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-rw-r--r--source/StructGen.cpp405
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diff --git a/source/StructGen.cpp b/source/StructGen.cpp
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--- a/source/StructGen.cpp
+++ /dev/null
@@ -1,405 +0,0 @@
-
-// StructGen.h
-
-#include "Globals.h"
-#include "StructGen.h"
-#include "BlockID.h"
-#include "Trees.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 = 70;
-const int NUM_NESTS_IRON = 20;
-const int NEST_SIZE_IRON = 6;
-
-const int MAX_HEIGHT_REDSTONE = 40;
-const int NUM_NESTS_REDSTONE = 7;
-const int NEST_SIZE_REDSTONE = 6;
-
-const int MAX_HEIGHT_GOLD = 35;
-const int NUM_NESTS_GOLD = 6;
-const int NEST_SIZE_GOLD = 6;
-
-const int MAX_HEIGHT_DIAMOND = 16;
-const int NUM_NESTS_DIAMOND = 3;
-const int NEST_SIZE_DIAMOND = 5;
-
-const int MAX_HEIGHT_LAPIS = 30;
-const int NUM_NESTS_LAPIS = 3;
-const int NEST_SIZE_LAPIS = 5;
-
-
-
-
-
-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(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::BlockNibbles & a_BlockMetas, // Block meta to read and change
- cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
- cEntityList & a_Entities, // Entities may be added or deleted
- cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
-)
-{
- cChunkDef::BlockTypes WorkerBlockTypes;
- cChunkDef::BlockNibbles WorkerBlockMeta;
- cChunkDef::HeightMap WorkerHeight;
-
- cEntityList Entities;
- cBlockEntityList BlockEntities;
-
- // Generate trees:
- for (int x = 0; x <= 2; x++)
- {
- int BaseX = a_ChunkX + x - 1;
- for (int z = 0; z <= 2; z++)
- {
- int BaseZ = a_ChunkZ + z - 1;
-
- cChunkDef::BlockTypes * BlT;
- cChunkDef::BlockNibbles * BlM;
- cChunkDef::HeightMap * Hei;
-
- cChunkDef::BiomeMap Biomes;
- m_BiomeGen->GenBiomes(BaseX, BaseZ, Biomes);
-
- if ((x != 1) || (z != 1))
- {
- BlT = &WorkerBlockTypes;
- BlM = &WorkerBlockMeta;
- Hei = &WorkerHeight;
-
- m_HeightGen->GenHeightMap (BaseX, BaseZ, *Hei);
- m_CompositionGen->ComposeTerrain(BaseX, BaseZ, *BlT, *BlM, *Hei, Biomes, Entities, BlockEntities);
- // TODO: Free the entity lists
- }
- else
- {
- BlT = &a_BlockTypes;
- BlM = &a_BlockMetas;
- Hei = &a_HeightMap;
- }
-
- int NumTrees = GetNumTrees(BaseX, BaseZ, Biomes);
-
- sSetBlockVector OutsideLogs, OutsideOther;
- for (int i = 0; i < NumTrees; i++)
- {
- GenerateSingleTree(BaseX, BaseZ, i, *BlT, *BlM, *Hei, Biomes, OutsideLogs, OutsideOther);
- }
-
- sSetBlockVector IgnoredOverflow;
- IgnoredOverflow.reserve(OutsideOther.size());
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, OutsideOther, IgnoredOverflow);
- IgnoredOverflow.clear();
- IgnoredOverflow.reserve(OutsideLogs.size());
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, 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 (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_AIR)
- {
- cChunkDef::SetHeight(a_HeightMap, x, z, y);
- break;
- }
- } // for y
- } // for z
- } // for x
-}
-
-
-
-
-
-void cStructGenTrees::GenerateSingleTree(
- int a_ChunkX, int a_ChunkZ, int a_Seq,
- cChunkDef::BlockTypes & a_BlockTypes,
- cChunkDef::BlockNibbles & a_BlockMetas,
- const cChunkDef::HeightMap & a_Height,
- const cChunkDef::BiomeMap & a_Biomes,
- 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 = cChunkDef::GetHeight(a_Height, x, z);
-
- if ((Height <= 0) || (Height > 240))
- {
- return;
- }
-
- // Check the block underneath the tree:
- BLOCKTYPE TopBlock = cChunkDef::GetBlock(a_BlockTypes, x, Height, z);
- if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_SOIL))
- {
- return;
- }
-
- sSetBlockVector TreeLogs, TreeOther;
- GetTreeImageByBiome(
- a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
- m_Noise, a_Seq,
- cChunkDef::GetBiome(a_Biomes, 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 = cChunkDef::GetBlock(a_BlockTypes, 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_BlockTypes, a_BlockMetas, TreeOther, a_OutsideOther);
- ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, TreeLogs, a_OutsideLogs);
-}
-
-
-
-
-
-void cStructGenTrees::ApplyTreeImage(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes,
- cChunkDef::BlockNibbles & a_BlockMetas,
- 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(); itr != a_Image.end(); ++itr)
- {
- if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
- {
- // Inside this chunk, integrate into a_BlockTypes:
- switch (cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z))
- {
- case E_BLOCK_LEAVES:
- {
- if (itr->BlockType != E_BLOCK_LOG)
- {
- break;
- }
- // fallthrough:
- }
- CASE_TREE_OVERWRITTEN_BLOCKS:
- {
- cChunkDef::SetBlock (a_BlockTypes, itr->x, itr->y, itr->z, itr->BlockType);
- cChunkDef::SetNibble(a_BlockMetas, itr->x, itr->y, itr->z, 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 (a_Biomes[x + cChunkDef::Width * 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(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
- cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
- cEntityList & a_Entities, // Entities may be added or deleted
- cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
-)
-{
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, a_BlockTypes, 1);
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, a_BlockTypes, 2);
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, a_BlockTypes, 3);
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, a_BlockTypes, 4);
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, a_BlockTypes, 5);
- GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, a_BlockTypes, 6);
-}
-
-
-
-
-
-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
-}
-
-
-
-
-