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-rw-r--r--source/cWorldGenerator.cpp134
1 files changed, 109 insertions, 25 deletions
diff --git a/source/cWorldGenerator.cpp b/source/cWorldGenerator.cpp
index 8722372c4..5d9f82bae 100644
--- a/source/cWorldGenerator.cpp
+++ b/source/cWorldGenerator.cpp
@@ -35,6 +35,36 @@ static struct
+// You can use GLASS for these instead for debugging ore generation ;)
+// Beware though, client has problems with this much glass!
+const char BLOCK_STONE = E_BLOCK_STONE;
+const char BLOCK_DIRT = E_BLOCK_DIRT;
+const char BLOCK_GRASS = E_BLOCK_GRASS;
+
+const int MAX_HEIGHT_COAL = 127;
+const int NUM_NESTS_COAL = 40;
+const int NEST_SIZE_COAL = 10;
+
+const int MAX_HEIGHT_IRON = 70;
+const int NUM_NESTS_IRON = 10;
+const int NEST_SIZE_IRON = 6;
+
+const int MAX_HEIGHT_REDSTONE = 40;
+const int NUM_NESTS_REDSTONE = 10;
+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 = 6;
+const int NEST_SIZE_DIAMOND = 5;
+
+
+
+
+
cWorldGenerator::cWorldGenerator(cWorld * a_World) :
m_World(a_World)
{
@@ -223,41 +253,20 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
}
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 )
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE;
- }
- else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
{
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE;
- }
- else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f ))
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE;
- }
- else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f ))
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE;
- }
- else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f ))
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE;
- }
- else
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE;
+ a_BlockData[ MakeIndex(x, y, z) ] = BLOCK_STONE;
}
}
else
{
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
+ a_BlockData[ MakeIndex(x, y, z) ] = BLOCK_DIRT;
}
} // for y
if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
{
// Replace top dirt with grass:
- a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
+ a_BlockData[MakeIndex(x, Top - 1, z)] = BLOCK_GRASS;
// Generate small foliage (1-block):
int TopY = Top - 1;
@@ -309,6 +318,81 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
} // else (Top is under waterlevel)
} // for x
} // for z
+
+ // Generate ores:
+ GenerateOre(E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, a_BlockData);
+ GenerateOre(E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, a_BlockData);
+ GenerateOre(E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, a_BlockData);
+ GenerateOre(E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, a_BlockData);
+ GenerateOre(E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, a_BlockData);
+}
+
+
+
+
+
+void cWorldGenerator::GenerateOre(char a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, char * a_BlockData)
+{
+ // 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 BaseX = r1.randInt(16);
+ int BaseY = r1.randInt(a_MaxHeight);
+ int BaseZ = r1.randInt(16);
+ sSetBlockList OreBlocks;
+ size_t NestSize = (size_t)(a_NestSize + r1.randInt(a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
+ while (OreBlocks.size() < NestSize)
+ {
+ // Put a cuboid around [BaseX, BaseY, BaseZ]
+ for (int x = r1.randInt(2); x >= 0; --x)
+ {
+ for (int y = r1.randInt(2); y >= 0; --y)
+ {
+ for (int z = r1.randInt(2); z >= 0; --z)
+ {
+ if (OreBlocks.size() < NestSize)
+ {
+ OreBlocks.push_back(sSetBlock(BaseX + x, BaseY + y, BaseZ + z, a_OreType, 0));
+ }
+ } // for z
+ } // for y
+ } // for x
+
+ // Move the base to a neighbor voxel
+ switch (r1.randInt(4))
+ {
+ case 0: BaseX--; break;
+ case 1: BaseX++; break;
+ }
+ switch (r1.randInt(4))
+ {
+ case 0: BaseY--; break;
+ case 1: BaseY++; break;
+ }
+ switch (r1.randInt(4))
+ {
+ case 0: BaseZ--; break;
+ case 1: BaseZ++; break;
+ }
+ } // while (OreBlocks.size() < NumBlocks)
+
+ // Replace stone with the queued ore blocks:
+ for (sSetBlockList::iterator itr = OreBlocks.begin(); itr != OreBlocks.end(); ++itr)
+ {
+ if ((itr->x < 0) || (itr->y < 0) || (itr->z < 0) || (itr->x >= 16) || (itr->y >= 127) || (itr->z >= 16))
+ {
+ continue;
+ }
+ int Index = MakeIndex(itr->x, itr->y, itr->z);
+ if (a_BlockData[Index] == BLOCK_STONE)
+ {
+ a_BlockData[Index] = a_OreType;
+ }
+ } // for itr - OreBlocks[]
+ OreBlocks.clear();
+ } // for i
}
@@ -335,7 +419,7 @@ void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
int TopY = m_World->GetHeight(xx, zz);
int index = MakeIndex(x, TopY - 1, z);
- if (BlockType[index] == E_BLOCK_GRASS )
+ if (BlockType[index] == BLOCK_GRASS)
{
float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f );
float val2 = Noise.CubicNoise2D( xx * 0.01f, zz * 0.01f );