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// HeiGen.cpp

// Implements the various terrain height generators

#include "Globals.h"
#include "HeiGen.h"





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cHeiGenFlat:

void cHeiGenFlat::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
	for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
	{
		a_HeightMap[i] = m_Height;
	}
}





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cHeiGenClassic:

cHeiGenClassic::cHeiGenClassic(int a_Seed, float a_HeightFreq1, float a_HeightAmp1, float a_HeightFreq2, float a_HeightAmp2, float a_HeightFreq3, float a_HeightAmp3) :
	m_Seed(a_Seed),
	m_Noise(a_Seed),
	m_HeightFreq1(a_HeightFreq1),
	m_HeightAmp1 (a_HeightAmp1),
	m_HeightFreq2(a_HeightFreq2),
	m_HeightAmp2 (a_HeightAmp2),
	m_HeightFreq3(a_HeightFreq3),
	m_HeightAmp3 (a_HeightAmp3)
{
	// Nothing needed yet
}





float cHeiGenClassic::GetNoise(float x, float y)
{
	float oct1 = m_Noise.CubicNoise2D(x * m_HeightFreq1, y * m_HeightFreq1) * m_HeightAmp1;
	float oct2 = m_Noise.CubicNoise2D(x * m_HeightFreq2, y * m_HeightFreq2) * m_HeightAmp2;
	float oct3 = m_Noise.CubicNoise2D(x * m_HeightFreq3, y * m_HeightFreq3) * m_HeightAmp3;

	float height = m_Noise.CubicNoise2D(x * 0.1f, y * 0.1f ) * 2;

	float flatness = ((m_Noise.CubicNoise2D(x * 0.5f, y * 0.5f) + 1.f) * 0.5f) * 1.1f; // 0 ... 1.5
	flatness *= flatness * flatness;

	return (oct1 + oct2 + oct3) * flatness + height;
}





void cHeiGenClassic::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
	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 hei = 64 + (int)(GetNoise(xx * 0.05f, zz * 0.05f) * 16);
			if (hei < 10)
			{
				hei = 10;
			}
			if (hei > 250)
			{
				hei = 250;
			}
			cChunkDef::SetHeight(a_HeightMap, x , z, hei);
		}  // for x
	}  // for z
}





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cHeiGenBiomal:

const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[biNumBiomes] =
{
	/*                        Fast-changing | Middle-changing | Slow-changing |*/
	/* Biome               |  Freq1  | Amp1 | Freq2   | Amp2  | Freq3  | Amp3 | BaseHeight */
	/* biOcean            */ { 0.1f,   2.0f,  0.05f,    12.0f,  0.01f,   10.0f,  40},    // done
	/* biPlains           */ { 0.1f,   1.0f,  0.05f,     1.5f,  0.01f,    4.0f,  68},    // done
	/* biDesert           */ { 0.1f,   1.0f,  0.05f,     1.5f,  0.01f,    4.0f,  68},    // done
	/* biExtremeHills     */ { 0.2f,   4.0f,  0.05f,    20.0f,  0.01f,   16.0f, 100},    // done
	/* biForest           */ { 0.1f,   1.0f,  0.05f,     2.0f,  0.01f,    4.0f,  70},    // done
	/* biTaiga            */ { 0.1f,   1.0f,  0.05f,     2.0f,  0.01f,    4.0f,  70},    // done
	/* biSwampland        */ { 0.1f,   1.1f,  0.05f,     1.5f,  0.02f,    2.5f,  61.5},  // done
	/* biRiver            */ { 0.2f,   3.0f,  0.05f,     1.0f,  0.01f,    1.0f,  56},    // done
	/* biNether           */ { 0.1f,   0.0f,  0.01f,     0.0f,  0.01f,    0.0f,   0},  // Unused, but must be here due to indexing
	/* biSky              */ { 0.1f,   0.0f,  0.01f,     0.0f,  0.01f,    0.0f,   0},  // Unused, but must be here due to indexing
	/* biFrozenOcean      */ { 0.1f,   2.0f,  0.05f,    12.0f,  0.01f,   10.0f,  40},  // done
	/* biFrozenRiver      */ { 0.2f,   3.0f,  0.05f,     1.0f,  0.01f,    1.0f,  56},  // done
	/* biIcePlains        */ { 0.1f,   1.0f,  0.05f,     1.5f,  0.01f,    4.0f,  68},  // done
	/* biIceMountains     */ { 0.2f,   2.0f,  0.05f,    10.0f,  0.01f,    8.0f,  80},  // done
	/* biMushroomIsland   */ { 0.1f,   2.0f,  0.05f,     8.0f,  0.01f,    6.0f,  80},  // done
	/* biMushroomShore    */ { 0.1f,   1.0f,  0.05f,     2.0f,  0.01f,    4.0f,  64},  // done
	/* biBeach            */ { 0.1f,   0.5f,  0.05f,     1.0f,  0.01f,    1.0f,  64},  // done
	/* biDesertHills      */ { 0.2f,   2.0f,  0.05f,     5.0f,  0.01f,    4.0f,  75},  // done
	/* biForestHills      */ { 0.2f,   2.0f,  0.05f,    12.0f,  0.01f,   10.0f,  80},  // done
	/* biTaigaHills       */ { 0.2f,   2.0f,  0.05f,    12.0f,  0.01f,   10.0f,  80},  // done
	/* biExtremeHillsEdge */ { 0.2f,   3.0f,  0.05f,    16.0f,  0.01f,   12.0f,  80},  // done
	/* biJungle           */ { 0.1f,   3.0f,  0.05f,     6.0f,  0.01f,    6.0f,  70},  // done
	/* biJungleHills      */ { 0.2f,   3.0f,  0.05f,    12.0f,  0.01f,   10.0f,  80},  // done
} ;





void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
	// Generate a 3x3 chunk area of biomes around this chunk:
	BiomeNeighbors Biomes;
	for (int z = -1; z <= 1; z++)
	{
		for (int x = -1; x <= 1; x++)
		{
			m_BiomeGen.GenBiomes(a_ChunkX + x, a_ChunkZ + z, Biomes[x + 1][z + 1]);
		}  // for x
	}  // for z
	
	// For each height, go through neighboring biomes and add up their idea of height:
	for (int z = 0; z < cChunkDef::Width; z++)
	{
		for (int x = 0; x < cChunkDef::Width; x++)
		{
			cChunkDef::SetHeight(a_HeightMap, x, z, GetHeightAt(x, z, a_ChunkX, a_ChunkZ, Biomes));
		}  // for x
	}
}





HEIGHTTYPE cHeiGenBiomal::GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, int a_ChunkZ, const cHeiGenBiomal::BiomeNeighbors & a_BiomeNeighbors)
{
	// Sum up how many biomes of each type there are in the neighborhood:
	int BiomeCounts[biNumBiomes];
	memset(BiomeCounts, 0, sizeof(BiomeCounts));
	int Sum = 0;
	for (int z = -8; z <= 8; z++)
	{
		int FinalZ = a_RelZ + z + cChunkDef::Width;
		int IdxZ = FinalZ / cChunkDef::Width;
		int ModZ = FinalZ % cChunkDef::Width;
		int WeightZ = 9 - abs(z);
		for (int x = -8; x <= 8; x++)
		{
			int FinalX = a_RelX + x + cChunkDef::Width;
			int IdxX = FinalX / cChunkDef::Width;
			int ModX = FinalX % cChunkDef::Width;
			EMCSBiome Biome = cChunkDef::GetBiome(a_BiomeNeighbors[IdxX][IdxZ], ModX, ModZ);
			if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
			{
				continue;
			}
			int WeightX = 9 - abs(x);
			BiomeCounts[Biome] += WeightX + WeightZ;
			Sum += WeightX + WeightZ;
		}  // for x
	}  // for z
	
	// For each biome type that has a nonzero count, calc its height and add it:
	if (Sum > 0)
	{
		int Height = 0;
		int BlockX = a_ChunkX * cChunkDef::Width + a_RelX;
		int BlockZ = a_ChunkZ * cChunkDef::Width + a_RelZ;
		for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
		{
			if (BiomeCounts[i] == 0)
			{
				continue;
			}
			float oct1 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq1, BlockZ * m_GenParam[i].m_HeightFreq1) * m_GenParam[i].m_HeightAmp1;
			float oct2 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq2, BlockZ * m_GenParam[i].m_HeightFreq2) * m_GenParam[i].m_HeightAmp2;
			float oct3 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq3, BlockZ * m_GenParam[i].m_HeightFreq3) * m_GenParam[i].m_HeightAmp3;
			Height += BiomeCounts[i] * (int)(m_GenParam[i].m_BaseHeight + oct1 + oct2 + oct3);
		}
		int res = (HEIGHTTYPE)(Height / Sum);
		return min(250, max(res, 5));
	}
	
	// No known biome around? Weird. Return a bogus value:
	ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
	return 5;
}