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-rw-r--r--source/Generating/StructGen.cpp675
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diff --git a/source/Generating/StructGen.cpp b/source/Generating/StructGen.cpp
deleted file mode 100644
index 2180261aa..000000000
--- a/source/Generating/StructGen.cpp
+++ /dev/null
@@ -1,675 +0,0 @@
-
-// StructGen.h
-
-#include "Globals.h"
-#include "StructGen.h"
-#include "../BlockID.h"
-#include "Trees.h"
-#include "../BlockArea.h"
-#include "../LinearUpscale.h"
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenOreNests configuration:
-
-const int MAX_HEIGHT_COAL = 127;
-const int NUM_NESTS_COAL = 50;
-const int NEST_SIZE_COAL = 10;
-
-const int MAX_HEIGHT_IRON = 64;
-const int NUM_NESTS_IRON = 14;
-const int NEST_SIZE_IRON = 6;
-
-const int MAX_HEIGHT_REDSTONE = 16;
-const int NUM_NESTS_REDSTONE = 4;
-const int NEST_SIZE_REDSTONE = 6;
-
-const int MAX_HEIGHT_GOLD = 32;
-const int NUM_NESTS_GOLD = 2;
-const int NEST_SIZE_GOLD = 6;
-
-const int MAX_HEIGHT_DIAMOND = 15;
-const int NUM_NESTS_DIAMOND = 1;
-const int NEST_SIZE_DIAMOND = 4;
-
-const int MAX_HEIGHT_LAPIS = 30;
-const int NUM_NESTS_LAPIS = 2;
-const int NEST_SIZE_LAPIS = 5;
-
-const int MAX_HEIGHT_DIRT = 127;
-const int NUM_NESTS_DIRT = 20;
-const int NEST_SIZE_DIRT = 32;
-
-const int MAX_HEIGHT_GRAVEL = 70;
-const int NUM_NESTS_GRAVEL = 15;
-const int NEST_SIZE_GRAVEL = 32;
-
-
-
-
-
-template <typename T> T Clamp(T a_Value, T a_Min, T a_Max)
-{
- return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
-}
-
-
-
-
-
-static bool SortTreeBlocks(const sSetBlock & a_First, const sSetBlock & a_Second)
-{
- return (a_First.BlockType == E_BLOCK_LOG) && (a_Second.BlockType != E_BLOCK_LOG);
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenTrees:
-
-void cStructGenTrees::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
-
- cChunkDesc WorkerDesc(ChunkX, ChunkZ);
-
- // Generate trees:
- for (int x = 0; x <= 2; x++)
- {
- int BaseX = ChunkX + x - 1;
- for (int z = 0; z <= 2; z++)
- {
- int BaseZ = ChunkZ + z - 1;
-
- cChunkDesc * Dest;
-
- if ((x != 1) || (z != 1))
- {
- Dest = &WorkerDesc;
- WorkerDesc.SetChunkCoords(BaseX, BaseZ);
-
- m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
- m_HeightGen->GenHeightMap (BaseX, BaseZ, WorkerDesc.GetHeightMap());
- m_CompositionGen->ComposeTerrain(WorkerDesc);
- // TODO: Free the entity lists
- }
- else
- {
- Dest = &a_ChunkDesc;
- }
-
- int NumTrees = GetNumTrees(BaseX, BaseZ, Dest->GetBiomeMap());
-
- sSetBlockVector OutsideLogs, OutsideOther;
- for (int i = 0; i < NumTrees; i++)
- {
- GenerateSingleTree(BaseX, BaseZ, i, *Dest, OutsideLogs, OutsideOther);
- }
-
- sSetBlockVector IgnoredOverflow;
- IgnoredOverflow.reserve(OutsideOther.size());
- ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideOther, IgnoredOverflow);
- IgnoredOverflow.clear();
- IgnoredOverflow.reserve(OutsideLogs.size());
- ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideLogs, IgnoredOverflow);
- } // for z
- } // for x
-
- // Update the heightmap:
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int y = cChunkDef::Height - 1; y >= 0; y--)
- {
- if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
- {
- a_ChunkDesc.SetHeight(x, z, y);
- break;
- }
- } // for y
- } // for z
- } // for x
-}
-
-
-
-
-
-void cStructGenTrees::GenerateSingleTree(
- int a_ChunkX, int a_ChunkZ, int a_Seq,
- cChunkDesc & a_ChunkDesc,
- sSetBlockVector & a_OutsideLogs,
- sSetBlockVector & a_OutsideOther
-)
-{
- int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
- int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
-
- int Height = a_ChunkDesc.GetHeight(x, z);
-
- if ((Height <= 0) || (Height > 240))
- {
- return;
- }
-
- // Check the block underneath the tree:
- BLOCKTYPE TopBlock = a_ChunkDesc.GetBlockType(x, Height, z);
- if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_FARMLAND))
- {
- return;
- }
-
- sSetBlockVector TreeLogs, TreeOther;
- GetTreeImageByBiome(
- a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
- m_Noise, a_Seq,
- a_ChunkDesc.GetBiome(x, z),
- TreeLogs, TreeOther
- );
-
- // Check if the generated image fits the terrain. Only the logs are checked:
- for (sSetBlockVector::const_iterator itr = TreeLogs.begin(); itr != TreeLogs.end(); ++itr)
- {
- if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ))
- {
- // Outside the chunk
- continue;
- }
-
- BLOCKTYPE Block = a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z);
- switch (Block)
- {
- CASE_TREE_ALLOWED_BLOCKS:
- {
- break;
- }
- default:
- {
- // There's something in the way, abort this tree altogether
- return;
- }
- }
- }
-
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther);
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
-}
-
-
-
-
-
-void cStructGenTrees::ApplyTreeImage(
- int a_ChunkX, int a_ChunkZ,
- cChunkDesc & a_ChunkDesc,
- const sSetBlockVector & a_Image,
- sSetBlockVector & a_Overflow
-)
-{
- // Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
- for (sSetBlockVector::const_iterator itr = a_Image.begin(), end = a_Image.end(); itr != end; ++itr)
- {
- if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
- {
- // Inside this chunk, integrate into a_ChunkDesc:
- switch (a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z))
- {
- case E_BLOCK_LEAVES:
- {
- if (itr->BlockType != E_BLOCK_LOG)
- {
- break;
- }
- // fallthrough:
- }
- CASE_TREE_OVERWRITTEN_BLOCKS:
- {
- a_ChunkDesc.SetBlockTypeMeta(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
- break;
- }
-
- } // switch (GetBlock())
- continue;
- }
-
- // Outside the chunk, push into a_Overflow.
- // Don't check if already present there, by separating logs and others we don't need the checks anymore:
- a_Overflow.push_back(*itr);
- }
-}
-
-
-
-
-
-int cStructGenTrees::GetNumTrees(
- int a_ChunkX, int a_ChunkZ,
- const cChunkDef::BiomeMap & a_Biomes
-)
-{
- int NumTrees = 0;
- for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
- {
- int Add = 0;
- switch (cChunkDef::GetBiome(a_Biomes, x, z))
- {
- case biPlains: Add = 1; break;
- case biExtremeHills: Add = 3; break;
- case biForest: Add = 30; break;
- case biTaiga: Add = 30; break;
- case biSwampland: Add = 8; break;
- case biIcePlains: Add = 1; break;
- case biIceMountains: Add = 1; break;
- case biMushroomIsland: Add = 3; break;
- case biMushroomShore: Add = 3; break;
- case biForestHills: Add = 20; break;
- case biTaigaHills: Add = 20; break;
- case biExtremeHillsEdge: Add = 5; break;
- case biJungle: Add = 120; break;
- case biJungleHills: Add = 90; break;
- }
- NumTrees += Add;
- }
- return NumTrees / 1024;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenOreNests:
-
-void cStructGenOreNests::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
- cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, BlockTypes, 1);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, BlockTypes, 2);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, BlockTypes, 3);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, BlockTypes, 4);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, BlockTypes, 5);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, BlockTypes, 6);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIRT, MAX_HEIGHT_DIRT, NUM_NESTS_DIRT, NEST_SIZE_DIRT, BlockTypes, 10);
- GenerateOre(ChunkX, ChunkZ, E_BLOCK_GRAVEL, MAX_HEIGHT_GRAVEL, NUM_NESTS_GRAVEL, NEST_SIZE_GRAVEL, BlockTypes, 11);
-}
-
-
-
-
-
-void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq)
-{
- // This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
- // It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
- // Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
-
- for (int i = 0; i < a_NumNests; i++)
- {
- int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
- int BaseX = rnd % cChunkDef::Width;
- rnd /= cChunkDef::Width;
- int BaseZ = rnd % cChunkDef::Width;
- rnd /= cChunkDef::Width;
- int BaseY = rnd % a_MaxHeight;
- rnd /= a_MaxHeight;
- int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
- int Num = 0;
- while (Num < NestSize)
- {
- // Put a cuboid around [BaseX, BaseY, BaseZ]
- int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
- int xsize = rnd % 2;
- int ysize = (rnd / 4) % 2;
- int zsize = (rnd / 16) % 2;
- rnd >>= 8;
- for (int x = xsize; x >= 0; --x)
- {
- int BlockX = BaseX + x;
- if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
- for (int y = ysize; y >= 0; --y)
- {
- int BlockY = BaseY + y;
- if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
- for (int z = zsize; z >= 0; --z)
- {
- int BlockZ = BaseZ + z;
- if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
-
- int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
- if (a_BlockTypes[Index] == E_BLOCK_STONE)
- {
- a_BlockTypes[Index] = a_OreType;
- }
- Num++;
- } // for z
- } // for y
- } // for x
-
- // Move the base to a neighbor voxel
- switch (rnd % 4)
- {
- case 0: BaseX--; break;
- case 1: BaseX++; break;
- }
- switch ((rnd >> 3) % 4)
- {
- case 0: BaseY--; break;
- case 1: BaseY++; break;
- }
- switch ((rnd >> 6) % 4)
- {
- case 0: BaseZ--; break;
- case 1: BaseZ++; break;
- }
- } // while (Num < NumBlocks)
- } // for i - NumNests
-}
-
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenLakes:
-
-void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
-
- for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
- {
- if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
- {
- continue;
- }
-
- cBlockArea Lake;
- CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
-
- int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
- int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
-
- // Merge the lake into the current data
- a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake);
- } // for x, z - neighbor chunks
-}
-
-
-
-
-
-void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake)
-{
- a_Lake.Create(16, 8, 16);
- a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
-
- // Find the minimum height in this chunk:
- cChunkDef::HeightMap HeightMap;
- m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
- HEIGHTTYPE MinHeight = HeightMap[0];
- for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
- {
- if (HeightMap[i] < MinHeight)
- {
- MinHeight = HeightMap[i];
- }
- }
-
- // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
- MinHeight = std::max(MinHeight - 6, 2);
- int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
- // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
- int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
- Rnd >>= 12;
- // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
- int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
- Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
- // Random height [1 .. MinHeight] with preference to center heights
- int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
-
- a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
-
- // Hollow out a few bubbles inside the blockarea:
- int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles
- BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
- for (int i = 0; i < NumBubbles; i++)
- {
- int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
- const int BubbleR = 2 + (Rnd & 0x03); // 2 .. 5
- const int Range = 16 - 2 * BubbleR;
- const int BubbleX = BubbleR + (Rnd % Range);
- Rnd >>= 4;
- const int BubbleY = 4 + (Rnd & 0x01); // 4 .. 5
- Rnd >>= 1;
- const int BubbleZ = BubbleR + (Rnd % Range);
- Rnd >>= 4;
- const int HalfR = BubbleR / 2; // 1 .. 2
- const int RSquared = BubbleR * BubbleR;
- for (int y = -HalfR; y <= HalfR; y++)
- {
- // BubbleY + y is in the [0, 7] bounds
- int DistY = 4 * y * y / 3;
- int IdxY = (BubbleY + y) * 16 * 16;
- for (int z = -BubbleR; z <= BubbleR; z++)
- {
- int DistYZ = DistY + z * z;
- if (DistYZ >= RSquared)
- {
- continue;
- }
- int IdxYZ = BubbleX + IdxY + (BubbleZ + z) * 16;
- for (int x = -BubbleR; x <= BubbleR; x++)
- {
- if (x * x + DistYZ < RSquared)
- {
- BlockTypes[x + IdxYZ] = E_BLOCK_AIR;
- }
- } // for x
- } // for z
- } // for y
- } // for i - bubbles
-
- // Turn air in the bottom half into liquid:
- for (int y = 0; y < 4; y++)
- {
- for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
- {
- if (BlockTypes[x + z * 16 + y * 16 * 16] == E_BLOCK_AIR)
- {
- BlockTypes[x + z * 16 + y * 16 * 16] = m_Fluid;
- }
- } // for z, x
- } // for y
-
- // TODO: Turn sponge next to lava into stone
-
- // a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ));
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenDirectOverhangs:
-
-cStructGenDirectOverhangs::cStructGenDirectOverhangs(int a_Seed) :
- m_Noise1(a_Seed),
- m_Noise2(a_Seed + 1000)
-{
-}
-
-
-
-
-
-void cStructGenDirectOverhangs::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- // If there is no column of the wanted biome, bail out:
- if (!HasWantedBiome(a_ChunkDesc))
- {
- return;
- }
-
- HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
-
- const int SEGMENT_HEIGHT = 8;
- const int INTERPOL_X = 16; // Must be a divisor of 16
- const int INTERPOL_Z = 16; // Must be a divisor of 16
- // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
- // Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
- // Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
-
- int FloorBuf1[17 * 17];
- int FloorBuf2[17 * 17];
- int * FloorHi = FloorBuf1;
- int * FloorLo = FloorBuf2;
- int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
- int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
- int BaseY = 63;
-
- // Interpolate the lowest floor:
- for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
- {
- FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
- m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) *
- m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) /
- 256;
- } // for x, z - FloorLo[]
- LinearUpscale2DArrayInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
-
- // Interpolate segments:
- for (int Segment = BaseY; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
- {
- // First update the high floor:
- for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
- {
- FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
- m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
- m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
- 256;
- } // for x, z - FloorLo[]
- LinearUpscale2DArrayInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
-
- // Interpolate between FloorLo and FloorHi:
- for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
- {
- switch (a_ChunkDesc.GetBiome(x, z))
- {
- case biExtremeHills:
- case biExtremeHillsEdge:
- {
- int Lo = FloorLo[x + 17 * z] / 256;
- int Hi = FloorHi[x + 17 * z] / 256;
- for (int y = 0; y < SEGMENT_HEIGHT; y++)
- {
- int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
- if (Val < 0)
- {
- a_ChunkDesc.SetBlockType(x, y + Segment, z, E_BLOCK_AIR);
- }
- } // for y
- break;
- }
- } // switch (biome)
- } // for z, x
-
- // Swap the floors:
- std::swap(FloorLo, FloorHi);
- }
-}
-
-
-
-
-
-bool cStructGenDirectOverhangs::HasWantedBiome(cChunkDesc & a_ChunkDesc) const
-{
- cChunkDef::BiomeMap & Biomes = a_ChunkDesc.GetBiomeMap();
- for (int i = 0; i < ARRAYCOUNT(Biomes); i++)
- {
- switch (Biomes[i])
- {
- case biExtremeHills:
- case biExtremeHillsEdge:
- {
- return true;
- }
- }
- } // for i
- return false;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenDistortedMembraneOverhangs:
-
-cStructGenDistortedMembraneOverhangs::cStructGenDistortedMembraneOverhangs(int a_Seed) :
- m_NoiseX(a_Seed + 1000),
- m_NoiseY(a_Seed + 2000),
- m_NoiseZ(a_Seed + 3000),
- m_NoiseH(a_Seed + 4000)
-{
-}
-
-
-
-
-
-void cStructGenDistortedMembraneOverhangs::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- const NOISE_DATATYPE Frequency = (NOISE_DATATYPE)16;
- const NOISE_DATATYPE Amount = (NOISE_DATATYPE)1;
- for (int y = 50; y < 128; y++)
- {
- NOISE_DATATYPE NoiseY = (NOISE_DATATYPE)y / 32;
- // TODO: proper water level - where to get?
- BLOCKTYPE ReplacementBlock = (y > 62) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z)) / Frequency;
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x)) / Frequency;
- NOISE_DATATYPE DistortX = m_NoiseX.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
- NOISE_DATATYPE DistortY = m_NoiseY.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
- NOISE_DATATYPE DistortZ = m_NoiseZ.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
- int MembraneHeight = 96 - (int)((DistortY + m_NoiseH.CubicNoise2D(NoiseX + DistortX, NoiseZ + DistortZ)) * 30);
- if (MembraneHeight < y)
- {
- a_ChunkDesc.SetBlockType(x, y, z, ReplacementBlock);
- }
- } // for y
- } // for x
- } // for z
-}
-
-
-
-