// Caves.cpp
// Implements the various cave structure generators:
// - cStructGenWormNestCaves
// - cStructGenMarbleCaves
// - cStructGenNetherCaves
#include "Globals.h"
#include "Caves.h"
struct cDefPoint
{
int m_BlockX;
int m_BlockZ;
int m_Radius;
cDefPoint(int a_BlockX, int a_BlockZ, int a_Radius) :
m_BlockX(a_BlockX),
m_BlockZ(a_BlockZ),
m_Radius(a_Radius)
{
}
} ;
typedef std::vector<cDefPoint> cDefPoints;
/// A single non-branching tunnel
class cCaveTunnel
{
cDefPoints m_Points;
/// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise
void GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise);
/// Refines (adds and smooths) defpoints from a_Src into a_Dst
void RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst);
/// Does one round of smoothing, two passes of RefineDefPoints()
void Smooth(void);
/// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block
void FinishLinear(void);
public:
// Coords for which the ravine was generated (not necessarily the center)
int m_BlockX;
int m_BlockZ;
cCaveTunnel(int a_BlockStartX, int a_BlockStartZ, int a_Size, cNoise & a_Noise);
/// Carves the tunnel into the chunk specified
void ProcessChunk(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::HeightMap & a_HeightMap
);
} ;
typedef std::vector<cCaveTunnel *> cCaveTunnels;
/// A collection of connected tunnels, possibly branching.
class cStructGenWormNestCaves::cCaveSystem
{
public:
cCaveSystem(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise);
~cCaveSystem();
/// Carves the cave system into the chunk specified
void ProcessChunk(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::HeightMap & a_HeightMap
);
protected:
int m_BlockX;
int m_BlockZ;
cCaveTunnels m_Tunnels;
void Clear(void);
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCaveTunnel:
void cCaveTunnel::ProcessChunk(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::HeightMap & a_HeightMap
)
{
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenWormNestCaves::cCaveSystem:
cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) :
m_BlockX(a_BlockX),
m_BlockZ(a_BlockZ)
{
// TODO: Generate a cave system
}
cStructGenWormNestCaves::cCaveSystem::~cCaveSystem()
{
Clear();
}
void cStructGenWormNestCaves::cCaveSystem::Clear(void)
{
// TODO
}
void cStructGenWormNestCaves::cCaveSystem::ProcessChunk(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
cChunkDef::HeightMap & a_HeightMap
)
{
for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr)
{
(*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap);
} // for itr - m_Tunnels[]
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenWormNestCaves:
cStructGenWormNestCaves::~cStructGenWormNestCaves()
{
ClearCache();
}
void cStructGenWormNestCaves::ClearCache(void)
{
for (cCaves::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr)
{
delete *itr;
} // for itr - m_Cache[]
m_Cache.clear();
}
void cStructGenWormNestCaves::GenStructures(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
cCaves Caves;
GetCavesForChunk(a_ChunkX, a_ChunkZ, Caves);
for (cCaves::const_iterator itr = Caves.begin(); itr != Caves.end(); ++itr)
{
(*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap);
} // for itr - Caves[]
}
void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenWormNestCaves::cCaves & a_Caves)
{
// TODO: Implement proper caching
// - don't destroy caves that are reusable
// - don't create caves that are already in the cache
ClearCache();
int BaseX = a_ChunkX * cChunkDef::Width / m_Size;
int BaseZ = a_ChunkZ * cChunkDef::Width / m_Size;
if (BaseX < 0)
{
--BaseX;
}
if (BaseZ < 0)
{
--BaseZ;
}
BaseX -= 4;
BaseZ -= 4;
for (int x = 0; x < 8; x++)
{
int RealX = (BaseX + x) * m_Size;
for (int z = 0; z < 8; z++)
{
int RealZ = (BaseZ + z) * m_Size;
m_Cache.push_back(new cCaveSystem(RealX, RealZ, m_Size, m_Noise));
}
}
a_Caves = m_Cache;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenMarbleCaves:
static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
{
static const float PI_2 = 1.57079633f;
float oct1 = (a_Noise.CubicNoise3D(x * 0.1f, y * 0.1f, z * 0.1f )) * 4;
oct1 = oct1 * oct1 * oct1;
if (oct1 < 0.f) oct1 = PI_2;
if (oct1 > PI_2) oct1 = PI_2;
return oct1;
}
void cStructGenMarbleCaves::GenStructures(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
cNoise Noise(m_Seed);
for (int z = 0; z < cChunkDef::Width; z++)
{
const float zz = (float)(a_ChunkZ * cChunkDef::Width + z);
for (int x = 0; x < cChunkDef::Width; x++)
{
const float xx = (float)(a_ChunkX * cChunkDef::Width + x);
int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
for (int y = 1; y < Top; ++y )
{
if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_STONE)
{
continue;
}
const float yy = (float)y;
const float WaveNoise = 1;
if (cosf(GetMarbleNoise(xx, yy * 0.5f, zz, Noise)) * fabs(cosf(yy * 0.2f + WaveNoise * 2) * 0.75f + WaveNoise) > 0.0005f)
{
if (y > 4)
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
}
else
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_LAVA);
}
}
} // for y
} // for x
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cStructGenDualRidgeCaves:
void cStructGenDualRidgeCaves::GenStructures(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
cEntityList & a_Entities, // Entities may be added or deleted
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
)
{
cNoise Noise1(m_Seed);
cNoise Noise2(2 * m_Seed + 19999);
for (int z = 0; z < cChunkDef::Width; z++)
{
const float zz = (float)(a_ChunkZ * cChunkDef::Width + z) / 10;
for (int x = 0; x < cChunkDef::Width; x++)
{
const float xx = (float)(a_ChunkX * cChunkDef::Width + x) / 10;
int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
for (int y = 1; y <= Top; ++y)
{
/*
if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_STONE)
{
continue;
}
*/
const float yy = (float)y / 10;
const float WaveNoise = 1;
float n1 = Noise1.CubicNoise3D(xx, yy, zz);
float n2 = Noise2.CubicNoise3D(xx, yy, zz);
float n3 = Noise1.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4;
float n4 = Noise2.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4;
if ((abs(n1 + n3) * abs(n2 + n4)) > m_Threshold)
{
if (y > 10)
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
}
else
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_LAVA);
}
}
} // for y
} // for x
} // for z
}