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-rw-r--r--source/Generating/FinishGen.cpp664
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diff --git a/source/Generating/FinishGen.cpp b/source/Generating/FinishGen.cpp
deleted file mode 100644
index 8899e4bd0..000000000
--- a/source/Generating/FinishGen.cpp
+++ /dev/null
@@ -1,664 +0,0 @@
-
-// FinishGen.cpp
-
-/* Implements the various finishing generators:
- - cFinishGenSnow
- - cFinishGenIce
- - cFinishGenSprinkleFoliage
-*/
-
-#include "Globals.h"
-
-#include "FinishGen.h"
-#include "../Noise.h"
-#include "../BlockID.h"
-#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
-#include "../World.h"
-
-
-
-
-
-#define DEF_NETHER_WATER_SPRINGS "0, 1; 255, 1"
-#define DEF_NETHER_LAVA_SPRINGS "0, 0; 30, 0; 31, 50; 120, 50; 127, 0"
-#define DEF_OVERWORLD_WATER_SPRINGS "0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0"
-#define DEF_OVERWORLD_LAVA_SPRINGS "0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0"
-#define DEF_END_WATER_SPRINGS "0, 1; 255, 1"
-#define DEF_END_LAVA_SPRINGS "0, 1; 255, 1"
-
-
-
-
-
-static inline bool IsWater(BLOCKTYPE a_BlockType)
-{
- return (a_BlockType == E_BLOCK_STATIONARY_WATER) || (a_BlockType == E_BLOCK_WATER);
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenSprinkleFoliage:
-
-bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ)
-{
- // We'll be doing comparison to neighbors, so require the coords to be 1 block away from the chunk edges:
- if (
- (a_RelX < 1) || (a_RelX >= cChunkDef::Width - 1) ||
- (a_RelY < 1) || (a_RelY >= cChunkDef::Height - 2) ||
- (a_RelZ < 1) || (a_RelZ >= cChunkDef::Width - 1)
- )
- {
- return false;
- }
-
- // Only allow dirt, grass or sand below sugarcane:
- switch (a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ))
- {
- case E_BLOCK_DIRT:
- case E_BLOCK_GRASS:
- case E_BLOCK_SAND:
- {
- break;
- }
- default:
- {
- return false;
- }
- }
-
- // Water is required next to the block below the sugarcane:
- if (
- !IsWater(a_ChunkDesc.GetBlockType(a_RelX - 1, a_RelY, a_RelZ)) &&
- !IsWater(a_ChunkDesc.GetBlockType(a_RelX + 1, a_RelY, a_RelZ)) &&
- !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ - 1)) &&
- !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ + 1))
- )
- {
- return false;
- }
-
- // All conditions met, place a sugarcane here:
- a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
- return true;
-}
-
-
-
-
-
-void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- // Generate small foliage (1-block):
-
- // TODO: Update heightmap with 1-block-tall foliage
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
- const float zz = (float)BlockZ;
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
- if (((m_Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
- {
- continue;
- }
- int Top = a_ChunkDesc.GetHeight(x, z);
- if (Top > 250)
- {
- // Nothing grows above Y=250
- continue;
- }
- if (a_ChunkDesc.GetBlockType(x, Top + 1, z) != E_BLOCK_AIR)
- {
- // Space already taken by something else, don't grow here
- // WEIRD, since we're using heightmap, so there should NOT be anything above it
- continue;
- }
-
- const float xx = (float)BlockX;
- float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
- float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
- switch (a_ChunkDesc.GetBlockType(x, Top, z))
- {
- case E_BLOCK_GRASS:
- {
- 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)
- {
- a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
- }
- else if (val2 + val3 > 0.2f)
- {
- a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_ROSE);
- }
- else if (val3 + val4 > 0.2f)
- {
- a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_RED_MUSHROOM);
- }
- else if (val1 + val4 > 0.2f)
- {
- a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
- }
- else if (val1 + val2 + val3 + val4 < -0.1)
- {
- a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS);
- }
- else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
- {
- ++Top;
- }
- else if ((val1 > 0.5) && (val2 < -0.5))
- {
- a_ChunkDesc.SetBlockTypeMeta(x, ++Top, z, E_BLOCK_PUMPKIN, (int)(val3 * 8) % 4);
- }
- break;
- } // case E_BLOCK_GRASS
-
- case E_BLOCK_SAND:
- {
- int y = Top + 1;
- if (
- (x > 0) && (x < cChunkDef::Width - 1) &&
- (z > 0) && (z < cChunkDef::Width - 1) &&
- (val1 + val2 > 0.5f) &&
- (a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) &&
- (a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) &&
- (a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) &&
- (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR)
- )
- {
- a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS);
- }
- else if (TryAddSugarcane(a_ChunkDesc, x, Top, z))
- {
- ++Top;
- }
- break;
- }
- } // switch (TopBlock)
- a_ChunkDesc.SetHeight(x, z, Top);
- } // for y
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenSnow:
-
-void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- // Add a snow block in snowy biomes onto blocks that can be snowed over
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- switch (a_ChunkDesc.GetBiome(x, z))
- {
- case biIcePlains:
- case biIceMountains:
- case biTaiga:
- case biTaigaHills:
- case biFrozenRiver:
- case biFrozenOcean:
- {
- int Height = a_ChunkDesc.GetHeight(x, z);
- if (g_BlockIsSnowable[a_ChunkDesc.GetBlockType(x, Height, z)])
- {
- a_ChunkDesc.SetBlockType(x, Height + 1, z, E_BLOCK_SNOW);
- a_ChunkDesc.SetHeight(x, z, Height + 1);
- }
- break;
- }
- }
- }
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenIce:
-
-void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- // Turn surface water into ice in icy biomes
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- switch (a_ChunkDesc.GetBiome(x, z))
- {
- case biIcePlains:
- case biIceMountains:
- case biTaiga:
- case biTaigaHills:
- case biFrozenRiver:
- case biFrozenOcean:
- {
- int Height = a_ChunkDesc.GetHeight(x, z);
- switch (a_ChunkDesc.GetBlockType(x, Height, z))
- {
- case E_BLOCK_WATER:
- case E_BLOCK_STATIONARY_WATER:
- {
- a_ChunkDesc.SetBlockType(x, Height, z, E_BLOCK_ICE);
- break;
- }
- }
- break;
- }
- }
- }
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenLilypads:
-
-int cFinishGenSingleBiomeSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap)
-{
- int res = 0;
- for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
- {
- if (a_BiomeMap[i] == m_Biome)
- {
- res++;
- }
- } // for i - a_BiomeMap[]
- return m_Amount * res / 256;
-}
-
-
-
-
-
-void cFinishGenSingleBiomeSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- // Add Lilypads on top of water surface in Swampland
-
- int NumToGen = GetNumToGen(a_ChunkDesc.GetBiomeMap());
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
- for (int i = 0; i < NumToGen; i++)
- {
- int x = (m_Noise.IntNoise3DInt(ChunkX + ChunkZ, ChunkZ, i) / 13) % cChunkDef::Width;
- int z = (m_Noise.IntNoise3DInt(ChunkX - ChunkZ, i, ChunkZ) / 11) % cChunkDef::Width;
-
- // Place the block at {x, z} if possible:
- if (a_ChunkDesc.GetBiome(x, z) != m_Biome)
- {
- // Incorrect biome
- continue;
- }
- int Height = a_ChunkDesc.GetHeight(x, z);
- if (Height >= cChunkDef::Height)
- {
- // Too high up
- continue;
- }
- if (a_ChunkDesc.GetBlockType(x, Height + 1, z) != E_BLOCK_AIR)
- {
- // Not an empty block
- continue;
- }
- BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, Height, z);
- if ((BlockBelow == m_AllowedBelow1) || (BlockBelow == m_AllowedBelow2))
- {
- a_ChunkDesc.SetBlockType(x, Height + 1, z, m_BlockType);
- a_ChunkDesc.SetHeight(x, z, Height + 1);
- }
- } // for i
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenBottomLava:
-
-void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
- for (int y = m_Level; y > 0; y--)
- {
- for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
- {
- int Index = cChunkDef::MakeIndexNoCheck(x, y, z);
- if (BlockTypes[Index] == E_BLOCK_AIR)
- {
- BlockTypes[Index] = E_BLOCK_STATIONARY_LAVA;
- }
- } // for x, for z
- } // for y
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenPreSimulator:
-
-cFinishGenPreSimulator::cFinishGenPreSimulator(void)
-{
- // Nothing needed yet
-}
-
-
-
-
-
-void cFinishGenPreSimulator::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- CollapseSandGravel(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap());
- StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
- StationarizeFluid(a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap(), E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
- // TODO: other operations
-}
-
-
-
-
-
-void cFinishGenPreSimulator::CollapseSandGravel(
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
-)
-{
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- int LastY = -1;
- int HeightY = 0;
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
- switch (Block)
- {
- default:
- {
- // Set the last block onto which stuff can fall to this height:
- LastY = y;
- HeightY = y;
- break;
- }
- case E_BLOCK_AIR:
- {
- // Do nothing
- break;
- }
- case E_BLOCK_FIRE:
- case E_BLOCK_WATER:
- case E_BLOCK_STATIONARY_WATER:
- case E_BLOCK_LAVA:
- case E_BLOCK_STATIONARY_LAVA:
- {
- // Do nothing, only remember this height as potentially highest
- HeightY = y;
- break;
- }
- case E_BLOCK_SAND:
- case E_BLOCK_GRAVEL:
- {
- if (LastY < y - 1)
- {
- cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block);
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
- }
- LastY++;
- if (LastY > HeightY)
- {
- HeightY = LastY;
- }
- break;
- }
- } // switch (GetBlock)
- } // for y
- cChunkDef::SetHeight(a_HeightMap, x, z, HeightY);
- } // for x
- } // for z
-}
-
-
-
-
-
-void cFinishGenPreSimulator::StationarizeFluid(
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::HeightMap & a_HeightMap, // Height map to read
- BLOCKTYPE a_Fluid,
- BLOCKTYPE a_StationaryFluid
-)
-{
- // Turn fluid in the middle to stationary, unless it has air or washable block next to it:
- for (int z = 1; z < cChunkDef::Width - 1; z++)
- {
- for (int x = 1; x < cChunkDef::Width - 1; x++)
- {
- for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
- {
- BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
- if ((Block != a_Fluid) && (Block != a_StationaryFluid))
- {
- continue;
- }
- static const struct
- {
- int x, y, z;
- } Coords[] =
- {
- {1, 0, 0},
- {-1, 0, 0},
- {0, 0, 1},
- {0, 0, -1},
- {0, -1, 0}
- } ;
- BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
- for (int i = 0; i < ARRAYCOUNT(Coords); i++)
- {
- if ((y == 0) && (Coords[i].y < 0))
- {
- continue;
- }
- BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
- if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
- {
- // There is an air / washable neighbor, simulate this block
- BlockToSet = a_Fluid;
- break;
- }
- } // for i - Coords[]
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
- } // for y
- } // for x
- } // for z
-
- // Turn fluid at the chunk edges into non-stationary fluid:
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int i = 0; i < cChunkDef::Width; i++) // i stands for both x and z here
- {
- if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
- {
- cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
- }
- if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
- {
- cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
- }
- if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
- {
- cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
- }
- if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
- {
- cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
- }
- }
- }
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cFinishGenFluidSprings:
-
-cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) :
- m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
- m_HeightDistribution(255),
- m_Fluid(a_Fluid)
-{
- bool IsWater = (a_Fluid == E_BLOCK_WATER);
- AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
- AString DefaultHeightDistribution;
- int DefaultChance;
- switch (a_World.GetDimension())
- {
- case dimNether:
- {
- DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS;
- DefaultChance = IsWater ? 0 : 15;
- break;
- }
- case dimOverworld:
- {
- DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS;
- DefaultChance = IsWater ? 24 : 9;
- break;
- }
- case dimEnd:
- {
- DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS;
- DefaultChance = 0;
- break;
- }
- default:
- {
- ASSERT(!"Unhandled world dimension");
- break;
- }
- } // switch (dimension)
- AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution);
- if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0))
- {
- LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".",
- (a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava",
- DefaultHeightDistribution.c_str()
- );
- m_HeightDistribution.SetDefString(DefaultHeightDistribution);
- }
- m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance);
-}
-
-
-
-
-
-void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- int ChanceRnd = (m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 512, 256 * a_ChunkDesc.GetChunkZ()) / 13) % 100;
- if (ChanceRnd > m_Chance)
- {
- // Not in this chunk
- return;
- }
-
- // Get the height at which to try:
- int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11;
- Height %= m_HeightDistribution.GetSum();
- Height = m_HeightDistribution.MapValue(Height);
-
- // Try adding the spring at the height, if unsuccessful, move lower:
- for (int y = Height; y > 1; y--)
- {
- // TODO: randomize the order in which the coords are being checked
- for (int z = 1; z < cChunkDef::Width - 1; z++)
- {
- for (int x = 1; x < cChunkDef::Width - 1; x++)
- {
- switch (a_ChunkDesc.GetBlockType(x, y, z))
- {
- case E_BLOCK_NETHERRACK:
- case E_BLOCK_STONE:
- {
- if (TryPlaceSpring(a_ChunkDesc, x, y, z))
- {
- // Succeeded, bail out
- return;
- }
- }
- } // switch (BlockType)
- } // for x
- } // for y
- } // for y
-}
-
-
-
-
-
-bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z)
-{
- // In order to place a spring, it needs exactly one of the XZ neighbors or a below neighbor to be air
- // Also, its neighbor on top of it must be non-air
- if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
- {
- return false;
- }
-
- static const struct
- {
- int x, y, z;
- } Coords[] =
- {
- {-1, 0, 0},
- { 1, 0, 0},
- { 0, -1, 0},
- { 0, 0, -1},
- { 0, 0, 1},
- } ;
- int NumAirNeighbors = 0;
- for (int i = 0; i < ARRAYCOUNT(Coords); i++)
- {
- switch (a_ChunkDesc.GetBlockType(x + Coords[i].x, y + Coords[i].y, z + Coords[i].z))
- {
- case E_BLOCK_AIR:
- {
- NumAirNeighbors += 1;
- if (NumAirNeighbors > 1)
- {
- return false;
- }
- }
- }
- }
- if (NumAirNeighbors == 0)
- {
- return false;
- }
-
- // Has exactly one air neighbor, place a spring:
- a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0);
- return true;
-}
-
-
-
-