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-rw-r--r--source/cWorldGenerator.cpp438
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diff --git a/source/cWorldGenerator.cpp b/source/cWorldGenerator.cpp
deleted file mode 100644
index cdb3951b8..000000000
--- a/source/cWorldGenerator.cpp
+++ /dev/null
@@ -1,438 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cWorldGenerator.h"
-#include "cNoise.h"
-#include "cWorld.h"
-#include "cGenSettings.h"
-
-#include "BlockID.h"
-#include "Vector3i.h"
-
-
-
-
-
-// An array describing an 8-way neighbor coords deltas
-static struct
-{
- int m_X;
- int m_Z;
-} g_NeighborCoords[] =
-{
- {-1, -1},
- {-1, 0},
- {-1, 1},
- {0, -1},
- {0, 1},
- {1, -1},
- {1, 0},
- {1, 1},
-} ;
-
-
-
-
-
-// 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;
-
-const int MAX_HEIGHT_LAPIS = 16;
-const int NUM_NESTS_LAPIS = 6;
-const int NEST_SIZE_LAPIS = 5;
-
-
-
-
-
-cWorldGenerator::cWorldGenerator(cWorld * a_World) :
- m_World(a_World)
-{
-}
-
-
-
-
-
-cWorldGenerator::~cWorldGenerator()
-{
-}
-
-
-
-
-
-void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
-{
- GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
-}
-
-
-
-
-
-void cWorldGenerator::PostGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- // Check the chunk just generated and all its 8-way neighbors
-
- // Make the chunks stay loaded in the surrounding 5x5 area:
- cChunkStay Stay(m_World);
- Stay.Add(a_ChunkX, a_ChunkY, a_ChunkZ);
- for (int x = -2; x <= 2; x++)
- {
- for (int z = -2; z <= 2; z++)
- {
- Stay.Add(a_ChunkX + x, a_ChunkY, a_ChunkZ + z);
- } // for z
- } // for x
- Stay.Enable();
-
- m_World->LoadChunks(Stay);
-
- CheckNeighbors(a_ChunkX, a_ChunkY, a_ChunkZ);
- for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
- {
- CheckNeighbors(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z);
- } // for i - g_NeighborCoords[]
-}
-
-
-
-
-
-void cWorldGenerator::CheckNeighbors(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- if (!m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
- {
- return;
- }
-
- // Check all 8-way neighbors, if they are all valid, generate foliage in this chunk:
- int NumNeighbors = 0;
- for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
- {
- if (m_World->IsChunkValid(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z))
- {
- NumNeighbors++;
- }
- } // for i - g_NeighborCoords[]
- if (NumNeighbors == 8)
- {
- GenerateFoliage(a_ChunkX, a_ChunkY, a_ChunkZ);
- }
-}
-
-
-
-
-
-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;
-}
-
-
-
-
-
-unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
-{
- ASSERT((x < cChunkDef::Width) && (x > -1) && (y < cChunkDef::Height) && (y > -1) && (z < cChunkDef::Width) && (z > -1));
-
- return cChunkDef::MakeIndexNoCheck( x, y, z );
-}
-
-
-
-
-
-void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, BLOCKTYPE * a_BlockData)
-{
- const int WATER_LEVEL = 60;
- const int SAND_LEVEL = 3;
-
- memset(a_BlockData, E_BLOCK_AIR, cChunkDef::BlockDataSize);
-
- cNoise Noise(m_World->GetWorldSeed());
-
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- const float zz = (float)(a_ChunkZ * cChunkDef::Width + z);
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- // Place bedrock on bottom layer
- a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
-
- const float xx = (float)(a_ChunkX * cChunkDef::Width + x);
-
- int Height = (int)(GetNoise( xx * 0.05f, zz * 0.05f, Noise ) * 16);
- const int Lower = 64;
- if ( Height + Lower > 127 )
- {
- Height = 127 - Lower;
- }
- if (Height < -63)
- {
- Height = -63;
- }
- 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 )
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_AIR;
- if( z > 0 ) a_BlockData[ MakeIndex(x, y, z-1) ] = E_BLOCK_AIR;
- if( z < 15 ) a_BlockData[ MakeIndex(x, y, z+1) ] = E_BLOCK_AIR;
- if( x > 0 ) a_BlockData[ MakeIndex(x-1, y, z) ] = E_BLOCK_AIR;
- if( x < 15 ) a_BlockData[ MakeIndex(x+1, y, z) ] = E_BLOCK_AIR;
- }
- else
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_LAVA;
- }
- }
- else if ((y < 61) && (Top - y < SAND_LEVEL ))
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SAND;
- }
- else if ((y < 61) && (Top - y < 4 ))
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SANDSTONE;
- }
- else if (Top - y > ((WaveNoise + 1.5f) * 1.5f)) // rock and ores between 1.5 .. 4.5 deep
- {
- {
- a_BlockData[ MakeIndex(x, y, z) ] = BLOCK_STONE;
- }
- }
- else
- {
- 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)] = BLOCK_GRASS;
-
- // Generate small foliage (1-block):
- int TopY = Top - 1;
- float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
- float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
- float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
- float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
- if ((val3 > 0.2f) && ((r1.randInt()%128) > 124))
- {
- a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_YELLOW_FLOWER;
- }
- else if ((val4 > 0.2f) && ((r1.randInt() % 128) > 124))
- {
- a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_ROSE;
- }
- else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
- {
- a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_MUSHROOM;
- }
- else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
- {
- a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_BROWN_MUSHROOM;
- }
- } // if (Top above beach-level)
- else if (Top > WATER_LEVEL)
- {
- // This is the sandy shore, generate cacti here
- int TopY = Top - 1;
- float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
- float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
- if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124))
- {
- a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS;
- if ((r1.randInt() & 3) == 3)
- {
- a_BlockData[ MakeIndex(x, TopY + 2, z) ] = E_BLOCK_CACTUS;
- }
- continue;
- }
- }
- else
- {
- // Add water up to the WATER_LEVEL:
- for (int y = Top; y < WATER_LEVEL; ++y )
- {
- a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
- }
- } // 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);
- GenerateOre(E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, a_BlockData);
-}
-
-
-
-
-
-void cWorldGenerator::GenerateOre(char a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, BLOCKTYPE * 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(cChunkDef::Width);
- int BaseY = r1.randInt(a_MaxHeight);
- int BaseZ = r1.randInt(cChunkDef::Width);
- 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 >= cChunkDef::Width) || (itr->y >= cChunkDef::Height-1) || (itr->z >= cChunkDef::Width))
- {
- 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
-}
-
-
-
-
-
-void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
-{
- BLOCKTYPE BlockType[cChunkDef::NumBlocks];
-
- if (!m_World->GetChunkBlockTypes(a_ChunkX, a_ChunkY, a_ChunkZ, BlockType))
- {
- LOGWARNING("Cannot generate foliage on chunk [%d, %d]", a_ChunkX, a_ChunkZ);
- return;
- }
-
- cNoise Noise(m_World->GetWorldSeed());
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- int zz = z + a_ChunkZ * cChunkDef::Width;
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- int xx = x + a_ChunkX * cChunkDef::Width;
-
- int TopY = m_World->GetHeight(xx, zz);
- int index = cChunkDef::MakeIndexNoCheck(x, MAX(TopY - 1, 0), z);
- 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 );
- if ((val1 + val2 > 0.2f) && ((r1.randInt() % 128) > 124))
- {
- m_World->GrowTree( xx, TopY, zz );
- }
- } // if (Grass)
- } // for x
- } // for z
-}
-
-
-
-