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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "cWorldGenerator.h"
#include "cNoise.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cGenSettings.h"

#include "BlockID.h"
#include "Vector3i.h"





cWorldGenerator::cWorldGenerator(cWorld * a_World) :
	m_World(a_World)
{
}





cWorldGenerator::~cWorldGenerator()
{
}





void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
	GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
}





static float GetNoise( float x, float y, cNoise & a_Noise )
{
	float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
	float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
	float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;

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

	float flatness = ((a_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;
}





#define PI_2 (1.57079633f)
static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
{
	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;
}





static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
{
	float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
	float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );

	oct2 *= oct2;
	oct1 = (1 - (oct1 * oct1 *100)) * oct2;
	//if( oct1 < 0.5f ) oct1 = 0;
	//else oct1 = 1.f;

	return oct1;
}





unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
{
	assert((x < 16) && (x > -1) && (y < 128) && (y > -1) && (z < 16) && (z > -1));

	return y + (z * 128) + (x * 128 * 16);
}





void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData)
{
	const int WATER_LEVEL = 60;
	const int SAND_LEVEL = 3;
	
	memset(a_BlockData, E_BLOCK_AIR, cChunk::c_BlockDataSize);

	cNoise Noise(m_World->GetWorldSeed());
	
	for (int z = 0; z < 16; z++) 
	{
		const float zz = (float)(a_ChunkZ * 16 + z);
		for (int x = 0; x < 16; x++)
		{
			// Place bedrock on bottom layer
			a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;

			const float xx = (float)(a_ChunkX * 16 + x);
			
			int Height = (int)(GetNoise( xx * 0.05f, zz * 0.05f, Noise ) * 16);
			const int Lower = 64;
			if ( Height + Lower > 127 )
			{
				Height = 127 - Lower;
			}
			const int Top = Lower + Height;
			const float WaveNoise = 1;  // m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
			for( int y = 1; y < Top; ++y )
			{
				const float yy = (float)y;
				//   V prevent caves from getting too close to the surface
				if( (Top - y > (WaveNoise*2) ) && cosf(GetMarbleNoise( xx, yy*0.5f, zz, Noise )) * fabs( cosf( yy*0.2f + WaveNoise*2 )*0.75f + WaveNoise ) > 0.5f )
				{
					if( y > 4 )
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_AIR;
						if( z > 0 ) a_BlockData[ MakeIndex(x, y, z-1) ] = E_BLOCK_AIR;
						if( z < 15 ) a_BlockData[ MakeIndex(x, y, z+1) ] = E_BLOCK_AIR;
						if( x > 0 ) a_BlockData[ MakeIndex(x-1, y, z) ] = E_BLOCK_AIR;
						if( x < 15 ) a_BlockData[ MakeIndex(x+1, y, z) ] = E_BLOCK_AIR;
					}
					else
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_LAVA;
					}
				}
				else if ((y < 61) && (Top - y < SAND_LEVEL ))
				{
					a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SAND;
				}
				else if ((y < 61) && (Top - y < 4 ))
				{
					a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SANDSTONE;
				}
				else if (Top - y > ((WaveNoise + 1.5f) * 1.5f)) // rock and ores between 1.5 .. 4.5 deep
				{
					if ( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE;
					}
					else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE;
					}
					else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f ))
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE;
					}
					else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f ))
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE;
					}
					else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f ))
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE;
					}
					else
					{
						a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE;
					}
				}
				else
				{
					a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
				}
			}
			if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
			{
				// Replace top dirt with grass:
				a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
			}
			else
			{
				// Add water up to the WATER_LEVEL:
				for (int y = Top; y < WATER_LEVEL; ++y )
				{
					a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
				}
			}
		}
	}
}





void cWorldGenerator::GenerateFoliage( cChunkPtr & a_Chunk )
{
	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++)
	{
		// 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 )
		{
			// 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;
			}

			// Plant sum trees
			{
				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 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;
				}
			}

		}
	}
}