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-rw-r--r--source/Generating/StructGen.cpp114
1 files changed, 114 insertions, 0 deletions
diff --git a/source/Generating/StructGen.cpp b/source/Generating/StructGen.cpp
index 583ee867a..c9af06afb 100644
--- a/source/Generating/StructGen.cpp
+++ b/source/Generating/StructGen.cpp
@@ -511,3 +511,117 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cStructGenBiomeOverhangs:
+
+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[]
+ IntArrayLinearInterpolate2D(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[]
+ IntArrayLinearInterpolate2D(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;
+}
+
+
+
+