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-rw-r--r--src/Generating/StructGen.cpp675
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diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
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--- /dev/null
+++ b/src/Generating/StructGen.cpp
@@ -0,0 +1,675 @@
+
+// StructGen.h
+
+#include "Globals.h"
+#include "StructGen.h"
+#include "../BlockID.h"
+#include "Trees.h"
+#include "../BlockArea.h"
+#include "../LinearUpscale.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 = 64;
+const int NUM_NESTS_IRON = 14;
+const int NEST_SIZE_IRON = 6;
+
+const int MAX_HEIGHT_REDSTONE = 16;
+const int NUM_NESTS_REDSTONE = 4;
+const int NEST_SIZE_REDSTONE = 6;
+
+const int MAX_HEIGHT_GOLD = 32;
+const int NUM_NESTS_GOLD = 2;
+const int NEST_SIZE_GOLD = 6;
+
+const int MAX_HEIGHT_DIAMOND = 15;
+const int NUM_NESTS_DIAMOND = 1;
+const int NEST_SIZE_DIAMOND = 4;
+
+const int MAX_HEIGHT_LAPIS = 30;
+const int NUM_NESTS_LAPIS = 2;
+const int NEST_SIZE_LAPIS = 5;
+
+const int MAX_HEIGHT_DIRT = 127;
+const int NUM_NESTS_DIRT = 20;
+const int NEST_SIZE_DIRT = 32;
+
+const int MAX_HEIGHT_GRAVEL = 70;
+const int NUM_NESTS_GRAVEL = 15;
+const int NEST_SIZE_GRAVEL = 32;
+
+
+
+
+
+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(cChunkDesc & a_ChunkDesc)
+{
+ int ChunkX = a_ChunkDesc.GetChunkX();
+ int ChunkZ = a_ChunkDesc.GetChunkZ();
+
+ cChunkDesc WorkerDesc(ChunkX, ChunkZ);
+
+ // Generate trees:
+ for (int x = 0; x <= 2; x++)
+ {
+ int BaseX = ChunkX + x - 1;
+ for (int z = 0; z <= 2; z++)
+ {
+ int BaseZ = ChunkZ + z - 1;
+
+ cChunkDesc * Dest;
+
+ if ((x != 1) || (z != 1))
+ {
+ Dest = &WorkerDesc;
+ WorkerDesc.SetChunkCoords(BaseX, BaseZ);
+
+ m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
+ m_HeightGen->GenHeightMap (BaseX, BaseZ, WorkerDesc.GetHeightMap());
+ m_CompositionGen->ComposeTerrain(WorkerDesc);
+ // TODO: Free the entity lists
+ }
+ else
+ {
+ Dest = &a_ChunkDesc;
+ }
+
+ int NumTrees = GetNumTrees(BaseX, BaseZ, Dest->GetBiomeMap());
+
+ sSetBlockVector OutsideLogs, OutsideOther;
+ for (int i = 0; i < NumTrees; i++)
+ {
+ GenerateSingleTree(BaseX, BaseZ, i, *Dest, OutsideLogs, OutsideOther);
+ }
+
+ sSetBlockVector IgnoredOverflow;
+ IgnoredOverflow.reserve(OutsideOther.size());
+ ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideOther, IgnoredOverflow);
+ IgnoredOverflow.clear();
+ IgnoredOverflow.reserve(OutsideLogs.size());
+ ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, 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 (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
+ {
+ a_ChunkDesc.SetHeight(x, z, y);
+ break;
+ }
+ } // for y
+ } // for z
+ } // for x
+}
+
+
+
+
+
+void cStructGenTrees::GenerateSingleTree(
+ int a_ChunkX, int a_ChunkZ, int a_Seq,
+ cChunkDesc & a_ChunkDesc,
+ 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 = a_ChunkDesc.GetHeight(x, z);
+
+ if ((Height <= 0) || (Height > 240))
+ {
+ return;
+ }
+
+ // Check the block underneath the tree:
+ BLOCKTYPE TopBlock = a_ChunkDesc.GetBlockType(x, Height, z);
+ if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_FARMLAND))
+ {
+ return;
+ }
+
+ sSetBlockVector TreeLogs, TreeOther;
+ GetTreeImageByBiome(
+ a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
+ m_Noise, a_Seq,
+ a_ChunkDesc.GetBiome(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 = a_ChunkDesc.GetBlockType(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_ChunkDesc, TreeOther, a_OutsideOther);
+ ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
+}
+
+
+
+
+
+void cStructGenTrees::ApplyTreeImage(
+ int a_ChunkX, int a_ChunkZ,
+ cChunkDesc & a_ChunkDesc,
+ 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(), end = a_Image.end(); itr != end; ++itr)
+ {
+ if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
+ {
+ // Inside this chunk, integrate into a_ChunkDesc:
+ switch (a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z))
+ {
+ case E_BLOCK_LEAVES:
+ {
+ if (itr->BlockType != E_BLOCK_LOG)
+ {
+ break;
+ }
+ // fallthrough:
+ }
+ CASE_TREE_OVERWRITTEN_BLOCKS:
+ {
+ a_ChunkDesc.SetBlockTypeMeta(itr->x, itr->y, itr->z, itr->BlockType, 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 (cChunkDef::GetBiome(a_Biomes, x, 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(cChunkDesc & a_ChunkDesc)
+{
+ int ChunkX = a_ChunkDesc.GetChunkX();
+ int ChunkZ = a_ChunkDesc.GetChunkZ();
+ cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, BlockTypes, 1);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, BlockTypes, 2);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, BlockTypes, 3);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, BlockTypes, 4);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, BlockTypes, 5);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, BlockTypes, 6);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIRT, MAX_HEIGHT_DIRT, NUM_NESTS_DIRT, NEST_SIZE_DIRT, BlockTypes, 10);
+ GenerateOre(ChunkX, ChunkZ, E_BLOCK_GRAVEL, MAX_HEIGHT_GRAVEL, NUM_NESTS_GRAVEL, NEST_SIZE_GRAVEL, BlockTypes, 11);
+}
+
+
+
+
+
+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
+}
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cStructGenLakes:
+
+void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
+{
+ int ChunkX = a_ChunkDesc.GetChunkX();
+ int ChunkZ = a_ChunkDesc.GetChunkZ();
+
+ for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
+ {
+ if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
+ {
+ continue;
+ }
+
+ cBlockArea Lake;
+ CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
+
+ int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
+ int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
+
+ // Merge the lake into the current data
+ a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake);
+ } // for x, z - neighbor chunks
+}
+
+
+
+
+
+void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake)
+{
+ a_Lake.Create(16, 8, 16);
+ a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
+
+ // Find the minimum height in this chunk:
+ cChunkDef::HeightMap HeightMap;
+ m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
+ HEIGHTTYPE MinHeight = HeightMap[0];
+ for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
+ {
+ if (HeightMap[i] < MinHeight)
+ {
+ MinHeight = HeightMap[i];
+ }
+ }
+
+ // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
+ MinHeight = std::max(MinHeight - 6, 2);
+ int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
+ // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
+ int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
+ Rnd >>= 12;
+ // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
+ int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
+ Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
+ // Random height [1 .. MinHeight] with preference to center heights
+ int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
+
+ a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
+
+ // Hollow out a few bubbles inside the blockarea:
+ int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles
+ BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
+ for (int i = 0; i < NumBubbles; i++)
+ {
+ int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
+ const int BubbleR = 2 + (Rnd & 0x03); // 2 .. 5
+ const int Range = 16 - 2 * BubbleR;
+ const int BubbleX = BubbleR + (Rnd % Range);
+ Rnd >>= 4;
+ const int BubbleY = 4 + (Rnd & 0x01); // 4 .. 5
+ Rnd >>= 1;
+ const int BubbleZ = BubbleR + (Rnd % Range);
+ Rnd >>= 4;
+ const int HalfR = BubbleR / 2; // 1 .. 2
+ const int RSquared = BubbleR * BubbleR;
+ for (int y = -HalfR; y <= HalfR; y++)
+ {
+ // BubbleY + y is in the [0, 7] bounds
+ int DistY = 4 * y * y / 3;
+ int IdxY = (BubbleY + y) * 16 * 16;
+ for (int z = -BubbleR; z <= BubbleR; z++)
+ {
+ int DistYZ = DistY + z * z;
+ if (DistYZ >= RSquared)
+ {
+ continue;
+ }
+ int IdxYZ = BubbleX + IdxY + (BubbleZ + z) * 16;
+ for (int x = -BubbleR; x <= BubbleR; x++)
+ {
+ if (x * x + DistYZ < RSquared)
+ {
+ BlockTypes[x + IdxYZ] = E_BLOCK_AIR;
+ }
+ } // for x
+ } // for z
+ } // for y
+ } // for i - bubbles
+
+ // Turn air in the bottom half into liquid:
+ for (int y = 0; y < 4; y++)
+ {
+ for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
+ {
+ if (BlockTypes[x + z * 16 + y * 16 * 16] == E_BLOCK_AIR)
+ {
+ BlockTypes[x + z * 16 + y * 16 * 16] = m_Fluid;
+ }
+ } // for z, x
+ } // for y
+
+ // TODO: Turn sponge next to lava into stone
+
+ // a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ));
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cStructGenDirectOverhangs:
+
+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[]
+ LinearUpscale2DArrayInPlace(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[]
+ LinearUpscale2DArrayInPlace(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;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cStructGenDistortedMembraneOverhangs:
+
+cStructGenDistortedMembraneOverhangs::cStructGenDistortedMembraneOverhangs(int a_Seed) :
+ m_NoiseX(a_Seed + 1000),
+ m_NoiseY(a_Seed + 2000),
+ m_NoiseZ(a_Seed + 3000),
+ m_NoiseH(a_Seed + 4000)
+{
+}
+
+
+
+
+
+void cStructGenDistortedMembraneOverhangs::GenStructures(cChunkDesc & a_ChunkDesc)
+{
+ const NOISE_DATATYPE Frequency = (NOISE_DATATYPE)16;
+ const NOISE_DATATYPE Amount = (NOISE_DATATYPE)1;
+ for (int y = 50; y < 128; y++)
+ {
+ NOISE_DATATYPE NoiseY = (NOISE_DATATYPE)y / 32;
+ // TODO: proper water level - where to get?
+ BLOCKTYPE ReplacementBlock = (y > 62) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z)) / Frequency;
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x)) / Frequency;
+ NOISE_DATATYPE DistortX = m_NoiseX.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
+ NOISE_DATATYPE DistortY = m_NoiseY.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
+ NOISE_DATATYPE DistortZ = m_NoiseZ.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
+ int MembraneHeight = 96 - (int)((DistortY + m_NoiseH.CubicNoise2D(NoiseX + DistortX, NoiseZ + DistortZ)) * 30);
+ if (MembraneHeight < y)
+ {
+ a_ChunkDesc.SetBlockType(x, y, z, ReplacementBlock);
+ }
+ } // for y
+ } // for x
+ } // for z
+}
+
+
+
+