = 127; y > 0; y--)
- {
- int index = MakeIndex( x, y, z );
- if( BlockType[index] != E_BLOCK_AIR )
- {
- TopY = y;
- break;
- }
- }
- if( TopY > 0 )
+ LOGWARNING("Cannot generate foliage on chunk [%d, %d]", a_ChunkX, a_ChunkZ);
+ return;
+ }
+
+ cNoise Noise(m_World->GetWorldSeed());
+ for (int z = 0; z < 16; z++)
+ {
+ int zz = z + a_ChunkZ * 16;
+ for (int x = 0; x < 16; x++)
{
- // Change top dirt into grass and prevent sand from floating over caves
- int index = MakeIndex( x, TopY, z );
- int index1 = MakeIndex( x, TopY-1, z );
- int index2 = MakeIndex( x, TopY-2, z );
- int index3 = MakeIndex( x, TopY-3, z );
- int index4 = MakeIndex( x, TopY-4, z );
- int index5 = MakeIndex( x, TopY-5, z );
-
- if( BlockType[index] == SandID ) {
-
- if( BlockType[index1] == CaveID ) {
- BlockType[ index ] = (char)SandStoneID;
- } else if( BlockType[index2] == CaveID ) {
- BlockType[ index1 ] = (char)SandStoneID;
- } else if( BlockType[index3] == CaveID ) {
- BlockType[ index2 ] = (char)SandStoneID;
- } else if( BlockType[index4] == CaveID ) {
- BlockType[ index3 ] = (char)SandStoneID;
- } else if( BlockType[index5] == CaveID ) {
- BlockType[ index4 ] = (char)SandStoneID;
- }
-
- }
-
- if( BlockType[index] == DirtID )
- {
- BlockType[ index ] = (char)GrassID;
- }
+ int xx = x + a_ChunkX * 16;
- // Plant sum trees
+ int TopY = m_World->GetHeight(xx, zz);
+ int index = MakeIndex(x, TopY - 1, z);
+ if (BlockType[index] == E_BLOCK_GRASS )
{
- int xx = x + PosX*16;
- int zz = z + PosZ*16;
-
- float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
- float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
- if( BlockType[index] == SandID )
- {
- if( (val1 + val2 > 0.f) && (r1.randInt()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
- {
- BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
- if( (r1.randInt() & 3) == 3 )
- {
- BlockType[ MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
- }
- continue;
- }
- }
- else if( BlockType[index] == GrassID )
+ float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f );
+ float val2 = Noise.CubicNoise2D( xx * 0.01f, zz * 0.01f );
+ if ((val1 + val2 > 0.2f) && ((r1.randInt() % 128) > 124))
{
- float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
- float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
- if( val1 + val2 > 0.2f && (r1.randInt()%128) > 124 )
- World->GrowTree( xx, TopY, zz );
- else if( val3 > 0.2f && (r1.randInt()%128) > 124 )
- BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
- else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
- BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
- else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
- BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
- else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
- BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
+ m_World->GrowTree( xx, TopY, zz );
}
- }
-
- }
- }
+ } // if (Grass)
+ } // for x
+ } // for z
}