#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 "cChunk.h"
#include "cGenSettings.h"
#include "BlockID.h"
#include "Vector3i.h"
cWorldGenerator::cWorldGenerator(cWorld * a_World) :
m_World(a_World)
{
}
cWorldGenerator::~cWorldGenerator()
{
}
void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
{
GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
}
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;
}
unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
{
assert((x < 16) && (x > -1) && (y < 128) && (y > -1) && (z < 16) && (z > -1));
return y + (z * 128) + (x * 128 * 16);
}
void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData)
{
const int WATER_LEVEL = 60;
const int SAND_LEVEL = 3;
memset(a_BlockData, E_BLOCK_AIR, cChunk::c_BlockDataSize);
cNoise Noise(m_World->GetWorldSeed());
for (int z = 0; z < 16; z++)
{
const float zz = (float)(a_ChunkZ * 16 + z);
for (int x = 0; x < 16; x++)
{
// Place bedrock on bottom layer
a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
const float xx = (float)(a_ChunkX * 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 )
{
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
{
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;
}
}
else
{
a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
}
}
if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
{
// Replace top dirt with grass:
a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
}
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;
}
}
}
}
}
void cWorldGenerator::GenerateFoliage( cChunkPtr & 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 = 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 = MakeIndex( x, TopY, z );
int index1 = MakeIndex( x, TopY-1, z );
int index2 = MakeIndex( x, TopY-2, z );
int index3 = MakeIndex( x, TopY-3, z );
int index4 = MakeIndex( x, TopY-4, z );
int index5 = 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) && (r1.randInt()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
{
BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
if( (r1.randInt() & 3) == 3 )
{
BlockType[ 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 && (r1.randInt()%128) > 124 )
World->GrowTree( xx, TopY, zz );
else if( val3 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
}
}
}
}