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#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;
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);
}
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, char * 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);
}
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(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)
{
char 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
}
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