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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /source/Generating/StructGen.cpp | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'source/Generating/StructGen.cpp')
-rw-r--r-- | source/Generating/StructGen.cpp | 675 |
1 files changed, 0 insertions, 675 deletions
diff --git a/source/Generating/StructGen.cpp b/source/Generating/StructGen.cpp deleted file mode 100644 index 2180261aa..000000000 --- a/source/Generating/StructGen.cpp +++ /dev/null @@ -1,675 +0,0 @@ - -// 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 -} - - - - |