From 53e22b11857fed62e2313d6d84d90f88ed412ffb Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Mon, 29 Jul 2013 12:13:03 +0100 Subject: Changed everyting to Unix line endings. --- source/Generating/Caves.cpp | 1940 ++++++++++---------- source/Generating/Caves.h | 204 +-- source/Generating/ChunkDesc.cpp | 1156 ++++++------ source/Generating/ComposableGenerator.cpp | 1048 +++++------ source/Generating/ComposableGenerator.h | 350 ++-- source/Generating/DistortedHeightmap.cpp | 838 ++++----- source/Generating/DistortedHeightmap.h | 204 +-- source/Generating/EndGen.cpp | 434 ++--- source/Generating/EndGen.h | 138 +- source/Generating/MineShafts.cpp | 2846 ++++++++++++++--------------- source/Generating/MineShafts.h | 122 +- source/Generating/Noise3DGenerator.cpp | 1162 ++++++------ source/Generating/Noise3DGenerator.h | 212 +-- source/Generating/Ravines.cpp | 1062 +++++------ source/Generating/Ravines.h | 92 +- 15 files changed, 5904 insertions(+), 5904 deletions(-) (limited to 'source/Generating') diff --git a/source/Generating/Caves.cpp b/source/Generating/Caves.cpp index 2bfef8054..4221ea187 100644 --- a/source/Generating/Caves.cpp +++ b/source/Generating/Caves.cpp @@ -1,970 +1,970 @@ - -// Caves.cpp - -// Implements the various cave structure generators: -// - cStructGenWormNestCaves -// - cStructGenDualRidgeCaves -// - cStructGenMarbleCaves -// - cStructGenNetherCaves - -/* -WormNestCave generator: -Caves are generated in "nests" - groups of tunnels generated from a single point. -For each chunk, all the nests that could intersect it are generated. -For each nest, first the schematic structure is generated (tunnel from ... to ..., branch, tunnel2 from ... to ...) -Then each tunnel is randomized by inserting points in between its ends. -Finally each tunnel is smoothed and Bresenham-3D-ed so that it is a collection of spheres with their centers next to each other. -When the tunnels are ready, they are simply carved into the chunk, one by one. -To optimize, each tunnel keeps track of its bounding box, so that it can be skipped for chunks that don't intersect it. - -MarbleCaves generator: -For each voxel a 3D noise function is evaluated, if the value crosses a boundary, the voxel is dug out, otherwise it is kept. -Problem with this is the amount of CPU work needed for each chunk. -Also the overall shape of the generated holes is unsatisfactory - there are whole "sheets" of holes in the ground. - -DualRidgeCaves generator: -Instead of evaluating a single noise function, two different noise functions are multiplied. This produces -regular tunnels instead of sheets. However due to the sheer amount of CPU work needed, the noise functions need to be -reduced in complexity in order for this generator to be useful, so the caves' shapes are "bubbly" at best. -*/ - -#include "Globals.h" -#include "Caves.h" - - - - - -/// How many nests in each direction are generated for a given chunk. Must be an even number -#define NEIGHBORHOOD_SIZE 8 - - - - - -const int MIN_RADIUS = 3; -const int MAX_RADIUS = 8; - - - - - -struct cCaveDefPoint -{ - int m_BlockX; - int m_BlockY; - int m_BlockZ; - int m_Radius; - - cCaveDefPoint(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Radius) : - m_BlockX(a_BlockX), - m_BlockY(a_BlockY), - m_BlockZ(a_BlockZ), - m_Radius(a_Radius) - { - } -} ; - -typedef std::vector cCaveDefPoints; - - - - - -/// A single non-branching tunnel of a WormNestCave -class cCaveTunnel -{ - // The bounding box, including the radii around defpoints: - int m_MinBlockX, m_MaxBlockX; - int m_MinBlockY, m_MaxBlockY; - int m_MinBlockZ, m_MaxBlockZ; - - /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise - void Randomize(cNoise & a_Noise); - - /// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short) - bool RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst); - - /// Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true - void Smooth(void); - - /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block - void FinishLinear(void); - - /// Calculates the bounding box of the points present - void CalcBoundingBox(void); - -public: - cCaveDefPoints m_Points; - - cCaveTunnel( - int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, int a_StartRadius, - int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius, - cNoise & a_Noise - ); - - /// Carves the tunnel into the chunk specified - void ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap - ); - - #ifdef _DEBUG - AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; - #endif // _DEBUG -} ; - -typedef std::vector cCaveTunnels; - - - - - -/// A collection of connected tunnels, possibly branching. -class cStructGenWormNestCaves::cCaveSystem -{ -public: - // The generating block position; is read directly in cStructGenWormNestCaves::GetCavesForChunk() - int m_BlockX; - int m_BlockZ; - - cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise); - ~cCaveSystem(); - - /// Carves the cave system into the chunk specified - void ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap - ); - - #ifdef _DEBUG - AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; - #endif // _DEBUG - -protected: - int m_Size; - cCaveTunnels m_Tunnels; - - void Clear(void); - - /// Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments] - void GenerateTunnelsFromPoint( - int a_OriginX, int a_OriginY, int a_OriginZ, - cNoise & a_Noise, int a_Segments - ); - - /// Returns a radius based on the location provided. - int GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ); -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cCaveTunnel: - -cCaveTunnel::cCaveTunnel( - int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, int a_StartRadius, - int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius, - cNoise & a_Noise -) -{ - m_Points.push_back(cCaveDefPoint(a_BlockStartX, a_BlockStartY, a_BlockStartZ, a_StartRadius)); - m_Points.push_back(cCaveDefPoint(a_BlockEndX, a_BlockEndY, a_BlockEndZ, a_EndRadius)); - - if ((a_BlockStartY <= 0) && (a_BlockEndY <= 0)) - { - // Don't bother detailing this cave, it's under the world anyway - return; - } - - Randomize(a_Noise); - Smooth(); - - // We know that the linear finishing won't affect the bounding box, so let's calculate it now, as we have less data: - CalcBoundingBox(); - - FinishLinear(); -} - - - - - -void cCaveTunnel::Randomize(cNoise & a_Noise) -{ - // Repeat 4 times: - for (int i = 0; i < 4; i++) - { - // For each already present point, insert a point in between it and its predecessor, shifted randomly. - int PrevX = m_Points.front().m_BlockX; - int PrevY = m_Points.front().m_BlockY; - int PrevZ = m_Points.front().m_BlockZ; - int PrevR = m_Points.front().m_Radius; - cCaveDefPoints Pts; - Pts.reserve(m_Points.size() * 2 + 1); - Pts.push_back(m_Points.front()); - for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) - { - int Random = a_Noise.IntNoise3DInt(PrevX, PrevY, PrevZ + i) / 11; - int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX); - len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY); - len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ); - len = 3 * (int)sqrt((double)len) / 4; - int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1)); - Random /= 4; - int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2); - Random /= 256; - int y = (itr->m_BlockY + PrevY) / 2 + (Random % (len / 2 + 1) - len / 4); - Random /= 256; - int z = (itr->m_BlockZ + PrevZ) / 2 + (Random % (len + 1) - len / 2); - Pts.push_back(cCaveDefPoint(x, y, z, Rad)); - Pts.push_back(*itr); - PrevX = itr->m_BlockX; - PrevY = itr->m_BlockY; - PrevZ = itr->m_BlockZ; - PrevR = itr->m_Radius; - } - std::swap(Pts, m_Points); - } -} - - - - - -bool cCaveTunnel::RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst) -{ - // Smoothing: for each line segment, add points on its 1/4 lengths - bool res = false; - int Num = a_Src.size() - 2; // this many intermediary points - a_Dst.clear(); - a_Dst.reserve(Num * 2 + 2); - cCaveDefPoints::const_iterator itr = a_Src.begin() + 1; - a_Dst.push_back(a_Src.front()); - int PrevX = a_Src.front().m_BlockX; - int PrevY = a_Src.front().m_BlockY; - int PrevZ = a_Src.front().m_BlockZ; - int PrevR = a_Src.front().m_Radius; - for (int i = 0; i <= Num; ++i, ++itr) - { - int dx = itr->m_BlockX - PrevX; - int dy = itr->m_BlockY - PrevY; - int dz = itr->m_BlockZ - PrevZ; - if (abs(dx) + abs(dz) + abs(dy) < 6) - { - // Too short a segment to smooth-subdivide into quarters - PrevX = itr->m_BlockX; - PrevY = itr->m_BlockY; - PrevZ = itr->m_BlockZ; - PrevR = itr->m_Radius; - continue; - } - int dr = itr->m_Radius - PrevR; - int Rad1 = std::max(PrevR + 1 * dr / 4, 1); - int Rad2 = std::max(PrevR + 3 * dr / 4, 1); - a_Dst.push_back(cCaveDefPoint(PrevX + 1 * dx / 4, PrevY + 1 * dy / 4, PrevZ + 1 * dz / 4, Rad1)); - a_Dst.push_back(cCaveDefPoint(PrevX + 3 * dx / 4, PrevY + 3 * dy / 4, PrevZ + 3 * dz / 4, Rad2)); - PrevX = itr->m_BlockX; - PrevY = itr->m_BlockY; - PrevZ = itr->m_BlockZ; - PrevR = itr->m_Radius; - res = true; - } - a_Dst.push_back(a_Src.back()); - return res && (a_Src.size() < a_Dst.size()); -} - - - - - -void cCaveTunnel::Smooth(void) -{ - cCaveDefPoints Pts; - while (true) - { - if (!RefineDefPoints(m_Points, Pts)) - { - std::swap(Pts, m_Points); - return; - } - if (!RefineDefPoints(Pts, m_Points)) - { - return; - } - } -} - - - - - -void cCaveTunnel::FinishLinear(void) -{ - // For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints - cCaveDefPoints Pts; - std::swap(Pts, m_Points); - - m_Points.reserve(Pts.size() * 3); - int PrevX = Pts.front().m_BlockX; - int PrevY = Pts.front().m_BlockY; - int PrevZ = Pts.front().m_BlockZ; - for (cCaveDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) - { - int x1 = itr->m_BlockX; - int y1 = itr->m_BlockY; - int z1 = itr->m_BlockZ; - int dx = abs(x1 - PrevX); - int dy = abs(y1 - PrevY); - int dz = abs(z1 - PrevZ); - int sx = (PrevX < x1) ? 1 : -1; - int sy = (PrevY < y1) ? 1 : -1; - int sz = (PrevZ < z1) ? 1 : -1; - int err = dx - dz; - int R = itr->m_Radius; - - if (dx >= std::max(dy, dz)) // x dominant - { - int yd = dy - dx / 2; - int zd = dz - dx / 2; - - while (true) - { - m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); - - if (PrevX == x1) - { - break; - } - - if (yd >= 0) // move along y - { - PrevY += sy; - yd -= dx; - } - - if (zd >= 0) // move along z - { - PrevZ += sz; - zd -= dx; - } - - // move along x - PrevX += sx; - yd += dy; - zd += dz; - } - } - else if (dy >= std::max(dx, dz)) // y dominant - { - int xd = dx - dy / 2; - int zd = dz - dy / 2; - - while (true) - { - m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); - - if (PrevY == y1) - { - break; - } - - if (xd >= 0) // move along x - { - PrevX += sx; - xd -= dy; - } - - if (zd >= 0) // move along z - { - PrevZ += sz; - zd -= dy; - } - - // move along y - PrevY += sy; - xd += dx; - zd += dz; - } - } - else - { - // z dominant - ASSERT(dz >= std::max(dx, dy)); - int xd = dx - dz / 2; - int yd = dy - dz / 2; - - while (true) - { - m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); - - if (PrevZ == z1) - { - break; - } - - if (xd >= 0) // move along x - { - PrevX += sx; - xd -= dz; - } - - if (yd >= 0) // move along y - { - PrevY += sy; - yd -= dz; - } - - // move along z - PrevZ += sz; - xd += dx; - yd += dy; - } - } // if (which dimension is dominant) - } // for itr -} - - - - - -void cCaveTunnel::CalcBoundingBox(void) -{ - m_MinBlockX = m_MaxBlockX = m_Points.front().m_BlockX; - m_MinBlockY = m_MaxBlockY = m_Points.front().m_BlockY; - m_MinBlockZ = m_MaxBlockZ = m_Points.front().m_BlockZ; - for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) - { - m_MinBlockX = std::min(m_MinBlockX, itr->m_BlockX - itr->m_Radius); - m_MaxBlockX = std::max(m_MaxBlockX, itr->m_BlockX + itr->m_Radius); - m_MinBlockY = std::min(m_MinBlockY, itr->m_BlockY - itr->m_Radius); - m_MaxBlockY = std::max(m_MaxBlockY, itr->m_BlockY + itr->m_Radius); - m_MinBlockZ = std::min(m_MinBlockZ, itr->m_BlockZ - itr->m_Radius); - m_MaxBlockZ = std::max(m_MaxBlockZ, itr->m_BlockZ + itr->m_Radius); - } // for itr - m_Points[] -} - - - - - -void cCaveTunnel::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap -) -{ - int BaseX = a_ChunkX * cChunkDef::Width; - int BaseZ = a_ChunkZ * cChunkDef::Width; - if ( - (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) || - (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) - ) - { - // Tunnel does not intersect the chunk at all, bail out - return; - } - - int BlockStartX = a_ChunkX * cChunkDef::Width; - int BlockStartZ = a_ChunkZ * cChunkDef::Width; - int BlockEndX = BlockStartX + cChunkDef::Width; - int BlockEndZ = BlockStartZ + cChunkDef::Width; - for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) - { - if ( - (itr->m_BlockX + itr->m_Radius < BlockStartX) || - (itr->m_BlockX - itr->m_Radius > BlockEndX) || - (itr->m_BlockZ + itr->m_Radius < BlockStartZ) || - (itr->m_BlockZ - itr->m_Radius > BlockEndZ) - ) - { - // Cannot intersect, bail out early - continue; - } - - // Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom: - int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc - int DifY = itr->m_BlockY; - int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc - int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1); - int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height)); - int SqRad = itr->m_Radius * itr->m_Radius; - for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) - { - for (int y = Bottom; y <= Top; y++) - { - int SqDist = (DifX - x) * (DifX - x) + (DifY - y) * (DifY - y) + (DifZ - z) * (DifZ - z); - if (4 * SqDist <= SqRad) - { - switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z)) - { - // Only carve out these specific block types - case E_BLOCK_DIRT: - case E_BLOCK_GRASS: - case E_BLOCK_STONE: - case E_BLOCK_COBBLESTONE: - case E_BLOCK_GRAVEL: - case E_BLOCK_SAND: - case E_BLOCK_SANDSTONE: - case E_BLOCK_NETHERRACK: - case E_BLOCK_COAL_ORE: - case E_BLOCK_IRON_ORE: - case E_BLOCK_GOLD_ORE: - case E_BLOCK_DIAMOND_ORE: - case E_BLOCK_REDSTONE_ORE: - case E_BLOCK_REDSTONE_ORE_GLOWING: - { - cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); - break; - } - default: break; - } - } - } // for y - } // for x, z - } // for itr - m_Points[] - - /* - #ifdef _DEBUG - // For debugging purposes, outline the shape of the cave using glowstone, *after* carving the entire cave: - for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) - { - int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc - int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc - if ( - (DifX >= 0) && (DifX < cChunkDef::Width) && - (itr->m_BlockY > 0) && (itr->m_BlockY < cChunkDef::Height) && - (DifZ >= 0) && (DifZ < cChunkDef::Width) - ) - { - cChunkDef::SetBlock(a_BlockTypes, DifX, itr->m_BlockY, DifZ, E_BLOCK_GLOWSTONE); - } - } // for itr - m_Points[] - #endif // _DEBUG - //*/ -} - - - - - -#ifdef _DEBUG -AString cCaveTunnel::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const -{ - AString SVG; - SVG.reserve(m_Points.size() * 20 + 200); - AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); - Prefix = 'L'; - } - SVG.append("\"/>\n"); - return SVG; -} -#endif // _DEBUG - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenWormNestCaves::cCaveSystem: - -cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise) : - m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ), - m_Size(a_Size) -{ - int Num = 1 + a_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) % 3; - for (int i = 0; i < Num; i++) - { - int OriginX = a_BlockX + (a_Noise.IntNoise3DInt(13 * a_BlockX, 17 * a_BlockZ, 11 * i) / 19) % a_MaxOffset; - int OriginZ = a_BlockZ + (a_Noise.IntNoise3DInt(17 * a_BlockX, 13 * a_BlockZ, 11 * i) / 23) % a_MaxOffset; - int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_BlockX, 13 * a_BlockZ, 11 * i) / 17) % 20; - - // Generate three branches from the origin point: - // The tunnels generated depend on X, Y, Z and Branches, - // for the same set of numbers it generates the same offsets! - // That's why we add a +1 to X in the third line - GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 3); - GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 2); - GenerateTunnelsFromPoint(OriginX + 1, OriginY, OriginZ, a_Noise, 3); - } -} - - - - - -cStructGenWormNestCaves::cCaveSystem::~cCaveSystem() -{ - Clear(); -} - - - - - - -void cStructGenWormNestCaves::cCaveSystem::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap -) -{ - for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) - { - (*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap); - } // for itr - m_Tunnels[] -} - - - - - -#ifdef _DEBUG -AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const -{ - AString SVG; - SVG.reserve(512 * 1024); - for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) - { - SVG.append((*itr)->ExportAsSVG(a_Color, a_OffsetX, a_OffsetZ)); - } // for itr - m_Tunnels[] - - // Base point highlight: - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ - ); - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5 - ); - - // A gray line from the base point to the first point of the ravine, for identification: - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, - a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX, - a_OffsetZ + m_Tunnels.front()->m_Points.front().m_BlockZ - ); - - // Offset guides: - if (a_OffsetX > 0) - { - AppendPrintf(SVG, "\n", - a_OffsetX, a_OffsetX - ); - } - if (a_OffsetZ > 0) - { - AppendPrintf(SVG, "\n", - a_OffsetZ, a_OffsetZ - ); - } - - return SVG; -} -#endif // _DEBUG - - - - - -void cStructGenWormNestCaves::cCaveSystem::Clear(void) -{ - for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) - { - delete *itr; - } - m_Tunnels.clear(); -} - - - - - -void cStructGenWormNestCaves::cCaveSystem::GenerateTunnelsFromPoint( - int a_OriginX, int a_OriginY, int a_OriginZ, - cNoise & a_Noise, int a_NumSegments -) -{ - int DoubleSize = m_Size * 2; - int Radius = GetRadius(a_Noise, a_OriginX + a_OriginY, a_OriginY + a_OriginZ, a_OriginZ + a_OriginX); - for (int i = a_NumSegments - 1; i >= 0; --i) - { - int EndX = a_OriginX + (((a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ + 11 * a_NumSegments) / 7) % DoubleSize) - m_Size) / 2; - int EndY = a_OriginY + (((a_Noise.IntNoise3DInt(a_OriginY, 13 * a_NumSegments, a_OriginZ + a_OriginX) / 7) % DoubleSize) - m_Size) / 4; - int EndZ = a_OriginZ + (((a_Noise.IntNoise3DInt(a_OriginZ + 17 * a_NumSegments, a_OriginX, a_OriginY) / 7) % DoubleSize) - m_Size) / 2; - int EndR = GetRadius(a_Noise, a_OriginX + 7 * i, a_OriginY + 11 * i, a_OriginZ + a_OriginX); - m_Tunnels.push_back(new cCaveTunnel(a_OriginX, a_OriginY, a_OriginZ, Radius, EndX, EndY, EndZ, EndR, a_Noise)); - GenerateTunnelsFromPoint(EndX, EndY, EndZ, a_Noise, i); - a_OriginX = EndX; - a_OriginY = EndY; - a_OriginZ = EndZ; - Radius = EndR; - } // for i - a_NumSegments -} - - - - - -int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ) -{ - // Instead of a flat distribution noise function, we need to shape it, so that most caves are smallish and only a few select are large - int rnd = a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ) / 11; - /* - // Not good enough: - // The algorithm of choice: emulate gauss-distribution noise by adding 3 flat noises, then fold it in half using absolute value. - // To save on processing, use one random value and extract 3 bytes to be separately added as the gaussian noise - int sum = (rnd & 0xff) + ((rnd >> 8) & 0xff) + ((rnd >> 16) & 0xff); - // sum is now a gaussian-distribution noise within [0 .. 767], with center at 384. - // We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center - int res = 3 + abs((sum / 24) - 16); - */ - - // Algorithm of choice: random value in the range of zero to random value - heavily towards zero - int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1); - return res; -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenWormNestCaves: - -cStructGenWormNestCaves::~cStructGenWormNestCaves() -{ - ClearCache(); -} - - - - - -void cStructGenWormNestCaves::ClearCache(void) -{ - for (cCaveSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } // for itr - m_Cache[] - m_Cache.clear(); -} - - - - - -void cStructGenWormNestCaves::GenStructures(cChunkDesc & a_ChunkDesc) -{ - int ChunkX = a_ChunkDesc.GetChunkX(); - int ChunkZ = a_ChunkDesc.GetChunkZ(); - cCaveSystems Caves; - GetCavesForChunk(ChunkX, ChunkZ, Caves); - for (cCaveSystems::const_iterator itr = Caves.begin(); itr != Caves.end(); ++itr) - { - (*itr)->ProcessChunk(ChunkX, ChunkZ, a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap()); - } // for itr - Caves[] -} - - - - - -void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenWormNestCaves::cCaveSystems & a_Caves) -{ - int BaseX = a_ChunkX * cChunkDef::Width / m_Grid; - int BaseZ = a_ChunkZ * cChunkDef::Width / m_Grid; - if (BaseX < 0) - { - --BaseX; - } - if (BaseZ < 0) - { - --BaseZ; - } - BaseX -= NEIGHBORHOOD_SIZE / 2; - BaseZ -= NEIGHBORHOOD_SIZE / 2; - - // Walk the cache, move each cave system that we want into a_Caves: - int StartX = BaseX * m_Grid; - int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_Grid; - int StartZ = BaseZ * m_Grid; - int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_Grid; - for (cCaveSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) - { - if ( - ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && - ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) - ) - { - // want - a_Caves.push_back(*itr); - itr = m_Cache.erase(itr); - } - else - { - // don't want - ++itr; - } - } // for itr - m_Cache[] - - for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) - { - int RealX = (BaseX + x) * m_Grid; - for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) - { - int RealZ = (BaseZ + z) * m_Grid; - bool Found = false; - for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) - { - if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) - { - Found = true; - break; - } - } - if (!Found) - { - a_Caves.push_back(new cCaveSystem(RealX, RealZ, m_MaxOffset, m_Size, m_Noise)); - } - } - } - - // Copy a_Caves into m_Cache to the beginning: - cCaveSystems CavesCopy(a_Caves); - m_Cache.splice(m_Cache.begin(), CavesCopy, CavesCopy.begin(), CavesCopy.end()); - - // Trim the cache if it's too long: - if (m_Cache.size() > 100) - { - cCaveSystems::iterator itr = m_Cache.begin(); - std::advance(itr, 100); - for (cCaveSystems::iterator end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } - itr = m_Cache.begin(); - std::advance(itr, 100); - m_Cache.erase(itr, m_Cache.end()); - } - - /* - // Uncomment this block for debugging the caves' shapes in 2D using an SVG export - #ifdef _DEBUG - AString SVG; - SVG.append("\n\n"); - SVG.reserve(2 * 1024 * 1024); - for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) - { - int Color = 0x10 * abs((*itr)->m_BlockX / m_Grid); - Color |= 0x1000 * abs((*itr)->m_BlockZ / m_Grid); - SVG.append((*itr)->ExportAsSVG(Color, 512, 512)); - } - SVG.append("\n"); - - AString fnam; - Printf(fnam, "wnc\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); - cFile File(fnam, cFile::fmWrite); - File.Write(SVG.c_str(), SVG.size()); - #endif // _DEBUG - //*/ -} - - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// 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(cChunkDesc & a_ChunkDesc) -{ - cNoise Noise(m_Seed); - for (int z = 0; z < cChunkDef::Width; z++) - { - const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z); - for (int x = 0; x < cChunkDef::Width; x++) - { - const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x); - - int Top = a_ChunkDesc.GetHeight(x, z); - for (int y = 1; y < Top; ++y ) - { - if (a_ChunkDesc.GetBlockType(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) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); - } - } // for y - } // for x - } // for z -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenDualRidgeCaves: - -void cStructGenDualRidgeCaves::GenStructures(cChunkDesc & a_ChunkDesc) -{ - for (int z = 0; z < cChunkDef::Width; z++) - { - const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10; - for (int x = 0; x < cChunkDef::Width; x++) - { - const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10; - - int Top = a_ChunkDesc.GetHeight(x, z); - for (int y = 1; y <= Top; ++y) - { - const float yy = (float)y / 10; - const float WaveNoise = 1; - float n1 = m_Noise1.CubicNoise3D(xx, yy, zz); - float n2 = m_Noise2.CubicNoise3D(xx, yy, zz); - float n3 = m_Noise1.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4; - float n4 = m_Noise2.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4; - if ((abs(n1 + n3) * abs(n2 + n4)) > m_Threshold) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); - } - } // for y - } // for x - } // for z -} - - - - + +// Caves.cpp + +// Implements the various cave structure generators: +// - cStructGenWormNestCaves +// - cStructGenDualRidgeCaves +// - cStructGenMarbleCaves +// - cStructGenNetherCaves + +/* +WormNestCave generator: +Caves are generated in "nests" - groups of tunnels generated from a single point. +For each chunk, all the nests that could intersect it are generated. +For each nest, first the schematic structure is generated (tunnel from ... to ..., branch, tunnel2 from ... to ...) +Then each tunnel is randomized by inserting points in between its ends. +Finally each tunnel is smoothed and Bresenham-3D-ed so that it is a collection of spheres with their centers next to each other. +When the tunnels are ready, they are simply carved into the chunk, one by one. +To optimize, each tunnel keeps track of its bounding box, so that it can be skipped for chunks that don't intersect it. + +MarbleCaves generator: +For each voxel a 3D noise function is evaluated, if the value crosses a boundary, the voxel is dug out, otherwise it is kept. +Problem with this is the amount of CPU work needed for each chunk. +Also the overall shape of the generated holes is unsatisfactory - there are whole "sheets" of holes in the ground. + +DualRidgeCaves generator: +Instead of evaluating a single noise function, two different noise functions are multiplied. This produces +regular tunnels instead of sheets. However due to the sheer amount of CPU work needed, the noise functions need to be +reduced in complexity in order for this generator to be useful, so the caves' shapes are "bubbly" at best. +*/ + +#include "Globals.h" +#include "Caves.h" + + + + + +/// How many nests in each direction are generated for a given chunk. Must be an even number +#define NEIGHBORHOOD_SIZE 8 + + + + + +const int MIN_RADIUS = 3; +const int MAX_RADIUS = 8; + + + + + +struct cCaveDefPoint +{ + int m_BlockX; + int m_BlockY; + int m_BlockZ; + int m_Radius; + + cCaveDefPoint(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Radius) : + m_BlockX(a_BlockX), + m_BlockY(a_BlockY), + m_BlockZ(a_BlockZ), + m_Radius(a_Radius) + { + } +} ; + +typedef std::vector cCaveDefPoints; + + + + + +/// A single non-branching tunnel of a WormNestCave +class cCaveTunnel +{ + // The bounding box, including the radii around defpoints: + int m_MinBlockX, m_MaxBlockX; + int m_MinBlockY, m_MaxBlockY; + int m_MinBlockZ, m_MaxBlockZ; + + /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise + void Randomize(cNoise & a_Noise); + + /// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short) + bool RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst); + + /// Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true + void Smooth(void); + + /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block + void FinishLinear(void); + + /// Calculates the bounding box of the points present + void CalcBoundingBox(void); + +public: + cCaveDefPoints m_Points; + + cCaveTunnel( + int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, int a_StartRadius, + int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius, + cNoise & a_Noise + ); + + /// Carves the tunnel into the chunk specified + void ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap + ); + + #ifdef _DEBUG + AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; + #endif // _DEBUG +} ; + +typedef std::vector cCaveTunnels; + + + + + +/// A collection of connected tunnels, possibly branching. +class cStructGenWormNestCaves::cCaveSystem +{ +public: + // The generating block position; is read directly in cStructGenWormNestCaves::GetCavesForChunk() + int m_BlockX; + int m_BlockZ; + + cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise); + ~cCaveSystem(); + + /// Carves the cave system into the chunk specified + void ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap + ); + + #ifdef _DEBUG + AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; + #endif // _DEBUG + +protected: + int m_Size; + cCaveTunnels m_Tunnels; + + void Clear(void); + + /// Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments] + void GenerateTunnelsFromPoint( + int a_OriginX, int a_OriginY, int a_OriginZ, + cNoise & a_Noise, int a_Segments + ); + + /// Returns a radius based on the location provided. + int GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ); +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCaveTunnel: + +cCaveTunnel::cCaveTunnel( + int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, int a_StartRadius, + int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius, + cNoise & a_Noise +) +{ + m_Points.push_back(cCaveDefPoint(a_BlockStartX, a_BlockStartY, a_BlockStartZ, a_StartRadius)); + m_Points.push_back(cCaveDefPoint(a_BlockEndX, a_BlockEndY, a_BlockEndZ, a_EndRadius)); + + if ((a_BlockStartY <= 0) && (a_BlockEndY <= 0)) + { + // Don't bother detailing this cave, it's under the world anyway + return; + } + + Randomize(a_Noise); + Smooth(); + + // We know that the linear finishing won't affect the bounding box, so let's calculate it now, as we have less data: + CalcBoundingBox(); + + FinishLinear(); +} + + + + + +void cCaveTunnel::Randomize(cNoise & a_Noise) +{ + // Repeat 4 times: + for (int i = 0; i < 4; i++) + { + // For each already present point, insert a point in between it and its predecessor, shifted randomly. + int PrevX = m_Points.front().m_BlockX; + int PrevY = m_Points.front().m_BlockY; + int PrevZ = m_Points.front().m_BlockZ; + int PrevR = m_Points.front().m_Radius; + cCaveDefPoints Pts; + Pts.reserve(m_Points.size() * 2 + 1); + Pts.push_back(m_Points.front()); + for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) + { + int Random = a_Noise.IntNoise3DInt(PrevX, PrevY, PrevZ + i) / 11; + int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX); + len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY); + len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ); + len = 3 * (int)sqrt((double)len) / 4; + int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1)); + Random /= 4; + int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2); + Random /= 256; + int y = (itr->m_BlockY + PrevY) / 2 + (Random % (len / 2 + 1) - len / 4); + Random /= 256; + int z = (itr->m_BlockZ + PrevZ) / 2 + (Random % (len + 1) - len / 2); + Pts.push_back(cCaveDefPoint(x, y, z, Rad)); + Pts.push_back(*itr); + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + } + std::swap(Pts, m_Points); + } +} + + + + + +bool cCaveTunnel::RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst) +{ + // Smoothing: for each line segment, add points on its 1/4 lengths + bool res = false; + int Num = a_Src.size() - 2; // this many intermediary points + a_Dst.clear(); + a_Dst.reserve(Num * 2 + 2); + cCaveDefPoints::const_iterator itr = a_Src.begin() + 1; + a_Dst.push_back(a_Src.front()); + int PrevX = a_Src.front().m_BlockX; + int PrevY = a_Src.front().m_BlockY; + int PrevZ = a_Src.front().m_BlockZ; + int PrevR = a_Src.front().m_Radius; + for (int i = 0; i <= Num; ++i, ++itr) + { + int dx = itr->m_BlockX - PrevX; + int dy = itr->m_BlockY - PrevY; + int dz = itr->m_BlockZ - PrevZ; + if (abs(dx) + abs(dz) + abs(dy) < 6) + { + // Too short a segment to smooth-subdivide into quarters + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + continue; + } + int dr = itr->m_Radius - PrevR; + int Rad1 = std::max(PrevR + 1 * dr / 4, 1); + int Rad2 = std::max(PrevR + 3 * dr / 4, 1); + a_Dst.push_back(cCaveDefPoint(PrevX + 1 * dx / 4, PrevY + 1 * dy / 4, PrevZ + 1 * dz / 4, Rad1)); + a_Dst.push_back(cCaveDefPoint(PrevX + 3 * dx / 4, PrevY + 3 * dy / 4, PrevZ + 3 * dz / 4, Rad2)); + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + res = true; + } + a_Dst.push_back(a_Src.back()); + return res && (a_Src.size() < a_Dst.size()); +} + + + + + +void cCaveTunnel::Smooth(void) +{ + cCaveDefPoints Pts; + while (true) + { + if (!RefineDefPoints(m_Points, Pts)) + { + std::swap(Pts, m_Points); + return; + } + if (!RefineDefPoints(Pts, m_Points)) + { + return; + } + } +} + + + + + +void cCaveTunnel::FinishLinear(void) +{ + // For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints + cCaveDefPoints Pts; + std::swap(Pts, m_Points); + + m_Points.reserve(Pts.size() * 3); + int PrevX = Pts.front().m_BlockX; + int PrevY = Pts.front().m_BlockY; + int PrevZ = Pts.front().m_BlockZ; + for (cCaveDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) + { + int x1 = itr->m_BlockX; + int y1 = itr->m_BlockY; + int z1 = itr->m_BlockZ; + int dx = abs(x1 - PrevX); + int dy = abs(y1 - PrevY); + int dz = abs(z1 - PrevZ); + int sx = (PrevX < x1) ? 1 : -1; + int sy = (PrevY < y1) ? 1 : -1; + int sz = (PrevZ < z1) ? 1 : -1; + int err = dx - dz; + int R = itr->m_Radius; + + if (dx >= std::max(dy, dz)) // x dominant + { + int yd = dy - dx / 2; + int zd = dz - dx / 2; + + while (true) + { + m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevX == x1) + { + break; + } + + if (yd >= 0) // move along y + { + PrevY += sy; + yd -= dx; + } + + if (zd >= 0) // move along z + { + PrevZ += sz; + zd -= dx; + } + + // move along x + PrevX += sx; + yd += dy; + zd += dz; + } + } + else if (dy >= std::max(dx, dz)) // y dominant + { + int xd = dx - dy / 2; + int zd = dz - dy / 2; + + while (true) + { + m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevY == y1) + { + break; + } + + if (xd >= 0) // move along x + { + PrevX += sx; + xd -= dy; + } + + if (zd >= 0) // move along z + { + PrevZ += sz; + zd -= dy; + } + + // move along y + PrevY += sy; + xd += dx; + zd += dz; + } + } + else + { + // z dominant + ASSERT(dz >= std::max(dx, dy)); + int xd = dx - dz / 2; + int yd = dy - dz / 2; + + while (true) + { + m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevZ == z1) + { + break; + } + + if (xd >= 0) // move along x + { + PrevX += sx; + xd -= dz; + } + + if (yd >= 0) // move along y + { + PrevY += sy; + yd -= dz; + } + + // move along z + PrevZ += sz; + xd += dx; + yd += dy; + } + } // if (which dimension is dominant) + } // for itr +} + + + + + +void cCaveTunnel::CalcBoundingBox(void) +{ + m_MinBlockX = m_MaxBlockX = m_Points.front().m_BlockX; + m_MinBlockY = m_MaxBlockY = m_Points.front().m_BlockY; + m_MinBlockZ = m_MaxBlockZ = m_Points.front().m_BlockZ; + for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) + { + m_MinBlockX = std::min(m_MinBlockX, itr->m_BlockX - itr->m_Radius); + m_MaxBlockX = std::max(m_MaxBlockX, itr->m_BlockX + itr->m_Radius); + m_MinBlockY = std::min(m_MinBlockY, itr->m_BlockY - itr->m_Radius); + m_MaxBlockY = std::max(m_MaxBlockY, itr->m_BlockY + itr->m_Radius); + m_MinBlockZ = std::min(m_MinBlockZ, itr->m_BlockZ - itr->m_Radius); + m_MaxBlockZ = std::max(m_MaxBlockZ, itr->m_BlockZ + itr->m_Radius); + } // for itr - m_Points[] +} + + + + + +void cCaveTunnel::ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap +) +{ + int BaseX = a_ChunkX * cChunkDef::Width; + int BaseZ = a_ChunkZ * cChunkDef::Width; + if ( + (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) || + (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) + ) + { + // Tunnel does not intersect the chunk at all, bail out + return; + } + + int BlockStartX = a_ChunkX * cChunkDef::Width; + int BlockStartZ = a_ChunkZ * cChunkDef::Width; + int BlockEndX = BlockStartX + cChunkDef::Width; + int BlockEndZ = BlockStartZ + cChunkDef::Width; + for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) + { + if ( + (itr->m_BlockX + itr->m_Radius < BlockStartX) || + (itr->m_BlockX - itr->m_Radius > BlockEndX) || + (itr->m_BlockZ + itr->m_Radius < BlockStartZ) || + (itr->m_BlockZ - itr->m_Radius > BlockEndZ) + ) + { + // Cannot intersect, bail out early + continue; + } + + // Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom: + int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc + int DifY = itr->m_BlockY; + int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc + int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1); + int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height)); + int SqRad = itr->m_Radius * itr->m_Radius; + for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) + { + for (int y = Bottom; y <= Top; y++) + { + int SqDist = (DifX - x) * (DifX - x) + (DifY - y) * (DifY - y) + (DifZ - z) * (DifZ - z); + if (4 * SqDist <= SqRad) + { + switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z)) + { + // Only carve out these specific block types + case E_BLOCK_DIRT: + case E_BLOCK_GRASS: + case E_BLOCK_STONE: + case E_BLOCK_COBBLESTONE: + case E_BLOCK_GRAVEL: + case E_BLOCK_SAND: + case E_BLOCK_SANDSTONE: + case E_BLOCK_NETHERRACK: + case E_BLOCK_COAL_ORE: + case E_BLOCK_IRON_ORE: + case E_BLOCK_GOLD_ORE: + case E_BLOCK_DIAMOND_ORE: + case E_BLOCK_REDSTONE_ORE: + case E_BLOCK_REDSTONE_ORE_GLOWING: + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); + break; + } + default: break; + } + } + } // for y + } // for x, z + } // for itr - m_Points[] + + /* + #ifdef _DEBUG + // For debugging purposes, outline the shape of the cave using glowstone, *after* carving the entire cave: + for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) + { + int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc + int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc + if ( + (DifX >= 0) && (DifX < cChunkDef::Width) && + (itr->m_BlockY > 0) && (itr->m_BlockY < cChunkDef::Height) && + (DifZ >= 0) && (DifZ < cChunkDef::Width) + ) + { + cChunkDef::SetBlock(a_BlockTypes, DifX, itr->m_BlockY, DifZ, E_BLOCK_GLOWSTONE); + } + } // for itr - m_Points[] + #endif // _DEBUG + //*/ +} + + + + + +#ifdef _DEBUG +AString cCaveTunnel::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const +{ + AString SVG; + SVG.reserve(m_Points.size() * 20 + 200); + AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); + Prefix = 'L'; + } + SVG.append("\"/>\n"); + return SVG; +} +#endif // _DEBUG + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenWormNestCaves::cCaveSystem: + +cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise) : + m_BlockX(a_BlockX), + m_BlockZ(a_BlockZ), + m_Size(a_Size) +{ + int Num = 1 + a_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) % 3; + for (int i = 0; i < Num; i++) + { + int OriginX = a_BlockX + (a_Noise.IntNoise3DInt(13 * a_BlockX, 17 * a_BlockZ, 11 * i) / 19) % a_MaxOffset; + int OriginZ = a_BlockZ + (a_Noise.IntNoise3DInt(17 * a_BlockX, 13 * a_BlockZ, 11 * i) / 23) % a_MaxOffset; + int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_BlockX, 13 * a_BlockZ, 11 * i) / 17) % 20; + + // Generate three branches from the origin point: + // The tunnels generated depend on X, Y, Z and Branches, + // for the same set of numbers it generates the same offsets! + // That's why we add a +1 to X in the third line + GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 3); + GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 2); + GenerateTunnelsFromPoint(OriginX + 1, OriginY, OriginZ, a_Noise, 3); + } +} + + + + + +cStructGenWormNestCaves::cCaveSystem::~cCaveSystem() +{ + Clear(); +} + + + + + + +void cStructGenWormNestCaves::cCaveSystem::ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap +) +{ + for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) + { + (*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap); + } // for itr - m_Tunnels[] +} + + + + + +#ifdef _DEBUG +AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const +{ + AString SVG; + SVG.reserve(512 * 1024); + for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) + { + SVG.append((*itr)->ExportAsSVG(a_Color, a_OffsetX, a_OffsetZ)); + } // for itr - m_Tunnels[] + + // Base point highlight: + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ + ); + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5 + ); + + // A gray line from the base point to the first point of the ravine, for identification: + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, + a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX, + a_OffsetZ + m_Tunnels.front()->m_Points.front().m_BlockZ + ); + + // Offset guides: + if (a_OffsetX > 0) + { + AppendPrintf(SVG, "\n", + a_OffsetX, a_OffsetX + ); + } + if (a_OffsetZ > 0) + { + AppendPrintf(SVG, "\n", + a_OffsetZ, a_OffsetZ + ); + } + + return SVG; +} +#endif // _DEBUG + + + + + +void cStructGenWormNestCaves::cCaveSystem::Clear(void) +{ + for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) + { + delete *itr; + } + m_Tunnels.clear(); +} + + + + + +void cStructGenWormNestCaves::cCaveSystem::GenerateTunnelsFromPoint( + int a_OriginX, int a_OriginY, int a_OriginZ, + cNoise & a_Noise, int a_NumSegments +) +{ + int DoubleSize = m_Size * 2; + int Radius = GetRadius(a_Noise, a_OriginX + a_OriginY, a_OriginY + a_OriginZ, a_OriginZ + a_OriginX); + for (int i = a_NumSegments - 1; i >= 0; --i) + { + int EndX = a_OriginX + (((a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ + 11 * a_NumSegments) / 7) % DoubleSize) - m_Size) / 2; + int EndY = a_OriginY + (((a_Noise.IntNoise3DInt(a_OriginY, 13 * a_NumSegments, a_OriginZ + a_OriginX) / 7) % DoubleSize) - m_Size) / 4; + int EndZ = a_OriginZ + (((a_Noise.IntNoise3DInt(a_OriginZ + 17 * a_NumSegments, a_OriginX, a_OriginY) / 7) % DoubleSize) - m_Size) / 2; + int EndR = GetRadius(a_Noise, a_OriginX + 7 * i, a_OriginY + 11 * i, a_OriginZ + a_OriginX); + m_Tunnels.push_back(new cCaveTunnel(a_OriginX, a_OriginY, a_OriginZ, Radius, EndX, EndY, EndZ, EndR, a_Noise)); + GenerateTunnelsFromPoint(EndX, EndY, EndZ, a_Noise, i); + a_OriginX = EndX; + a_OriginY = EndY; + a_OriginZ = EndZ; + Radius = EndR; + } // for i - a_NumSegments +} + + + + + +int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ) +{ + // Instead of a flat distribution noise function, we need to shape it, so that most caves are smallish and only a few select are large + int rnd = a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ) / 11; + /* + // Not good enough: + // The algorithm of choice: emulate gauss-distribution noise by adding 3 flat noises, then fold it in half using absolute value. + // To save on processing, use one random value and extract 3 bytes to be separately added as the gaussian noise + int sum = (rnd & 0xff) + ((rnd >> 8) & 0xff) + ((rnd >> 16) & 0xff); + // sum is now a gaussian-distribution noise within [0 .. 767], with center at 384. + // We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center + int res = 3 + abs((sum / 24) - 16); + */ + + // Algorithm of choice: random value in the range of zero to random value - heavily towards zero + int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1); + return res; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenWormNestCaves: + +cStructGenWormNestCaves::~cStructGenWormNestCaves() +{ + ClearCache(); +} + + + + + +void cStructGenWormNestCaves::ClearCache(void) +{ + for (cCaveSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } // for itr - m_Cache[] + m_Cache.clear(); +} + + + + + +void cStructGenWormNestCaves::GenStructures(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + cCaveSystems Caves; + GetCavesForChunk(ChunkX, ChunkZ, Caves); + for (cCaveSystems::const_iterator itr = Caves.begin(); itr != Caves.end(); ++itr) + { + (*itr)->ProcessChunk(ChunkX, ChunkZ, a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap()); + } // for itr - Caves[] +} + + + + + +void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenWormNestCaves::cCaveSystems & a_Caves) +{ + int BaseX = a_ChunkX * cChunkDef::Width / m_Grid; + int BaseZ = a_ChunkZ * cChunkDef::Width / m_Grid; + if (BaseX < 0) + { + --BaseX; + } + if (BaseZ < 0) + { + --BaseZ; + } + BaseX -= NEIGHBORHOOD_SIZE / 2; + BaseZ -= NEIGHBORHOOD_SIZE / 2; + + // Walk the cache, move each cave system that we want into a_Caves: + int StartX = BaseX * m_Grid; + int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_Grid; + int StartZ = BaseZ * m_Grid; + int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_Grid; + for (cCaveSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) + { + if ( + ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && + ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) + ) + { + // want + a_Caves.push_back(*itr); + itr = m_Cache.erase(itr); + } + else + { + // don't want + ++itr; + } + } // for itr - m_Cache[] + + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) + { + int RealX = (BaseX + x) * m_Grid; + for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) + { + int RealZ = (BaseZ + z) * m_Grid; + bool Found = false; + for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) + { + if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) + { + Found = true; + break; + } + } + if (!Found) + { + a_Caves.push_back(new cCaveSystem(RealX, RealZ, m_MaxOffset, m_Size, m_Noise)); + } + } + } + + // Copy a_Caves into m_Cache to the beginning: + cCaveSystems CavesCopy(a_Caves); + m_Cache.splice(m_Cache.begin(), CavesCopy, CavesCopy.begin(), CavesCopy.end()); + + // Trim the cache if it's too long: + if (m_Cache.size() > 100) + { + cCaveSystems::iterator itr = m_Cache.begin(); + std::advance(itr, 100); + for (cCaveSystems::iterator end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } + itr = m_Cache.begin(); + std::advance(itr, 100); + m_Cache.erase(itr, m_Cache.end()); + } + + /* + // Uncomment this block for debugging the caves' shapes in 2D using an SVG export + #ifdef _DEBUG + AString SVG; + SVG.append("\n\n"); + SVG.reserve(2 * 1024 * 1024); + for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) + { + int Color = 0x10 * abs((*itr)->m_BlockX / m_Grid); + Color |= 0x1000 * abs((*itr)->m_BlockZ / m_Grid); + SVG.append((*itr)->ExportAsSVG(Color, 512, 512)); + } + SVG.append("\n"); + + AString fnam; + Printf(fnam, "wnc\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); + cFile File(fnam, cFile::fmWrite); + File.Write(SVG.c_str(), SVG.size()); + #endif // _DEBUG + //*/ +} + + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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(cChunkDesc & a_ChunkDesc) +{ + cNoise Noise(m_Seed); + for (int z = 0; z < cChunkDef::Width; z++) + { + const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z); + for (int x = 0; x < cChunkDef::Width; x++) + { + const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x); + + int Top = a_ChunkDesc.GetHeight(x, z); + for (int y = 1; y < Top; ++y ) + { + if (a_ChunkDesc.GetBlockType(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) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + } + } // for y + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenDualRidgeCaves: + +void cStructGenDualRidgeCaves::GenStructures(cChunkDesc & a_ChunkDesc) +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10; + for (int x = 0; x < cChunkDef::Width; x++) + { + const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10; + + int Top = a_ChunkDesc.GetHeight(x, z); + for (int y = 1; y <= Top; ++y) + { + const float yy = (float)y / 10; + const float WaveNoise = 1; + float n1 = m_Noise1.CubicNoise3D(xx, yy, zz); + float n2 = m_Noise2.CubicNoise3D(xx, yy, zz); + float n3 = m_Noise1.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4; + float n4 = m_Noise2.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4; + if ((abs(n1 + n3) * abs(n2 + n4)) > m_Threshold) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + } + } // for y + } // for x + } // for z +} + + + + diff --git a/source/Generating/Caves.h b/source/Generating/Caves.h index bb69550a8..70cf6fe8c 100644 --- a/source/Generating/Caves.h +++ b/source/Generating/Caves.h @@ -1,102 +1,102 @@ - -// Caves.h - -// Interfaces to the various cave structure generators: -// - cStructGenWormNestCaves -// - cStructGenMarbleCaves -// - cStructGenNetherCaves - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Noise.h" - - - - - -class cStructGenMarbleCaves : - public cStructureGen -{ -public: - cStructGenMarbleCaves(int a_Seed) : m_Seed(a_Seed) {} - -protected: - - int m_Seed; - - // cStructureGen override: - virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; -} ; - - - - - -class cStructGenDualRidgeCaves : - public cStructureGen -{ -public: - cStructGenDualRidgeCaves(int a_Seed, float a_Threshold) : - m_Noise1(a_Seed), - m_Noise2(2 * a_Seed + 19999), - m_Seed(a_Seed), - m_Threshold(a_Threshold) - { - } - -protected: - cNoise m_Noise1; - cNoise m_Noise2; - int m_Seed; - float m_Threshold; - - // cStructureGen override: - virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; -} ; - - - - - -class cStructGenWormNestCaves : - public cStructureGen -{ -public: - cStructGenWormNestCaves(int a_Seed, int a_Size = 64, int a_Grid = 96, int a_MaxOffset = 128) : - m_Noise(a_Seed), - m_Size(a_Size), - m_Grid(a_Grid), - m_MaxOffset(a_MaxOffset) - { - } - - ~cStructGenWormNestCaves(); - -protected: - class cCaveSystem; // fwd: Caves.cpp - typedef std::list cCaveSystems; - - cNoise m_Noise; - int m_Size; // relative size of the cave systems' caves. Average number of blocks of each initial tunnel - int m_MaxOffset; // maximum offset of the cave nest origin from the grid cell the nest belongs to - int m_Grid; // average spacing of the nests - cCaveSystems m_Cache; - - /// Clears everything from the cache - void ClearCache(void); - - /// Returns all caves that *may* intersect the given chunk. All the caves are valid until the next call to this function. - void GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cCaveSystems & a_Caves); - - // cStructGen override: - virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; -} ; - - - - + +// Caves.h + +// Interfaces to the various cave structure generators: +// - cStructGenWormNestCaves +// - cStructGenMarbleCaves +// - cStructGenNetherCaves + + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "../Noise.h" + + + + + +class cStructGenMarbleCaves : + public cStructureGen +{ +public: + cStructGenMarbleCaves(int a_Seed) : m_Seed(a_Seed) {} + +protected: + + int m_Seed; + + // cStructureGen override: + virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cStructGenDualRidgeCaves : + public cStructureGen +{ +public: + cStructGenDualRidgeCaves(int a_Seed, float a_Threshold) : + m_Noise1(a_Seed), + m_Noise2(2 * a_Seed + 19999), + m_Seed(a_Seed), + m_Threshold(a_Threshold) + { + } + +protected: + cNoise m_Noise1; + cNoise m_Noise2; + int m_Seed; + float m_Threshold; + + // cStructureGen override: + virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cStructGenWormNestCaves : + public cStructureGen +{ +public: + cStructGenWormNestCaves(int a_Seed, int a_Size = 64, int a_Grid = 96, int a_MaxOffset = 128) : + m_Noise(a_Seed), + m_Size(a_Size), + m_Grid(a_Grid), + m_MaxOffset(a_MaxOffset) + { + } + + ~cStructGenWormNestCaves(); + +protected: + class cCaveSystem; // fwd: Caves.cpp + typedef std::list cCaveSystems; + + cNoise m_Noise; + int m_Size; // relative size of the cave systems' caves. Average number of blocks of each initial tunnel + int m_MaxOffset; // maximum offset of the cave nest origin from the grid cell the nest belongs to + int m_Grid; // average spacing of the nests + cCaveSystems m_Cache; + + /// Clears everything from the cache + void ClearCache(void); + + /// Returns all caves that *may* intersect the given chunk. All the caves are valid until the next call to this function. + void GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cCaveSystems & a_Caves); + + // cStructGen override: + virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; +} ; + + + + diff --git a/source/Generating/ChunkDesc.cpp b/source/Generating/ChunkDesc.cpp index 5c59055f7..dc6c74a3c 100644 --- a/source/Generating/ChunkDesc.cpp +++ b/source/Generating/ChunkDesc.cpp @@ -1,578 +1,578 @@ - -// ChunkDesc.cpp - -// Implements the cChunkDesc class representing the chunk description used while generating a chunk. This class is also exported to Lua for HOOK_CHUNK_GENERATING. - -#include "Globals.h" -#include "ChunkDesc.h" -#include "../BlockArea.h" -#include "../Cuboid.h" -#include "../Noise.h" - - - - - -cChunkDesc::cChunkDesc(int a_ChunkX, int a_ChunkZ) : - m_ChunkX(a_ChunkX), - m_ChunkZ(a_ChunkZ), - m_bUseDefaultBiomes(true), - m_bUseDefaultHeight(true), - m_bUseDefaultComposition(true), - m_bUseDefaultStructures(true), - m_bUseDefaultFinish(true) -{ - m_BlockArea.Create(cChunkDef::Width, cChunkDef::Height, cChunkDef::Width); - /* - memset(m_BlockTypes, 0, sizeof(cChunkDef::BlockTypes)); - memset(m_BlockMeta, 0, sizeof(cChunkDef::BlockNibbles)); - */ - memset(m_BiomeMap, 0, sizeof(cChunkDef::BiomeMap)); - memset(m_HeightMap, 0, sizeof(cChunkDef::HeightMap)); -} - - - - - -cChunkDesc::~cChunkDesc() -{ - // Nothing needed yet -} - - - - - -void cChunkDesc::SetChunkCoords(int a_ChunkX, int a_ChunkZ) -{ - m_ChunkX = a_ChunkX; - m_ChunkZ = a_ChunkZ; -} - - - - - -void cChunkDesc::FillBlocks(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) -{ - m_BlockArea.Fill(cBlockArea::baTypes | cBlockArea::baMetas, a_BlockType, a_BlockMeta); -} - - - - - -void cChunkDesc::SetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) -{ - m_BlockArea.SetRelBlockTypeMeta(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta); -} - - - - - -void cChunkDesc::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) -{ - m_BlockArea.GetRelBlockTypeMeta(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta); -} - - - - - -void cChunkDesc::SetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType) -{ - cChunkDef::SetBlock(m_BlockArea.GetBlockTypes(), a_RelX, a_RelY, a_RelZ, a_BlockType); -} - - - - - -BLOCKTYPE cChunkDesc::GetBlockType(int a_RelX, int a_RelY, int a_RelZ) -{ - return cChunkDef::GetBlock(m_BlockArea.GetBlockTypes(), a_RelX, a_RelY, a_RelZ); -} - - - - - -NIBBLETYPE cChunkDesc::GetBlockMeta(int a_RelX, int a_RelY, int a_RelZ) -{ - return m_BlockArea.GetRelBlockMeta(a_RelX, a_RelY, a_RelZ); -} - - - - - -void cChunkDesc::SetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockMeta) -{ - m_BlockArea.SetRelBlockMeta(a_RelX, a_RelY, a_RelZ, a_BlockMeta); -} - - - - - -void cChunkDesc::SetBiome(int a_RelX, int a_RelZ, int a_BiomeID) -{ - cChunkDef::SetBiome(m_BiomeMap, a_RelX, a_RelZ, (EMCSBiome)a_BiomeID); -} - - - - -EMCSBiome cChunkDesc::GetBiome(int a_RelX, int a_RelZ) -{ - return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); -} - - - - - -void cChunkDesc::SetHeight(int a_RelX, int a_RelZ, int a_Height) -{ - cChunkDef::SetHeight(m_HeightMap, a_RelX, a_RelZ, a_Height); -} - - - - - -int cChunkDesc::GetHeight(int a_RelX, int a_RelZ) -{ - return cChunkDef::GetHeight(m_HeightMap, a_RelX, a_RelZ); -} - - - - - -void cChunkDesc::SetUseDefaultBiomes(bool a_bUseDefaultBiomes) -{ - m_bUseDefaultBiomes = a_bUseDefaultBiomes; -} - - - - - -bool cChunkDesc::IsUsingDefaultBiomes(void) const -{ - return m_bUseDefaultBiomes; -} - - - - - -void cChunkDesc::SetUseDefaultHeight(bool a_bUseDefaultHeight) -{ - m_bUseDefaultHeight = a_bUseDefaultHeight; -} - - - - - -bool cChunkDesc::IsUsingDefaultHeight(void) const -{ - return m_bUseDefaultHeight; -} - - - - - -void cChunkDesc::SetUseDefaultComposition(bool a_bUseDefaultComposition) -{ - m_bUseDefaultComposition = a_bUseDefaultComposition; -} - - - - - -bool cChunkDesc::IsUsingDefaultComposition(void) const -{ - return m_bUseDefaultComposition; -} - - - - - -void cChunkDesc::SetUseDefaultStructures(bool a_bUseDefaultStructures) -{ - m_bUseDefaultStructures = a_bUseDefaultStructures; -} - - - - - -bool cChunkDesc::IsUsingDefaultStructures(void) const -{ - return m_bUseDefaultStructures; -} - - - - - -void cChunkDesc::SetUseDefaultFinish(bool a_bUseDefaultFinish) -{ - m_bUseDefaultFinish = a_bUseDefaultFinish; -} - - - - - -bool cChunkDesc::IsUsingDefaultFinish(void) const -{ - return m_bUseDefaultFinish; -} - - - - -void cChunkDesc::WriteBlockArea(const cBlockArea & a_BlockArea, int a_RelX, int a_RelY, int a_RelZ, cBlockArea::eMergeStrategy a_MergeStrategy) -{ - m_BlockArea.Merge(a_BlockArea, a_RelX, a_RelY, a_RelZ, a_MergeStrategy); -} - - - - - -void cChunkDesc::ReadBlockArea(cBlockArea & a_Dest, int a_MinRelX, int a_MaxRelX, int a_MinRelY, int a_MaxRelY, int a_MinRelZ, int a_MaxRelZ) -{ - // Normalize the coords: - if (a_MinRelX > a_MaxRelX) - { - std::swap(a_MinRelX, a_MaxRelX); - } - if (a_MinRelY > a_MaxRelY) - { - std::swap(a_MinRelY, a_MaxRelY); - } - if (a_MinRelZ > a_MaxRelZ) - { - std::swap(a_MinRelZ, a_MaxRelZ); - } - - // Include the Max coords: - a_MaxRelX += 1; - a_MaxRelY += 1; - a_MaxRelZ += 1; - - // Check coords validity: - if (a_MinRelX < 0) - { - LOGWARNING("%s: MinRelX less than zero, adjusting to zero", __FUNCTION__); - a_MinRelX = 0; - } - else if (a_MinRelX >= cChunkDef::Width) - { - LOGWARNING("%s: MinRelX more than chunk width, adjusting to chunk width", __FUNCTION__); - a_MinRelX = cChunkDef::Width - 1; - } - if (a_MaxRelX < 0) - { - LOGWARNING("%s: MaxRelX less than zero, adjusting to zero", __FUNCTION__); - a_MaxRelX = 0; - } - else if (a_MinRelX >= cChunkDef::Width) - { - LOGWARNING("%s: MaxRelX more than chunk width, adjusting to chunk width", __FUNCTION__); - a_MaxRelX = cChunkDef::Width - 1; - } - - if (a_MinRelY < 0) - { - LOGWARNING("%s: MinRelY less than zero, adjusting to zero", __FUNCTION__); - a_MinRelY = 0; - } - else if (a_MinRelY >= cChunkDef::Height) - { - LOGWARNING("%s: MinRelY more than chunk height, adjusting to chunk height", __FUNCTION__); - a_MinRelY = cChunkDef::Height - 1; - } - if (a_MaxRelY < 0) - { - LOGWARNING("%s: MaxRelY less than zero, adjusting to zero", __FUNCTION__); - a_MaxRelY = 0; - } - else if (a_MinRelY >= cChunkDef::Height) - { - LOGWARNING("%s: MaxRelY more than chunk height, adjusting to chunk height", __FUNCTION__); - a_MaxRelY = cChunkDef::Height - 1; - } - - if (a_MinRelZ < 0) - { - LOGWARNING("%s: MinRelZ less than zero, adjusting to zero", __FUNCTION__); - a_MinRelZ = 0; - } - else if (a_MinRelZ >= cChunkDef::Width) - { - LOGWARNING("%s: MinRelZ more than chunk width, adjusting to chunk width", __FUNCTION__); - a_MinRelZ = cChunkDef::Width - 1; - } - if (a_MaxRelZ < 0) - { - LOGWARNING("%s: MaxRelZ less than zero, adjusting to zero", __FUNCTION__); - a_MaxRelZ = 0; - } - else if (a_MinRelZ >= cChunkDef::Width) - { - LOGWARNING("%s: MaxRelZ more than chunk width, adjusting to chunk width", __FUNCTION__); - a_MaxRelZ = cChunkDef::Width - 1; - } - - // Prepare the block area: - int SizeX = a_MaxRelX - a_MinRelX; - int SizeY = a_MaxRelY - a_MinRelY; - int SizeZ = a_MaxRelZ - a_MinRelZ; - a_Dest.Clear(); - a_Dest.m_OriginX = m_ChunkX * cChunkDef::Width + a_MinRelX; - a_Dest.m_OriginY = a_MinRelY; - a_Dest.m_OriginZ = m_ChunkZ * cChunkDef::Width + a_MinRelZ; - a_Dest.SetSize(SizeX, SizeY, SizeZ, cBlockArea::baTypes | cBlockArea::baMetas); - - for (int y = 0; y < SizeY; y++) - { - int CDY = a_MinRelY + y; - for (int z = 0; z < SizeZ; z++) - { - int CDZ = a_MinRelZ + z; - for (int x = 0; x < SizeX; x++) - { - int CDX = a_MinRelX + x; - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - GetBlockTypeMeta(CDX, CDY, CDZ, BlockType, BlockMeta); - a_Dest.SetRelBlockTypeMeta(x, y, z, BlockType, BlockMeta); - } // for x - } // for z - } // for y -} - - - - - -HEIGHTTYPE cChunkDesc::GetMaxHeight(void) const -{ - HEIGHTTYPE MaxHeight = m_HeightMap[0]; - for (int i = 1; i < ARRAYCOUNT(m_HeightMap); i++) - { - if (m_HeightMap[i] > MaxHeight) - { - MaxHeight = m_HeightMap[i]; - } - } - return MaxHeight; -} - - - - - -void cChunkDesc::FillRelCuboid( - int a_MinX, int a_MaxX, - int a_MinY, int a_MaxY, - int a_MinZ, int a_MaxZ, - BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta -) -{ - int MinX = std::max(a_MinX, 0); - int MinY = std::max(a_MinY, 0); - int MinZ = std::max(a_MinZ, 0); - int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); - int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); - int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); - - for (int y = MinY; y <= MaxY; y++) - { - for (int z = MinZ; z <= MaxZ; z++) - { - for (int x = MinX; x <= MaxX; x++) - { - SetBlockTypeMeta(x, y, z, a_BlockType, a_BlockMeta); - } - } // for z - } // for y -} - - - - - -void cChunkDesc::ReplaceRelCuboid( - int a_MinX, int a_MaxX, - int a_MinY, int a_MaxY, - int a_MinZ, int a_MaxZ, - BLOCKTYPE a_SrcType, NIBBLETYPE a_SrcMeta, - BLOCKTYPE a_DstType, NIBBLETYPE a_DstMeta -) -{ - int MinX = std::max(a_MinX, 0); - int MinY = std::max(a_MinY, 0); - int MinZ = std::max(a_MinZ, 0); - int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); - int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); - int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); - - for (int y = MinY; y <= MaxY; y++) - { - for (int z = MinZ; z <= MaxZ; z++) - { - for (int x = MinX; x <= MaxX; x++) - { - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - GetBlockTypeMeta(x, y, z, BlockType, BlockMeta); - if ((BlockType == a_SrcType) && (BlockMeta == a_SrcMeta)) - { - SetBlockTypeMeta(x, y, z, a_DstType, a_DstMeta); - } - } - } // for z - } // for y -} - - - - - -void cChunkDesc::FloorRelCuboid( - int a_MinX, int a_MaxX, - int a_MinY, int a_MaxY, - int a_MinZ, int a_MaxZ, - BLOCKTYPE a_DstType, NIBBLETYPE a_DstMeta -) -{ - int MinX = std::max(a_MinX, 0); - int MinY = std::max(a_MinY, 0); - int MinZ = std::max(a_MinZ, 0); - int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); - int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); - int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); - - for (int y = MinY; y <= MaxY; y++) - { - for (int z = MinZ; z <= MaxZ; z++) - { - for (int x = MinX; x <= MaxX; x++) - { - switch (GetBlockType(x, y, z)) - { - case E_BLOCK_AIR: - case E_BLOCK_WATER: - case E_BLOCK_STATIONARY_WATER: - { - SetBlockTypeMeta(x, y, z, a_DstType, a_DstMeta); - break; - } - } // switch (GetBlockType) - } // for x - } // for z - } // for y -} - - - - - -void cChunkDesc::RandomFillRelCuboid( - int a_MinX, int a_MaxX, - int a_MinY, int a_MaxY, - int a_MinZ, int a_MaxZ, - BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, - int a_RandomSeed, int a_ChanceOutOf10k -) -{ - cNoise Noise(a_RandomSeed); - int MinX = std::max(a_MinX, 0); - int MinY = std::max(a_MinY, 0); - int MinZ = std::max(a_MinZ, 0); - int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); - int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); - int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); - - for (int y = MinY; y <= MaxY; y++) - { - for (int z = MinZ; z <= MaxZ; z++) - { - for (int x = MinX; x <= MaxX; x++) - { - int rnd = (Noise.IntNoise3DInt(x, y, z) / 7) % 10000; - if (rnd <= a_ChanceOutOf10k) - { - SetBlockTypeMeta(x, y, z, a_BlockType, a_BlockMeta); - } - } - } // for z - } // for y -} - - - - - -void cChunkDesc::AddBlockEntity(cBlockEntity * a_BlockEntity) -{ - m_BlockEntities.push_back(a_BlockEntity); -} - - - - - -void cChunkDesc::CompressBlockMetas(cChunkDef::BlockNibbles & a_DestMetas) -{ - const NIBBLETYPE * AreaMetas = m_BlockArea.GetBlockMetas(); - for (int i = 0; i < ARRAYCOUNT(a_DestMetas); i++) - { - a_DestMetas[i] = AreaMetas[2 * i] | (AreaMetas[2 * i + 1] << 4); - } -} - - - - - -#ifdef _DEBUG - -void cChunkDesc::VerifyHeightmap(void) -{ - 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--) - { - BLOCKTYPE BlockType = GetBlockType(x, y, z); - if (BlockType != E_BLOCK_AIR) - { - int Height = GetHeight(x, z); - ASSERT(Height == y); - break; - } - } // for y - } // for z - } // for x -} - -#endif // _DEBUG - - - - - + +// ChunkDesc.cpp + +// Implements the cChunkDesc class representing the chunk description used while generating a chunk. This class is also exported to Lua for HOOK_CHUNK_GENERATING. + +#include "Globals.h" +#include "ChunkDesc.h" +#include "../BlockArea.h" +#include "../Cuboid.h" +#include "../Noise.h" + + + + + +cChunkDesc::cChunkDesc(int a_ChunkX, int a_ChunkZ) : + m_ChunkX(a_ChunkX), + m_ChunkZ(a_ChunkZ), + m_bUseDefaultBiomes(true), + m_bUseDefaultHeight(true), + m_bUseDefaultComposition(true), + m_bUseDefaultStructures(true), + m_bUseDefaultFinish(true) +{ + m_BlockArea.Create(cChunkDef::Width, cChunkDef::Height, cChunkDef::Width); + /* + memset(m_BlockTypes, 0, sizeof(cChunkDef::BlockTypes)); + memset(m_BlockMeta, 0, sizeof(cChunkDef::BlockNibbles)); + */ + memset(m_BiomeMap, 0, sizeof(cChunkDef::BiomeMap)); + memset(m_HeightMap, 0, sizeof(cChunkDef::HeightMap)); +} + + + + + +cChunkDesc::~cChunkDesc() +{ + // Nothing needed yet +} + + + + + +void cChunkDesc::SetChunkCoords(int a_ChunkX, int a_ChunkZ) +{ + m_ChunkX = a_ChunkX; + m_ChunkZ = a_ChunkZ; +} + + + + + +void cChunkDesc::FillBlocks(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) +{ + m_BlockArea.Fill(cBlockArea::baTypes | cBlockArea::baMetas, a_BlockType, a_BlockMeta); +} + + + + + +void cChunkDesc::SetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) +{ + m_BlockArea.SetRelBlockTypeMeta(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta); +} + + + + + +void cChunkDesc::GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) +{ + m_BlockArea.GetRelBlockTypeMeta(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta); +} + + + + + +void cChunkDesc::SetBlockType(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType) +{ + cChunkDef::SetBlock(m_BlockArea.GetBlockTypes(), a_RelX, a_RelY, a_RelZ, a_BlockType); +} + + + + + +BLOCKTYPE cChunkDesc::GetBlockType(int a_RelX, int a_RelY, int a_RelZ) +{ + return cChunkDef::GetBlock(m_BlockArea.GetBlockTypes(), a_RelX, a_RelY, a_RelZ); +} + + + + + +NIBBLETYPE cChunkDesc::GetBlockMeta(int a_RelX, int a_RelY, int a_RelZ) +{ + return m_BlockArea.GetRelBlockMeta(a_RelX, a_RelY, a_RelZ); +} + + + + + +void cChunkDesc::SetBlockMeta(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockMeta) +{ + m_BlockArea.SetRelBlockMeta(a_RelX, a_RelY, a_RelZ, a_BlockMeta); +} + + + + + +void cChunkDesc::SetBiome(int a_RelX, int a_RelZ, int a_BiomeID) +{ + cChunkDef::SetBiome(m_BiomeMap, a_RelX, a_RelZ, (EMCSBiome)a_BiomeID); +} + + + + +EMCSBiome cChunkDesc::GetBiome(int a_RelX, int a_RelZ) +{ + return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); +} + + + + + +void cChunkDesc::SetHeight(int a_RelX, int a_RelZ, int a_Height) +{ + cChunkDef::SetHeight(m_HeightMap, a_RelX, a_RelZ, a_Height); +} + + + + + +int cChunkDesc::GetHeight(int a_RelX, int a_RelZ) +{ + return cChunkDef::GetHeight(m_HeightMap, a_RelX, a_RelZ); +} + + + + + +void cChunkDesc::SetUseDefaultBiomes(bool a_bUseDefaultBiomes) +{ + m_bUseDefaultBiomes = a_bUseDefaultBiomes; +} + + + + + +bool cChunkDesc::IsUsingDefaultBiomes(void) const +{ + return m_bUseDefaultBiomes; +} + + + + + +void cChunkDesc::SetUseDefaultHeight(bool a_bUseDefaultHeight) +{ + m_bUseDefaultHeight = a_bUseDefaultHeight; +} + + + + + +bool cChunkDesc::IsUsingDefaultHeight(void) const +{ + return m_bUseDefaultHeight; +} + + + + + +void cChunkDesc::SetUseDefaultComposition(bool a_bUseDefaultComposition) +{ + m_bUseDefaultComposition = a_bUseDefaultComposition; +} + + + + + +bool cChunkDesc::IsUsingDefaultComposition(void) const +{ + return m_bUseDefaultComposition; +} + + + + + +void cChunkDesc::SetUseDefaultStructures(bool a_bUseDefaultStructures) +{ + m_bUseDefaultStructures = a_bUseDefaultStructures; +} + + + + + +bool cChunkDesc::IsUsingDefaultStructures(void) const +{ + return m_bUseDefaultStructures; +} + + + + + +void cChunkDesc::SetUseDefaultFinish(bool a_bUseDefaultFinish) +{ + m_bUseDefaultFinish = a_bUseDefaultFinish; +} + + + + + +bool cChunkDesc::IsUsingDefaultFinish(void) const +{ + return m_bUseDefaultFinish; +} + + + + +void cChunkDesc::WriteBlockArea(const cBlockArea & a_BlockArea, int a_RelX, int a_RelY, int a_RelZ, cBlockArea::eMergeStrategy a_MergeStrategy) +{ + m_BlockArea.Merge(a_BlockArea, a_RelX, a_RelY, a_RelZ, a_MergeStrategy); +} + + + + + +void cChunkDesc::ReadBlockArea(cBlockArea & a_Dest, int a_MinRelX, int a_MaxRelX, int a_MinRelY, int a_MaxRelY, int a_MinRelZ, int a_MaxRelZ) +{ + // Normalize the coords: + if (a_MinRelX > a_MaxRelX) + { + std::swap(a_MinRelX, a_MaxRelX); + } + if (a_MinRelY > a_MaxRelY) + { + std::swap(a_MinRelY, a_MaxRelY); + } + if (a_MinRelZ > a_MaxRelZ) + { + std::swap(a_MinRelZ, a_MaxRelZ); + } + + // Include the Max coords: + a_MaxRelX += 1; + a_MaxRelY += 1; + a_MaxRelZ += 1; + + // Check coords validity: + if (a_MinRelX < 0) + { + LOGWARNING("%s: MinRelX less than zero, adjusting to zero", __FUNCTION__); + a_MinRelX = 0; + } + else if (a_MinRelX >= cChunkDef::Width) + { + LOGWARNING("%s: MinRelX more than chunk width, adjusting to chunk width", __FUNCTION__); + a_MinRelX = cChunkDef::Width - 1; + } + if (a_MaxRelX < 0) + { + LOGWARNING("%s: MaxRelX less than zero, adjusting to zero", __FUNCTION__); + a_MaxRelX = 0; + } + else if (a_MinRelX >= cChunkDef::Width) + { + LOGWARNING("%s: MaxRelX more than chunk width, adjusting to chunk width", __FUNCTION__); + a_MaxRelX = cChunkDef::Width - 1; + } + + if (a_MinRelY < 0) + { + LOGWARNING("%s: MinRelY less than zero, adjusting to zero", __FUNCTION__); + a_MinRelY = 0; + } + else if (a_MinRelY >= cChunkDef::Height) + { + LOGWARNING("%s: MinRelY more than chunk height, adjusting to chunk height", __FUNCTION__); + a_MinRelY = cChunkDef::Height - 1; + } + if (a_MaxRelY < 0) + { + LOGWARNING("%s: MaxRelY less than zero, adjusting to zero", __FUNCTION__); + a_MaxRelY = 0; + } + else if (a_MinRelY >= cChunkDef::Height) + { + LOGWARNING("%s: MaxRelY more than chunk height, adjusting to chunk height", __FUNCTION__); + a_MaxRelY = cChunkDef::Height - 1; + } + + if (a_MinRelZ < 0) + { + LOGWARNING("%s: MinRelZ less than zero, adjusting to zero", __FUNCTION__); + a_MinRelZ = 0; + } + else if (a_MinRelZ >= cChunkDef::Width) + { + LOGWARNING("%s: MinRelZ more than chunk width, adjusting to chunk width", __FUNCTION__); + a_MinRelZ = cChunkDef::Width - 1; + } + if (a_MaxRelZ < 0) + { + LOGWARNING("%s: MaxRelZ less than zero, adjusting to zero", __FUNCTION__); + a_MaxRelZ = 0; + } + else if (a_MinRelZ >= cChunkDef::Width) + { + LOGWARNING("%s: MaxRelZ more than chunk width, adjusting to chunk width", __FUNCTION__); + a_MaxRelZ = cChunkDef::Width - 1; + } + + // Prepare the block area: + int SizeX = a_MaxRelX - a_MinRelX; + int SizeY = a_MaxRelY - a_MinRelY; + int SizeZ = a_MaxRelZ - a_MinRelZ; + a_Dest.Clear(); + a_Dest.m_OriginX = m_ChunkX * cChunkDef::Width + a_MinRelX; + a_Dest.m_OriginY = a_MinRelY; + a_Dest.m_OriginZ = m_ChunkZ * cChunkDef::Width + a_MinRelZ; + a_Dest.SetSize(SizeX, SizeY, SizeZ, cBlockArea::baTypes | cBlockArea::baMetas); + + for (int y = 0; y < SizeY; y++) + { + int CDY = a_MinRelY + y; + for (int z = 0; z < SizeZ; z++) + { + int CDZ = a_MinRelZ + z; + for (int x = 0; x < SizeX; x++) + { + int CDX = a_MinRelX + x; + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + GetBlockTypeMeta(CDX, CDY, CDZ, BlockType, BlockMeta); + a_Dest.SetRelBlockTypeMeta(x, y, z, BlockType, BlockMeta); + } // for x + } // for z + } // for y +} + + + + + +HEIGHTTYPE cChunkDesc::GetMaxHeight(void) const +{ + HEIGHTTYPE MaxHeight = m_HeightMap[0]; + for (int i = 1; i < ARRAYCOUNT(m_HeightMap); i++) + { + if (m_HeightMap[i] > MaxHeight) + { + MaxHeight = m_HeightMap[i]; + } + } + return MaxHeight; +} + + + + + +void cChunkDesc::FillRelCuboid( + int a_MinX, int a_MaxX, + int a_MinY, int a_MaxY, + int a_MinZ, int a_MaxZ, + BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta +) +{ + int MinX = std::max(a_MinX, 0); + int MinY = std::max(a_MinY, 0); + int MinZ = std::max(a_MinZ, 0); + int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); + int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); + int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); + + for (int y = MinY; y <= MaxY; y++) + { + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + SetBlockTypeMeta(x, y, z, a_BlockType, a_BlockMeta); + } + } // for z + } // for y +} + + + + + +void cChunkDesc::ReplaceRelCuboid( + int a_MinX, int a_MaxX, + int a_MinY, int a_MaxY, + int a_MinZ, int a_MaxZ, + BLOCKTYPE a_SrcType, NIBBLETYPE a_SrcMeta, + BLOCKTYPE a_DstType, NIBBLETYPE a_DstMeta +) +{ + int MinX = std::max(a_MinX, 0); + int MinY = std::max(a_MinY, 0); + int MinZ = std::max(a_MinZ, 0); + int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); + int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); + int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); + + for (int y = MinY; y <= MaxY; y++) + { + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + GetBlockTypeMeta(x, y, z, BlockType, BlockMeta); + if ((BlockType == a_SrcType) && (BlockMeta == a_SrcMeta)) + { + SetBlockTypeMeta(x, y, z, a_DstType, a_DstMeta); + } + } + } // for z + } // for y +} + + + + + +void cChunkDesc::FloorRelCuboid( + int a_MinX, int a_MaxX, + int a_MinY, int a_MaxY, + int a_MinZ, int a_MaxZ, + BLOCKTYPE a_DstType, NIBBLETYPE a_DstMeta +) +{ + int MinX = std::max(a_MinX, 0); + int MinY = std::max(a_MinY, 0); + int MinZ = std::max(a_MinZ, 0); + int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); + int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); + int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); + + for (int y = MinY; y <= MaxY; y++) + { + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + switch (GetBlockType(x, y, z)) + { + case E_BLOCK_AIR: + case E_BLOCK_WATER: + case E_BLOCK_STATIONARY_WATER: + { + SetBlockTypeMeta(x, y, z, a_DstType, a_DstMeta); + break; + } + } // switch (GetBlockType) + } // for x + } // for z + } // for y +} + + + + + +void cChunkDesc::RandomFillRelCuboid( + int a_MinX, int a_MaxX, + int a_MinY, int a_MaxY, + int a_MinZ, int a_MaxZ, + BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, + int a_RandomSeed, int a_ChanceOutOf10k +) +{ + cNoise Noise(a_RandomSeed); + int MinX = std::max(a_MinX, 0); + int MinY = std::max(a_MinY, 0); + int MinZ = std::max(a_MinZ, 0); + int MaxX = std::min(a_MaxX, cChunkDef::Width - 1); + int MaxY = std::min(a_MaxY, cChunkDef::Height - 1); + int MaxZ = std::min(a_MaxZ, cChunkDef::Width - 1); + + for (int y = MinY; y <= MaxY; y++) + { + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + int rnd = (Noise.IntNoise3DInt(x, y, z) / 7) % 10000; + if (rnd <= a_ChanceOutOf10k) + { + SetBlockTypeMeta(x, y, z, a_BlockType, a_BlockMeta); + } + } + } // for z + } // for y +} + + + + + +void cChunkDesc::AddBlockEntity(cBlockEntity * a_BlockEntity) +{ + m_BlockEntities.push_back(a_BlockEntity); +} + + + + + +void cChunkDesc::CompressBlockMetas(cChunkDef::BlockNibbles & a_DestMetas) +{ + const NIBBLETYPE * AreaMetas = m_BlockArea.GetBlockMetas(); + for (int i = 0; i < ARRAYCOUNT(a_DestMetas); i++) + { + a_DestMetas[i] = AreaMetas[2 * i] | (AreaMetas[2 * i + 1] << 4); + } +} + + + + + +#ifdef _DEBUG + +void cChunkDesc::VerifyHeightmap(void) +{ + 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--) + { + BLOCKTYPE BlockType = GetBlockType(x, y, z); + if (BlockType != E_BLOCK_AIR) + { + int Height = GetHeight(x, z); + ASSERT(Height == y); + break; + } + } // for y + } // for z + } // for x +} + +#endif // _DEBUG + + + + + diff --git a/source/Generating/ComposableGenerator.cpp b/source/Generating/ComposableGenerator.cpp index c038712aa..fb31ec7b2 100644 --- a/source/Generating/ComposableGenerator.cpp +++ b/source/Generating/ComposableGenerator.cpp @@ -1,524 +1,524 @@ - -// ComposableGenerator.cpp - -// Implements the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks - -#include "Globals.h" - -#include "ComposableGenerator.h" -#include "../World.h" -#include "../../iniFile/iniFile.h" -#include "../Root.h" - -// Individual composed algorithms: -#include "BioGen.h" -#include "HeiGen.h" -#include "CompoGen.h" -#include "StructGen.h" -#include "FinishGen.h" - -#include "Caves.h" -#include "DistortedHeightmap.h" -#include "EndGen.h" -#include "MineShafts.h" -#include "Noise3DGenerator.h" -#include "Ravines.h" - - - - - - - - - - -cComposableGenerator::cComposableGenerator(cChunkGenerator & a_ChunkGenerator) : - super(a_ChunkGenerator), - m_BiomeGen(NULL), - m_HeightGen(NULL), - m_CompositionGen(NULL), - m_UnderlyingBiomeGen(NULL), - m_UnderlyingHeightGen(NULL), - m_UnderlyingCompositionGen(NULL) -{ -} - - - - - -cComposableGenerator::~cComposableGenerator() -{ - // Delete the generating composition: - for (cFinishGenList::const_iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr) - { - delete *itr; - } - m_FinishGens.clear(); - for (cStructureGenList::const_iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr) - { - delete *itr; - } - m_StructureGens.clear(); - - delete m_CompositionGen; - m_CompositionGen = NULL; - delete m_HeightGen; - m_HeightGen = NULL; - delete m_BiomeGen; - m_BiomeGen = NULL; - delete m_UnderlyingCompositionGen; - m_UnderlyingCompositionGen = NULL; - delete m_UnderlyingHeightGen; - m_UnderlyingHeightGen = NULL; - delete m_UnderlyingBiomeGen; - m_UnderlyingBiomeGen = NULL; -} - - - - - -void cComposableGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) -{ - super::Initialize(a_World, a_IniFile); - - InitBiomeGen(a_IniFile); - InitHeightGen(a_IniFile); - InitCompositionGen(a_IniFile); - InitStructureGens(a_IniFile); - InitFinishGens(a_IniFile); -} - - - - - -void cComposableGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) -{ - if (m_BiomeGen != NULL) // Quick fix for generator deinitializing before the world storage finishes loading - { - m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap); - } -} - - - - - -void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) -{ - if (a_ChunkDesc.IsUsingDefaultBiomes()) - { - m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetBiomeMap()); - } - - if (a_ChunkDesc.IsUsingDefaultHeight()) - { - m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetHeightMap()); - } - - if (a_ChunkDesc.IsUsingDefaultComposition()) - { - m_CompositionGen->ComposeTerrain(a_ChunkDesc); - } - - if (a_ChunkDesc.IsUsingDefaultStructures()) - { - for (cStructureGenList::iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr) - { - (*itr)->GenStructures(a_ChunkDesc); - } // for itr - m_StructureGens[] - } - - if (a_ChunkDesc.IsUsingDefaultFinish()) - { - for (cFinishGenList::iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr) - { - (*itr)->GenFinish(a_ChunkDesc); - } // for itr - m_FinishGens[] - } -} - - - - - -void cComposableGenerator::InitBiomeGen(cIniFile & a_IniFile) -{ - AString BiomeGenName = a_IniFile.GetValueSet("Generator", "BiomeGen", ""); - if (BiomeGenName.empty()) - { - LOGWARN("[Generator]::BiomeGen value not found in world.ini, using \"MultiStepMap\"."); - BiomeGenName = "MultiStepMap"; - } - - int Seed = m_ChunkGenerator.GetSeed(); - bool CacheOffByDefault = false; - if (NoCaseCompare(BiomeGenName, "constant") == 0) - { - m_BiomeGen = new cBioGenConstant; - CacheOffByDefault = true; // we're generating faster than a cache would retrieve data :) - } - else if (NoCaseCompare(BiomeGenName, "checkerboard") == 0) - { - m_BiomeGen = new cBioGenCheckerboard; - CacheOffByDefault = true; // we're (probably) generating faster than a cache would retrieve data - } - else if (NoCaseCompare(BiomeGenName, "voronoi") == 0) - { - m_BiomeGen = new cBioGenVoronoi(Seed); - } - else if (NoCaseCompare(BiomeGenName, "distortedvoronoi") == 0) - { - m_BiomeGen = new cBioGenDistortedVoronoi(Seed); - } - else - { - if (NoCaseCompare(BiomeGenName, "multistepmap") != 0) - { - LOGWARNING("Unknown BiomeGen \"%s\", using \"MultiStepMap\" instead.", BiomeGenName.c_str()); - } - m_BiomeGen = new cBioGenMultiStepMap(Seed); - - /* - // Performance-testing: - LOGINFO("Measuring performance of cBioGenMultiStepMap..."); - clock_t BeginTick = clock(); - for (int x = 0; x < 5000; x++) - { - cChunkDef::BiomeMap Biomes; - m_BiomeGen->GenBiomes(x * 5, x * 5, Biomes); - } - clock_t Duration = clock() - BeginTick; - LOGINFO("cBioGenMultiStepMap for 5000 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); - //*/ - } - - // Add a cache, if requested: - int CacheSize = a_IniFile.GetValueSetI("Generator", "BiomeGenCacheSize", CacheOffByDefault ? 0 : 64); - if (CacheSize > 0) - { - if (CacheSize < 4) - { - LOGWARNING("Biomegen cache size set too low, would hurt performance instead of helping. Increasing from %d to %d", - CacheSize, 4 - ); - CacheSize = 4; - } - LOGINFO("Using a cache for biomegen of size %d.", CacheSize); - m_UnderlyingBiomeGen = m_BiomeGen; - m_BiomeGen = new cBioGenCache(m_UnderlyingBiomeGen, CacheSize); - } - m_BiomeGen->Initialize(a_IniFile); -} - - - - - -void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile) -{ - AString HeightGenName = a_IniFile.GetValueSet("Generator", "HeightGen", ""); - if (HeightGenName.empty()) - { - LOGWARN("[Generator]::HeightGen value not found in world.ini, using \"Biomal\"."); - HeightGenName = "Biomal"; - } - - int Seed = m_ChunkGenerator.GetSeed(); - bool CacheOffByDefault = false; - if (NoCaseCompare(HeightGenName, "flat") == 0) - { - int Height = a_IniFile.GetValueSetI("Generator", "FlatHeight", 5); - m_HeightGen = new cHeiGenFlat(Height); - CacheOffByDefault = true; // We're generating faster than a cache would retrieve data - } - else if (NoCaseCompare(HeightGenName, "classic") == 0) - { - // These used to be in terrain.ini, but now they are in world.ini (so that multiple worlds can have different values): - float HeightFreq1 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq1", 0.1); - float HeightFreq2 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq2", 1.0); - float HeightFreq3 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq3", 2.0); - float HeightAmp1 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp1", 1.0); - float HeightAmp2 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp2", 0.5); - float HeightAmp3 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp3", 0.5); - m_HeightGen = new cHeiGenClassic(Seed, HeightFreq1, HeightAmp1, HeightFreq2, HeightAmp2, HeightFreq3, HeightAmp3); - } - else if (NoCaseCompare(HeightGenName, "DistortedHeightmap") == 0) - { - m_HeightGen = new cDistortedHeightmap(Seed, *m_BiomeGen); - ((cDistortedHeightmap *)m_HeightGen)->Initialize(a_IniFile); - } - else if (NoCaseCompare(HeightGenName, "End") == 0) - { - m_HeightGen = new cEndGen(Seed); - ((cEndGen *)m_HeightGen)->Initialize(a_IniFile); - } - else if (NoCaseCompare(HeightGenName, "Noise3D") == 0) - { - m_HeightGen = new cNoise3DComposable(Seed); - ((cNoise3DComposable *)m_HeightGen)->Initialize(a_IniFile); - } - else // "biomal" or - { - if (NoCaseCompare(HeightGenName, "biomal") != 0) - { - LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str()); - } - m_HeightGen = new cHeiGenBiomal(Seed, *m_BiomeGen); - - /* - // Performance-testing: - LOGINFO("Measuring performance of cHeiGenBiomal..."); - clock_t BeginTick = clock(); - for (int x = 0; x < 500; x++) - { - cChunkDef::HeightMap Heights; - m_HeightGen->GenHeightMap(x * 5, x * 5, Heights); - } - clock_t Duration = clock() - BeginTick; - LOGINFO("HeightGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); - //*/ - } - - // Add a cache, if requested: - int CacheSize = a_IniFile.GetValueSetI("Generator", "HeightGenCacheSize", CacheOffByDefault ? 0 : 64); - if (CacheSize > 0) - { - if (CacheSize < 4) - { - LOGWARNING("Heightgen cache size set too low, would hurt performance instead of helping. Increasing from %d to %d", - CacheSize, 4 - ); - CacheSize = 4; - } - LOGINFO("Using a cache for Heightgen of size %d.", CacheSize); - m_UnderlyingHeightGen = m_HeightGen; - m_HeightGen = new cHeiGenCache(m_UnderlyingHeightGen, CacheSize); - } -} - - - - - -void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile) -{ - AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", ""); - if (CompoGenName.empty()) - { - LOGWARN("[Generator]::CompositionGen value not found in world.ini, using \"Biomal\"."); - CompoGenName = "Biomal"; - } - if (NoCaseCompare(CompoGenName, "sameblock") == 0) - { - int Block = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "SameBlockType", "stone"); - bool Bedrocked = (a_IniFile.GetValueSetI("Generator", "SameBlockBedrocked", 1) != 0); - m_CompositionGen = new cCompoGenSameBlock((BLOCKTYPE)Block, Bedrocked); - } - else if (NoCaseCompare(CompoGenName, "debugbiomes") == 0) - { - m_CompositionGen = new cCompoGenDebugBiomes; - } - else if (NoCaseCompare(CompoGenName, "classic") == 0) - { - int SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", 60); - int BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", 2); - int BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", 4); - BLOCKTYPE BlockTop = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockTop", "grass"); - BLOCKTYPE BlockMiddle = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockMiddle", "dirt"); - BLOCKTYPE BlockBottom = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBottom", "stone"); - BLOCKTYPE BlockBeach = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBeach", "sand"); - BLOCKTYPE BlockBeachBottom = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBeachBottom", "sandstone"); - BLOCKTYPE BlockSea = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockSea", "stationarywater"); - m_CompositionGen = new cCompoGenClassic( - SeaLevel, BeachHeight, BeachDepth, BlockTop, BlockMiddle, BlockBottom, BlockBeach, - BlockBeachBottom, BlockSea - ); - } - else if (NoCaseCompare(CompoGenName, "DistortedHeightmap") == 0) - { - m_CompositionGen = new cDistortedHeightmap(m_ChunkGenerator.GetSeed(), *m_BiomeGen); - ((cDistortedHeightmap *)m_CompositionGen)->Initialize(a_IniFile); - } - else if (NoCaseCompare(CompoGenName, "end") == 0) - { - m_CompositionGen = new cEndGen(m_ChunkGenerator.GetSeed()); - ((cEndGen *)m_CompositionGen)->Initialize(a_IniFile); - } - else if (NoCaseCompare(CompoGenName, "nether") == 0) - { - m_CompositionGen = new cCompoGenNether(m_ChunkGenerator.GetSeed()); - } - else if (NoCaseCompare(CompoGenName, "Noise3D") == 0) - { - m_CompositionGen = new cNoise3DComposable(m_ChunkGenerator.GetSeed()); - ((cNoise3DComposable *)m_CompositionGen)->Initialize(a_IniFile); - } - else - { - if (NoCaseCompare(CompoGenName, "biomal") != 0) - { - LOGWARN("Unknown CompositionGen \"%s\", using \"biomal\" instead.", CompoGenName.c_str()); - } - int SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalSeaLevel", 62); - int Seed = m_ChunkGenerator.GetSeed(); - m_CompositionGen = new cCompoGenBiomal(Seed, SeaLevel); - - /* - // Performance-testing: - LOGINFO("Measuring performance of cCompoGenBiomal..."); - clock_t BeginTick = clock(); - for (int x = 0; x < 500; x++) - { - cChunkDesc Desc(200 + x * 8, 200 + x * 8); - m_BiomeGen->GenBiomes(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetBiomeMap()); - m_HeightGen->GenHeightMap(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetHeightMap()); - m_CompositionGen->ComposeTerrain(Desc); - } - clock_t Duration = clock() - BeginTick; - LOGINFO("CompositionGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); - //*/ - } - - int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64); - if (CompoGenCacheSize > 1) - { - m_UnderlyingCompositionGen = m_CompositionGen; - m_CompositionGen = new cCompoGenCache(m_UnderlyingCompositionGen, 32); - } -} - - - - - -void cComposableGenerator::InitStructureGens(cIniFile & a_IniFile) -{ - AString Structures = a_IniFile.GetValueSet("Generator", "Structures", "Ravines, WormNestCaves, WaterLakes, LavaLakes, OreNests, Trees"); - - int Seed = m_ChunkGenerator.GetSeed(); - AStringVector Str = StringSplitAndTrim(Structures, ","); - for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr) - { - if (NoCaseCompare(*itr, "DualRidgeCaves") == 0) - { - float Threshold = (float)a_IniFile.GetValueSetF("Generator", "DualRidgeCavesThreshold", 0.3); - m_StructureGens.push_back(new cStructGenDualRidgeCaves(Seed, Threshold)); - } - else if (NoCaseCompare(*itr, "DirectOverhangs") == 0) - { - m_StructureGens.push_back(new cStructGenDirectOverhangs(Seed)); - } - else if (NoCaseCompare(*itr, "DistortedMembraneOverhangs") == 0) - { - m_StructureGens.push_back(new cStructGenDistortedMembraneOverhangs(Seed)); - } - else if (NoCaseCompare(*itr, "LavaLakes") == 0) - { - int Probability = a_IniFile.GetValueSetI("Generator", "LavaLakesProbability", 10); - m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen, Probability)); - } - else if (NoCaseCompare(*itr, "MarbleCaves") == 0) - { - m_StructureGens.push_back(new cStructGenMarbleCaves(Seed)); - } - else if (NoCaseCompare(*itr, "MineShafts") == 0) - { - int GridSize = a_IniFile.GetValueSetI("Generator", "MineShaftsGridSize", 512); - int MaxSystemSize = a_IniFile.GetValueSetI("Generator", "MineShaftsMaxSystemSize", 160); - int ChanceCorridor = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCorridor", 600); - int ChanceCrossing = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCrossing", 200); - int ChanceStaircase = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceStaircase", 200); - m_StructureGens.push_back(new cStructGenMineShafts( - Seed, GridSize, MaxSystemSize, - ChanceCorridor, ChanceCrossing, ChanceStaircase - )); - } - else if (NoCaseCompare(*itr, "OreNests") == 0) - { - m_StructureGens.push_back(new cStructGenOreNests(Seed)); - } - else if (NoCaseCompare(*itr, "Ravines") == 0) - { - m_StructureGens.push_back(new cStructGenRavines(Seed, 128)); - } - else if (NoCaseCompare(*itr, "Trees") == 0) - { - m_StructureGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen)); - } - else if (NoCaseCompare(*itr, "WaterLakes") == 0) - { - int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25); - m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen, Probability)); - } - else if (NoCaseCompare(*itr, "WormNestCaves") == 0) - { - m_StructureGens.push_back(new cStructGenWormNestCaves(Seed)); - } - else - { - LOGWARNING("Unknown structure generator: \"%s\". Ignoring.", itr->c_str()); - } - } // for itr - Str[] -} - - - - - -void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) -{ - int Seed = m_ChunkGenerator.GetSeed(); - AString Structures = a_IniFile.GetValueSet("Generator", "Finishers", "SprinkleFoliage,Ice,Snow,Lilypads,BottomLava,DeadBushes,PreSimulator"); - - AStringVector Str = StringSplitAndTrim(Structures, ","); - for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr) - { - // Finishers, alpha-sorted: - if (NoCaseCompare(*itr, "BottomLava") == 0) - { - int DefaultBottomLavaLevel = (m_World->GetDimension() == dimNether) ? 30 : 10; - int BottomLavaLevel = a_IniFile.GetValueSetI("Generator", "BottomLavaLevel", DefaultBottomLavaLevel); - m_FinishGens.push_back(new cFinishGenBottomLava(BottomLavaLevel)); - } - else if (NoCaseCompare(*itr, "DeadBushes") == 0) - { - m_FinishGens.push_back(new cFinishGenSingleBiomeSingleTopBlock(Seed, E_BLOCK_DEAD_BUSH, biDesert, 2, E_BLOCK_SAND, E_BLOCK_SAND)); - } - else if (NoCaseCompare(*itr, "Ice") == 0) - { - m_FinishGens.push_back(new cFinishGenIce); - } - else if (NoCaseCompare(*itr, "LavaSprings") == 0) - { - m_FinishGens.push_back(new cFinishGenFluidSprings(Seed, E_BLOCK_LAVA, a_IniFile, *m_World)); - } - else if (NoCaseCompare(*itr, "Lilypads") == 0) - { - m_FinishGens.push_back(new cFinishGenSingleBiomeSingleTopBlock(Seed, E_BLOCK_LILY_PAD, biSwampland, 4, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER)); - } - else if (NoCaseCompare(*itr, "PreSimulator") == 0) - { - m_FinishGens.push_back(new cFinishGenPreSimulator); - } - else if (NoCaseCompare(*itr, "Snow") == 0) - { - m_FinishGens.push_back(new cFinishGenSnow); - } - else if (NoCaseCompare(*itr, "SprinkleFoliage") == 0) - { - m_FinishGens.push_back(new cFinishGenSprinkleFoliage(Seed)); - } - else if (NoCaseCompare(*itr, "WaterSprings") == 0) - { - m_FinishGens.push_back(new cFinishGenFluidSprings(Seed, E_BLOCK_WATER, a_IniFile, *m_World)); - } - } // for itr - Str[] -} - - - - + +// ComposableGenerator.cpp + +// Implements the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks + +#include "Globals.h" + +#include "ComposableGenerator.h" +#include "../World.h" +#include "../../iniFile/iniFile.h" +#include "../Root.h" + +// Individual composed algorithms: +#include "BioGen.h" +#include "HeiGen.h" +#include "CompoGen.h" +#include "StructGen.h" +#include "FinishGen.h" + +#include "Caves.h" +#include "DistortedHeightmap.h" +#include "EndGen.h" +#include "MineShafts.h" +#include "Noise3DGenerator.h" +#include "Ravines.h" + + + + + + + + + + +cComposableGenerator::cComposableGenerator(cChunkGenerator & a_ChunkGenerator) : + super(a_ChunkGenerator), + m_BiomeGen(NULL), + m_HeightGen(NULL), + m_CompositionGen(NULL), + m_UnderlyingBiomeGen(NULL), + m_UnderlyingHeightGen(NULL), + m_UnderlyingCompositionGen(NULL) +{ +} + + + + + +cComposableGenerator::~cComposableGenerator() +{ + // Delete the generating composition: + for (cFinishGenList::const_iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr) + { + delete *itr; + } + m_FinishGens.clear(); + for (cStructureGenList::const_iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr) + { + delete *itr; + } + m_StructureGens.clear(); + + delete m_CompositionGen; + m_CompositionGen = NULL; + delete m_HeightGen; + m_HeightGen = NULL; + delete m_BiomeGen; + m_BiomeGen = NULL; + delete m_UnderlyingCompositionGen; + m_UnderlyingCompositionGen = NULL; + delete m_UnderlyingHeightGen; + m_UnderlyingHeightGen = NULL; + delete m_UnderlyingBiomeGen; + m_UnderlyingBiomeGen = NULL; +} + + + + + +void cComposableGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) +{ + super::Initialize(a_World, a_IniFile); + + InitBiomeGen(a_IniFile); + InitHeightGen(a_IniFile); + InitCompositionGen(a_IniFile); + InitStructureGens(a_IniFile); + InitFinishGens(a_IniFile); +} + + + + + +void cComposableGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) +{ + if (m_BiomeGen != NULL) // Quick fix for generator deinitializing before the world storage finishes loading + { + m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_BiomeMap); + } +} + + + + + +void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) +{ + if (a_ChunkDesc.IsUsingDefaultBiomes()) + { + m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetBiomeMap()); + } + + if (a_ChunkDesc.IsUsingDefaultHeight()) + { + m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetHeightMap()); + } + + if (a_ChunkDesc.IsUsingDefaultComposition()) + { + m_CompositionGen->ComposeTerrain(a_ChunkDesc); + } + + if (a_ChunkDesc.IsUsingDefaultStructures()) + { + for (cStructureGenList::iterator itr = m_StructureGens.begin(); itr != m_StructureGens.end(); ++itr) + { + (*itr)->GenStructures(a_ChunkDesc); + } // for itr - m_StructureGens[] + } + + if (a_ChunkDesc.IsUsingDefaultFinish()) + { + for (cFinishGenList::iterator itr = m_FinishGens.begin(); itr != m_FinishGens.end(); ++itr) + { + (*itr)->GenFinish(a_ChunkDesc); + } // for itr - m_FinishGens[] + } +} + + + + + +void cComposableGenerator::InitBiomeGen(cIniFile & a_IniFile) +{ + AString BiomeGenName = a_IniFile.GetValueSet("Generator", "BiomeGen", ""); + if (BiomeGenName.empty()) + { + LOGWARN("[Generator]::BiomeGen value not found in world.ini, using \"MultiStepMap\"."); + BiomeGenName = "MultiStepMap"; + } + + int Seed = m_ChunkGenerator.GetSeed(); + bool CacheOffByDefault = false; + if (NoCaseCompare(BiomeGenName, "constant") == 0) + { + m_BiomeGen = new cBioGenConstant; + CacheOffByDefault = true; // we're generating faster than a cache would retrieve data :) + } + else if (NoCaseCompare(BiomeGenName, "checkerboard") == 0) + { + m_BiomeGen = new cBioGenCheckerboard; + CacheOffByDefault = true; // we're (probably) generating faster than a cache would retrieve data + } + else if (NoCaseCompare(BiomeGenName, "voronoi") == 0) + { + m_BiomeGen = new cBioGenVoronoi(Seed); + } + else if (NoCaseCompare(BiomeGenName, "distortedvoronoi") == 0) + { + m_BiomeGen = new cBioGenDistortedVoronoi(Seed); + } + else + { + if (NoCaseCompare(BiomeGenName, "multistepmap") != 0) + { + LOGWARNING("Unknown BiomeGen \"%s\", using \"MultiStepMap\" instead.", BiomeGenName.c_str()); + } + m_BiomeGen = new cBioGenMultiStepMap(Seed); + + /* + // Performance-testing: + LOGINFO("Measuring performance of cBioGenMultiStepMap..."); + clock_t BeginTick = clock(); + for (int x = 0; x < 5000; x++) + { + cChunkDef::BiomeMap Biomes; + m_BiomeGen->GenBiomes(x * 5, x * 5, Biomes); + } + clock_t Duration = clock() - BeginTick; + LOGINFO("cBioGenMultiStepMap for 5000 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); + //*/ + } + + // Add a cache, if requested: + int CacheSize = a_IniFile.GetValueSetI("Generator", "BiomeGenCacheSize", CacheOffByDefault ? 0 : 64); + if (CacheSize > 0) + { + if (CacheSize < 4) + { + LOGWARNING("Biomegen cache size set too low, would hurt performance instead of helping. Increasing from %d to %d", + CacheSize, 4 + ); + CacheSize = 4; + } + LOGINFO("Using a cache for biomegen of size %d.", CacheSize); + m_UnderlyingBiomeGen = m_BiomeGen; + m_BiomeGen = new cBioGenCache(m_UnderlyingBiomeGen, CacheSize); + } + m_BiomeGen->Initialize(a_IniFile); +} + + + + + +void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile) +{ + AString HeightGenName = a_IniFile.GetValueSet("Generator", "HeightGen", ""); + if (HeightGenName.empty()) + { + LOGWARN("[Generator]::HeightGen value not found in world.ini, using \"Biomal\"."); + HeightGenName = "Biomal"; + } + + int Seed = m_ChunkGenerator.GetSeed(); + bool CacheOffByDefault = false; + if (NoCaseCompare(HeightGenName, "flat") == 0) + { + int Height = a_IniFile.GetValueSetI("Generator", "FlatHeight", 5); + m_HeightGen = new cHeiGenFlat(Height); + CacheOffByDefault = true; // We're generating faster than a cache would retrieve data + } + else if (NoCaseCompare(HeightGenName, "classic") == 0) + { + // These used to be in terrain.ini, but now they are in world.ini (so that multiple worlds can have different values): + float HeightFreq1 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq1", 0.1); + float HeightFreq2 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq2", 1.0); + float HeightFreq3 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightFreq3", 2.0); + float HeightAmp1 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp1", 1.0); + float HeightAmp2 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp2", 0.5); + float HeightAmp3 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp3", 0.5); + m_HeightGen = new cHeiGenClassic(Seed, HeightFreq1, HeightAmp1, HeightFreq2, HeightAmp2, HeightFreq3, HeightAmp3); + } + else if (NoCaseCompare(HeightGenName, "DistortedHeightmap") == 0) + { + m_HeightGen = new cDistortedHeightmap(Seed, *m_BiomeGen); + ((cDistortedHeightmap *)m_HeightGen)->Initialize(a_IniFile); + } + else if (NoCaseCompare(HeightGenName, "End") == 0) + { + m_HeightGen = new cEndGen(Seed); + ((cEndGen *)m_HeightGen)->Initialize(a_IniFile); + } + else if (NoCaseCompare(HeightGenName, "Noise3D") == 0) + { + m_HeightGen = new cNoise3DComposable(Seed); + ((cNoise3DComposable *)m_HeightGen)->Initialize(a_IniFile); + } + else // "biomal" or + { + if (NoCaseCompare(HeightGenName, "biomal") != 0) + { + LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str()); + } + m_HeightGen = new cHeiGenBiomal(Seed, *m_BiomeGen); + + /* + // Performance-testing: + LOGINFO("Measuring performance of cHeiGenBiomal..."); + clock_t BeginTick = clock(); + for (int x = 0; x < 500; x++) + { + cChunkDef::HeightMap Heights; + m_HeightGen->GenHeightMap(x * 5, x * 5, Heights); + } + clock_t Duration = clock() - BeginTick; + LOGINFO("HeightGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); + //*/ + } + + // Add a cache, if requested: + int CacheSize = a_IniFile.GetValueSetI("Generator", "HeightGenCacheSize", CacheOffByDefault ? 0 : 64); + if (CacheSize > 0) + { + if (CacheSize < 4) + { + LOGWARNING("Heightgen cache size set too low, would hurt performance instead of helping. Increasing from %d to %d", + CacheSize, 4 + ); + CacheSize = 4; + } + LOGINFO("Using a cache for Heightgen of size %d.", CacheSize); + m_UnderlyingHeightGen = m_HeightGen; + m_HeightGen = new cHeiGenCache(m_UnderlyingHeightGen, CacheSize); + } +} + + + + + +void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile) +{ + AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", ""); + if (CompoGenName.empty()) + { + LOGWARN("[Generator]::CompositionGen value not found in world.ini, using \"Biomal\"."); + CompoGenName = "Biomal"; + } + if (NoCaseCompare(CompoGenName, "sameblock") == 0) + { + int Block = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "SameBlockType", "stone"); + bool Bedrocked = (a_IniFile.GetValueSetI("Generator", "SameBlockBedrocked", 1) != 0); + m_CompositionGen = new cCompoGenSameBlock((BLOCKTYPE)Block, Bedrocked); + } + else if (NoCaseCompare(CompoGenName, "debugbiomes") == 0) + { + m_CompositionGen = new cCompoGenDebugBiomes; + } + else if (NoCaseCompare(CompoGenName, "classic") == 0) + { + int SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", 60); + int BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", 2); + int BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", 4); + BLOCKTYPE BlockTop = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockTop", "grass"); + BLOCKTYPE BlockMiddle = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockMiddle", "dirt"); + BLOCKTYPE BlockBottom = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBottom", "stone"); + BLOCKTYPE BlockBeach = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBeach", "sand"); + BLOCKTYPE BlockBeachBottom = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockBeachBottom", "sandstone"); + BLOCKTYPE BlockSea = m_ChunkGenerator.GetIniBlock(a_IniFile, "Generator", "ClassicBlockSea", "stationarywater"); + m_CompositionGen = new cCompoGenClassic( + SeaLevel, BeachHeight, BeachDepth, BlockTop, BlockMiddle, BlockBottom, BlockBeach, + BlockBeachBottom, BlockSea + ); + } + else if (NoCaseCompare(CompoGenName, "DistortedHeightmap") == 0) + { + m_CompositionGen = new cDistortedHeightmap(m_ChunkGenerator.GetSeed(), *m_BiomeGen); + ((cDistortedHeightmap *)m_CompositionGen)->Initialize(a_IniFile); + } + else if (NoCaseCompare(CompoGenName, "end") == 0) + { + m_CompositionGen = new cEndGen(m_ChunkGenerator.GetSeed()); + ((cEndGen *)m_CompositionGen)->Initialize(a_IniFile); + } + else if (NoCaseCompare(CompoGenName, "nether") == 0) + { + m_CompositionGen = new cCompoGenNether(m_ChunkGenerator.GetSeed()); + } + else if (NoCaseCompare(CompoGenName, "Noise3D") == 0) + { + m_CompositionGen = new cNoise3DComposable(m_ChunkGenerator.GetSeed()); + ((cNoise3DComposable *)m_CompositionGen)->Initialize(a_IniFile); + } + else + { + if (NoCaseCompare(CompoGenName, "biomal") != 0) + { + LOGWARN("Unknown CompositionGen \"%s\", using \"biomal\" instead.", CompoGenName.c_str()); + } + int SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalSeaLevel", 62); + int Seed = m_ChunkGenerator.GetSeed(); + m_CompositionGen = new cCompoGenBiomal(Seed, SeaLevel); + + /* + // Performance-testing: + LOGINFO("Measuring performance of cCompoGenBiomal..."); + clock_t BeginTick = clock(); + for (int x = 0; x < 500; x++) + { + cChunkDesc Desc(200 + x * 8, 200 + x * 8); + m_BiomeGen->GenBiomes(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetBiomeMap()); + m_HeightGen->GenHeightMap(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetHeightMap()); + m_CompositionGen->ComposeTerrain(Desc); + } + clock_t Duration = clock() - BeginTick; + LOGINFO("CompositionGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); + //*/ + } + + int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64); + if (CompoGenCacheSize > 1) + { + m_UnderlyingCompositionGen = m_CompositionGen; + m_CompositionGen = new cCompoGenCache(m_UnderlyingCompositionGen, 32); + } +} + + + + + +void cComposableGenerator::InitStructureGens(cIniFile & a_IniFile) +{ + AString Structures = a_IniFile.GetValueSet("Generator", "Structures", "Ravines, WormNestCaves, WaterLakes, LavaLakes, OreNests, Trees"); + + int Seed = m_ChunkGenerator.GetSeed(); + AStringVector Str = StringSplitAndTrim(Structures, ","); + for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr) + { + if (NoCaseCompare(*itr, "DualRidgeCaves") == 0) + { + float Threshold = (float)a_IniFile.GetValueSetF("Generator", "DualRidgeCavesThreshold", 0.3); + m_StructureGens.push_back(new cStructGenDualRidgeCaves(Seed, Threshold)); + } + else if (NoCaseCompare(*itr, "DirectOverhangs") == 0) + { + m_StructureGens.push_back(new cStructGenDirectOverhangs(Seed)); + } + else if (NoCaseCompare(*itr, "DistortedMembraneOverhangs") == 0) + { + m_StructureGens.push_back(new cStructGenDistortedMembraneOverhangs(Seed)); + } + else if (NoCaseCompare(*itr, "LavaLakes") == 0) + { + int Probability = a_IniFile.GetValueSetI("Generator", "LavaLakesProbability", 10); + m_StructureGens.push_back(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, *m_HeightGen, Probability)); + } + else if (NoCaseCompare(*itr, "MarbleCaves") == 0) + { + m_StructureGens.push_back(new cStructGenMarbleCaves(Seed)); + } + else if (NoCaseCompare(*itr, "MineShafts") == 0) + { + int GridSize = a_IniFile.GetValueSetI("Generator", "MineShaftsGridSize", 512); + int MaxSystemSize = a_IniFile.GetValueSetI("Generator", "MineShaftsMaxSystemSize", 160); + int ChanceCorridor = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCorridor", 600); + int ChanceCrossing = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceCrossing", 200); + int ChanceStaircase = a_IniFile.GetValueSetI("Generator", "MineShaftsChanceStaircase", 200); + m_StructureGens.push_back(new cStructGenMineShafts( + Seed, GridSize, MaxSystemSize, + ChanceCorridor, ChanceCrossing, ChanceStaircase + )); + } + else if (NoCaseCompare(*itr, "OreNests") == 0) + { + m_StructureGens.push_back(new cStructGenOreNests(Seed)); + } + else if (NoCaseCompare(*itr, "Ravines") == 0) + { + m_StructureGens.push_back(new cStructGenRavines(Seed, 128)); + } + else if (NoCaseCompare(*itr, "Trees") == 0) + { + m_StructureGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen)); + } + else if (NoCaseCompare(*itr, "WaterLakes") == 0) + { + int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25); + m_StructureGens.push_back(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, *m_HeightGen, Probability)); + } + else if (NoCaseCompare(*itr, "WormNestCaves") == 0) + { + m_StructureGens.push_back(new cStructGenWormNestCaves(Seed)); + } + else + { + LOGWARNING("Unknown structure generator: \"%s\". Ignoring.", itr->c_str()); + } + } // for itr - Str[] +} + + + + + +void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) +{ + int Seed = m_ChunkGenerator.GetSeed(); + AString Structures = a_IniFile.GetValueSet("Generator", "Finishers", "SprinkleFoliage,Ice,Snow,Lilypads,BottomLava,DeadBushes,PreSimulator"); + + AStringVector Str = StringSplitAndTrim(Structures, ","); + for (AStringVector::const_iterator itr = Str.begin(); itr != Str.end(); ++itr) + { + // Finishers, alpha-sorted: + if (NoCaseCompare(*itr, "BottomLava") == 0) + { + int DefaultBottomLavaLevel = (m_World->GetDimension() == dimNether) ? 30 : 10; + int BottomLavaLevel = a_IniFile.GetValueSetI("Generator", "BottomLavaLevel", DefaultBottomLavaLevel); + m_FinishGens.push_back(new cFinishGenBottomLava(BottomLavaLevel)); + } + else if (NoCaseCompare(*itr, "DeadBushes") == 0) + { + m_FinishGens.push_back(new cFinishGenSingleBiomeSingleTopBlock(Seed, E_BLOCK_DEAD_BUSH, biDesert, 2, E_BLOCK_SAND, E_BLOCK_SAND)); + } + else if (NoCaseCompare(*itr, "Ice") == 0) + { + m_FinishGens.push_back(new cFinishGenIce); + } + else if (NoCaseCompare(*itr, "LavaSprings") == 0) + { + m_FinishGens.push_back(new cFinishGenFluidSprings(Seed, E_BLOCK_LAVA, a_IniFile, *m_World)); + } + else if (NoCaseCompare(*itr, "Lilypads") == 0) + { + m_FinishGens.push_back(new cFinishGenSingleBiomeSingleTopBlock(Seed, E_BLOCK_LILY_PAD, biSwampland, 4, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER)); + } + else if (NoCaseCompare(*itr, "PreSimulator") == 0) + { + m_FinishGens.push_back(new cFinishGenPreSimulator); + } + else if (NoCaseCompare(*itr, "Snow") == 0) + { + m_FinishGens.push_back(new cFinishGenSnow); + } + else if (NoCaseCompare(*itr, "SprinkleFoliage") == 0) + { + m_FinishGens.push_back(new cFinishGenSprinkleFoliage(Seed)); + } + else if (NoCaseCompare(*itr, "WaterSprings") == 0) + { + m_FinishGens.push_back(new cFinishGenFluidSprings(Seed, E_BLOCK_WATER, a_IniFile, *m_World)); + } + } // for itr - Str[] +} + + + + diff --git a/source/Generating/ComposableGenerator.h b/source/Generating/ComposableGenerator.h index c32e7181f..1d5c98e5d 100644 --- a/source/Generating/ComposableGenerator.h +++ b/source/Generating/ComposableGenerator.h @@ -1,175 +1,175 @@ - -// ComposableGenerator.h - -// Declares the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks - -/* -Generating works by composing several algorithms: -Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage -Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, -based on user's preferences in the world.ini. -See http://forum.mc-server.org/showthread.php?tid=409 for details. -*/ - - - - - -#pragma once - -#include "ChunkGenerator.h" -#include "ChunkDesc.h" - - - - - -// fwd: Noise3DGenerator.h -class cNoise3DComposable; - -// fwd: DistortedHeightmap.h -class cDistortedHeightmap; - - - - - -/** The interface that a biome generator must implement -A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. -The output array is sequenced in the same way as the MapChunk packet's biome data. -*/ -class cBiomeGen -{ -public: - virtual ~cBiomeGen() {} // Force a virtual destructor in descendants - - /// Generates biomes for the given chunk - virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; - - /// Reads parameters from the ini file, prepares generator for use. - virtual void Initialize(cIniFile & a_IniFile) {} -} ; - - - - - -/** The interface that a terrain height generator must implement -A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. -The output array is sequenced in the same way as the BiomeGen's biome data. -The generator may request biome information from the underlying BiomeGen, it may even request information for -other chunks than the one it's currently generating (possibly neighbors - for averaging) -*/ -class cTerrainHeightGen -{ -public: - virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants - - /// Generates heightmap for the given chunk - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; -} ; - - - - - -/** The interface that a terrain composition generator must implement -Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with -the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, -but it may request information for other chunks than the one it's currently generating from them. -*/ -class cTerrainCompositionGen -{ -public: - virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants - - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) = 0; -} ; - - - - - -/** The interface that a structure generator must implement -Structures are generated after the terrain composition took place. It should modify the blocktype data to account -for whatever structures the generator is generating. -Note that ores are considered structures too, at least from the interface point of view. -Also note that a worldgenerator may contain multiple structure generators, one for each type of structure -*/ -class cStructureGen -{ -public: - virtual ~cStructureGen() {} // Force a virtual destructor in descendants - - virtual void GenStructures(cChunkDesc & a_ChunkDesc) = 0; -} ; - -typedef std::list cStructureGenList; - - - - - -/** The interface that a finisher must implement -Finisher implements small additions after all structures have been generated. -*/ -class cFinishGen -{ -public: - virtual ~cFinishGen() {} // Force a virtual destructor in descendants - - virtual void GenFinish(cChunkDesc & a_ChunkDesc) = 0; -} ; - -typedef std::list cFinishGenList; - - - - - -class cComposableGenerator : - public cChunkGenerator::cGenerator -{ - typedef cChunkGenerator::cGenerator super; - -public: - cComposableGenerator(cChunkGenerator & a_ChunkGenerator); - virtual ~cComposableGenerator(); - - virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; - virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; - virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override; - -protected: - // The generation composition: - cBiomeGen * m_BiomeGen; - cTerrainHeightGen * m_HeightGen; - cTerrainCompositionGen * m_CompositionGen; - cStructureGenList m_StructureGens; - cFinishGenList m_FinishGens; - - // Generators underlying the caches: - cBiomeGen * m_UnderlyingBiomeGen; - cTerrainHeightGen * m_UnderlyingHeightGen; - cTerrainCompositionGen * m_UnderlyingCompositionGen; - - - /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly - void InitBiomeGen(cIniFile & a_IniFile); - - /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly - void InitHeightGen(cIniFile & a_IniFile); - - /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly - void InitCompositionGen(cIniFile & a_IniFile); - - /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly - void InitStructureGens(cIniFile & a_IniFile); - - /// Reads the finishers from the ini and initializes m_FinishGens accordingly - void InitFinishGens(cIniFile & a_IniFile); -} ; - - - - + +// ComposableGenerator.h + +// Declares the cComposableGenerator class representing the chunk generator that takes the composition approach to generating chunks + +/* +Generating works by composing several algorithms: +Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage +Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, +based on user's preferences in the world.ini. +See http://forum.mc-server.org/showthread.php?tid=409 for details. +*/ + + + + + +#pragma once + +#include "ChunkGenerator.h" +#include "ChunkDesc.h" + + + + + +// fwd: Noise3DGenerator.h +class cNoise3DComposable; + +// fwd: DistortedHeightmap.h +class cDistortedHeightmap; + + + + + +/** The interface that a biome generator must implement +A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. +The output array is sequenced in the same way as the MapChunk packet's biome data. +*/ +class cBiomeGen +{ +public: + virtual ~cBiomeGen() {} // Force a virtual destructor in descendants + + /// Generates biomes for the given chunk + virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; + + /// Reads parameters from the ini file, prepares generator for use. + virtual void Initialize(cIniFile & a_IniFile) {} +} ; + + + + + +/** The interface that a terrain height generator must implement +A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. +The output array is sequenced in the same way as the BiomeGen's biome data. +The generator may request biome information from the underlying BiomeGen, it may even request information for +other chunks than the one it's currently generating (possibly neighbors - for averaging) +*/ +class cTerrainHeightGen +{ +public: + virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants + + /// Generates heightmap for the given chunk + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; +} ; + + + + + +/** The interface that a terrain composition generator must implement +Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with +the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, +but it may request information for other chunks than the one it's currently generating from them. +*/ +class cTerrainCompositionGen +{ +public: + virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants + + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) = 0; +} ; + + + + + +/** The interface that a structure generator must implement +Structures are generated after the terrain composition took place. It should modify the blocktype data to account +for whatever structures the generator is generating. +Note that ores are considered structures too, at least from the interface point of view. +Also note that a worldgenerator may contain multiple structure generators, one for each type of structure +*/ +class cStructureGen +{ +public: + virtual ~cStructureGen() {} // Force a virtual destructor in descendants + + virtual void GenStructures(cChunkDesc & a_ChunkDesc) = 0; +} ; + +typedef std::list cStructureGenList; + + + + + +/** The interface that a finisher must implement +Finisher implements small additions after all structures have been generated. +*/ +class cFinishGen +{ +public: + virtual ~cFinishGen() {} // Force a virtual destructor in descendants + + virtual void GenFinish(cChunkDesc & a_ChunkDesc) = 0; +} ; + +typedef std::list cFinishGenList; + + + + + +class cComposableGenerator : + public cChunkGenerator::cGenerator +{ + typedef cChunkGenerator::cGenerator super; + +public: + cComposableGenerator(cChunkGenerator & a_ChunkGenerator); + virtual ~cComposableGenerator(); + + virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; + virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; + virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override; + +protected: + // The generation composition: + cBiomeGen * m_BiomeGen; + cTerrainHeightGen * m_HeightGen; + cTerrainCompositionGen * m_CompositionGen; + cStructureGenList m_StructureGens; + cFinishGenList m_FinishGens; + + // Generators underlying the caches: + cBiomeGen * m_UnderlyingBiomeGen; + cTerrainHeightGen * m_UnderlyingHeightGen; + cTerrainCompositionGen * m_UnderlyingCompositionGen; + + + /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly + void InitBiomeGen(cIniFile & a_IniFile); + + /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly + void InitHeightGen(cIniFile & a_IniFile); + + /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly + void InitCompositionGen(cIniFile & a_IniFile); + + /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly + void InitStructureGens(cIniFile & a_IniFile); + + /// Reads the finishers from the ini and initializes m_FinishGens accordingly + void InitFinishGens(cIniFile & a_IniFile); +} ; + + + + diff --git a/source/Generating/DistortedHeightmap.cpp b/source/Generating/DistortedHeightmap.cpp index 5efc27895..6ac4d61d5 100644 --- a/source/Generating/DistortedHeightmap.cpp +++ b/source/Generating/DistortedHeightmap.cpp @@ -1,419 +1,419 @@ - -// DistortedHeightmap.cpp - -// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs - -#include "Globals.h" - -#include "DistortedHeightmap.h" -#include "../OSSupport/File.h" -#include "../../iniFile/iniFile.h" -#include "../LinearUpscale.h" - - - - - -/** This table assigns a relative maximum overhang size in each direction to biomes. -Both numbers indicate a number which will multiply the noise value for each coord; -this means that you can have different-sized overhangs in each direction. -Usually you'd want to keep both numbers the same. -The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible -due to the way that noise is calculated. -*/ -const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] = -{ - /* Biome | AmpX | AmpZ */ - /* biOcean */ { 1.5f, 1.5f}, - /* biPlains */ { 0.5f, 0.5f}, - /* biDesert */ { 0.5f, 0.5f}, - /* biExtremeHills */ {16.0f, 16.0f}, - /* biForest */ { 3.0f, 3.0f}, - /* biTaiga */ { 1.5f, 1.5f}, - - /* biSwampland */ { 0.0f, 0.0f}, - /* biRiver */ { 0.0f, 0.0f}, - /* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing - /* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing - /* biFrozenOcean */ { 0.0f, 0.0f}, - /* biFrozenRiver */ { 0.0f, 0.0f}, - /* biIcePlains */ { 0.0f, 0.0f}, - /* biIceMountains */ { 8.0f, 8.0f}, - /* biMushroomIsland */ { 4.0f, 4.0f}, - /* biMushroomShore */ { 0.0f, 0.0f}, - /* biBeach */ { 0.0f, 0.0f}, - /* biDesertHills */ { 5.0f, 5.0f}, - /* biForestHills */ { 6.0f, 6.0f}, - /* biTaigaHills */ { 8.0f, 8.0f}, - /* biExtremeHillsEdge */ { 7.0f, 7.0f}, - /* biJungle */ { 0.0f, 0.0f}, - /* biJungleHills */ { 8.0f, 8.0f}, -} ; - - - - - -cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) : - m_NoiseDistortX(a_Seed + 1000), - m_NoiseDistortZ(a_Seed + 2000), - m_OceanFloorSelect(a_Seed + 3000), - m_BiomeGen(a_BiomeGen), - m_UnderlyingHeiGen(a_Seed, a_BiomeGen), - m_HeightGen(&m_UnderlyingHeiGen, 64) -{ - m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); - m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); - m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); - - m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); - m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); - m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); -} - - - - - -void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) -{ - // Read the params from the INI file: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62); - m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10); -} - - - - - -void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ) -{ - if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ)) - { - return; - } - m_CurChunkX = a_ChunkX; - m_CurChunkZ = a_ChunkZ; - - - m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights); - UpdateDistortAmps(); - GenerateHeightArray(); -} - - - - - -void cDistortedHeightmap::GenerateHeightArray(void) -{ - // Generate distortion noise: - NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z]; - NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z]; - NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; - NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX; - NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX; - NOISE_DATATYPE StartY = 0; - NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY; - NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ; - NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ; - - m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); - m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); - - // The distorted heightmap, before linear upscaling - NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z]; - - // Distort the heightmap using the distortion: - for (int z = 0; z < DIM_Z; z++) - { - int AmpIdx = z * DIM_X; - for (int y = 0; y < DIM_Y; y++) - { - int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X; - for (int x = 0; x < DIM_X; x++) - { - NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x]; - NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x]; - DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X); - DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z); - // Adding 0.5 helps alleviate the interpolation artifacts - DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5; - } - } - } - - // Upscale the distorted heightmap into full dimensions: - LinearUpscale3DArray( - DistHei, DIM_X, DIM_Y, DIM_Z, - m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z - ); - - // DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ)); -} - - - - - -void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) -{ - PrepareState(a_ChunkX, a_ChunkZ); - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - int NoiseArrayIdx = x + 17 * 257 * z; - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--) - { - int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; - if (y < HeightMapHeight) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y - } // for x - } // for z -} - - - - - -void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - // Frequencies for the ocean floor selecting noise: - NOISE_DATATYPE FrequencyX = 3; - NOISE_DATATYPE FrequencyZ = 3; - - // Prepare the internal state for generating this chunk: - PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - // Compose: - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - int NoiseArrayIdx = x + 17 * 257 * z; - int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; - bool HasHadWater = false; - for (int y = LastAir - 1; y > 0; y--) - { - int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; - - if (y >= HeightMapHeight) - { - // "air" part - LastAir = y; - if (y < m_SeaLevel) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); - HasHadWater = true; - } - continue; - } - // "ground" part: - if (y < LastAir - 4) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); - continue; - } - if (HasHadWater) - { - // Decide between clay, sand and dirt - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ; - NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - if (Val < -0.95) - { - // Clay: - switch (LastAir - y) - { - case 0: - case 1: - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY); - break; - } - case 2: - case 3: - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); - break; - } - case 4: - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE); - break; - } - } // switch (floor depth) - } - else if (Val < 0) - { - a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); - } - else - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT); - } - } - else - { - switch (a_ChunkDesc.GetBiome(x, z)) - { - case biOcean: - case biPlains: - case biExtremeHills: - case biForest: - case biTaiga: - case biSwampland: - case biRiver: - case biFrozenOcean: - case biFrozenRiver: - case biIcePlains: - case biIceMountains: - case biForestHills: - case biTaigaHills: - case biExtremeHillsEdge: - case biJungle: - case biJungleHills: - { - a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); - break; - } - case biDesertHills: - case biDesert: - case biBeach: - { - a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); - break; - } - case biMushroomIsland: - case biMushroomShore: - { - a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT); - break; - } - } - } - } // for y - a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); - } // for x - } // for z -} - - - - - -int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z) -{ - int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16); - int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16); - int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width); - int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width); - - // If we're withing the same chunk, return the pre-cached heightmap: - if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ)) - { - return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ); - } - - // Ask the cache: - HEIGHTTYPE res = 0; - if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res)) - { - // The height was in the cache - return res; - } - - // The height is not in the cache, generate full heightmap and get it there: - cChunkDef::HeightMap Heightmap; - m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap); - return cChunkDef::GetHeight(Heightmap, RelX, RelZ); -} - - - - - -void cDistortedHeightmap::UpdateDistortAmps(void) -{ - BiomeNeighbors Biomes; - for (int z = -1; z <= 1; z++) - { - for (int x = -1; x <= 1; x++) - { - m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]); - } // for x - } // for z - - for (int z = 0; z < DIM_Z; z++) - { - for (int x = 0; x < DIM_Z; x++) - { - GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]); - } - } -} - - - - - -void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ) -{ - // Sum up how many biomes of each type there are in the neighborhood: - int BiomeCounts[biNumBiomes]; - memset(BiomeCounts, 0, sizeof(BiomeCounts)); - int Sum = 0; - for (int z = -8; z <= 8; z++) - { - int FinalZ = a_RelZ + z + cChunkDef::Width; - int IdxZ = FinalZ / cChunkDef::Width; - int ModZ = FinalZ % cChunkDef::Width; - int WeightZ = 9 - abs(z); - for (int x = -8; x <= 8; x++) - { - int FinalX = a_RelX + x + cChunkDef::Width; - int IdxX = FinalX / cChunkDef::Width; - int ModX = FinalX % cChunkDef::Width; - EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ); - if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts))) - { - continue; - } - int WeightX = 9 - abs(x); - BiomeCounts[Biome] += WeightX + WeightZ; - Sum += WeightX + WeightZ; - } // for x - } // for z - - if (Sum <= 0) - { - // No known biome around? Weird. Return a bogus value: - ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around"); - a_DistortAmpX = 16; - a_DistortAmpZ = 16; - } - - // For each biome type that has a nonzero count, calc its amps and add it: - NOISE_DATATYPE AmpX = 0; - NOISE_DATATYPE AmpZ = 0; - for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++) - { - AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX; - AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ; - } - a_DistortAmpX = AmpX / Sum; - a_DistortAmpZ = AmpZ / Sum; -} - - - - + +// DistortedHeightmap.cpp + +// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs + +#include "Globals.h" + +#include "DistortedHeightmap.h" +#include "../OSSupport/File.h" +#include "../../iniFile/iniFile.h" +#include "../LinearUpscale.h" + + + + + +/** This table assigns a relative maximum overhang size in each direction to biomes. +Both numbers indicate a number which will multiply the noise value for each coord; +this means that you can have different-sized overhangs in each direction. +Usually you'd want to keep both numbers the same. +The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible +due to the way that noise is calculated. +*/ +const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] = +{ + /* Biome | AmpX | AmpZ */ + /* biOcean */ { 1.5f, 1.5f}, + /* biPlains */ { 0.5f, 0.5f}, + /* biDesert */ { 0.5f, 0.5f}, + /* biExtremeHills */ {16.0f, 16.0f}, + /* biForest */ { 3.0f, 3.0f}, + /* biTaiga */ { 1.5f, 1.5f}, + + /* biSwampland */ { 0.0f, 0.0f}, + /* biRiver */ { 0.0f, 0.0f}, + /* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing + /* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing + /* biFrozenOcean */ { 0.0f, 0.0f}, + /* biFrozenRiver */ { 0.0f, 0.0f}, + /* biIcePlains */ { 0.0f, 0.0f}, + /* biIceMountains */ { 8.0f, 8.0f}, + /* biMushroomIsland */ { 4.0f, 4.0f}, + /* biMushroomShore */ { 0.0f, 0.0f}, + /* biBeach */ { 0.0f, 0.0f}, + /* biDesertHills */ { 5.0f, 5.0f}, + /* biForestHills */ { 6.0f, 6.0f}, + /* biTaigaHills */ { 8.0f, 8.0f}, + /* biExtremeHillsEdge */ { 7.0f, 7.0f}, + /* biJungle */ { 0.0f, 0.0f}, + /* biJungleHills */ { 8.0f, 8.0f}, +} ; + + + + + +cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) : + m_NoiseDistortX(a_Seed + 1000), + m_NoiseDistortZ(a_Seed + 2000), + m_OceanFloorSelect(a_Seed + 3000), + m_BiomeGen(a_BiomeGen), + m_UnderlyingHeiGen(a_Seed, a_BiomeGen), + m_HeightGen(&m_UnderlyingHeiGen, 64) +{ + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); + + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); +} + + + + + +void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) +{ + // Read the params from the INI file: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10); +} + + + + + +void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ) +{ + if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ)) + { + return; + } + m_CurChunkX = a_ChunkX; + m_CurChunkZ = a_ChunkZ; + + + m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights); + UpdateDistortAmps(); + GenerateHeightArray(); +} + + + + + +void cDistortedHeightmap::GenerateHeightArray(void) +{ + // Generate distortion noise: + NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX; + NOISE_DATATYPE StartY = 0; + NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ; + + m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); + m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); + + // The distorted heightmap, before linear upscaling + NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z]; + + // Distort the heightmap using the distortion: + for (int z = 0; z < DIM_Z; z++) + { + int AmpIdx = z * DIM_X; + for (int y = 0; y < DIM_Y; y++) + { + int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X; + for (int x = 0; x < DIM_X; x++) + { + NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x]; + NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x]; + DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X); + DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z); + // Adding 0.5 helps alleviate the interpolation artifacts + DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5; + } + } + } + + // Upscale the distorted heightmap into full dimensions: + LinearUpscale3DArray( + DistHei, DIM_X, DIM_Y, DIM_Z, + m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z + ); + + // DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ)); +} + + + + + +void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + PrepareState(a_ChunkX, a_ChunkZ); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int NoiseArrayIdx = x + 17 * 257 * z; + cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1); + for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--) + { + int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; + if (y < HeightMapHeight) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + // Frequencies for the ocean floor selecting noise: + NOISE_DATATYPE FrequencyX = 3; + NOISE_DATATYPE FrequencyZ = 3; + + // Prepare the internal state for generating this chunk: + PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + // Compose: + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int NoiseArrayIdx = x + 17 * 257 * z; + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir - 1; y > 0; y--) + { + int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; + + if (y >= HeightMapHeight) + { + // "air" part + LastAir = y; + if (y < m_SeaLevel) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + HasHadWater = true; + } + continue; + } + // "ground" part: + if (y < LastAir - 4) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); + continue; + } + if (HasHadWater) + { + // Decide between clay, sand and dirt + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ; + NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); + if (Val < -0.95) + { + // Clay: + switch (LastAir - y) + { + case 0: + case 1: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY); + break; + } + case 2: + case 3: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + break; + } + case 4: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE); + break; + } + } // switch (floor depth) + } + else if (Val < 0) + { + a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT); + } + } + else + { + switch (a_ChunkDesc.GetBiome(x, z)) + { + case biOcean: + case biPlains: + case biExtremeHills: + case biForest: + case biTaiga: + case biSwampland: + case biRiver: + case biFrozenOcean: + case biFrozenRiver: + case biIcePlains: + case biIceMountains: + case biForestHills: + case biTaigaHills: + case biExtremeHillsEdge: + case biJungle: + case biJungleHills: + { + a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + break; + } + case biDesertHills: + case biDesert: + case biBeach: + { + a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); + break; + } + case biMushroomIsland: + case biMushroomShore: + { + a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT); + break; + } + } + } + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + + +int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z) +{ + int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16); + int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16); + int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width); + int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width); + + // If we're withing the same chunk, return the pre-cached heightmap: + if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ)) + { + return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ); + } + + // Ask the cache: + HEIGHTTYPE res = 0; + if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res)) + { + // The height was in the cache + return res; + } + + // The height is not in the cache, generate full heightmap and get it there: + cChunkDef::HeightMap Heightmap; + m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap); + return cChunkDef::GetHeight(Heightmap, RelX, RelZ); +} + + + + + +void cDistortedHeightmap::UpdateDistortAmps(void) +{ + BiomeNeighbors Biomes; + for (int z = -1; z <= 1; z++) + { + for (int x = -1; x <= 1; x++) + { + m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]); + } // for x + } // for z + + for (int z = 0; z < DIM_Z; z++) + { + for (int x = 0; x < DIM_Z; x++) + { + GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]); + } + } +} + + + + + +void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ) +{ + // Sum up how many biomes of each type there are in the neighborhood: + int BiomeCounts[biNumBiomes]; + memset(BiomeCounts, 0, sizeof(BiomeCounts)); + int Sum = 0; + for (int z = -8; z <= 8; z++) + { + int FinalZ = a_RelZ + z + cChunkDef::Width; + int IdxZ = FinalZ / cChunkDef::Width; + int ModZ = FinalZ % cChunkDef::Width; + int WeightZ = 9 - abs(z); + for (int x = -8; x <= 8; x++) + { + int FinalX = a_RelX + x + cChunkDef::Width; + int IdxX = FinalX / cChunkDef::Width; + int ModX = FinalX % cChunkDef::Width; + EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ); + if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts))) + { + continue; + } + int WeightX = 9 - abs(x); + BiomeCounts[Biome] += WeightX + WeightZ; + Sum += WeightX + WeightZ; + } // for x + } // for z + + if (Sum <= 0) + { + // No known biome around? Weird. Return a bogus value: + ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around"); + a_DistortAmpX = 16; + a_DistortAmpZ = 16; + } + + // For each biome type that has a nonzero count, calc its amps and add it: + NOISE_DATATYPE AmpX = 0; + NOISE_DATATYPE AmpZ = 0; + for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++) + { + AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX; + AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ; + } + a_DistortAmpX = AmpX / Sum; + a_DistortAmpZ = AmpZ / Sum; +} + + + + diff --git a/source/Generating/DistortedHeightmap.h b/source/Generating/DistortedHeightmap.h index 41a781b84..b2b235e61 100644 --- a/source/Generating/DistortedHeightmap.h +++ b/source/Generating/DistortedHeightmap.h @@ -1,102 +1,102 @@ - -// DistortedHeightmap.h - -// Declares the cDistortedHeightmap class representing the height and composition generator capable of overhangs - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "HeiGen.h" -#include "../Noise.h" - - - - - -#define NOISE_SIZE_Y (257 + 32) - - - - - -class cDistortedHeightmap : - public cTerrainHeightGen, - public cTerrainCompositionGen -{ -public: - cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen); - - void Initialize(cIniFile & a_IniFile); - -protected: - typedef cChunkDef::BiomeMap BiomeNeighbors[3][3]; - - // Linear upscaling step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively: - static const int INTERPOL_X = 8; - static const int INTERPOL_Y = 4; - static const int INTERPOL_Z = 8; - - // Linear upscaling buffer dimensions, calculated from the step sizes: - static const int DIM_X = 1 + (17 / INTERPOL_X); - static const int DIM_Y = 1 + (257 / INTERPOL_Y); - static const int DIM_Z = 1 + (17 / INTERPOL_Z); - - cPerlinNoise m_NoiseDistortX; - cPerlinNoise m_NoiseDistortZ; - cNoise m_OceanFloorSelect; ///< Used for selecting between dirt and sand on the ocean floor - - int m_SeaLevel; - NOISE_DATATYPE m_FrequencyX; - NOISE_DATATYPE m_FrequencyY; - NOISE_DATATYPE m_FrequencyZ; - - int m_CurChunkX; - int m_CurChunkZ; - NOISE_DATATYPE m_DistortedHeightmap[17 * 257 * 17]; - - cBiomeGen & m_BiomeGen; - cHeiGenBiomal m_UnderlyingHeiGen; // This generator provides us with base heightmap (before distortion) - cHeiGenCache m_HeightGen; // Cache above m_UnderlyingHeiGen - - /// Heightmap for the current chunk, before distortion (from m_HeightGen). Used for optimization. - cChunkDef::HeightMap m_CurChunkHeights; - - // Per-biome terrain generator parameters: - struct sGenParam - { - NOISE_DATATYPE m_DistortAmpX; - NOISE_DATATYPE m_DistortAmpZ; - } ; - static const sGenParam m_GenParam[biNumBiomes]; - - // Distortion amplitudes for each direction, before linear upscaling - NOISE_DATATYPE m_DistortAmpX[DIM_X * DIM_Z]; - NOISE_DATATYPE m_DistortAmpZ[DIM_X * DIM_Z]; - - - /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise arrays, heightmap) - void PrepareState(int a_ChunkX, int a_ChunkZ); - - /// Generates the m_DistortedHeightmap array for the current chunk - void GenerateHeightArray(void); - - /// Calculates the heightmap value (before distortion) at the specified (floating-point) coords - int GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z); - - /// Updates m_DistortAmpX/Z[] based on m_CurChunkX and m_CurChunkZ - void UpdateDistortAmps(void); - - /// Calculates the X and Z distortion amplitudes based on the neighbors' biomes - void GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ); - - - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; -} ; + +// DistortedHeightmap.h + +// Declares the cDistortedHeightmap class representing the height and composition generator capable of overhangs + + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "HeiGen.h" +#include "../Noise.h" + + + + + +#define NOISE_SIZE_Y (257 + 32) + + + + + +class cDistortedHeightmap : + public cTerrainHeightGen, + public cTerrainCompositionGen +{ +public: + cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen); + + void Initialize(cIniFile & a_IniFile); + +protected: + typedef cChunkDef::BiomeMap BiomeNeighbors[3][3]; + + // Linear upscaling step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively: + static const int INTERPOL_X = 8; + static const int INTERPOL_Y = 4; + static const int INTERPOL_Z = 8; + + // Linear upscaling buffer dimensions, calculated from the step sizes: + static const int DIM_X = 1 + (17 / INTERPOL_X); + static const int DIM_Y = 1 + (257 / INTERPOL_Y); + static const int DIM_Z = 1 + (17 / INTERPOL_Z); + + cPerlinNoise m_NoiseDistortX; + cPerlinNoise m_NoiseDistortZ; + cNoise m_OceanFloorSelect; ///< Used for selecting between dirt and sand on the ocean floor + + int m_SeaLevel; + NOISE_DATATYPE m_FrequencyX; + NOISE_DATATYPE m_FrequencyY; + NOISE_DATATYPE m_FrequencyZ; + + int m_CurChunkX; + int m_CurChunkZ; + NOISE_DATATYPE m_DistortedHeightmap[17 * 257 * 17]; + + cBiomeGen & m_BiomeGen; + cHeiGenBiomal m_UnderlyingHeiGen; // This generator provides us with base heightmap (before distortion) + cHeiGenCache m_HeightGen; // Cache above m_UnderlyingHeiGen + + /// Heightmap for the current chunk, before distortion (from m_HeightGen). Used for optimization. + cChunkDef::HeightMap m_CurChunkHeights; + + // Per-biome terrain generator parameters: + struct sGenParam + { + NOISE_DATATYPE m_DistortAmpX; + NOISE_DATATYPE m_DistortAmpZ; + } ; + static const sGenParam m_GenParam[biNumBiomes]; + + // Distortion amplitudes for each direction, before linear upscaling + NOISE_DATATYPE m_DistortAmpX[DIM_X * DIM_Z]; + NOISE_DATATYPE m_DistortAmpZ[DIM_X * DIM_Z]; + + + /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise arrays, heightmap) + void PrepareState(int a_ChunkX, int a_ChunkZ); + + /// Generates the m_DistortedHeightmap array for the current chunk + void GenerateHeightArray(void); + + /// Calculates the heightmap value (before distortion) at the specified (floating-point) coords + int GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z); + + /// Updates m_DistortAmpX/Z[] based on m_CurChunkX and m_CurChunkZ + void UpdateDistortAmps(void); + + /// Calculates the X and Z distortion amplitudes based on the neighbors' biomes + void GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ); + + + // cTerrainHeightGen overrides: + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + + // cTerrainCompositionGen overrides: + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; +} ; diff --git a/source/Generating/EndGen.cpp b/source/Generating/EndGen.cpp index 30fa457db..3eba5c47b 100644 --- a/source/Generating/EndGen.cpp +++ b/source/Generating/EndGen.cpp @@ -1,217 +1,217 @@ - -// EndGen.cpp - -// Implements the cEndGen class representing the generator for the End, both as a HeightGen and CompositionGen - -#include "Globals.h" -#include "EndGen.h" -#include "../../iniFile/iniFile.h" -#include "../LinearUpscale.h" - - - - - -enum -{ - // Interpolation cell size: - INTERPOL_X = 4, - INTERPOL_Y = 4, - INTERPOL_Z = 4, - - // Size of chunk data, downscaled before interpolation: - DIM_X = 16 / INTERPOL_X + 1, - DIM_Y = 256 / INTERPOL_Y + 1, - DIM_Z = 16 / INTERPOL_Z + 1, -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cEndGen: - -cEndGen::cEndGen(int a_Seed) : - m_Seed(a_Seed), - m_IslandSizeX(256), - m_IslandSizeY(96), - m_IslandSizeZ(256), - m_FrequencyX(80), - m_FrequencyY(80), - m_FrequencyZ(80) -{ - m_Perlin.AddOctave(1, 1); - m_Perlin.AddOctave(2, 0.5); - m_Perlin.AddOctave(4, 0.25); -} - - - - - -void cEndGen::Initialize(cIniFile & a_IniFile) -{ - m_IslandSizeX = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeX", m_IslandSizeX); - m_IslandSizeY = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeY", m_IslandSizeY); - m_IslandSizeZ = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeZ", m_IslandSizeZ); - - m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ); - - // Recalculate the min and max chunk coords of the island - m_MaxChunkX = (m_IslandSizeX + cChunkDef::Width - 1) / cChunkDef::Width; - m_MinChunkX = -m_MaxChunkX; - m_MaxChunkZ = (m_IslandSizeZ + cChunkDef::Width - 1) / cChunkDef::Width; - m_MinChunkZ = -m_MaxChunkZ; -} - - - - - -/// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) -void cEndGen::PrepareState(int a_ChunkX, int a_ChunkZ) -{ - ASSERT(!IsChunkOutsideRange(a_ChunkX, a_ChunkZ)); // Should be filtered before calling this function - - if ((m_LastChunkX == a_ChunkX) && (m_LastChunkZ == a_ChunkZ)) - { - return; - } - - m_LastChunkX = a_ChunkX; - m_LastChunkZ = a_ChunkZ; - - GenerateNoiseArray(); -} - - - - - -/// Generates the m_NoiseArray array for the current chunk -void cEndGen::GenerateNoiseArray(void) -{ - NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y] - NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y] - - // Generate the downscaled noise: - NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width)) / m_FrequencyX; - NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_LastChunkX + 1) * cChunkDef::Width)) / m_FrequencyX; - NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width)) / m_FrequencyZ; - NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_LastChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ; - NOISE_DATATYPE StartY = 0; - NOISE_DATATYPE EndY = ((NOISE_DATATYPE)257) / m_FrequencyY; - m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace); - - // Add distance: - int idx = 0; - for (int y = 0; y < DIM_Y; y++) - { - NOISE_DATATYPE ValY = (NOISE_DATATYPE)(2 * INTERPOL_Y * y - m_IslandSizeY) / m_IslandSizeY; - ValY = ValY * ValY; - for (int z = 0; z < DIM_Z; z++) - { - NOISE_DATATYPE ValZ = (NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width + (z * cChunkDef::Width / (DIM_Z - 1))) / m_IslandSizeZ; - ValZ = ValZ * ValZ; - for (int x = 0; x < DIM_X; x++) - { - // NOISE_DATATYPE ValX = StartX + (EndX - StartX) * x / (DIM_X - 1); - NOISE_DATATYPE ValX = (NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width + (x * cChunkDef::Width / (DIM_X - 1))) / m_IslandSizeX; - ValX = ValX * ValX; - NoiseData[idx++] += ValX + ValZ + ValY; - } // for x - } // for z - } // for y - - // Upscale into real chunk size: - LinearUpscale3DArray(NoiseData, DIM_X, DIM_Z, DIM_Y, m_NoiseArray, INTERPOL_X, INTERPOL_Z, INTERPOL_Y); -} - - - - - -/// Returns true if the chunk is outside of the island's dimensions -bool cEndGen::IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ) -{ - return ( - (a_ChunkX < m_MinChunkX) || (a_ChunkX > m_MaxChunkX) || - (a_ChunkZ < m_MinChunkZ) || (a_ChunkZ > m_MaxChunkZ) - ); -} - - - - - -void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) -{ - if (IsChunkOutsideRange(a_ChunkX, a_ChunkZ)) - { - for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++) - { - a_HeightMap[i] = 0; - } - return; - } - - PrepareState(a_ChunkX, a_ChunkZ); - - int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1); - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - cChunkDef::SetHeight(a_HeightMap, x, z, MaxY); - for (int y = MaxY; y > 0; y--) - { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y - } // for x - } // for z -} - - - - - -void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - if (IsChunkOutsideRange(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ())) - { - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - return; - } - - PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1); - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - for (int y = MaxY; y > 0; y--) - { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) - { - a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_END_STONE, 0); - } - else - { - a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_AIR, 0); - } - } // for y - } // for x - } // for z -} - - - - + +// EndGen.cpp + +// Implements the cEndGen class representing the generator for the End, both as a HeightGen and CompositionGen + +#include "Globals.h" +#include "EndGen.h" +#include "../../iniFile/iniFile.h" +#include "../LinearUpscale.h" + + + + + +enum +{ + // Interpolation cell size: + INTERPOL_X = 4, + INTERPOL_Y = 4, + INTERPOL_Z = 4, + + // Size of chunk data, downscaled before interpolation: + DIM_X = 16 / INTERPOL_X + 1, + DIM_Y = 256 / INTERPOL_Y + 1, + DIM_Z = 16 / INTERPOL_Z + 1, +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cEndGen: + +cEndGen::cEndGen(int a_Seed) : + m_Seed(a_Seed), + m_IslandSizeX(256), + m_IslandSizeY(96), + m_IslandSizeZ(256), + m_FrequencyX(80), + m_FrequencyY(80), + m_FrequencyZ(80) +{ + m_Perlin.AddOctave(1, 1); + m_Perlin.AddOctave(2, 0.5); + m_Perlin.AddOctave(4, 0.25); +} + + + + + +void cEndGen::Initialize(cIniFile & a_IniFile) +{ + m_IslandSizeX = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeX", m_IslandSizeX); + m_IslandSizeY = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeY", m_IslandSizeY); + m_IslandSizeZ = a_IniFile.GetValueSetI("Generator", "EndGenIslandSizeZ", m_IslandSizeZ); + + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ); + + // Recalculate the min and max chunk coords of the island + m_MaxChunkX = (m_IslandSizeX + cChunkDef::Width - 1) / cChunkDef::Width; + m_MinChunkX = -m_MaxChunkX; + m_MaxChunkZ = (m_IslandSizeZ + cChunkDef::Width - 1) / cChunkDef::Width; + m_MinChunkZ = -m_MaxChunkZ; +} + + + + + +/// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) +void cEndGen::PrepareState(int a_ChunkX, int a_ChunkZ) +{ + ASSERT(!IsChunkOutsideRange(a_ChunkX, a_ChunkZ)); // Should be filtered before calling this function + + if ((m_LastChunkX == a_ChunkX) && (m_LastChunkZ == a_ChunkZ)) + { + return; + } + + m_LastChunkX = a_ChunkX; + m_LastChunkZ = a_ChunkZ; + + GenerateNoiseArray(); +} + + + + + +/// Generates the m_NoiseArray array for the current chunk +void cEndGen::GenerateNoiseArray(void) +{ + NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y] + NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y] + + // Generate the downscaled noise: + NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_LastChunkX + 1) * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_LastChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE StartY = 0; + NOISE_DATATYPE EndY = ((NOISE_DATATYPE)257) / m_FrequencyY; + m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace); + + // Add distance: + int idx = 0; + for (int y = 0; y < DIM_Y; y++) + { + NOISE_DATATYPE ValY = (NOISE_DATATYPE)(2 * INTERPOL_Y * y - m_IslandSizeY) / m_IslandSizeY; + ValY = ValY * ValY; + for (int z = 0; z < DIM_Z; z++) + { + NOISE_DATATYPE ValZ = (NOISE_DATATYPE)(m_LastChunkZ * cChunkDef::Width + (z * cChunkDef::Width / (DIM_Z - 1))) / m_IslandSizeZ; + ValZ = ValZ * ValZ; + for (int x = 0; x < DIM_X; x++) + { + // NOISE_DATATYPE ValX = StartX + (EndX - StartX) * x / (DIM_X - 1); + NOISE_DATATYPE ValX = (NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width + (x * cChunkDef::Width / (DIM_X - 1))) / m_IslandSizeX; + ValX = ValX * ValX; + NoiseData[idx++] += ValX + ValZ + ValY; + } // for x + } // for z + } // for y + + // Upscale into real chunk size: + LinearUpscale3DArray(NoiseData, DIM_X, DIM_Z, DIM_Y, m_NoiseArray, INTERPOL_X, INTERPOL_Z, INTERPOL_Y); +} + + + + + +/// Returns true if the chunk is outside of the island's dimensions +bool cEndGen::IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ) +{ + return ( + (a_ChunkX < m_MinChunkX) || (a_ChunkX > m_MaxChunkX) || + (a_ChunkZ < m_MinChunkZ) || (a_ChunkZ > m_MaxChunkZ) + ); +} + + + + + +void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + if (IsChunkOutsideRange(a_ChunkX, a_ChunkZ)) + { + for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++) + { + a_HeightMap[i] = 0; + } + return; + } + + PrepareState(a_ChunkX, a_ChunkZ); + + int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + cChunkDef::SetHeight(a_HeightMap, x, z, MaxY); + for (int y = MaxY; y > 0; y--) + { + if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + if (IsChunkOutsideRange(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ())) + { + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + return; + } + + PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + for (int y = MaxY; y > 0; y--) + { + if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) + { + a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_END_STONE, 0); + } + else + { + a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_AIR, 0); + } + } // for y + } // for x + } // for z +} + + + + diff --git a/source/Generating/EndGen.h b/source/Generating/EndGen.h index cd316ed67..4904a0e3d 100644 --- a/source/Generating/EndGen.h +++ b/source/Generating/EndGen.h @@ -1,69 +1,69 @@ - -// EndGen.h - -// Declares the cEndGen class representing the generator for the End, both as a HeightGen and CompositionGen - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Noise.h" - - - - - -class cEndGen : - public cTerrainHeightGen, - public cTerrainCompositionGen -{ -public: - cEndGen(int a_Seed); - - void Initialize(cIniFile & a_IniFile); - -protected: - - /// Seed for the noise - int m_Seed; - - /// The Perlin noise used for generating - cPerlinNoise m_Perlin; - - // XYZ size of the "island", in blocks: - int m_IslandSizeX; - int m_IslandSizeY; - int m_IslandSizeZ; - - // XYZ Frequencies of the noise functions: - NOISE_DATATYPE m_FrequencyX; - NOISE_DATATYPE m_FrequencyY; - NOISE_DATATYPE m_FrequencyZ; - - // Minimum and maximum chunk coords for chunks inside the island area. Chunks outside won't get calculated at all - int m_MinChunkX, m_MaxChunkX; - int m_MinChunkZ, m_MaxChunkZ; - - // Noise array for the last chunk (in the noise range) - int m_LastChunkX; - int m_LastChunkZ; - NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y - - /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) - void PrepareState(int a_ChunkX, int a_ChunkZ); - - /// Generates the m_NoiseArray array for the current chunk - void GenerateNoiseArray(void); - - /// Returns true if the chunk is outside of the island's dimensions - bool IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ); - - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; -} ; + +// EndGen.h + +// Declares the cEndGen class representing the generator for the End, both as a HeightGen and CompositionGen + + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "../Noise.h" + + + + + +class cEndGen : + public cTerrainHeightGen, + public cTerrainCompositionGen +{ +public: + cEndGen(int a_Seed); + + void Initialize(cIniFile & a_IniFile); + +protected: + + /// Seed for the noise + int m_Seed; + + /// The Perlin noise used for generating + cPerlinNoise m_Perlin; + + // XYZ size of the "island", in blocks: + int m_IslandSizeX; + int m_IslandSizeY; + int m_IslandSizeZ; + + // XYZ Frequencies of the noise functions: + NOISE_DATATYPE m_FrequencyX; + NOISE_DATATYPE m_FrequencyY; + NOISE_DATATYPE m_FrequencyZ; + + // Minimum and maximum chunk coords for chunks inside the island area. Chunks outside won't get calculated at all + int m_MinChunkX, m_MaxChunkX; + int m_MinChunkZ, m_MaxChunkZ; + + // Noise array for the last chunk (in the noise range) + int m_LastChunkX; + int m_LastChunkZ; + NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y + + /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) + void PrepareState(int a_ChunkX, int a_ChunkZ); + + /// Generates the m_NoiseArray array for the current chunk + void GenerateNoiseArray(void); + + /// Returns true if the chunk is outside of the island's dimensions + bool IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ); + + // cTerrainHeightGen overrides: + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + + // cTerrainCompositionGen overrides: + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; +} ; diff --git a/source/Generating/MineShafts.cpp b/source/Generating/MineShafts.cpp index 0f7f78e19..3131b5429 100644 --- a/source/Generating/MineShafts.cpp +++ b/source/Generating/MineShafts.cpp @@ -1,1423 +1,1423 @@ - -// MineShafts.cpp - -// Implements the cStructGenMineShafts class representing the structure generator for abandoned mineshafts - -/* -Algorithm: -The cStructGenMineShafts::cMineShaftSystem class is the main controller, which knows what mineshaft -classes there are and their random weights. It gets asked to produce a new class everytime a connection is to be made. -The cMineShaft class is a base class for each mineshaft structure. -Each cMineShaft descendant knows how large it is, how to imprint itself into the chunk data and where to connect to -other descendants. Its PivotPoint is always a walkable column. Its Direction determines in which direction the structure -is facing. - -The generation starts with the central dirt room, from there corridors, crossings and staircases are added -in a depth-first processing. Each of the descendants will branch randomly, if not beyond the allowed recursion level -*/ - -#include "Globals.h" -#include "MineShafts.h" -#include "../Cuboid.h" -#include "../BlockEntities/ChestEntity.h" - - - - - -static const int NEIGHBORHOOD_SIZE = 3; - - - - - -class cMineShaft abstract -{ -public: - enum eKind - { - mskDirtRoom, - mskCorridor, - mskCrossing, - mskStaircase, - } ; - - - enum eDirection - { - dirXP, - dirZP, - dirXM, - dirZM, - } ; - - - cStructGenMineShafts::cMineShaftSystem & m_ParentSystem; - eKind m_Kind; - cCuboid m_BoundingBox; - - - cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) : - m_ParentSystem(a_ParentSystem), - m_Kind(a_Kind) - { - } - - cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) : - m_ParentSystem(a_ParentSystem), - m_Kind(a_Kind), - m_BoundingBox(a_BoundingBox) - { - } - - /// Returns true if this mineshaft intersects the specified cuboid - bool DoesIntersect(const cCuboid & a_Other) - { - return m_BoundingBox.DoesIntersect(a_Other); - } - - /** If recursion level is not too large, appends more branches to the parent system, - using exit points specific to this class. - */ - virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0; - - /// Imprints this shape into the specified chunk's data - virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0; -} ; - -typedef std::vector cMineShafts; - - - - - -class cMineShaftDirtRoom : - public cMineShaft -{ - typedef cMineShaft super; - -public: - cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise); - - // cMineShaft overrides: - virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; - virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; -} ; - - - - - -class cMineShaftCorridor : - public cMineShaft -{ - typedef cMineShaft super; - -public: - /** Creates a new Corridor attached to the specified pivot point and direction. - Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. - May return NULL if cannot fit. - */ - static cMineShaft * CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise - ); - -protected: - static const int MAX_SEGMENTS = 5; - - int m_NumSegments; - eDirection m_Direction; - bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block) - int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction - int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction - bool m_HasTracks; ///< If true, random tracks will be placed on the floor - - cMineShaftCorridor( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction, - cNoise & a_Noise - ); - - // cMineShaft overrides: - virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; - virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; - - /// Places a chest, if the corridor has one - void PlaceChest(cChunkDesc & a_ChunkDesc); - - /// If this corridor has tracks, places them randomly - void PlaceTracks(cChunkDesc & a_ChunkDesc); - - /// If this corridor has a spawner, places the spawner - void PlaceSpawner(cChunkDesc & a_ChunkDesc); - - /// Randomly places torches around the central beam block - void PlaceTorches(cChunkDesc & a_ChunkDesc); -} ; - - - - - -class cMineShaftCrossing : - public cMineShaft -{ - typedef cMineShaft super; - -public: - /** Creates a new Crossing attached to the specified pivot point and direction. - Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. - May return NULL if cannot fit. - */ - static cMineShaft * CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise - ); - -protected: - cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox); - - // cMineShaft overrides: - virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; - virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; -} ; - - - - - -class cMineShaftStaircase : - public cMineShaft -{ - typedef cMineShaft super; - -public: - enum eSlope - { - sUp, - sDown, - } ; - - /** Creates a new Staircase attached to the specified pivot point and direction. - Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. - May return NULL if cannot fit. - */ - static cMineShaft * CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise - ); - -protected: - eDirection m_Direction; - eSlope m_Slope; - - - cMineShaftStaircase( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - const cCuboid & a_BoundingBox, - eDirection a_Direction, - eSlope a_Slope - ); - - // cMineShaft overrides: - virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; - virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; -} ; - - - - - -class cStructGenMineShafts::cMineShaftSystem -{ -public: - int m_BlockX, m_BlockZ; ///< The pivot point on which the system is generated - int m_GridSize; ///< Maximum offset of the dirtroom from grid center, * 2, in each direction - int m_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion) - int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor - int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor - int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing - int m_ChanceChest; ///< Chance [0 .. 250] that a corridor has a chest in it - int m_ChanceSpawner; ///< Chance [0 .. 250] that a corridor has a spawner in it - int m_ChanceTorch; ///< Chance [0 .. 10k] for a torch appearing attached to a corridor's beam - cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system - cCuboid m_BoundingBox; ///< Bounding box into which all of the components need to fit - - /// Creates and generates the entire system - cMineShaftSystem( - int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, - int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase - ); - - ~cMineShaftSystem(); - - /// Carves the system into the chunk data - void ProcessChunk(cChunkDesc & a_Chunk); - - /** Creates new cMineShaft descendant connected at the specified point, heading the specified direction, - if it fits, appends it to the list and calls its AppendBranches() - */ - void AppendBranch( - int a_BlockX, int a_BlockY, int a_BlockZ, - cMineShaft::eDirection a_Direction, cNoise & a_Noise, - int a_RecursionLevel - ); - - /// Returns true if none of the objects in m_MineShafts intersect with the specified bounding box and the bounding box is valid - bool CanAppend(const cCuboid & a_BoundingBox); -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenMineShafts::cMineShaftSystem: - -cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( - int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, - int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase -) : - m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ), - m_GridSize(a_GridSize), - m_MaxRecursion(8), // TODO: settable - m_ProbLevelCorridor(a_ProbLevelCorridor), - m_ProbLevelCrossing(a_ProbLevelCrossing), - m_ProbLevelStaircase(a_ProbLevelStaircase + 1), - m_ChanceChest(12), // TODO: settable - m_ChanceSpawner(12), // TODO: settable - m_ChanceTorch(1000) // TODO: settable -{ - m_MineShafts.reserve(100); - - cMineShaft * Start = new cMineShaftDirtRoom(*this, a_Noise); - m_MineShafts.push_back(Start); - - m_BoundingBox.Assign( - Start->m_BoundingBox.p1.x - a_MaxSystemSize / 2, 2, Start->m_BoundingBox.p1.z - a_MaxSystemSize / 2, - Start->m_BoundingBox.p2.x + a_MaxSystemSize / 2, 50, Start->m_BoundingBox.p2.z + a_MaxSystemSize / 2 - ); - - Start->AppendBranches(0, a_Noise); - - for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) - { - ASSERT((*itr)->m_BoundingBox.IsSorted()); - } // for itr - m_MineShafts[] -} - - - - - -cStructGenMineShafts::cMineShaftSystem::~cMineShaftSystem() -{ - for (cMineShafts::iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) - { - delete *itr; - } // for itr - m_MineShafts[] - m_MineShafts.clear(); -} - - - - - -void cStructGenMineShafts::cMineShaftSystem::ProcessChunk(cChunkDesc & a_Chunk) -{ - for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) - { - (*itr)->ProcessChunk(a_Chunk); - } // for itr - m_MineShafts[] -} - - - - - -void cStructGenMineShafts::cMineShaftSystem::AppendBranch( - int a_PivotX, int a_PivotY, int a_PivotZ, - cMineShaft::eDirection a_Direction, cNoise & a_Noise, - int a_RecursionLevel -) -{ - if (a_RecursionLevel > m_MaxRecursion) - { - return; - } - - cMineShaft * Next = NULL; - int rnd = (a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_RecursionLevel * 16, a_PivotZ) / 13) % m_ProbLevelStaircase; - if (rnd < m_ProbLevelCorridor) - { - Next = cMineShaftCorridor::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); - } - else if (rnd < m_ProbLevelCrossing) - { - Next = cMineShaftCrossing::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); - } - else - { - Next = cMineShaftStaircase::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); - } - if (Next == NULL) - { - return; - } - m_MineShafts.push_back(Next); - Next->AppendBranches(a_RecursionLevel + 1, a_Noise); -} - - - - - -bool cStructGenMineShafts::cMineShaftSystem::CanAppend(const cCuboid & a_BoundingBox) -{ - if (!a_BoundingBox.IsCompletelyInside(m_BoundingBox)) - { - // Too far away, or too low / too high - return false; - } - - // Check intersections: - for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) - { - if ((*itr)->DoesIntersect(a_BoundingBox)) - { - return false; - } - } // for itr - m_MineShafts[] - return true; -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cMineShaftDirtRoom: - -cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise) : - super(a_Parent, mskDirtRoom) -{ - // Make the room of random size, min 10 x 4 x 10; max 18 x 12 x 18: - int rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 0, a_Parent.m_BlockZ) / 7; - int OfsX = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; - rnd >>= 12; - int OfsZ = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; - rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 1000, a_Parent.m_BlockZ) / 11; - m_BoundingBox.p1.x = a_Parent.m_BlockX + OfsX; - m_BoundingBox.p2.x = m_BoundingBox.p1.x + 10 + (rnd % 8); - rnd >>= 4; - m_BoundingBox.p1.z = a_Parent.m_BlockZ + OfsZ; - m_BoundingBox.p2.z = m_BoundingBox.p1.z + 10 + (rnd % 8); - rnd >>= 4; - m_BoundingBox.p1.y = 20; - m_BoundingBox.p2.y = 24 + rnd % 8; -} - - - - - -void cMineShaftDirtRoom::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) -{ - int Height = m_BoundingBox.DifY() - 3; - for (int x = m_BoundingBox.p1.x + 1; x < m_BoundingBox.p2.x; x += 4) - { - int rnd = a_Noise.IntNoise3DInt(x, a_RecursionLevel, m_BoundingBox.p1.z) / 7; - m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); - rnd >>= 4; - m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); - } - - for (int z = m_BoundingBox.p1.z + 1; z < m_BoundingBox.p2.z; z += 4) - { - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, a_RecursionLevel, z) / 13; - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXM, a_Noise, a_RecursionLevel); - rnd >>= 4; - m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXP, a_Noise, a_RecursionLevel); - } -} - - - - - -void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc) -{ - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - if ( - (m_BoundingBox.p1.x > BlockX + cChunkDef::Width) || - (m_BoundingBox.p1.z > BlockZ + cChunkDef::Width) || - (m_BoundingBox.p2.x < BlockX) || - (m_BoundingBox.p2.z < BlockZ) - ) - { - // Early bailout - cannot intersect this chunk - return; - } - - // Chunk-relative coords of the boundaries: - int MinX = std::max(BlockX, m_BoundingBox.p1.x) - BlockX; - int MaxX = std::min(BlockX + cChunkDef::Width, m_BoundingBox.p2.x + 1) - BlockX; - int MinZ = std::max(BlockZ, m_BoundingBox.p1.z) - BlockZ; - int MaxZ = std::min(BlockZ + cChunkDef::Width, m_BoundingBox.p2.z + 1) - BlockZ; - - // Carve the room out: - for (int z = MinZ; z < MaxZ; z++) - { - for (int x = MinX; x < MaxX; x++) - { - for (int y = m_BoundingBox.p1.y + 1; y < m_BoundingBox.p2.y; y++) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); - } - if (a_ChunkDesc.GetBlockType(x, m_BoundingBox.p1.y, z) != E_BLOCK_AIR) - { - a_ChunkDesc.SetBlockType(x, m_BoundingBox.p1.y, z, E_BLOCK_DIRT); - } - } // for x - } // for z -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cMineShaftCorridor: - -cMineShaftCorridor::cMineShaftCorridor( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction, - cNoise & a_Noise -) : - super(a_ParentSystem, mskCorridor, a_BoundingBox), - m_NumSegments(a_NumSegments), - m_Direction(a_Direction), - m_ChestPosition(-1), - m_SpawnerPosition(-1) -{ - int rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.x, a_BoundingBox.p1.y, a_BoundingBox.p1.z) / 7; - for (int i = 0; i < a_NumSegments; i++) - { - m_HasFullBeam[i] = (rnd % 4) < 3; // 75 % chance of full beam - rnd >>= 2; - } - m_HasTracks = ((rnd % 4) < 2); // 50 % chance of tracks - - rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.z, a_BoundingBox.p1.x, a_BoundingBox.p1.y) / 7; - int ChestCheck = rnd % 250; - rnd >>= 8; - int SpawnerCheck = rnd % 250; - rnd >>= 8; - if (ChestCheck < a_ParentSystem.m_ChanceChest) - { - m_ChestPosition = rnd % (a_NumSegments * 5); - } - if ((a_NumSegments < 4) && (SpawnerCheck < a_ParentSystem.m_ChanceSpawner)) - { - m_SpawnerPosition = rnd % (a_NumSegments * 5); - } -} - - - - - -cMineShaft * cMineShaftCorridor::CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise -) -{ - cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ); - BoundingBox.p2.y += 3; - int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; - int NumSegments = 2 + (rnd) % (MAX_SEGMENTS - 1); // 2 .. MAX_SEGMENTS - switch (a_Direction) - { - case dirXP: BoundingBox.p2.x += NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break; - case dirXM: BoundingBox.p1.x -= NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break; - case dirZP: BoundingBox.p2.z += NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break; - case dirZM: BoundingBox.p1.z -= NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break; - } - if (!a_ParentSystem.CanAppend(BoundingBox)) - { - return NULL; - } - return new cMineShaftCorridor(a_ParentSystem, BoundingBox, NumSegments, a_Direction, a_Noise); -} - - - - - -void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) -{ - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 7; - // Prefer the same height, but allow for up to one block height displacement: - int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; - switch (m_Direction) - { - case dirXM: - { - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); - for (int i = m_NumSegments; i >= 0; i--) - { - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; - int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; - rnd >>= 6; - int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); - } - break; - } - - case dirXP: - { - m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); - for (int i = m_NumSegments; i >= 0; i--) - { - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; - int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; - rnd >>= 6; - int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); - } - break; - } - - case dirZM: - { - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); - for (int i = m_NumSegments; i >= 0; i--) - { - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; - int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; - rnd >>= 6; - int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel); - m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel); - } - break; - } - - case dirZP: - { - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); - for (int i = m_NumSegments; i >= 0; i--) - { - int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; - int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; - rnd >>= 6; - int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel); - m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel); - } - break; - } - } // switch (m_Direction) -} - - - - - -void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc) -{ - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - cCuboid RelBoundingBox(m_BoundingBox); - RelBoundingBox.Move(-BlockX, 0, -BlockZ); - RelBoundingBox.p1.y += 1; - RelBoundingBox.p2.y -= 1; - cCuboid Top(RelBoundingBox); - Top.p2.y += 1; - Top.p1.y = Top.p2.y; - a_ChunkDesc.FillRelCuboid(RelBoundingBox, E_BLOCK_AIR, 0); - a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_AIR, 0, BlockX ^ BlockZ + BlockX, 8000); - if (m_SpawnerPosition >= 0) - { - // Cobwebs around the spider spawner - a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockZ, 8000); - a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX, 5000); - } - a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX + 10, 500); - RelBoundingBox.p1.y = m_BoundingBox.p1.y; - RelBoundingBox.p2.y = m_BoundingBox.p1.y; - a_ChunkDesc.FloorRelCuboid(RelBoundingBox, E_BLOCK_PLANKS, 0); - switch (m_Direction) - { - case dirXM: - case dirXP: - { - int y1 = m_BoundingBox.p1.y + 1; - int y2 = m_BoundingBox.p1.y + 2; - int y3 = m_BoundingBox.p1.y + 3; - int z1 = m_BoundingBox.p1.z - BlockZ; - int z2 = m_BoundingBox.p2.z - BlockZ; - for (int i = 0; i < m_NumSegments; i++) - { - int x = m_BoundingBox.p1.x + i * 5 + 2 - BlockX; - if ((x < 0) || (x >= cChunkDef::Width)) - { - continue; - } - if ((z1 >= 0) && (z1 < cChunkDef::Width)) - { - a_ChunkDesc.SetBlockTypeMeta(x, y1, z1, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x, y2, z1, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x, y3, z1, E_BLOCK_PLANKS, 0); - } - if ((z2 >= 0) && (z2 < cChunkDef::Width)) - { - a_ChunkDesc.SetBlockTypeMeta(x, y1, z2, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x, y2, z2, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x, y3, z2, E_BLOCK_PLANKS, 0); - } - if ((z1 >= -1) && (z1 < cChunkDef::Width - 1) && m_HasFullBeam[i]) - { - a_ChunkDesc.SetBlockTypeMeta(x, y3, z1 + 1, E_BLOCK_PLANKS, 0); - } - } // for i - NumSegments - break; - } - - case dirZM: - case dirZP: - { - int y1 = m_BoundingBox.p1.y + 1; - int y2 = m_BoundingBox.p1.y + 2; - int y3 = m_BoundingBox.p1.y + 3; - int x1 = m_BoundingBox.p1.x - BlockX; - int x2 = m_BoundingBox.p2.x - BlockX; - for (int i = 0; i < m_NumSegments; i++) - { - int z = m_BoundingBox.p1.z + i * 5 + 2 - BlockZ; - if ((z < 0) || (z >= cChunkDef::Width)) - { - continue; - } - if ((x1 >= 0) && (x1 < cChunkDef::Width)) - { - a_ChunkDesc.SetBlockTypeMeta(x1, y1, z, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x1, y2, z, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x1, y3, z, E_BLOCK_PLANKS, 0); - } - if ((x2 >= 0) && (x2 < cChunkDef::Width)) - { - a_ChunkDesc.SetBlockTypeMeta(x2, y1, z, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x2, y2, z, E_BLOCK_FENCE, 0); - a_ChunkDesc.SetBlockTypeMeta(x2, y3, z, E_BLOCK_PLANKS, 0); - } - if ((x1 >= -1) && (x1 < cChunkDef::Width - 1) && m_HasFullBeam[i]) - { - a_ChunkDesc.SetBlockTypeMeta(x1 + 1, y3, z, E_BLOCK_PLANKS, 0); - } - } // for i - NumSegments - break; - } // case dirZ? - } // for i - - PlaceChest(a_ChunkDesc); - PlaceTracks(a_ChunkDesc); - PlaceSpawner(a_ChunkDesc); // (must be after Tracks!) - PlaceTorches(a_ChunkDesc); -} - - - - - -void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc) -{ - static const cLootProbab LootProbab[] = - { - // Item, MinAmount, MaxAmount, Weight - { cItem(E_ITEM_IRON), 1, 5, 10 }, - { cItem(E_ITEM_GOLD), 1, 3, 5 }, - { cItem(E_ITEM_REDSTONE_DUST), 4, 9, 5 }, - { cItem(E_ITEM_DIAMOND), 1, 2, 3 }, - { cItem(E_ITEM_DYE, 1, 4), 4, 9, 5 }, // lapis lazuli dye - { cItem(E_ITEM_COAL), 3, 8, 10 }, - { cItem(E_ITEM_BREAD), 1, 3, 15 }, - { cItem(E_ITEM_IRON_PICKAXE), 1, 1, 1 }, - { cItem(E_BLOCK_MINECART_TRACKS), 4, 8, 1 }, - { cItem(E_ITEM_MELON_SEEDS), 2, 4, 10 }, - { cItem(E_ITEM_PUMPKIN_SEEDS), 2, 4, 10 }, - } ; - - if (m_ChestPosition < 0) - { - return; - } - - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - int x, z; - NIBBLETYPE Meta = 0; - switch (m_Direction) - { - case dirXM: - case dirXP: - { - x = m_BoundingBox.p1.x + m_ChestPosition - BlockX; - z = m_BoundingBox.p1.z - BlockZ; - Meta = E_META_CHEST_FACING_ZP; - break; - } - - case dirZM: - case dirZP: - { - x = m_BoundingBox.p1.x - BlockX; - z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ; - Meta = E_META_CHEST_FACING_XP; - break; - } - } // switch (Dir) - - if ( - (x >= 0) && (x < cChunkDef::Width) && - (z >= 0) && (z < cChunkDef::Width) - ) - { - a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, Meta); - cChestEntity * ChestEntity = new cChestEntity(BlockX + x, m_BoundingBox.p1.y + 1, BlockZ + z); - cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ()); - int NumSlots = 3 + ((Noise.IntNoise3DInt(x, m_BoundingBox.p1.y, z) / 11) % 4); - int Seed = Noise.IntNoise2DInt(x, z); - ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed); - a_ChunkDesc.AddBlockEntity(ChestEntity); - } -} - - - - - -void cMineShaftCorridor::PlaceTracks(cChunkDesc & a_ChunkDesc) -{ - if (!m_HasTracks) - { - return; - } - cCuboid Box(m_BoundingBox); - Box.Move(-a_ChunkDesc.GetChunkX() * cChunkDef::Width, 1, -a_ChunkDesc.GetChunkZ() * cChunkDef::Width); - Box.p2.y = Box.p1.y; - Box.p1.x += 1; - Box.p2.x -= 1; - Box.p1.z += 1; - Box.p2.z -= 1; - NIBBLETYPE Meta = 0; - switch (m_Direction) - { - case dirXM: - case dirXP: - { - Meta = E_META_TRACKS_X; - break; - } - - case dirZM: - case dirZP: - { - Meta = E_META_TRACKS_Z; - break; - } - } // switch (direction) - a_ChunkDesc.RandomFillRelCuboid(Box, E_BLOCK_MINECART_TRACKS, Meta, a_ChunkDesc.GetChunkX() + a_ChunkDesc.GetChunkZ(), 6000); -} - - - - - -void cMineShaftCorridor::PlaceSpawner(cChunkDesc & a_ChunkDesc) -{ - if (m_SpawnerPosition < 0) - { - // No spawner in this corridor - return; - } - int SpawnerRelX = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int SpawnerRelZ = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - switch (m_Direction) - { - case dirXM: - case dirXP: - { - SpawnerRelX += m_SpawnerPosition - 1; - break; - } - case dirZM: - case dirZP: - { - SpawnerRelZ += m_SpawnerPosition - 1; - break; - } - } - if ( - (SpawnerRelX >= 0) && (SpawnerRelX < cChunkDef::Width) && - (SpawnerRelZ >= 0) && (SpawnerRelZ < cChunkDef::Width) - ) - { - a_ChunkDesc.SetBlockTypeMeta(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ, E_BLOCK_MOB_SPAWNER, 0); - // TODO: The spawner needs its accompanying cMobSpawnerEntity, when implemented - } -} - - - - - -void cMineShaftCorridor::PlaceTorches(cChunkDesc & a_ChunkDesc) -{ - cNoise Noise(m_BoundingBox.p1.x); - switch (m_Direction) - { - case dirXM: - case dirXP: - { - int z = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - if ((z < 0) || (z >= cChunkDef::Width)) - { - return; - } - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - for (int i = 0; i < m_NumSegments; i++) - { - if (!m_HasFullBeam[i]) - { - continue; - } - int x = m_BoundingBox.p1.x + i * 5 + 1 - BlockX; - if ((x >= 0) && (x < cChunkDef::Width)) - { - if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) - { - a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XP); - } - } - x += 2; - if ((x >= 0) && (x < cChunkDef::Width)) - { - if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) - { - a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XM); - } - } - } // for i - break; - } - - case dirZM: - case dirZP: - { - int x = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; - if ((x < 0) || (x >= cChunkDef::Width)) - { - return; - } - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - for (int i = 0; i < m_NumSegments; i++) - { - if (!m_HasFullBeam[i]) - { - continue; - } - int z = m_BoundingBox.p1.z + i * 5 + 1 - BlockZ; - if ((z >= 0) && (z < cChunkDef::Width)) - { - if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) - { - a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZP); - } - } - z += 2; - if ((z >= 0) && (z < cChunkDef::Width)) - { - if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) - { - a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZM); - } - } - } // for i - break; - } - } // switch (direction) -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cMineShaftCrossing: - -cMineShaftCrossing::cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox) : - super(a_ParentSystem, mskCrossing, a_BoundingBox) -{ -} - - - - - -cMineShaft * cMineShaftCrossing::CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise -) -{ - cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ); - int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; - BoundingBox.p2.y += 3; - if ((rnd % 4) < 2) - { - // 2-level crossing: - BoundingBox.p2.y += 4; - rnd >>= 2; - if ((rnd % 4) < 2) - { - // This is the higher level: - BoundingBox.p1.y -= 4; - BoundingBox.p2.y -= 4; - } - } - rnd >>= 2; - switch (a_Direction) - { - case dirXP: BoundingBox.p2.x += 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break; - case dirXM: BoundingBox.p1.x -= 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break; - case dirZP: BoundingBox.p2.z += 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break; - case dirZM: BoundingBox.p1.z -= 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break; - } - if (!a_ParentSystem.CanAppend(BoundingBox)) - { - return NULL; - } - return new cMineShaftCrossing(a_ParentSystem, BoundingBox); -} - - - - - -void cMineShaftCrossing::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) -{ - struct - { - int x, y, z; - eDirection dir; - } Exits[] = - { - // Bottom level: - {-1, 1, 2, dirXM}, - { 2, 1, -1, dirZM}, - { 5, 1, 2, dirXP}, - { 2, 1, 5, dirZP}, - // Top level: - {-1, 5, 2, dirXM}, - { 2, 5, -1, dirZM}, - { 5, 5, 2, dirXP}, - { 2, 5, 5, dirZP}, - } ; - for (int i = 0; i < ARRAYCOUNT(Exits); i++) - { - if (m_BoundingBox.p1.y + Exits[i].y >= m_BoundingBox.p2.y) - { - // This exit is not available (two-level exit on a one-level crossing) - continue; - } - - int Height = m_BoundingBox.p1.y + Exits[i].y; - m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Exits[i].x, Height, m_BoundingBox.p1.z + Exits[i].z, Exits[i].dir, a_Noise, a_RecursionLevel); - } // for i -} - - - - - -void cMineShaftCrossing::ProcessChunk(cChunkDesc & a_ChunkDesc) -{ - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - cCuboid box(m_BoundingBox); - box.Move(-BlockX, 0, -BlockZ); - if ((box.p2.x < 0) || (box.p2.z < 0) || (box.p1.x >= cChunkDef::Width) || (box.p1.z > cChunkDef::Width)) - { - // Does not intersect this chunk - return; - } - int Floor = box.p1.y + 1; - int Ceil = box.p2.y; - - // The supports: - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0); - - // The air in between: - a_ChunkDesc.FillRelCuboid(box.p1.x + 2, box.p1.x + 2, Floor, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 2, box.p1.z + 2, E_BLOCK_AIR, 0); - - // The air on the edges: - int Mid = Floor + 2; - a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p1.z, box.p1.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p2.z, box.p2.z, E_BLOCK_AIR, 0); - Mid += 2; - if (Mid < Ceil) - { - a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p1.z, box.p1.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p2.z, box.p2.z, E_BLOCK_AIR, 0); - } - - // The floor, if needed: - box.p2.y = box.p1.y; - a_ChunkDesc.FloorRelCuboid(box, E_BLOCK_PLANKS, 0); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cMineShaftStaircase: - -cMineShaftStaircase::cMineShaftStaircase( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - const cCuboid & a_BoundingBox, - eDirection a_Direction, - eSlope a_Slope -) : - super(a_ParentSystem, mskStaircase, a_BoundingBox), - m_Direction(a_Direction), - m_Slope(a_Slope) -{ -} - - - - - -cMineShaft * cMineShaftStaircase::CreateAndFit( - cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, - int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, - cNoise & a_Noise -) -{ - int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; - cCuboid Box; - switch (a_Direction) - { - case dirXM: - { - Box.Assign(a_PivotX - 7, a_PivotY - 1, a_PivotZ - 1, a_PivotX, a_PivotY + 6, a_PivotZ + 1); - break; - } - case dirXP: - { - Box.Assign(a_PivotX, a_PivotY - 1, a_PivotZ - 1, a_PivotX + 7, a_PivotY + 6, a_PivotZ + 1); - break; - } - case dirZM: - { - Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ - 7, a_PivotX + 1, a_PivotY + 6, a_PivotZ); - break; - } - case dirZP: - { - Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ, a_PivotX + 1, a_PivotY + 6, a_PivotZ + 7); - break; - } - } - eSlope Slope = sUp; - if ((rnd % 4) < 2) // 50 % - { - Slope = sDown; - Box.Move(0, -4, 0); - } - if (!a_ParentSystem.CanAppend(Box)) - { - return NULL; - } - return new cMineShaftStaircase(a_ParentSystem, Box, a_Direction, Slope); -} - - - - - -void cMineShaftStaircase::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) -{ - int Height = m_BoundingBox.p1.y + ((m_Slope == sDown) ? 1 : 5); - switch (m_Direction) - { - case dirXM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); break; - case dirXP: m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); break; - case dirZM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); break; - case dirZP: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); break; - } -} - - - - - -void cMineShaftStaircase::ProcessChunk(cChunkDesc & a_ChunkDesc) -{ - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - cCuboid RelB(m_BoundingBox); - RelB.Move(-BlockX, 0, -BlockZ); - if ( - (RelB.p1.x >= cChunkDef::Width) || - (RelB.p1.z >= cChunkDef::Width) || - (RelB.p2.x < 0) || - (RelB.p2.z < 0) - ) - { - // No intersection between this staircase and this chunk - return; - } - - int SFloor = RelB.p1.y + ((m_Slope == sDown) ? 5 : 1); - int DFloor = RelB.p1.y + ((m_Slope == sDown) ? 1 : 5); - int Add = (m_Slope == sDown) ? -1 : 1; - int InitAdd = (m_Slope == sDown) ? -1 : 0; - cCuboid Box; - switch (m_Direction) - { - case dirXM: - { - a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); - Box.Assign(RelB.p2.x - 2, SFloor + InitAdd, RelB.p1.z, RelB.p2.x - 2, SFloor + 3 + InitAdd, RelB.p2.z); - for (int i = 0; i < 4; i++) - { - a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); - Box.Move(-1, Add, 0); - } - break; - } - - case dirXP: - { - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); - Box.Assign(RelB.p1.x + 2, SFloor + InitAdd, RelB.p1.z, RelB.p1.x + 2, SFloor + 3 + InitAdd, RelB.p2.z); - for (int i = 0; i < 4; i++) - { - a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); - Box.Move(1, Add, 0); - } - break; - } - - case dirZM: - { - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0); - Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p2.z - 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p2.z - 2); - for (int i = 0; i < 4; i++) - { - a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); - Box.Move(0, Add, -1); - } - break; - } - - case dirZP: - { - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0); - a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0); - a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0); - Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p1.z + 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p1.z + 2); - for (int i = 0; i < 4; i++) - { - a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); - a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); - Box.Move(0, Add, 1); - } - break; - } - - } // switch (m_Direction) -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenMineShafts: - -cStructGenMineShafts::cStructGenMineShafts( - int a_Seed, int a_GridSize, int a_MaxSystemSize, - int a_ChanceCorridor, int a_ChanceCrossing, int a_ChanceStaircase -) : - m_Noise(a_Seed), - m_GridSize(a_GridSize), - m_MaxSystemSize(a_MaxSystemSize), - m_ProbLevelCorridor(std::max(0, a_ChanceCorridor)), - m_ProbLevelCrossing(std::max(0, a_ChanceCorridor + a_ChanceCrossing)), - m_ProbLevelStaircase(std::max(0, a_ChanceCorridor + a_ChanceCrossing + a_ChanceStaircase)) -{ -} - - - - - -cStructGenMineShafts::~cStructGenMineShafts() -{ - ClearCache(); -} - - - - - -void cStructGenMineShafts::ClearCache(void) -{ - for (cMineShaftSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } // for itr - m_Cache[] - m_Cache.clear(); -} - - - - - -void cStructGenMineShafts::GetMineShaftSystemsForChunk( - int a_ChunkX, int a_ChunkZ, - cStructGenMineShafts::cMineShaftSystems & a_MineShafts -) -{ - int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize; - int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize; - if (BaseX < 0) - { - --BaseX; - } - if (BaseZ < 0) - { - --BaseZ; - } - BaseX -= NEIGHBORHOOD_SIZE / 2; - BaseZ -= NEIGHBORHOOD_SIZE / 2; - - // Walk the cache, move each cave system that we want into a_Caves: - int StartX = BaseX * m_GridSize; - int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize; - int StartZ = BaseZ * m_GridSize; - int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize; - for (cMineShaftSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) - { - if ( - ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && - ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) - ) - { - // want - a_MineShafts.push_back(*itr); - itr = m_Cache.erase(itr); - } - else - { - // don't want - ++itr; - } - } // for itr - m_Cache[] - - for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) - { - int RealX = (BaseX + x) * m_GridSize; - for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) - { - int RealZ = (BaseZ + z) * m_GridSize; - bool Found = false; - for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr) - { - if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) - { - Found = true; - break; - } - } // for itr - a_Mineshafts - if (!Found) - { - a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase)); - } - } // for z - } // for x - - // Copy a_MineShafts into m_Cache to the beginning: - cMineShaftSystems MineShaftsCopy(a_MineShafts); - m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end()); - - // Trim the cache if it's too long: - if (m_Cache.size() > 100) - { - cMineShaftSystems::iterator itr = m_Cache.begin(); - std::advance(itr, 100); - for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } - itr = m_Cache.begin(); - std::advance(itr, 100); - m_Cache.erase(itr, m_Cache.end()); - } -} - - - - - - -void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc) -{ - int ChunkX = a_ChunkDesc.GetChunkX(); - int ChunkZ = a_ChunkDesc.GetChunkZ(); - cMineShaftSystems MineShafts; - GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts); - for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr) - { - (*itr)->ProcessChunk(a_ChunkDesc); - } // for itr - MineShafts[] -} - - - - + +// MineShafts.cpp + +// Implements the cStructGenMineShafts class representing the structure generator for abandoned mineshafts + +/* +Algorithm: +The cStructGenMineShafts::cMineShaftSystem class is the main controller, which knows what mineshaft +classes there are and their random weights. It gets asked to produce a new class everytime a connection is to be made. +The cMineShaft class is a base class for each mineshaft structure. +Each cMineShaft descendant knows how large it is, how to imprint itself into the chunk data and where to connect to +other descendants. Its PivotPoint is always a walkable column. Its Direction determines in which direction the structure +is facing. + +The generation starts with the central dirt room, from there corridors, crossings and staircases are added +in a depth-first processing. Each of the descendants will branch randomly, if not beyond the allowed recursion level +*/ + +#include "Globals.h" +#include "MineShafts.h" +#include "../Cuboid.h" +#include "../BlockEntities/ChestEntity.h" + + + + + +static const int NEIGHBORHOOD_SIZE = 3; + + + + + +class cMineShaft abstract +{ +public: + enum eKind + { + mskDirtRoom, + mskCorridor, + mskCrossing, + mskStaircase, + } ; + + + enum eDirection + { + dirXP, + dirZP, + dirXM, + dirZM, + } ; + + + cStructGenMineShafts::cMineShaftSystem & m_ParentSystem; + eKind m_Kind; + cCuboid m_BoundingBox; + + + cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) : + m_ParentSystem(a_ParentSystem), + m_Kind(a_Kind) + { + } + + cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) : + m_ParentSystem(a_ParentSystem), + m_Kind(a_Kind), + m_BoundingBox(a_BoundingBox) + { + } + + /// Returns true if this mineshaft intersects the specified cuboid + bool DoesIntersect(const cCuboid & a_Other) + { + return m_BoundingBox.DoesIntersect(a_Other); + } + + /** If recursion level is not too large, appends more branches to the parent system, + using exit points specific to this class. + */ + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0; + + /// Imprints this shape into the specified chunk's data + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0; +} ; + +typedef std::vector cMineShafts; + + + + + +class cMineShaftDirtRoom : + public cMineShaft +{ + typedef cMineShaft super; + +public: + cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cMineShaftCorridor : + public cMineShaft +{ + typedef cMineShaft super; + +public: + /** Creates a new Corridor attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + static const int MAX_SEGMENTS = 5; + + int m_NumSegments; + eDirection m_Direction; + bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block) + int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction + int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction + bool m_HasTracks; ///< If true, random tracks will be placed on the floor + + cMineShaftCorridor( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction, + cNoise & a_Noise + ); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; + + /// Places a chest, if the corridor has one + void PlaceChest(cChunkDesc & a_ChunkDesc); + + /// If this corridor has tracks, places them randomly + void PlaceTracks(cChunkDesc & a_ChunkDesc); + + /// If this corridor has a spawner, places the spawner + void PlaceSpawner(cChunkDesc & a_ChunkDesc); + + /// Randomly places torches around the central beam block + void PlaceTorches(cChunkDesc & a_ChunkDesc); +} ; + + + + + +class cMineShaftCrossing : + public cMineShaft +{ + typedef cMineShaft super; + +public: + /** Creates a new Crossing attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cMineShaftStaircase : + public cMineShaft +{ + typedef cMineShaft super; + +public: + enum eSlope + { + sUp, + sDown, + } ; + + /** Creates a new Staircase attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + eDirection m_Direction; + eSlope m_Slope; + + + cMineShaftStaircase( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, + eDirection a_Direction, + eSlope a_Slope + ); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cStructGenMineShafts::cMineShaftSystem +{ +public: + int m_BlockX, m_BlockZ; ///< The pivot point on which the system is generated + int m_GridSize; ///< Maximum offset of the dirtroom from grid center, * 2, in each direction + int m_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion) + int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor + int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor + int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing + int m_ChanceChest; ///< Chance [0 .. 250] that a corridor has a chest in it + int m_ChanceSpawner; ///< Chance [0 .. 250] that a corridor has a spawner in it + int m_ChanceTorch; ///< Chance [0 .. 10k] for a torch appearing attached to a corridor's beam + cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system + cCuboid m_BoundingBox; ///< Bounding box into which all of the components need to fit + + /// Creates and generates the entire system + cMineShaftSystem( + int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, + int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase + ); + + ~cMineShaftSystem(); + + /// Carves the system into the chunk data + void ProcessChunk(cChunkDesc & a_Chunk); + + /** Creates new cMineShaft descendant connected at the specified point, heading the specified direction, + if it fits, appends it to the list and calls its AppendBranches() + */ + void AppendBranch( + int a_BlockX, int a_BlockY, int a_BlockZ, + cMineShaft::eDirection a_Direction, cNoise & a_Noise, + int a_RecursionLevel + ); + + /// Returns true if none of the objects in m_MineShafts intersect with the specified bounding box and the bounding box is valid + bool CanAppend(const cCuboid & a_BoundingBox); +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenMineShafts::cMineShaftSystem: + +cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( + int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, + int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase +) : + m_BlockX(a_BlockX), + m_BlockZ(a_BlockZ), + m_GridSize(a_GridSize), + m_MaxRecursion(8), // TODO: settable + m_ProbLevelCorridor(a_ProbLevelCorridor), + m_ProbLevelCrossing(a_ProbLevelCrossing), + m_ProbLevelStaircase(a_ProbLevelStaircase + 1), + m_ChanceChest(12), // TODO: settable + m_ChanceSpawner(12), // TODO: settable + m_ChanceTorch(1000) // TODO: settable +{ + m_MineShafts.reserve(100); + + cMineShaft * Start = new cMineShaftDirtRoom(*this, a_Noise); + m_MineShafts.push_back(Start); + + m_BoundingBox.Assign( + Start->m_BoundingBox.p1.x - a_MaxSystemSize / 2, 2, Start->m_BoundingBox.p1.z - a_MaxSystemSize / 2, + Start->m_BoundingBox.p2.x + a_MaxSystemSize / 2, 50, Start->m_BoundingBox.p2.z + a_MaxSystemSize / 2 + ); + + Start->AppendBranches(0, a_Noise); + + for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + ASSERT((*itr)->m_BoundingBox.IsSorted()); + } // for itr - m_MineShafts[] +} + + + + + +cStructGenMineShafts::cMineShaftSystem::~cMineShaftSystem() +{ + for (cMineShafts::iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + delete *itr; + } // for itr - m_MineShafts[] + m_MineShafts.clear(); +} + + + + + +void cStructGenMineShafts::cMineShaftSystem::ProcessChunk(cChunkDesc & a_Chunk) +{ + for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + (*itr)->ProcessChunk(a_Chunk); + } // for itr - m_MineShafts[] +} + + + + + +void cStructGenMineShafts::cMineShaftSystem::AppendBranch( + int a_PivotX, int a_PivotY, int a_PivotZ, + cMineShaft::eDirection a_Direction, cNoise & a_Noise, + int a_RecursionLevel +) +{ + if (a_RecursionLevel > m_MaxRecursion) + { + return; + } + + cMineShaft * Next = NULL; + int rnd = (a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_RecursionLevel * 16, a_PivotZ) / 13) % m_ProbLevelStaircase; + if (rnd < m_ProbLevelCorridor) + { + Next = cMineShaftCorridor::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + else if (rnd < m_ProbLevelCrossing) + { + Next = cMineShaftCrossing::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + else + { + Next = cMineShaftStaircase::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + if (Next == NULL) + { + return; + } + m_MineShafts.push_back(Next); + Next->AppendBranches(a_RecursionLevel + 1, a_Noise); +} + + + + + +bool cStructGenMineShafts::cMineShaftSystem::CanAppend(const cCuboid & a_BoundingBox) +{ + if (!a_BoundingBox.IsCompletelyInside(m_BoundingBox)) + { + // Too far away, or too low / too high + return false; + } + + // Check intersections: + for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + if ((*itr)->DoesIntersect(a_BoundingBox)) + { + return false; + } + } // for itr - m_MineShafts[] + return true; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cMineShaftDirtRoom: + +cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise) : + super(a_Parent, mskDirtRoom) +{ + // Make the room of random size, min 10 x 4 x 10; max 18 x 12 x 18: + int rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 0, a_Parent.m_BlockZ) / 7; + int OfsX = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; + rnd >>= 12; + int OfsZ = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2; + rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 1000, a_Parent.m_BlockZ) / 11; + m_BoundingBox.p1.x = a_Parent.m_BlockX + OfsX; + m_BoundingBox.p2.x = m_BoundingBox.p1.x + 10 + (rnd % 8); + rnd >>= 4; + m_BoundingBox.p1.z = a_Parent.m_BlockZ + OfsZ; + m_BoundingBox.p2.z = m_BoundingBox.p1.z + 10 + (rnd % 8); + rnd >>= 4; + m_BoundingBox.p1.y = 20; + m_BoundingBox.p2.y = 24 + rnd % 8; +} + + + + + +void cMineShaftDirtRoom::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) +{ + int Height = m_BoundingBox.DifY() - 3; + for (int x = m_BoundingBox.p1.x + 1; x < m_BoundingBox.p2.x; x += 4) + { + int rnd = a_Noise.IntNoise3DInt(x, a_RecursionLevel, m_BoundingBox.p1.z) / 7; + m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); + rnd >>= 4; + m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); + } + + for (int z = m_BoundingBox.p1.z + 1; z < m_BoundingBox.p2.z; z += 4) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, a_RecursionLevel, z) / 13; + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXM, a_Noise, a_RecursionLevel); + rnd >>= 4; + m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXP, a_Noise, a_RecursionLevel); + } +} + + + + + +void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc) +{ + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + if ( + (m_BoundingBox.p1.x > BlockX + cChunkDef::Width) || + (m_BoundingBox.p1.z > BlockZ + cChunkDef::Width) || + (m_BoundingBox.p2.x < BlockX) || + (m_BoundingBox.p2.z < BlockZ) + ) + { + // Early bailout - cannot intersect this chunk + return; + } + + // Chunk-relative coords of the boundaries: + int MinX = std::max(BlockX, m_BoundingBox.p1.x) - BlockX; + int MaxX = std::min(BlockX + cChunkDef::Width, m_BoundingBox.p2.x + 1) - BlockX; + int MinZ = std::max(BlockZ, m_BoundingBox.p1.z) - BlockZ; + int MaxZ = std::min(BlockZ + cChunkDef::Width, m_BoundingBox.p2.z + 1) - BlockZ; + + // Carve the room out: + for (int z = MinZ; z < MaxZ; z++) + { + for (int x = MinX; x < MaxX; x++) + { + for (int y = m_BoundingBox.p1.y + 1; y < m_BoundingBox.p2.y; y++) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + } + if (a_ChunkDesc.GetBlockType(x, m_BoundingBox.p1.y, z) != E_BLOCK_AIR) + { + a_ChunkDesc.SetBlockType(x, m_BoundingBox.p1.y, z, E_BLOCK_DIRT); + } + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cMineShaftCorridor: + +cMineShaftCorridor::cMineShaftCorridor( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction, + cNoise & a_Noise +) : + super(a_ParentSystem, mskCorridor, a_BoundingBox), + m_NumSegments(a_NumSegments), + m_Direction(a_Direction), + m_ChestPosition(-1), + m_SpawnerPosition(-1) +{ + int rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.x, a_BoundingBox.p1.y, a_BoundingBox.p1.z) / 7; + for (int i = 0; i < a_NumSegments; i++) + { + m_HasFullBeam[i] = (rnd % 4) < 3; // 75 % chance of full beam + rnd >>= 2; + } + m_HasTracks = ((rnd % 4) < 2); // 50 % chance of tracks + + rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.z, a_BoundingBox.p1.x, a_BoundingBox.p1.y) / 7; + int ChestCheck = rnd % 250; + rnd >>= 8; + int SpawnerCheck = rnd % 250; + rnd >>= 8; + if (ChestCheck < a_ParentSystem.m_ChanceChest) + { + m_ChestPosition = rnd % (a_NumSegments * 5); + } + if ((a_NumSegments < 4) && (SpawnerCheck < a_ParentSystem.m_ChanceSpawner)) + { + m_SpawnerPosition = rnd % (a_NumSegments * 5); + } +} + + + + + +cMineShaft * cMineShaftCorridor::CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise +) +{ + cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ); + BoundingBox.p2.y += 3; + int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; + int NumSegments = 2 + (rnd) % (MAX_SEGMENTS - 1); // 2 .. MAX_SEGMENTS + switch (a_Direction) + { + case dirXP: BoundingBox.p2.x += NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break; + case dirXM: BoundingBox.p1.x -= NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break; + case dirZP: BoundingBox.p2.z += NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break; + case dirZM: BoundingBox.p1.z -= NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break; + } + if (!a_ParentSystem.CanAppend(BoundingBox)) + { + return NULL; + } + return new cMineShaftCorridor(a_ParentSystem, BoundingBox, NumSegments, a_Direction, a_Noise); +} + + + + + +void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) +{ + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 7; + // Prefer the same height, but allow for up to one block height displacement: + int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; + switch (m_Direction) + { + case dirXM: + { + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); + for (int i = m_NumSegments; i >= 0; i--) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; + int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; + rnd >>= 6; + int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); + } + break; + } + + case dirXP: + { + m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); + for (int i = m_NumSegments; i >= 0; i--) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; + int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; + rnd >>= 6; + int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); + } + break; + } + + case dirZM: + { + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); + for (int i = m_NumSegments; i >= 0; i--) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; + int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; + rnd >>= 6; + int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel); + m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel); + } + break; + } + + case dirZP: + { + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); + for (int i = m_NumSegments; i >= 0; i--) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; + int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; + rnd >>= 6; + int Ofs = 1 + rnd % (m_NumSegments * 5 - 2); + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel); + m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel); + } + break; + } + } // switch (m_Direction) +} + + + + + +void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc) +{ + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + cCuboid RelBoundingBox(m_BoundingBox); + RelBoundingBox.Move(-BlockX, 0, -BlockZ); + RelBoundingBox.p1.y += 1; + RelBoundingBox.p2.y -= 1; + cCuboid Top(RelBoundingBox); + Top.p2.y += 1; + Top.p1.y = Top.p2.y; + a_ChunkDesc.FillRelCuboid(RelBoundingBox, E_BLOCK_AIR, 0); + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_AIR, 0, BlockX ^ BlockZ + BlockX, 8000); + if (m_SpawnerPosition >= 0) + { + // Cobwebs around the spider spawner + a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockZ, 8000); + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX, 5000); + } + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX + 10, 500); + RelBoundingBox.p1.y = m_BoundingBox.p1.y; + RelBoundingBox.p2.y = m_BoundingBox.p1.y; + a_ChunkDesc.FloorRelCuboid(RelBoundingBox, E_BLOCK_PLANKS, 0); + switch (m_Direction) + { + case dirXM: + case dirXP: + { + int y1 = m_BoundingBox.p1.y + 1; + int y2 = m_BoundingBox.p1.y + 2; + int y3 = m_BoundingBox.p1.y + 3; + int z1 = m_BoundingBox.p1.z - BlockZ; + int z2 = m_BoundingBox.p2.z - BlockZ; + for (int i = 0; i < m_NumSegments; i++) + { + int x = m_BoundingBox.p1.x + i * 5 + 2 - BlockX; + if ((x < 0) || (x >= cChunkDef::Width)) + { + continue; + } + if ((z1 >= 0) && (z1 < cChunkDef::Width)) + { + a_ChunkDesc.SetBlockTypeMeta(x, y1, z1, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x, y2, z1, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x, y3, z1, E_BLOCK_PLANKS, 0); + } + if ((z2 >= 0) && (z2 < cChunkDef::Width)) + { + a_ChunkDesc.SetBlockTypeMeta(x, y1, z2, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x, y2, z2, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x, y3, z2, E_BLOCK_PLANKS, 0); + } + if ((z1 >= -1) && (z1 < cChunkDef::Width - 1) && m_HasFullBeam[i]) + { + a_ChunkDesc.SetBlockTypeMeta(x, y3, z1 + 1, E_BLOCK_PLANKS, 0); + } + } // for i - NumSegments + break; + } + + case dirZM: + case dirZP: + { + int y1 = m_BoundingBox.p1.y + 1; + int y2 = m_BoundingBox.p1.y + 2; + int y3 = m_BoundingBox.p1.y + 3; + int x1 = m_BoundingBox.p1.x - BlockX; + int x2 = m_BoundingBox.p2.x - BlockX; + for (int i = 0; i < m_NumSegments; i++) + { + int z = m_BoundingBox.p1.z + i * 5 + 2 - BlockZ; + if ((z < 0) || (z >= cChunkDef::Width)) + { + continue; + } + if ((x1 >= 0) && (x1 < cChunkDef::Width)) + { + a_ChunkDesc.SetBlockTypeMeta(x1, y1, z, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x1, y2, z, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x1, y3, z, E_BLOCK_PLANKS, 0); + } + if ((x2 >= 0) && (x2 < cChunkDef::Width)) + { + a_ChunkDesc.SetBlockTypeMeta(x2, y1, z, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x2, y2, z, E_BLOCK_FENCE, 0); + a_ChunkDesc.SetBlockTypeMeta(x2, y3, z, E_BLOCK_PLANKS, 0); + } + if ((x1 >= -1) && (x1 < cChunkDef::Width - 1) && m_HasFullBeam[i]) + { + a_ChunkDesc.SetBlockTypeMeta(x1 + 1, y3, z, E_BLOCK_PLANKS, 0); + } + } // for i - NumSegments + break; + } // case dirZ? + } // for i + + PlaceChest(a_ChunkDesc); + PlaceTracks(a_ChunkDesc); + PlaceSpawner(a_ChunkDesc); // (must be after Tracks!) + PlaceTorches(a_ChunkDesc); +} + + + + + +void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc) +{ + static const cLootProbab LootProbab[] = + { + // Item, MinAmount, MaxAmount, Weight + { cItem(E_ITEM_IRON), 1, 5, 10 }, + { cItem(E_ITEM_GOLD), 1, 3, 5 }, + { cItem(E_ITEM_REDSTONE_DUST), 4, 9, 5 }, + { cItem(E_ITEM_DIAMOND), 1, 2, 3 }, + { cItem(E_ITEM_DYE, 1, 4), 4, 9, 5 }, // lapis lazuli dye + { cItem(E_ITEM_COAL), 3, 8, 10 }, + { cItem(E_ITEM_BREAD), 1, 3, 15 }, + { cItem(E_ITEM_IRON_PICKAXE), 1, 1, 1 }, + { cItem(E_BLOCK_MINECART_TRACKS), 4, 8, 1 }, + { cItem(E_ITEM_MELON_SEEDS), 2, 4, 10 }, + { cItem(E_ITEM_PUMPKIN_SEEDS), 2, 4, 10 }, + } ; + + if (m_ChestPosition < 0) + { + return; + } + + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int x, z; + NIBBLETYPE Meta = 0; + switch (m_Direction) + { + case dirXM: + case dirXP: + { + x = m_BoundingBox.p1.x + m_ChestPosition - BlockX; + z = m_BoundingBox.p1.z - BlockZ; + Meta = E_META_CHEST_FACING_ZP; + break; + } + + case dirZM: + case dirZP: + { + x = m_BoundingBox.p1.x - BlockX; + z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ; + Meta = E_META_CHEST_FACING_XP; + break; + } + } // switch (Dir) + + if ( + (x >= 0) && (x < cChunkDef::Width) && + (z >= 0) && (z < cChunkDef::Width) + ) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, Meta); + cChestEntity * ChestEntity = new cChestEntity(BlockX + x, m_BoundingBox.p1.y + 1, BlockZ + z); + cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ()); + int NumSlots = 3 + ((Noise.IntNoise3DInt(x, m_BoundingBox.p1.y, z) / 11) % 4); + int Seed = Noise.IntNoise2DInt(x, z); + ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed); + a_ChunkDesc.AddBlockEntity(ChestEntity); + } +} + + + + + +void cMineShaftCorridor::PlaceTracks(cChunkDesc & a_ChunkDesc) +{ + if (!m_HasTracks) + { + return; + } + cCuboid Box(m_BoundingBox); + Box.Move(-a_ChunkDesc.GetChunkX() * cChunkDef::Width, 1, -a_ChunkDesc.GetChunkZ() * cChunkDef::Width); + Box.p2.y = Box.p1.y; + Box.p1.x += 1; + Box.p2.x -= 1; + Box.p1.z += 1; + Box.p2.z -= 1; + NIBBLETYPE Meta = 0; + switch (m_Direction) + { + case dirXM: + case dirXP: + { + Meta = E_META_TRACKS_X; + break; + } + + case dirZM: + case dirZP: + { + Meta = E_META_TRACKS_Z; + break; + } + } // switch (direction) + a_ChunkDesc.RandomFillRelCuboid(Box, E_BLOCK_MINECART_TRACKS, Meta, a_ChunkDesc.GetChunkX() + a_ChunkDesc.GetChunkZ(), 6000); +} + + + + + +void cMineShaftCorridor::PlaceSpawner(cChunkDesc & a_ChunkDesc) +{ + if (m_SpawnerPosition < 0) + { + // No spawner in this corridor + return; + } + int SpawnerRelX = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int SpawnerRelZ = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + switch (m_Direction) + { + case dirXM: + case dirXP: + { + SpawnerRelX += m_SpawnerPosition - 1; + break; + } + case dirZM: + case dirZP: + { + SpawnerRelZ += m_SpawnerPosition - 1; + break; + } + } + if ( + (SpawnerRelX >= 0) && (SpawnerRelX < cChunkDef::Width) && + (SpawnerRelZ >= 0) && (SpawnerRelZ < cChunkDef::Width) + ) + { + a_ChunkDesc.SetBlockTypeMeta(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ, E_BLOCK_MOB_SPAWNER, 0); + // TODO: The spawner needs its accompanying cMobSpawnerEntity, when implemented + } +} + + + + + +void cMineShaftCorridor::PlaceTorches(cChunkDesc & a_ChunkDesc) +{ + cNoise Noise(m_BoundingBox.p1.x); + switch (m_Direction) + { + case dirXM: + case dirXP: + { + int z = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + if ((z < 0) || (z >= cChunkDef::Width)) + { + return; + } + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + for (int i = 0; i < m_NumSegments; i++) + { + if (!m_HasFullBeam[i]) + { + continue; + } + int x = m_BoundingBox.p1.x + i * 5 + 1 - BlockX; + if ((x >= 0) && (x < cChunkDef::Width)) + { + if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XP); + } + } + x += 2; + if ((x >= 0) && (x < cChunkDef::Width)) + { + if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XM); + } + } + } // for i + break; + } + + case dirZM: + case dirZP: + { + int x = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; + if ((x < 0) || (x >= cChunkDef::Width)) + { + return; + } + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + for (int i = 0; i < m_NumSegments; i++) + { + if (!m_HasFullBeam[i]) + { + continue; + } + int z = m_BoundingBox.p1.z + i * 5 + 1 - BlockZ; + if ((z >= 0) && (z < cChunkDef::Width)) + { + if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZP); + } + } + z += 2; + if ((z >= 0) && (z < cChunkDef::Width)) + { + if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZM); + } + } + } // for i + break; + } + } // switch (direction) +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cMineShaftCrossing: + +cMineShaftCrossing::cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox) : + super(a_ParentSystem, mskCrossing, a_BoundingBox) +{ +} + + + + + +cMineShaft * cMineShaftCrossing::CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise +) +{ + cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ); + int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; + BoundingBox.p2.y += 3; + if ((rnd % 4) < 2) + { + // 2-level crossing: + BoundingBox.p2.y += 4; + rnd >>= 2; + if ((rnd % 4) < 2) + { + // This is the higher level: + BoundingBox.p1.y -= 4; + BoundingBox.p2.y -= 4; + } + } + rnd >>= 2; + switch (a_Direction) + { + case dirXP: BoundingBox.p2.x += 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break; + case dirXM: BoundingBox.p1.x -= 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break; + case dirZP: BoundingBox.p2.z += 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break; + case dirZM: BoundingBox.p1.z -= 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break; + } + if (!a_ParentSystem.CanAppend(BoundingBox)) + { + return NULL; + } + return new cMineShaftCrossing(a_ParentSystem, BoundingBox); +} + + + + + +void cMineShaftCrossing::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) +{ + struct + { + int x, y, z; + eDirection dir; + } Exits[] = + { + // Bottom level: + {-1, 1, 2, dirXM}, + { 2, 1, -1, dirZM}, + { 5, 1, 2, dirXP}, + { 2, 1, 5, dirZP}, + // Top level: + {-1, 5, 2, dirXM}, + { 2, 5, -1, dirZM}, + { 5, 5, 2, dirXP}, + { 2, 5, 5, dirZP}, + } ; + for (int i = 0; i < ARRAYCOUNT(Exits); i++) + { + if (m_BoundingBox.p1.y + Exits[i].y >= m_BoundingBox.p2.y) + { + // This exit is not available (two-level exit on a one-level crossing) + continue; + } + + int Height = m_BoundingBox.p1.y + Exits[i].y; + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Exits[i].x, Height, m_BoundingBox.p1.z + Exits[i].z, Exits[i].dir, a_Noise, a_RecursionLevel); + } // for i +} + + + + + +void cMineShaftCrossing::ProcessChunk(cChunkDesc & a_ChunkDesc) +{ + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + cCuboid box(m_BoundingBox); + box.Move(-BlockX, 0, -BlockZ); + if ((box.p2.x < 0) || (box.p2.z < 0) || (box.p1.x >= cChunkDef::Width) || (box.p1.z > cChunkDef::Width)) + { + // Does not intersect this chunk + return; + } + int Floor = box.p1.y + 1; + int Ceil = box.p2.y; + + // The supports: + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0); + + // The air in between: + a_ChunkDesc.FillRelCuboid(box.p1.x + 2, box.p1.x + 2, Floor, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 2, box.p1.z + 2, E_BLOCK_AIR, 0); + + // The air on the edges: + int Mid = Floor + 2; + a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p1.z, box.p1.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p2.z, box.p2.z, E_BLOCK_AIR, 0); + Mid += 2; + if (Mid < Ceil) + { + a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p1.z, box.p1.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p2.z, box.p2.z, E_BLOCK_AIR, 0); + } + + // The floor, if needed: + box.p2.y = box.p1.y; + a_ChunkDesc.FloorRelCuboid(box, E_BLOCK_PLANKS, 0); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cMineShaftStaircase: + +cMineShaftStaircase::cMineShaftStaircase( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, + eDirection a_Direction, + eSlope a_Slope +) : + super(a_ParentSystem, mskStaircase, a_BoundingBox), + m_Direction(a_Direction), + m_Slope(a_Slope) +{ +} + + + + + +cMineShaft * cMineShaftStaircase::CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise +) +{ + int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7; + cCuboid Box; + switch (a_Direction) + { + case dirXM: + { + Box.Assign(a_PivotX - 7, a_PivotY - 1, a_PivotZ - 1, a_PivotX, a_PivotY + 6, a_PivotZ + 1); + break; + } + case dirXP: + { + Box.Assign(a_PivotX, a_PivotY - 1, a_PivotZ - 1, a_PivotX + 7, a_PivotY + 6, a_PivotZ + 1); + break; + } + case dirZM: + { + Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ - 7, a_PivotX + 1, a_PivotY + 6, a_PivotZ); + break; + } + case dirZP: + { + Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ, a_PivotX + 1, a_PivotY + 6, a_PivotZ + 7); + break; + } + } + eSlope Slope = sUp; + if ((rnd % 4) < 2) // 50 % + { + Slope = sDown; + Box.Move(0, -4, 0); + } + if (!a_ParentSystem.CanAppend(Box)) + { + return NULL; + } + return new cMineShaftStaircase(a_ParentSystem, Box, a_Direction, Slope); +} + + + + + +void cMineShaftStaircase::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) +{ + int Height = m_BoundingBox.p1.y + ((m_Slope == sDown) ? 1 : 5); + switch (m_Direction) + { + case dirXM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); break; + case dirXP: m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); break; + case dirZM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); break; + case dirZP: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); break; + } +} + + + + + +void cMineShaftStaircase::ProcessChunk(cChunkDesc & a_ChunkDesc) +{ + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + cCuboid RelB(m_BoundingBox); + RelB.Move(-BlockX, 0, -BlockZ); + if ( + (RelB.p1.x >= cChunkDef::Width) || + (RelB.p1.z >= cChunkDef::Width) || + (RelB.p2.x < 0) || + (RelB.p2.z < 0) + ) + { + // No intersection between this staircase and this chunk + return; + } + + int SFloor = RelB.p1.y + ((m_Slope == sDown) ? 5 : 1); + int DFloor = RelB.p1.y + ((m_Slope == sDown) ? 1 : 5); + int Add = (m_Slope == sDown) ? -1 : 1; + int InitAdd = (m_Slope == sDown) ? -1 : 0; + cCuboid Box; + switch (m_Direction) + { + case dirXM: + { + a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); + Box.Assign(RelB.p2.x - 2, SFloor + InitAdd, RelB.p1.z, RelB.p2.x - 2, SFloor + 3 + InitAdd, RelB.p2.z); + for (int i = 0; i < 4; i++) + { + a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); + Box.Move(-1, Add, 0); + } + break; + } + + case dirXP: + { + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0); + Box.Assign(RelB.p1.x + 2, SFloor + InitAdd, RelB.p1.z, RelB.p1.x + 2, SFloor + 3 + InitAdd, RelB.p2.z); + for (int i = 0; i < 4; i++) + { + a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); + Box.Move(1, Add, 0); + } + break; + } + + case dirZM: + { + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0); + Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p2.z - 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p2.z - 2); + for (int i = 0; i < 4; i++) + { + a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); + Box.Move(0, Add, -1); + } + break; + } + + case dirZP: + { + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0); + a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0); + a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0); + Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p1.z + 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p1.z + 2); + for (int i = 0; i < 4; i++) + { + a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0); + a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0); + Box.Move(0, Add, 1); + } + break; + } + + } // switch (m_Direction) +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenMineShafts: + +cStructGenMineShafts::cStructGenMineShafts( + int a_Seed, int a_GridSize, int a_MaxSystemSize, + int a_ChanceCorridor, int a_ChanceCrossing, int a_ChanceStaircase +) : + m_Noise(a_Seed), + m_GridSize(a_GridSize), + m_MaxSystemSize(a_MaxSystemSize), + m_ProbLevelCorridor(std::max(0, a_ChanceCorridor)), + m_ProbLevelCrossing(std::max(0, a_ChanceCorridor + a_ChanceCrossing)), + m_ProbLevelStaircase(std::max(0, a_ChanceCorridor + a_ChanceCrossing + a_ChanceStaircase)) +{ +} + + + + + +cStructGenMineShafts::~cStructGenMineShafts() +{ + ClearCache(); +} + + + + + +void cStructGenMineShafts::ClearCache(void) +{ + for (cMineShaftSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } // for itr - m_Cache[] + m_Cache.clear(); +} + + + + + +void cStructGenMineShafts::GetMineShaftSystemsForChunk( + int a_ChunkX, int a_ChunkZ, + cStructGenMineShafts::cMineShaftSystems & a_MineShafts +) +{ + int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize; + int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize; + if (BaseX < 0) + { + --BaseX; + } + if (BaseZ < 0) + { + --BaseZ; + } + BaseX -= NEIGHBORHOOD_SIZE / 2; + BaseZ -= NEIGHBORHOOD_SIZE / 2; + + // Walk the cache, move each cave system that we want into a_Caves: + int StartX = BaseX * m_GridSize; + int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize; + int StartZ = BaseZ * m_GridSize; + int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize; + for (cMineShaftSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) + { + if ( + ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && + ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) + ) + { + // want + a_MineShafts.push_back(*itr); + itr = m_Cache.erase(itr); + } + else + { + // don't want + ++itr; + } + } // for itr - m_Cache[] + + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) + { + int RealX = (BaseX + x) * m_GridSize; + for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) + { + int RealZ = (BaseZ + z) * m_GridSize; + bool Found = false; + for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr) + { + if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) + { + Found = true; + break; + } + } // for itr - a_Mineshafts + if (!Found) + { + a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase)); + } + } // for z + } // for x + + // Copy a_MineShafts into m_Cache to the beginning: + cMineShaftSystems MineShaftsCopy(a_MineShafts); + m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end()); + + // Trim the cache if it's too long: + if (m_Cache.size() > 100) + { + cMineShaftSystems::iterator itr = m_Cache.begin(); + std::advance(itr, 100); + for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } + itr = m_Cache.begin(); + std::advance(itr, 100); + m_Cache.erase(itr, m_Cache.end()); + } +} + + + + + + +void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + cMineShaftSystems MineShafts; + GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts); + for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr) + { + (*itr)->ProcessChunk(a_ChunkDesc); + } // for itr - MineShafts[] +} + + + + diff --git a/source/Generating/MineShafts.h b/source/Generating/MineShafts.h index a2191b665..c53d3bc53 100644 --- a/source/Generating/MineShafts.h +++ b/source/Generating/MineShafts.h @@ -1,61 +1,61 @@ - -// MineShafts.h - -// Declares the cStructGenMineShafts class representing the structure generator for abandoned mineshafts - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Noise.h" - - - - - -class cStructGenMineShafts : - public cStructureGen -{ -public: - cStructGenMineShafts( - int a_Seed, int a_GridSize, int a_MaxSystemSize, - int a_ChanceCorridor, int a_ChanceCrossing, int a_ChanceStaircase - ); - - virtual ~cStructGenMineShafts(); - -protected: - friend class cMineShaft; - friend class cMineShaftDirtRoom; - friend class cMineShaftCorridor; - friend class cMineShaftCrossing; - friend class cMineShaftStaircase; - class cMineShaftSystem; // fwd: MineShafts.cpp - typedef std::list cMineShaftSystems; - - cNoise m_Noise; - int m_GridSize; ///< Average spacing of the systems - int m_MaxSystemSize; ///< Maximum blcok size of a mineshaft system - int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor - int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor - int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing - cMineShaftSystems m_Cache; ///< Cache of the most recently used systems. MoveToFront used. - - /// Clears everything from the cache - void ClearCache(void); - - /** Returns all systems that *may* intersect the given chunk. - All the systems are valid until the next call to this function (which may delete some of the pointers). - */ - void GetMineShaftSystemsForChunk(int a_ChunkX, int a_ChunkZ, cMineShaftSystems & a_MineShaftSystems); - - // cStructureGen overrides: - virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; -} ; - - - - + +// MineShafts.h + +// Declares the cStructGenMineShafts class representing the structure generator for abandoned mineshafts + + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "../Noise.h" + + + + + +class cStructGenMineShafts : + public cStructureGen +{ +public: + cStructGenMineShafts( + int a_Seed, int a_GridSize, int a_MaxSystemSize, + int a_ChanceCorridor, int a_ChanceCrossing, int a_ChanceStaircase + ); + + virtual ~cStructGenMineShafts(); + +protected: + friend class cMineShaft; + friend class cMineShaftDirtRoom; + friend class cMineShaftCorridor; + friend class cMineShaftCrossing; + friend class cMineShaftStaircase; + class cMineShaftSystem; // fwd: MineShafts.cpp + typedef std::list cMineShaftSystems; + + cNoise m_Noise; + int m_GridSize; ///< Average spacing of the systems + int m_MaxSystemSize; ///< Maximum blcok size of a mineshaft system + int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor + int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor + int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing + cMineShaftSystems m_Cache; ///< Cache of the most recently used systems. MoveToFront used. + + /// Clears everything from the cache + void ClearCache(void); + + /** Returns all systems that *may* intersect the given chunk. + All the systems are valid until the next call to this function (which may delete some of the pointers). + */ + void GetMineShaftSystemsForChunk(int a_ChunkX, int a_ChunkZ, cMineShaftSystems & a_MineShaftSystems); + + // cStructureGen overrides: + virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; +} ; + + + + diff --git a/source/Generating/Noise3DGenerator.cpp b/source/Generating/Noise3DGenerator.cpp index dcf84abeb..f47c64430 100644 --- a/source/Generating/Noise3DGenerator.cpp +++ b/source/Generating/Noise3DGenerator.cpp @@ -1,581 +1,581 @@ - -// Nosie3DGenerator.cpp - -// Generates terrain using 3D noise, rather than composing. Is a test. - -#include "Globals.h" -#include "Noise3DGenerator.h" -#include "../OSSupport/File.h" -#include "../../iniFile/iniFile.h" -#include "../LinearInterpolation.h" -#include "../LinearUpscale.h" - - - - - -/* -// Perform an automatic test of upscaling upon program start (use breakpoints to debug): - -class Test -{ -public: - Test(void) - { - DoTest1(); - DoTest2(); - } - - - void DoTest1(void) - { - float In[3 * 3 * 3]; - for (int i = 0; i < ARRAYCOUNT(In); i++) - { - In[i] = (float)(i % 5); - } - Debug3DNoise(In, 3, 3, 3, "Upscale3D in"); - float Out[17 * 33 * 35]; - LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17); - Debug3DNoise(Out, 17, 33, 35, "Upscale3D test"); - } - - - void DoTest2(void) - { - float In[3 * 3]; - for (int i = 0; i < ARRAYCOUNT(In); i++) - { - In[i] = (float)(i % 5); - } - Debug2DNoise(In, 3, 3, "Upscale2D in"); - float Out[17 * 33]; - LinearUpscale2DArray(In, 3, 3, Out, 8, 16); - Debug2DNoise(Out, 17, 33, "Upscale2D test"); - } - -} gTest; -//*/ - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cNoise3DGenerator: - -cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : - super(a_ChunkGenerator), - m_Perlin(1000), - m_Cubic(1000) -{ - m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5); - m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1); - m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2); - - #if 0 - // DEBUG: Test the noise generation: - // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size - // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M - m_SeaLevel = 62; - m_HeightAmplification = 0; - m_MidPoint = 75; - m_FrequencyX = 4; - m_FrequencyY = 4; - m_FrequencyZ = 4; - m_AirThreshold = 0.5; - - const int NumChunks = 4; - NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height]; - for (int x = 0; x < NumChunks; x++) - { - GenerateNoiseArray(x, 5, Noise[x]); - } - - // Save in XY cuts: - cFile f1; - if (f1.Open("Test_XY.grab", cFile::fmWrite)) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - for (int i = 0; i < NumChunks; i++) - { - int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; - unsigned char buf[cChunkDef::Width]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); - } - f1.Write(buf, cChunkDef::Width); - } - } // for y - } // for z - } // if (XY file open) - - cFile f2; - if (f2.Open("Test_XZ.grab", cFile::fmWrite)) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int i = 0; i < NumChunks; i++) - { - int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; - unsigned char buf[cChunkDef::Width]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); - } - f2.Write(buf, cChunkDef::Width); - } - } // for z - } // for y - } // if (XZ file open) - #endif // 0 -} - - - - - -cNoise3DGenerator::~cNoise3DGenerator() -{ - // Nothing needed yet -} - - - - - -void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) -{ - m_World = a_World; - - // Params: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); - m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); - m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); - m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8); - m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); -} - - - - - -void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) -{ - for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) - { - a_BiomeMap[i] = biExtremeHills; - } -} - - - - - -void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) -{ - NOISE_DATATYPE Noise[17 * 257 * 17]; - GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise); - - // Output noise into chunk: - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - int idx = z * 17 * 257 + y * 17; - for (int x = 0; x < cChunkDef::Width; x++) - { - NOISE_DATATYPE n = Noise[idx++]; - BLOCKTYPE BlockType; - if (n > m_AirThreshold) - { - BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER; - } - else - { - BlockType = E_BLOCK_STONE; - } - a_ChunkDesc.SetBlockType(x, y, z, BlockType); - } - } - } - - UpdateHeightmap(a_ChunkDesc); - ComposeTerrain (a_ChunkDesc); -} - - - - - -void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise) -{ - NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise - NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash - - // Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed" - NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX; - NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX; - NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ; - NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ; - NOISE_DATATYPE StartY = 0; - NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY; - - m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW); - - // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ)); - - // Precalculate a "height" array: - NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source") - m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25); - for (int i = 0; i < ARRAYCOUNT(Height); i++) - { - Height[i] = abs(Height[i]) * m_HeightAmplification + 1; - } - - // Modify the noise by height data: - for (int y = 0; y < DIM_Y; y++) - { - NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20; - AddHeight *= AddHeight * AddHeight; - for (int z = 0; z < DIM_Z; z++) - { - NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]); - for (int x = 0; x < DIM_X; x++) - { - CurRow[x] += AddHeight / Height[x + DIM_X * z]; - } - } - } - - // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ)); - - // Upscale the Perlin noise into full-blown chunk dimensions: - LinearUpscale3DArray( - NoiseO, DIM_X, DIM_Y, DIM_Z, - a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z - ); - - // DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ)); -} - - - - - -void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc) -{ - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - 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 x - } // for z -} - - - - - -void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - // Make basic terrain composition: - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; - bool HasHadWater = false; - for (int y = LastAir - 1; y > 0; y--) - { - switch (a_ChunkDesc.GetBlockType(x, y, z)) - { - case E_BLOCK_AIR: - { - LastAir = y; - break; - } - case E_BLOCK_STONE: - { - if (LastAir - y > 3) - { - break; - } - if (HasHadWater) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); - } - else - { - a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); - } - break; - } - case E_BLOCK_STATIONARY_WATER: - { - LastAir = y; - HasHadWater = true; - break; - } - } // switch (GetBlockType()) - } // for y - a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); - } // for x - } // for z -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cNoise3DComposable: - -cNoise3DComposable::cNoise3DComposable(int a_Seed) : - m_Noise1(a_Seed + 1000), - m_Noise2(a_Seed + 2000), - m_Noise3(a_Seed + 3000) -{ -} - - - - - -void cNoise3DComposable::Initialize(cIniFile & a_IniFile) -{ - // Params: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); - m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); - m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); - m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); - m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); -} - - - - - -void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) -{ - if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) - { - // The noise for this chunk is already generated in m_Noise - return; - } - m_LastChunkX = a_ChunkX; - m_LastChunkZ = a_ChunkZ; - - // Upscaling parameters: - const int UPSCALE_X = 8; - const int UPSCALE_Y = 4; - const int UPSCALE_Z = 8; - - const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X; - const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; - const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; - - // Precalculate a "height" array: - NOISE_DATATYPE Height[17 * 17]; // x + 17 * z - for (int z = 0; z < 17; z += UPSCALE_Z) - { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) - { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; - Height[x + 17 * z] = val * val * val; - } - } - - int idx = 0; - for (int y = 0; y < 257; y += UPSCALE_Y) - { - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; - NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; - AddHeight *= AddHeight * AddHeight; - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - for (int z = 0; z < 17; z += UPSCALE_Z) - { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) - { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - CurFloor[x + 17 * z] = - m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 + - m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + - m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 + - AddHeight / Height[x + 17 * z]; - } - } - // Linear-interpolate this XZ floor: - LinearUpscale2DArrayInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z); - } - - // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis - for (int y = 1; y < cChunkDef::Height; y++) - { - if ((y % UPSCALE_Y) == 0) - { - // This is the interpolation source floor, already calculated - continue; - } - int LoFloorY = (y / UPSCALE_Y) * UPSCALE_Y; - int HiFloorY = LoFloorY + UPSCALE_Y; - NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]); - NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % UPSCALE_Y)) / UPSCALE_Y; - int idx = 0; - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio; - idx += 1; - } - idx += 1; // Skipping one X column - } - } - - // The noise array is now fully interpolated - /* - // DEBUG: Output two images of the array, sliced by XY and XZ: - cFile f1; - if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - int idx = y * 17 * 17 + z * 17; - unsigned char buf[16]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); - } - f1.Write(buf, 16); - } // for y - } // for z - } // if (XY file open) - - cFile f2; - if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - int idx = y * 17 * 17 + z * 17; - unsigned char buf[16]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); - } - f2.Write(buf, 16); - } // for z - } // for y - } // if (XZ file open) - */ -} - - - - - -void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) -{ - GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); - - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) - { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y - } // for x - } // for z -} - - - - - -void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - - // Make basic terrain composition: - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; - bool HasHadWater = false; - for (int y = LastAir; y < m_SeaLevel; y++) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); - } - for (int y = LastAir - 1; y > 0; y--) - { - if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold) - { - // "air" part - LastAir = y; - if (y < m_SeaLevel) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); - HasHadWater = true; - } - continue; - } - // "ground" part: - if (LastAir - y > 4) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); - continue; - } - if (HasHadWater) - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); - } - else - { - a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); - } - } // for y - a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); - } // for x - } // for z -} - - - - + +// Nosie3DGenerator.cpp + +// Generates terrain using 3D noise, rather than composing. Is a test. + +#include "Globals.h" +#include "Noise3DGenerator.h" +#include "../OSSupport/File.h" +#include "../../iniFile/iniFile.h" +#include "../LinearInterpolation.h" +#include "../LinearUpscale.h" + + + + + +/* +// Perform an automatic test of upscaling upon program start (use breakpoints to debug): + +class Test +{ +public: + Test(void) + { + DoTest1(); + DoTest2(); + } + + + void DoTest1(void) + { + float In[3 * 3 * 3]; + for (int i = 0; i < ARRAYCOUNT(In); i++) + { + In[i] = (float)(i % 5); + } + Debug3DNoise(In, 3, 3, 3, "Upscale3D in"); + float Out[17 * 33 * 35]; + LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17); + Debug3DNoise(Out, 17, 33, 35, "Upscale3D test"); + } + + + void DoTest2(void) + { + float In[3 * 3]; + for (int i = 0; i < ARRAYCOUNT(In); i++) + { + In[i] = (float)(i % 5); + } + Debug2DNoise(In, 3, 3, "Upscale2D in"); + float Out[17 * 33]; + LinearUpscale2DArray(In, 3, 3, Out, 8, 16); + Debug2DNoise(Out, 17, 33, "Upscale2D test"); + } + +} gTest; +//*/ + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise3DGenerator: + +cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : + super(a_ChunkGenerator), + m_Perlin(1000), + m_Cubic(1000) +{ + m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5); + m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1); + m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2); + + #if 0 + // DEBUG: Test the noise generation: + // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size + // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M + m_SeaLevel = 62; + m_HeightAmplification = 0; + m_MidPoint = 75; + m_FrequencyX = 4; + m_FrequencyY = 4; + m_FrequencyZ = 4; + m_AirThreshold = 0.5; + + const int NumChunks = 4; + NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height]; + for (int x = 0; x < NumChunks; x++) + { + GenerateNoiseArray(x, 5, Noise[x]); + } + + // Save in XY cuts: + cFile f1; + if (f1.Open("Test_XY.grab", cFile::fmWrite)) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int i = 0; i < NumChunks; i++) + { + int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; + unsigned char buf[cChunkDef::Width]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); + } + f1.Write(buf, cChunkDef::Width); + } + } // for y + } // for z + } // if (XY file open) + + cFile f2; + if (f2.Open("Test_XZ.grab", cFile::fmWrite)) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int i = 0; i < NumChunks; i++) + { + int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; + unsigned char buf[cChunkDef::Width]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); + } + f2.Write(buf, cChunkDef::Width); + } + } // for z + } // for y + } // if (XZ file open) + #endif // 0 +} + + + + + +cNoise3DGenerator::~cNoise3DGenerator() +{ + // Nothing needed yet +} + + + + + +void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) +{ + m_World = a_World; + + // Params: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); +} + + + + + +void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) +{ + for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) + { + a_BiomeMap[i] = biExtremeHills; + } +} + + + + + +void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) +{ + NOISE_DATATYPE Noise[17 * 257 * 17]; + GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise); + + // Output noise into chunk: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + int idx = z * 17 * 257 + y * 17; + for (int x = 0; x < cChunkDef::Width; x++) + { + NOISE_DATATYPE n = Noise[idx++]; + BLOCKTYPE BlockType; + if (n > m_AirThreshold) + { + BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER; + } + else + { + BlockType = E_BLOCK_STONE; + } + a_ChunkDesc.SetBlockType(x, y, z, BlockType); + } + } + } + + UpdateHeightmap(a_ChunkDesc); + ComposeTerrain (a_ChunkDesc); +} + + + + + +void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise) +{ + NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise + NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash + + // Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed" + NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ; + NOISE_DATATYPE StartY = 0; + NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY; + + m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW); + + // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ)); + + // Precalculate a "height" array: + NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source") + m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25); + for (int i = 0; i < ARRAYCOUNT(Height); i++) + { + Height[i] = abs(Height[i]) * m_HeightAmplification + 1; + } + + // Modify the noise by height data: + for (int y = 0; y < DIM_Y; y++) + { + NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20; + AddHeight *= AddHeight * AddHeight; + for (int z = 0; z < DIM_Z; z++) + { + NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]); + for (int x = 0; x < DIM_X; x++) + { + CurRow[x] += AddHeight / Height[x + DIM_X * z]; + } + } + } + + // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ)); + + // Upscale the Perlin noise into full-blown chunk dimensions: + LinearUpscale3DArray( + NoiseO, DIM_X, DIM_Y, DIM_Z, + a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z + ); + + // DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ)); +} + + + + + +void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc) +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + 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 x + } // for z +} + + + + + +void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + // Make basic terrain composition: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir - 1; y > 0; y--) + { + switch (a_ChunkDesc.GetBlockType(x, y, z)) + { + case E_BLOCK_AIR: + { + LastAir = y; + break; + } + case E_BLOCK_STONE: + { + if (LastAir - y > 3) + { + break; + } + if (HasHadWater) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + } + break; + } + case E_BLOCK_STATIONARY_WATER: + { + LastAir = y; + HasHadWater = true; + break; + } + } // switch (GetBlockType()) + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise3DComposable: + +cNoise3DComposable::cNoise3DComposable(int a_Seed) : + m_Noise1(a_Seed + 1000), + m_Noise2(a_Seed + 2000), + m_Noise3(a_Seed + 3000) +{ +} + + + + + +void cNoise3DComposable::Initialize(cIniFile & a_IniFile) +{ + // Params: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); +} + + + + + +void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) +{ + if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) + { + // The noise for this chunk is already generated in m_Noise + return; + } + m_LastChunkX = a_ChunkX; + m_LastChunkZ = a_ChunkZ; + + // Upscaling parameters: + const int UPSCALE_X = 8; + const int UPSCALE_Y = 4; + const int UPSCALE_Z = 8; + + const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X; + const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; + const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; + + // Precalculate a "height" array: + NOISE_DATATYPE Height[17 * 17]; // x + 17 * z + for (int z = 0; z < 17; z += UPSCALE_Z) + { + NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; + for (int x = 0; x < 17; x += UPSCALE_X) + { + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; + NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; + Height[x + 17 * z] = val * val * val; + } + } + + int idx = 0; + for (int y = 0; y < 257; y += UPSCALE_Y) + { + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; + NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; + AddHeight *= AddHeight * AddHeight; + NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); + for (int z = 0; z < 17; z += UPSCALE_Z) + { + NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; + for (int x = 0; x < 17; x += UPSCALE_X) + { + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; + CurFloor[x + 17 * z] = + m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 + + m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + + m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 + + AddHeight / Height[x + 17 * z]; + } + } + // Linear-interpolate this XZ floor: + LinearUpscale2DArrayInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z); + } + + // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis + for (int y = 1; y < cChunkDef::Height; y++) + { + if ((y % UPSCALE_Y) == 0) + { + // This is the interpolation source floor, already calculated + continue; + } + int LoFloorY = (y / UPSCALE_Y) * UPSCALE_Y; + int HiFloorY = LoFloorY + UPSCALE_Y; + NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]); + NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); + NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); + NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % UPSCALE_Y)) / UPSCALE_Y; + int idx = 0; + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio; + idx += 1; + } + idx += 1; // Skipping one X column + } + } + + // The noise array is now fully interpolated + /* + // DEBUG: Output two images of the array, sliced by XY and XZ: + cFile f1; + if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + int idx = y * 17 * 17 + z * 17; + unsigned char buf[16]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + } + f1.Write(buf, 16); + } // for y + } // for z + } // if (XY file open) + + cFile f2; + if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + int idx = y * 17 * 17 + z * 17; + unsigned char buf[16]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + } + f2.Write(buf, 16); + } // for z + } // for y + } // if (XZ file open) + */ +} + + + + + +void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); + + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); + for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) + { + if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + + // Make basic terrain composition: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir; y < m_SeaLevel; y++) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + } + for (int y = LastAir - 1; y > 0; y--) + { + if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold) + { + // "air" part + LastAir = y; + if (y < m_SeaLevel) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + HasHadWater = true; + } + continue; + } + // "ground" part: + if (LastAir - y > 4) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); + continue; + } + if (HasHadWater) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + } + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + diff --git a/source/Generating/Noise3DGenerator.h b/source/Generating/Noise3DGenerator.h index b23e8645b..0d211cddc 100644 --- a/source/Generating/Noise3DGenerator.h +++ b/source/Generating/Noise3DGenerator.h @@ -1,106 +1,106 @@ - -// Noise3DGenerator.h - -// Generates terrain using 3D noise, rather than composing. Is a test. - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Noise.h" - - - - - -class cNoise3DGenerator : - public cChunkGenerator::cGenerator -{ - typedef cChunkGenerator::cGenerator super; - -public: - cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator); - virtual ~cNoise3DGenerator(); - - virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; - virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; - virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override; - -protected: - // Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively: - static const int UPSCALE_X = 8; - static const int UPSCALE_Y = 4; - static const int UPSCALE_Z = 8; - - // Linear interpolation buffer dimensions, calculated from the step sizes: - static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X; - static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; - static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; - - cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition - cCubicNoise m_Cubic; // The noise used for heightmap directing - - int m_SeaLevel; - NOISE_DATATYPE m_HeightAmplification; - NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be - NOISE_DATATYPE m_FrequencyX; - NOISE_DATATYPE m_FrequencyY; - NOISE_DATATYPE m_FrequencyZ; - NOISE_DATATYPE m_AirThreshold; - - /// Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size - void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise); - - /// Updates heightmap based on the chunk's contents - void UpdateHeightmap(cChunkDesc & a_ChunkDesc); - - /// Composes terrain - adds dirt, grass and sand - void ComposeTerrain(cChunkDesc & a_ChunkDesc); -} ; - - - - - -class cNoise3DComposable : - public cTerrainHeightGen, - public cTerrainCompositionGen -{ -public: - cNoise3DComposable(int a_Seed); - - void Initialize(cIniFile & a_IniFile); - -protected: - cNoise m_Noise1; - cNoise m_Noise2; - cNoise m_Noise3; - - int m_SeaLevel; - NOISE_DATATYPE m_HeightAmplification; - NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be - NOISE_DATATYPE m_FrequencyX; - NOISE_DATATYPE m_FrequencyY; - NOISE_DATATYPE m_FrequencyZ; - NOISE_DATATYPE m_AirThreshold; - - int m_LastChunkX; - int m_LastChunkZ; - NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y - - - /// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given - void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); - - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; -} ; - - - - + +// Noise3DGenerator.h + +// Generates terrain using 3D noise, rather than composing. Is a test. + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "../Noise.h" + + + + + +class cNoise3DGenerator : + public cChunkGenerator::cGenerator +{ + typedef cChunkGenerator::cGenerator super; + +public: + cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator); + virtual ~cNoise3DGenerator(); + + virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override; + virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; + virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override; + +protected: + // Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively: + static const int UPSCALE_X = 8; + static const int UPSCALE_Y = 4; + static const int UPSCALE_Z = 8; + + // Linear interpolation buffer dimensions, calculated from the step sizes: + static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X; + static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; + static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; + + cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition + cCubicNoise m_Cubic; // The noise used for heightmap directing + + int m_SeaLevel; + NOISE_DATATYPE m_HeightAmplification; + NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be + NOISE_DATATYPE m_FrequencyX; + NOISE_DATATYPE m_FrequencyY; + NOISE_DATATYPE m_FrequencyZ; + NOISE_DATATYPE m_AirThreshold; + + /// Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size + void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise); + + /// Updates heightmap based on the chunk's contents + void UpdateHeightmap(cChunkDesc & a_ChunkDesc); + + /// Composes terrain - adds dirt, grass and sand + void ComposeTerrain(cChunkDesc & a_ChunkDesc); +} ; + + + + + +class cNoise3DComposable : + public cTerrainHeightGen, + public cTerrainCompositionGen +{ +public: + cNoise3DComposable(int a_Seed); + + void Initialize(cIniFile & a_IniFile); + +protected: + cNoise m_Noise1; + cNoise m_Noise2; + cNoise m_Noise3; + + int m_SeaLevel; + NOISE_DATATYPE m_HeightAmplification; + NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be + NOISE_DATATYPE m_FrequencyX; + NOISE_DATATYPE m_FrequencyY; + NOISE_DATATYPE m_FrequencyZ; + NOISE_DATATYPE m_AirThreshold; + + int m_LastChunkX; + int m_LastChunkZ; + NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y + + + /// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given + void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); + + // cTerrainHeightGen overrides: + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + + // cTerrainCompositionGen overrides: + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; +} ; + + + + diff --git a/source/Generating/Ravines.cpp b/source/Generating/Ravines.cpp index 94d91c0bb..6413b963b 100644 --- a/source/Generating/Ravines.cpp +++ b/source/Generating/Ravines.cpp @@ -1,531 +1,531 @@ - -// Ravines.cpp - -// Implements the cStructGenRavines class representing the ravine structure generator - -#include "Globals.h" -#include "Ravines.h" - - - - -/// How many ravines in each direction are generated for a given chunk. Must be an even number -static const int NEIGHBORHOOD_SIZE = 8; - -static const int NUM_RAVINE_POINTS = 4; - - - - - -struct cRavDefPoint -{ - int m_BlockX; - int m_BlockZ; - int m_Radius; - int m_Top; - int m_Bottom; - - cRavDefPoint(int a_BlockX, int a_BlockZ, int a_Radius, int a_Top, int a_Bottom) : - m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ), - m_Radius(a_Radius), - m_Top (a_Top), - m_Bottom(a_Bottom) - { - } -} ; - -typedef std::vector cRavDefPoints; - - - - - -class cStructGenRavines::cRavine -{ - cRavDefPoints m_Points; - - /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise - void GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); - - /// Refines (adds and smooths) defpoints from a_Src into a_Dst - void RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst); - - /// Does one round of smoothing, two passes of RefineDefPoints() - void Smooth(void); - - /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block - void FinishLinear(void); - -public: - // Coords for which the ravine was generated (not necessarily the center) - int m_BlockX; - int m_BlockZ; - - cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); - - /// Carves the ravine into the chunk specified - void ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap - ); - - #ifdef _DEBUG - /// Exports itself as a SVG line definition - AString ExportAsSVG(int a_Color, int a_OffsetX = 0, int a_OffsetZ = 0) const; - #endif // _DEBUG -} ; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenRavines: - -cStructGenRavines::cStructGenRavines(int a_Seed, int a_Size) : - m_Noise(a_Seed), - m_Size(a_Size) -{ -} - - - - - -cStructGenRavines::~cStructGenRavines() -{ - ClearCache(); -} - - - - - -void cStructGenRavines::ClearCache(void) -{ - for (cRavines::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } // for itr - m_Cache[] - m_Cache.clear(); -} - - - - - -void cStructGenRavines::GenStructures(cChunkDesc & a_ChunkDesc) -{ - int ChunkX = a_ChunkDesc.GetChunkX(); - int ChunkZ = a_ChunkDesc.GetChunkZ(); - cRavines Ravines; - GetRavinesForChunk(ChunkX, ChunkZ, Ravines); - for (cRavines::const_iterator itr = Ravines.begin(), end = Ravines.end(); itr != end; ++itr) - { - (*itr)->ProcessChunk(ChunkX, ChunkZ, a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap()); - } // for itr - Ravines[] -} - - - - - -void cStructGenRavines::GetRavinesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenRavines::cRavines & a_Ravines) -{ - int BaseX = a_ChunkX * cChunkDef::Width / m_Size; - int BaseZ = a_ChunkZ * cChunkDef::Width / m_Size; - if (BaseX < 0) - { - --BaseX; - } - if (BaseZ < 0) - { - --BaseZ; - } - BaseX -= 4; - BaseZ -= 4; - - // Walk the cache, move each ravine that we want into a_Ravines: - int StartX = BaseX * m_Size; - int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_Size; - int StartZ = BaseZ * m_Size; - int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_Size; - for (cRavines::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) - { - if ( - ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && - ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) - ) - { - // want - a_Ravines.push_back(*itr); - itr = m_Cache.erase(itr); - } - else - { - // don't want - ++itr; - } - } // for itr - m_Cache[] - - for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) - { - int RealX = (BaseX + x) * m_Size; - for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) - { - int RealZ = (BaseZ + z) * m_Size; - bool Found = false; - for (cRavines::const_iterator itr = a_Ravines.begin(), end = a_Ravines.end(); itr != end; ++itr) - { - if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) - { - Found = true; - break; - } - } - if (!Found) - { - a_Ravines.push_back(new cRavine(RealX, RealZ, m_Size, m_Noise)); - } - } - } - - // Copy a_Ravines into m_Cache to the beginning: - cRavines RavinesCopy(a_Ravines); - m_Cache.splice(m_Cache.begin(), RavinesCopy, RavinesCopy.begin(), RavinesCopy.end()); - - // Trim the cache if it's too long: - if (m_Cache.size() > 100) - { - cRavines::iterator itr = m_Cache.begin(); - std::advance(itr, 100); - for (cRavines::iterator end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } - itr = m_Cache.begin(); - std::advance(itr, 100); - m_Cache.erase(itr, m_Cache.end()); - } - - /* - #ifdef _DEBUG - // DEBUG: Export as SVG into a file specific for the chunk, for visual verification: - AString SVG; - SVG.append("\n\n"); - for (cRavines::const_iterator itr = a_Ravines.begin(), end = a_Ravines.end(); itr != end; ++itr) - { - SVG.append((*itr)->ExportAsSVG(0, 512, 512)); - } - SVG.append("\n"); - - AString fnam; - Printf(fnam, "ravines\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); - cFile File(fnam, cFile::fmWrite); - File.Write(SVG.c_str(), SVG.size()); - #endif // _DEBUG - //*/ -} - - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cStructGenRavines::cRavine - -cStructGenRavines::cRavine::cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) : - m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ) -{ - // Calculate the ravine shape-defining points: - GenerateBaseDefPoints(a_BlockX, a_BlockZ, a_Size, a_Noise); - - // Smooth the ravine. A two passes are needed: - Smooth(); - Smooth(); - - // Linearly interpolate the neighbors so that they're close enough together: - FinishLinear(); -} - - - - - -void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) -{ - // Modify the size slightly to have different-sized ravines (1/2 to 1/1 of a_Size): - a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024; - - // The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction - int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2; - int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2; - int CenterX = a_BlockX + OffsetX; - int CenterZ = a_BlockZ + OffsetZ; - - // Get the base angle in which the ravine "axis" goes: - float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * 3.141592653); - float xc = sin(Angle); - float zc = cos(Angle); - - // Calculate the definition points and radii: - int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); - int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); - int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); - int Mid = (Top + Bottom) / 2; - int PointX = CenterX - (int)(xc * a_Size / 2); - int PointZ = CenterZ - (int)(zc * a_Size / 2); - m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); - for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) - { - int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); - int LineZ = CenterZ + (int)(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); - // Amplitude is the amount of blocks that this point is away from the ravine "axis" - int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size; - Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4] - int PointX = LineX + (int)(zc * Amplitude); - int PointZ = LineZ - (int)(xc * Amplitude); - int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function - int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4; - int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; - m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); - } // for i - m_Points[] - PointX = CenterX + (int)(xc * a_Size / 2); - PointZ = CenterZ + (int)(zc * a_Size / 2); - m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, Mid, Mid)); -} - - - - - -void cStructGenRavines::cRavine::RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst) -{ - // Smoothing: for each line segment, add points on its 1/4 lengths - int Num = a_Src.size() - 2; // this many intermediary points - a_Dst.clear(); - a_Dst.reserve(Num * 2 + 2); - cRavDefPoints::const_iterator itr = a_Src.begin() + 1; - a_Dst.push_back(a_Src.front()); - int PrevX = a_Src.front().m_BlockX; - int PrevZ = a_Src.front().m_BlockZ; - int PrevR = a_Src.front().m_Radius; - int PrevT = a_Src.front().m_Top; - int PrevB = a_Src.front().m_Bottom; - for (int i = 0; i <= Num; ++i, ++itr) - { - int dx = itr->m_BlockX - PrevX; - int dz = itr->m_BlockZ - PrevZ; - if (abs(dx) + abs(dz) < 4) - { - // Too short a segment to smooth-subdivide into quarters - continue; - } - int dr = itr->m_Radius - PrevR; - int dt = itr->m_Top - PrevT; - int db = itr->m_Bottom - PrevB; - int Rad1 = std::max(PrevR + 1 * dr / 4, 1); - int Rad2 = std::max(PrevR + 3 * dr / 4, 1); - a_Dst.push_back(cRavDefPoint(PrevX + 1 * dx / 4, PrevZ + 1 * dz / 4, Rad1, PrevT + 1 * dt / 4, PrevB + 1 * db / 4)); - a_Dst.push_back(cRavDefPoint(PrevX + 3 * dx / 4, PrevZ + 3 * dz / 4, Rad2, PrevT + 3 * dt / 4, PrevB + 3 * db / 4)); - PrevX = itr->m_BlockX; - PrevZ = itr->m_BlockZ; - PrevR = itr->m_Radius; - PrevT = itr->m_Top; - PrevB = itr->m_Bottom; - } - a_Dst.push_back(a_Src.back()); -} - - - - - -void cStructGenRavines::cRavine::Smooth(void) -{ - cRavDefPoints Pts; - RefineDefPoints(m_Points, Pts); // Refine m_Points -> Pts - RefineDefPoints(Pts, m_Points); // Refine Pts -> m_Points -} - - - - - -void cStructGenRavines::cRavine::FinishLinear(void) -{ - // For each segment, use Bresenham's line algorithm to draw a "line" of defpoints - // _X 2012_07_20: I tried modifying this algorithm to produce "thick" lines (only one coord change per point) - // But the results were about the same as the original, so I disposed of it again - no need to use twice the count of points - - cRavDefPoints Pts; - std::swap(Pts, m_Points); - - m_Points.reserve(Pts.size() * 3); - int PrevX = Pts.front().m_BlockX; - int PrevZ = Pts.front().m_BlockZ; - for (cRavDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) - { - int x1 = itr->m_BlockX; - int z1 = itr->m_BlockZ; - int dx = abs(x1 - PrevX); - int dz = abs(z1 - PrevZ); - int sx = (PrevX < x1) ? 1 : -1; - int sz = (PrevZ < z1) ? 1 : -1; - int err = dx - dz; - int R = itr->m_Radius; - int T = itr->m_Top; - int B = itr->m_Bottom; - while (true) - { - m_Points.push_back(cRavDefPoint(PrevX, PrevZ, R, T, B)); - if ((PrevX == x1) && (PrevZ == z1)) - { - break; - } - int e2 = 2 * err; - if (e2 > -dz) - { - err -= dz; - PrevX += sx; - } - if (e2 < dx) - { - err += dx; - PrevZ += sz; - } - } // while (true) - } // for itr -} - - - - - -#ifdef _DEBUG -AString cStructGenRavines::cRavine::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const -{ - AString SVG; - AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); - Prefix = 'L'; - } - SVG.append("\"/>\n"); - - // Base point highlight: - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ - ); - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5 - ); - - // A gray line from the base point to the first point of the ravine, for identification: - AppendPrintf(SVG, "\n", - a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, a_OffsetX + m_Points.front().m_BlockX, a_OffsetZ + m_Points.front().m_BlockZ - ); - - // Offset guides: - if (a_OffsetX > 0) - { - AppendPrintf(SVG, "\n", - a_OffsetX, a_OffsetX - ); - } - if (a_OffsetZ > 0) - { - AppendPrintf(SVG, "\n", - a_OffsetZ, a_OffsetZ - ); - } - return SVG; -} -#endif // _DEBUG - - - - - -void cStructGenRavines::cRavine::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap -) -{ - int BlockStartX = a_ChunkX * cChunkDef::Width; - int BlockStartZ = a_ChunkZ * cChunkDef::Width; - int BlockEndX = BlockStartX + cChunkDef::Width; - int BlockEndZ = BlockStartZ + cChunkDef::Width; - for (cRavDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) - { - if ( - (itr->m_BlockX + itr->m_Radius < BlockStartX) || - (itr->m_BlockX - itr->m_Radius > BlockEndX) || - (itr->m_BlockZ + itr->m_Radius < BlockStartZ) || - (itr->m_BlockZ - itr->m_Radius > BlockEndZ) - ) - { - // Cannot intersect, bail out early - continue; - } - - // Carve out a cylinder around the xz point, m_Radius in diameter, from Bottom to Top: - int RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius - int DifX = BlockStartX - itr->m_BlockX; // substitution for faster calc - int DifZ = BlockStartZ - itr->m_BlockZ; // substitution for faster calc - for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++) - { - #ifdef _DEBUG - // DEBUG: Make the ravine shapepoints visible on a single layer (so that we can see with Minutor what's going on) - if ((DifX + x == 0) && (DifZ + z == 0)) - { - cChunkDef::SetBlock(a_BlockTypes, x, 4, z, E_BLOCK_LAPIS_ORE); - } - #endif // _DEBUG - - int DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z); - if (DistSq <= RadiusSq) - { - int Top = std::min(itr->m_Top, (int)(cChunkDef::Height)); // Stupid gcc needs int cast - for (int y = std::max(itr->m_Bottom, 1); y <= Top; y++) - { - switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z)) - { - // Only carve out these specific block types - case E_BLOCK_DIRT: - case E_BLOCK_GRASS: - case E_BLOCK_STONE: - case E_BLOCK_COBBLESTONE: - case E_BLOCK_GRAVEL: - case E_BLOCK_SAND: - case E_BLOCK_SANDSTONE: - case E_BLOCK_NETHERRACK: - case E_BLOCK_COAL_ORE: - case E_BLOCK_IRON_ORE: - case E_BLOCK_GOLD_ORE: - case E_BLOCK_DIAMOND_ORE: - case E_BLOCK_REDSTONE_ORE: - case E_BLOCK_REDSTONE_ORE_GLOWING: - { - cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); - break; - } - default: break; - } - } - } - } // for x, z - a_BlockTypes - } // for itr - m_Points[] -} - - - - + +// Ravines.cpp + +// Implements the cStructGenRavines class representing the ravine structure generator + +#include "Globals.h" +#include "Ravines.h" + + + + +/// How many ravines in each direction are generated for a given chunk. Must be an even number +static const int NEIGHBORHOOD_SIZE = 8; + +static const int NUM_RAVINE_POINTS = 4; + + + + + +struct cRavDefPoint +{ + int m_BlockX; + int m_BlockZ; + int m_Radius; + int m_Top; + int m_Bottom; + + cRavDefPoint(int a_BlockX, int a_BlockZ, int a_Radius, int a_Top, int a_Bottom) : + m_BlockX(a_BlockX), + m_BlockZ(a_BlockZ), + m_Radius(a_Radius), + m_Top (a_Top), + m_Bottom(a_Bottom) + { + } +} ; + +typedef std::vector cRavDefPoints; + + + + + +class cStructGenRavines::cRavine +{ + cRavDefPoints m_Points; + + /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise + void GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); + + /// Refines (adds and smooths) defpoints from a_Src into a_Dst + void RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst); + + /// Does one round of smoothing, two passes of RefineDefPoints() + void Smooth(void); + + /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block + void FinishLinear(void); + +public: + // Coords for which the ravine was generated (not necessarily the center) + int m_BlockX; + int m_BlockZ; + + cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); + + /// Carves the ravine into the chunk specified + void ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap + ); + + #ifdef _DEBUG + /// Exports itself as a SVG line definition + AString ExportAsSVG(int a_Color, int a_OffsetX = 0, int a_OffsetZ = 0) const; + #endif // _DEBUG +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenRavines: + +cStructGenRavines::cStructGenRavines(int a_Seed, int a_Size) : + m_Noise(a_Seed), + m_Size(a_Size) +{ +} + + + + + +cStructGenRavines::~cStructGenRavines() +{ + ClearCache(); +} + + + + + +void cStructGenRavines::ClearCache(void) +{ + for (cRavines::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } // for itr - m_Cache[] + m_Cache.clear(); +} + + + + + +void cStructGenRavines::GenStructures(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + cRavines Ravines; + GetRavinesForChunk(ChunkX, ChunkZ, Ravines); + for (cRavines::const_iterator itr = Ravines.begin(), end = Ravines.end(); itr != end; ++itr) + { + (*itr)->ProcessChunk(ChunkX, ChunkZ, a_ChunkDesc.GetBlockTypes(), a_ChunkDesc.GetHeightMap()); + } // for itr - Ravines[] +} + + + + + +void cStructGenRavines::GetRavinesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenRavines::cRavines & a_Ravines) +{ + int BaseX = a_ChunkX * cChunkDef::Width / m_Size; + int BaseZ = a_ChunkZ * cChunkDef::Width / m_Size; + if (BaseX < 0) + { + --BaseX; + } + if (BaseZ < 0) + { + --BaseZ; + } + BaseX -= 4; + BaseZ -= 4; + + // Walk the cache, move each ravine that we want into a_Ravines: + int StartX = BaseX * m_Size; + int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_Size; + int StartZ = BaseZ * m_Size; + int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_Size; + for (cRavines::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) + { + if ( + ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && + ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) + ) + { + // want + a_Ravines.push_back(*itr); + itr = m_Cache.erase(itr); + } + else + { + // don't want + ++itr; + } + } // for itr - m_Cache[] + + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) + { + int RealX = (BaseX + x) * m_Size; + for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) + { + int RealZ = (BaseZ + z) * m_Size; + bool Found = false; + for (cRavines::const_iterator itr = a_Ravines.begin(), end = a_Ravines.end(); itr != end; ++itr) + { + if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) + { + Found = true; + break; + } + } + if (!Found) + { + a_Ravines.push_back(new cRavine(RealX, RealZ, m_Size, m_Noise)); + } + } + } + + // Copy a_Ravines into m_Cache to the beginning: + cRavines RavinesCopy(a_Ravines); + m_Cache.splice(m_Cache.begin(), RavinesCopy, RavinesCopy.begin(), RavinesCopy.end()); + + // Trim the cache if it's too long: + if (m_Cache.size() > 100) + { + cRavines::iterator itr = m_Cache.begin(); + std::advance(itr, 100); + for (cRavines::iterator end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } + itr = m_Cache.begin(); + std::advance(itr, 100); + m_Cache.erase(itr, m_Cache.end()); + } + + /* + #ifdef _DEBUG + // DEBUG: Export as SVG into a file specific for the chunk, for visual verification: + AString SVG; + SVG.append("\n\n"); + for (cRavines::const_iterator itr = a_Ravines.begin(), end = a_Ravines.end(); itr != end; ++itr) + { + SVG.append((*itr)->ExportAsSVG(0, 512, 512)); + } + SVG.append("\n"); + + AString fnam; + Printf(fnam, "ravines\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); + cFile File(fnam, cFile::fmWrite); + File.Write(SVG.c_str(), SVG.size()); + #endif // _DEBUG + //*/ +} + + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenRavines::cRavine + +cStructGenRavines::cRavine::cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) : + m_BlockX(a_BlockX), + m_BlockZ(a_BlockZ) +{ + // Calculate the ravine shape-defining points: + GenerateBaseDefPoints(a_BlockX, a_BlockZ, a_Size, a_Noise); + + // Smooth the ravine. A two passes are needed: + Smooth(); + Smooth(); + + // Linearly interpolate the neighbors so that they're close enough together: + FinishLinear(); +} + + + + + +void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) +{ + // Modify the size slightly to have different-sized ravines (1/2 to 1/1 of a_Size): + a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024; + + // The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction + int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2; + int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2; + int CenterX = a_BlockX + OffsetX; + int CenterZ = a_BlockZ + OffsetZ; + + // Get the base angle in which the ravine "axis" goes: + float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * 3.141592653); + float xc = sin(Angle); + float zc = cos(Angle); + + // Calculate the definition points and radii: + int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); + int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); + int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); + int Mid = (Top + Bottom) / 2; + int PointX = CenterX - (int)(xc * a_Size / 2); + int PointZ = CenterZ - (int)(zc * a_Size / 2); + m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); + for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) + { + int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); + int LineZ = CenterZ + (int)(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); + // Amplitude is the amount of blocks that this point is away from the ravine "axis" + int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size; + Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4] + int PointX = LineX + (int)(zc * Amplitude); + int PointZ = LineZ - (int)(xc * Amplitude); + int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function + int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4; + int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; + m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); + } // for i - m_Points[] + PointX = CenterX + (int)(xc * a_Size / 2); + PointZ = CenterZ + (int)(zc * a_Size / 2); + m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, Mid, Mid)); +} + + + + + +void cStructGenRavines::cRavine::RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst) +{ + // Smoothing: for each line segment, add points on its 1/4 lengths + int Num = a_Src.size() - 2; // this many intermediary points + a_Dst.clear(); + a_Dst.reserve(Num * 2 + 2); + cRavDefPoints::const_iterator itr = a_Src.begin() + 1; + a_Dst.push_back(a_Src.front()); + int PrevX = a_Src.front().m_BlockX; + int PrevZ = a_Src.front().m_BlockZ; + int PrevR = a_Src.front().m_Radius; + int PrevT = a_Src.front().m_Top; + int PrevB = a_Src.front().m_Bottom; + for (int i = 0; i <= Num; ++i, ++itr) + { + int dx = itr->m_BlockX - PrevX; + int dz = itr->m_BlockZ - PrevZ; + if (abs(dx) + abs(dz) < 4) + { + // Too short a segment to smooth-subdivide into quarters + continue; + } + int dr = itr->m_Radius - PrevR; + int dt = itr->m_Top - PrevT; + int db = itr->m_Bottom - PrevB; + int Rad1 = std::max(PrevR + 1 * dr / 4, 1); + int Rad2 = std::max(PrevR + 3 * dr / 4, 1); + a_Dst.push_back(cRavDefPoint(PrevX + 1 * dx / 4, PrevZ + 1 * dz / 4, Rad1, PrevT + 1 * dt / 4, PrevB + 1 * db / 4)); + a_Dst.push_back(cRavDefPoint(PrevX + 3 * dx / 4, PrevZ + 3 * dz / 4, Rad2, PrevT + 3 * dt / 4, PrevB + 3 * db / 4)); + PrevX = itr->m_BlockX; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + PrevT = itr->m_Top; + PrevB = itr->m_Bottom; + } + a_Dst.push_back(a_Src.back()); +} + + + + + +void cStructGenRavines::cRavine::Smooth(void) +{ + cRavDefPoints Pts; + RefineDefPoints(m_Points, Pts); // Refine m_Points -> Pts + RefineDefPoints(Pts, m_Points); // Refine Pts -> m_Points +} + + + + + +void cStructGenRavines::cRavine::FinishLinear(void) +{ + // For each segment, use Bresenham's line algorithm to draw a "line" of defpoints + // _X 2012_07_20: I tried modifying this algorithm to produce "thick" lines (only one coord change per point) + // But the results were about the same as the original, so I disposed of it again - no need to use twice the count of points + + cRavDefPoints Pts; + std::swap(Pts, m_Points); + + m_Points.reserve(Pts.size() * 3); + int PrevX = Pts.front().m_BlockX; + int PrevZ = Pts.front().m_BlockZ; + for (cRavDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) + { + int x1 = itr->m_BlockX; + int z1 = itr->m_BlockZ; + int dx = abs(x1 - PrevX); + int dz = abs(z1 - PrevZ); + int sx = (PrevX < x1) ? 1 : -1; + int sz = (PrevZ < z1) ? 1 : -1; + int err = dx - dz; + int R = itr->m_Radius; + int T = itr->m_Top; + int B = itr->m_Bottom; + while (true) + { + m_Points.push_back(cRavDefPoint(PrevX, PrevZ, R, T, B)); + if ((PrevX == x1) && (PrevZ == z1)) + { + break; + } + int e2 = 2 * err; + if (e2 > -dz) + { + err -= dz; + PrevX += sx; + } + if (e2 < dx) + { + err += dx; + PrevZ += sz; + } + } // while (true) + } // for itr +} + + + + + +#ifdef _DEBUG +AString cStructGenRavines::cRavine::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const +{ + AString SVG; + AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); + Prefix = 'L'; + } + SVG.append("\"/>\n"); + + // Base point highlight: + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ + ); + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5 + ); + + // A gray line from the base point to the first point of the ravine, for identification: + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, a_OffsetX + m_Points.front().m_BlockX, a_OffsetZ + m_Points.front().m_BlockZ + ); + + // Offset guides: + if (a_OffsetX > 0) + { + AppendPrintf(SVG, "\n", + a_OffsetX, a_OffsetX + ); + } + if (a_OffsetZ > 0) + { + AppendPrintf(SVG, "\n", + a_OffsetZ, a_OffsetZ + ); + } + return SVG; +} +#endif // _DEBUG + + + + + +void cStructGenRavines::cRavine::ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap +) +{ + int BlockStartX = a_ChunkX * cChunkDef::Width; + int BlockStartZ = a_ChunkZ * cChunkDef::Width; + int BlockEndX = BlockStartX + cChunkDef::Width; + int BlockEndZ = BlockStartZ + cChunkDef::Width; + for (cRavDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) + { + if ( + (itr->m_BlockX + itr->m_Radius < BlockStartX) || + (itr->m_BlockX - itr->m_Radius > BlockEndX) || + (itr->m_BlockZ + itr->m_Radius < BlockStartZ) || + (itr->m_BlockZ - itr->m_Radius > BlockEndZ) + ) + { + // Cannot intersect, bail out early + continue; + } + + // Carve out a cylinder around the xz point, m_Radius in diameter, from Bottom to Top: + int RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius + int DifX = BlockStartX - itr->m_BlockX; // substitution for faster calc + int DifZ = BlockStartZ - itr->m_BlockZ; // substitution for faster calc + for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++) + { + #ifdef _DEBUG + // DEBUG: Make the ravine shapepoints visible on a single layer (so that we can see with Minutor what's going on) + if ((DifX + x == 0) && (DifZ + z == 0)) + { + cChunkDef::SetBlock(a_BlockTypes, x, 4, z, E_BLOCK_LAPIS_ORE); + } + #endif // _DEBUG + + int DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z); + if (DistSq <= RadiusSq) + { + int Top = std::min(itr->m_Top, (int)(cChunkDef::Height)); // Stupid gcc needs int cast + for (int y = std::max(itr->m_Bottom, 1); y <= Top; y++) + { + switch (cChunkDef::GetBlock(a_BlockTypes, x, y, z)) + { + // Only carve out these specific block types + case E_BLOCK_DIRT: + case E_BLOCK_GRASS: + case E_BLOCK_STONE: + case E_BLOCK_COBBLESTONE: + case E_BLOCK_GRAVEL: + case E_BLOCK_SAND: + case E_BLOCK_SANDSTONE: + case E_BLOCK_NETHERRACK: + case E_BLOCK_COAL_ORE: + case E_BLOCK_IRON_ORE: + case E_BLOCK_GOLD_ORE: + case E_BLOCK_DIAMOND_ORE: + case E_BLOCK_REDSTONE_ORE: + case E_BLOCK_REDSTONE_ORE_GLOWING: + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR); + break; + } + default: break; + } + } + } + } // for x, z - a_BlockTypes + } // for itr - m_Points[] +} + + + + diff --git a/source/Generating/Ravines.h b/source/Generating/Ravines.h index 1c559c70d..05164a5b2 100644 --- a/source/Generating/Ravines.h +++ b/source/Generating/Ravines.h @@ -1,46 +1,46 @@ - -// Ravines.h - -// Interfaces to the cStructGenRavines class representing the ravine structure generator - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Noise.h" - - - - - -class cStructGenRavines : - public cStructureGen -{ -public: - cStructGenRavines(int a_Seed, int a_Size); - ~cStructGenRavines(); - -protected: - class cRavine; // fwd: Ravines.cpp - typedef std::list cRavines; - - cNoise m_Noise; - int m_Size; // Max size, in blocks, of the ravines generated - cRavines m_Cache; - - /// Clears everything from the cache - void ClearCache(void); - - /// Returns all ravines that *may* intersect the given chunk. All the ravines are valid until the next call to this function. - void GetRavinesForChunk(int a_ChunkX, int a_ChunkZ, cRavines & a_Ravines); - - // cStructureGen override: - virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; -} ; - - - - + +// Ravines.h + +// Interfaces to the cStructGenRavines class representing the ravine structure generator + + + + + +#pragma once + +#include "ComposableGenerator.h" +#include "../Noise.h" + + + + + +class cStructGenRavines : + public cStructureGen +{ +public: + cStructGenRavines(int a_Seed, int a_Size); + ~cStructGenRavines(); + +protected: + class cRavine; // fwd: Ravines.cpp + typedef std::list cRavines; + + cNoise m_Noise; + int m_Size; // Max size, in blocks, of the ravines generated + cRavines m_Cache; + + /// Clears everything from the cache + void ClearCache(void); + + /// Returns all ravines that *may* intersect the given chunk. All the ravines are valid until the next call to this function. + void GetRavinesForChunk(int a_ChunkX, int a_ChunkZ, cRavines & a_Ravines); + + // cStructureGen override: + virtual void GenStructures(cChunkDesc & a_ChunkDesc) override; +} ; + + + + -- cgit v1.2.3