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Diffstat (limited to 'source/cWorldGenerator.cpp')
-rw-r--r-- | source/cWorldGenerator.cpp | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/source/cWorldGenerator.cpp b/source/cWorldGenerator.cpp new file mode 100644 index 000000000..f07f5f791 --- /dev/null +++ b/source/cWorldGenerator.cpp @@ -0,0 +1,247 @@ +#include "cWorldGenerator.h"
+#include "cNoise.h"
+#include "cWorld.h"
+#include "cChunk.h"
+#include "cGenSettings.h"
+
+#include "BlockID.h"
+#include "Vector3i.h"
+
+cWorldGenerator::cWorldGenerator()
+{
+}
+
+cWorldGenerator::~cWorldGenerator()
+{
+}
+
+
+void cWorldGenerator::GenerateChunk( cChunk* a_Chunk )
+{
+ GenerateTerrain( a_Chunk );
+ GenerateFoliage( a_Chunk );
+}
+
+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;
+}
+
+void cWorldGenerator::GenerateTerrain( cChunk* a_Chunk )
+{
+ Vector3i ChunkPos( a_Chunk->GetPosX(), a_Chunk->GetPosY(), a_Chunk->GetPosZ() );
+ char* BlockType = a_Chunk->pGetType();
+
+ //const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
+ const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
+ const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
+ const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
+ const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
+ const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
+ const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
+ const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
+ const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
+ const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
+ const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
+ const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
+
+ cNoise Noise( a_Chunk->GetWorld()->GetWorldSeed() );
+ for(int z = 0; z < 16; z++)
+ {
+ const float zz = (float)(ChunkPos.z*16 + z);
+ for(int x = 0; x < 16; x++)
+ {
+ // Place bedrock on bottom layer
+ BlockType[ cChunk::MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
+
+ const float xx = (float)(ChunkPos.x*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 )
+ {
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = CaveID;
+ if( z > 0 ) BlockType[ cChunk::MakeIndex(x, y, z-1) ] = CaveID;
+ if( z < 15 ) BlockType[ cChunk::MakeIndex(x, y, z+1) ] = CaveID;
+ if( x > 0 ) BlockType[ cChunk::MakeIndex(x-1, y, z) ] = CaveID;
+ if( x < 15 ) BlockType[ cChunk::MakeIndex(x+1, y, z) ] = CaveID;
+ }
+ else
+ {
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = LavaID;
+ }
+ }
+ else if( y < 61 && Top - y < 3 )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = SandID;
+ else if( y < 61 && Top - y < 4 )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = SandStoneID;
+ 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 )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = CoalID;
+ else if( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = IronID;
+ else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, Noise ) > 0.6f )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = RedID;
+ else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, Noise ) > 0.75f )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = DiamondID;
+ else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, Noise ) > 0.75f )
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = GoldID;
+ else
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = StoneID;
+ }
+ else
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = DirtID;
+ }
+ for( int y = Lower+Height; y < 60; ++y )
+ {
+ BlockType[ cChunk::MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
+ }
+ }
+ }
+}
+
+
+
+void cWorldGenerator::GenerateFoliage( cChunk* 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 = cChunk::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 = cChunk::MakeIndex( x, TopY, z );
+ int index1 = cChunk::MakeIndex( x, TopY-1, z );
+ int index2 = cChunk::MakeIndex( x, TopY-2, z );
+ int index3 = cChunk::MakeIndex( x, TopY-3, z );
+ int index4 = cChunk::MakeIndex( x, TopY-4, z );
+ int index5 = cChunk::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) && (rand()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
+ {
+ BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
+ if( (rand() & 3) == 3 )
+ {
+ BlockType[ cChunk::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 && (rand()%128) > 124 )
+ World->GrowTree( xx, TopY, zz );
+ else if( val3 > 0.2f && (rand()%128) > 124 )
+ BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
+ else if( val4 > 0.2f && (rand()%128) > 124 )
+ BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
+ else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
+ BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
+ else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
+ BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
+ }
+ }
+
+ }
+ }
+}
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