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author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
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committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
commit | 92c59963f82f81aa3202657e7fdbb2592924ede3 (patch) | |
tree | b7eb2474528a4998fa102e3ec9119b908cee08b4 /source/StructGen.cpp | |
parent | Added HOOK_WEATHER_CHANGE. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/StructGen.cpp | 928 |
1 files changed, 464 insertions, 464 deletions
diff --git a/source/StructGen.cpp b/source/StructGen.cpp index 5f1d9da74..aa3632204 100644 --- a/source/StructGen.cpp +++ b/source/StructGen.cpp @@ -1,464 +1,464 @@ -
-// 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 = 60;
-const int NEST_SIZE_COAL = 10;
-
-const int MAX_HEIGHT_IRON = 70;
-const int NUM_NESTS_IRON = 30;
-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 = 30;
-const int NUM_NESTS_LAPIS = 6;
-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);
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// 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;
- sSetBlockVector Outside;
-
- 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);
-
- for (int i = 0; i < NumTrees; i++)
- {
- GenerateSingleTree(BaseX, BaseZ, i, *BlT, *BlM, *Hei, Biomes, Outside);
- }
-
- // Integrate blocks in Outside into chunk:
- for (sSetBlockVector::const_iterator itr = Outside.begin(); itr != Outside.end(); ++itr)
- {
- if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ))
- {
- continue;
- }
- switch (cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z))
- {
- 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())
- } // for itr - Outside[]
- } // 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_Blocks
-)
-{
- int x = m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) % cChunkDef::Width;
- int z = m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) % cChunkDef::Width;
-
- int Height = a_Height[x + cChunkDef::Width * 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 TreeBlocks;
- GetTreeImageByBiome(a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z, m_Noise, a_Seq, a_Biomes[x + cChunkDef::Width * z], TreeBlocks);
-
- // Check if the generated image fits the terrain:
- for (sSetBlockVector::const_iterator itr = TreeBlocks.begin(); itr != TreeBlocks.end(); ++itr)
- {
- if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ) || (itr->BlockType != E_BLOCK_LOG))
- {
- // Outside the chunk, or not a log (we don't check non-logs)
- 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;
- }
- }
- }
-
- // Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
- for (sSetBlockVector::const_iterator itr = TreeBlocks.begin(); itr != TreeBlocks.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_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_Blocks; check if already present there:
- bool Found = false;
- for (sSetBlockVector::iterator itrB = a_Blocks.begin(); itrB != a_Blocks.end(); ++itrB)
- {
- if (
- (itr->ChunkX == itrB->ChunkX) &&
- (itr->ChunkZ == itrB->ChunkZ) &&
- (itr->x == itrB->x) &&
- (itr->y == itrB->y) &&
- (itr->z == itrB->z)
- )
- {
- // Same coords already found in a_Blocks, overwrite with wood, if requested:
- if (itr->BlockType == E_BLOCK_LOG)
- {
- itrB->BlockType = itr->BlockType;
- itrB->BlockMeta = itr->BlockMeta;
- }
- Found = true;
- break;
- }
- } // for itrB - a_Blocks[]
- if (!Found)
- {
- a_Blocks.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;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenMarbleCaves:
-
-static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
-{
- static const float PI_2 = 1.57079633f;
- 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;
-}
-
-
-
-
-
-void cStructGenMarbleCaves::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
-)
-{
- cNoise Noise(m_Seed);
- 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++)
- {
- const float xx = (float)(a_ChunkX * cChunkDef::Width + x);
-
- int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
- for (int y = 1; y < Top; ++y )
- {
- if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_STONE)
- {
- continue;
- }
-
- const float yy = (float)y;
- const float WaveNoise = 1;
- if (cosf(GetMarbleNoise(xx, yy * 0.5f, zz, Noise)) * fabs(cosf(yy * 0.2f + WaveNoise * 2) * 0.75f + WaveNoise) > 0.0005f)
- {
- if (y > 4)
- {
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
- }
- else
- {
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_LAVA);
- }
- }
- } // for y
- } // for x
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// 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
-}
-
-
-
-
+ +// 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 = 60; +const int NEST_SIZE_COAL = 10; + +const int MAX_HEIGHT_IRON = 70; +const int NUM_NESTS_IRON = 30; +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 = 30; +const int NUM_NESTS_LAPIS = 6; +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); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + sSetBlockVector Outside; + + 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); + + for (int i = 0; i < NumTrees; i++) + { + GenerateSingleTree(BaseX, BaseZ, i, *BlT, *BlM, *Hei, Biomes, Outside); + } + + // Integrate blocks in Outside into chunk: + for (sSetBlockVector::const_iterator itr = Outside.begin(); itr != Outside.end(); ++itr) + { + if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ)) + { + continue; + } + switch (cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z)) + { + 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()) + } // for itr - Outside[] + } // 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_Blocks +) +{ + int x = m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) % cChunkDef::Width; + int z = m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) % cChunkDef::Width; + + int Height = a_Height[x + cChunkDef::Width * 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 TreeBlocks; + GetTreeImageByBiome(a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z, m_Noise, a_Seq, a_Biomes[x + cChunkDef::Width * z], TreeBlocks); + + // Check if the generated image fits the terrain: + for (sSetBlockVector::const_iterator itr = TreeBlocks.begin(); itr != TreeBlocks.end(); ++itr) + { + if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ) || (itr->BlockType != E_BLOCK_LOG)) + { + // Outside the chunk, or not a log (we don't check non-logs) + 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; + } + } + } + + // Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks + for (sSetBlockVector::const_iterator itr = TreeBlocks.begin(); itr != TreeBlocks.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_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_Blocks; check if already present there: + bool Found = false; + for (sSetBlockVector::iterator itrB = a_Blocks.begin(); itrB != a_Blocks.end(); ++itrB) + { + if ( + (itr->ChunkX == itrB->ChunkX) && + (itr->ChunkZ == itrB->ChunkZ) && + (itr->x == itrB->x) && + (itr->y == itrB->y) && + (itr->z == itrB->z) + ) + { + // Same coords already found in a_Blocks, overwrite with wood, if requested: + if (itr->BlockType == E_BLOCK_LOG) + { + itrB->BlockType = itr->BlockType; + itrB->BlockMeta = itr->BlockMeta; + } + Found = true; + break; + } + } // for itrB - a_Blocks[] + if (!Found) + { + a_Blocks.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; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenMarbleCaves: + +static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise ) +{ + static const float PI_2 = 1.57079633f; + 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; +} + + + + + +void cStructGenMarbleCaves::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 +) +{ + cNoise Noise(m_Seed); + 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++) + { + const float xx = (float)(a_ChunkX * cChunkDef::Width + x); + + int Top = cChunkDef::GetHeight(a_HeightMap, x, z); + for (int y = 1; y < Top; ++y ) + { + if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_STONE) + { + continue; + } + + const float yy = (float)y; + const float WaveNoise = 1; + if (cosf(GetMarbleNoise(xx, yy * 0.5f, zz, Noise)) * fabs(cosf(yy * 0.2f + WaveNoise * 2) * 0.75f + WaveNoise) > 0.0005f) + { + if (y > 4) + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); + } + else + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_LAVA); + } + } + } // for y + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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 +} + + + + |