342 lines
9.8 KiB
C++
342 lines
9.8 KiB
C++
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// DistortedHeightmap.cpp
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// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
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#include "Globals.h"
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#include "DistortedHeightmap.h"
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#include "../OSSupport/File.h"
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#include "../../iniFile/iniFile.h"
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const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] =
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{
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/* Biome | AmpX | AmpZ */
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/* biOcean */ { 1.5f, 1.5f},
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/* biPlains */ { 0.5f, 0.5f},
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/* biDesert */ { 0.5f, 0.5f},
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/* biExtremeHills */ {16.0f, 16.0f},
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/* biForest */ { 3.0f, 3.0f},
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/* biTaiga */ { 1.5f, 1.5f},
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/* biSwampland */ { 0.0f, 0.0f},
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/* biRiver */ { 0.0f, 0.0f},
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/* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
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/* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
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/* biFrozenOcean */ { 0.0f, 0.0f},
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/* biFrozenRiver */ { 0.0f, 0.0f},
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/* biIcePlains */ { 0.0f, 0.0f},
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/* biIceMountains */ { 8.0f, 8.0f},
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/* biMushroomIsland */ { 4.0f, 4.0f},
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/* biMushroomShore */ { 0.0f, 0.0f},
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/* biBeach */ { 0.0f, 0.0f},
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/* biDesertHills */ { 5.0f, 5.0f},
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/* biForestHills */ { 6.0f, 6.0f},
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/* biTaigaHills */ { 8.0f, 8.0f},
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/* biExtremeHillsEdge */ { 7.0f, 7.0f},
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/* biJungle */ { 0.0f, 0.0f},
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/* biJungleHills */ { 8.0f, 8.0f},
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} ;
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cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
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m_Noise1(a_Seed + 1000),
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m_Noise2(a_Seed + 2000),
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m_Noise3(a_Seed + 3000),
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m_Noise4(a_Seed + 4000),
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m_Noise5(a_Seed + 5000),
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m_NoiseArrayX(m_NoiseArray),
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m_NoiseArrayZ(m_NoiseArray + 17 * 17 * 32),
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m_BiomeGen(a_BiomeGen),
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m_HeightGen(new cHeiGenBiomal(a_Seed, a_BiomeGen), 64)
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{
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}
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void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
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{
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// Read the params from the INI file:
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
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}
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void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
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{
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if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
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{
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return;
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}
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m_CurChunkX = a_ChunkX;
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m_CurChunkZ = a_ChunkZ;
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GenerateNoiseArray(m_NoiseArrayX, m_Noise1, m_Noise2, m_Noise3);
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UpdateDistortAmps();
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}
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void cDistortedHeightmap::GenerateNoiseArray(NOISE_DATATYPE * a_NoiseArray, cNoise & a_Noise1, cNoise & a_Noise2, cNoise & a_Noise3)
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{
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// Parameters:
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const int INTERPOL_X = 8;
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const int INTERPOL_Y = 4;
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const int INTERPOL_Z = 8;
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ASSERT((NOISE_SIZE_Y % INTERPOL_Y) == 1); // Interpolation needs to set the 0-th and the last element
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int idx = 0;
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for (int y = 0; y < NOISE_SIZE_Y; y += INTERPOL_Y)
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{
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY;
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NOISE_DATATYPE * CurFloor = &(a_NoiseArray[y * 17 * 17]);
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / m_FrequencyX;
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CurFloor[x + 17 * z] =
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a_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
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a_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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a_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
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}
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}
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// Linear-interpolate this XZ floor:
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ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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} // for y
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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for (int y = 1; y < NOISE_SIZE_Y - 1; y++)
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{
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if ((y % INTERPOL_Y) == 0)
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{
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// This is the interpolation source floor, already calculated
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continue;
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}
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int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
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int HiFloorY = LoFloorY + INTERPOL_Y;
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NOISE_DATATYPE * LoFloor = &(a_NoiseArray[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(a_NoiseArray[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(a_NoiseArray[y * 17 * 17]);
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NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
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idx += 1;
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} // for x
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idx += 1; // Skipping one X column
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} // for z
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} // for y
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}
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void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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PrepareState(a_ChunkX, a_ChunkZ);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int NoiseArrayIdx = x + 17 * z;
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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
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{
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int HeightMapHeight = GetValue(NoiseArrayIdx + 17 * 17 * y, x, z);
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if (y < HeightMapHeight)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int NoiseArrayIdx = x + 17 * z;
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir; y > 0; y--)
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{
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int HeightMapHeight = GetValue(NoiseArrayIdx + 17 * 17 * y, x, z);
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if (y >= HeightMapHeight)
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{
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// "air" part
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LastAir = y;
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if (y < m_SeaLevel)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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HasHadWater = true;
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}
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continue;
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}
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// "ground" part:
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if (LastAir - y > 4)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
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continue;
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}
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if (HasHadWater)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
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}
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} // for y
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
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{
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int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
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int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
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int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
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int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
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cChunkDef::HeightMap Heightmap;
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m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap);
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return cChunkDef::GetHeight(Heightmap, RelX, RelZ);
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}
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int cDistortedHeightmap::GetValue(int a_NoiseArrayIdx, int a_RelX, int a_RelZ)
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{
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int AmpIdx = a_RelX + 17 * a_RelZ;
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NOISE_DATATYPE DistX = m_NoiseArrayX[a_NoiseArrayIdx] * m_DistortAmpX[AmpIdx];
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NOISE_DATATYPE DistZ = m_NoiseArrayZ[a_NoiseArrayIdx] * m_DistortAmpZ[AmpIdx];
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DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX);
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DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ);
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return GetHeightmapAt(DistX, DistZ);
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}
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void cDistortedHeightmap::UpdateDistortAmps(void)
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{
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BiomeNeighbors Biomes;
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for (int z = -1; z <= 1; z++)
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{
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for (int x = -1; x <= 1; x++)
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{
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m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]);
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} // for x
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} // for z
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// Linearly interpolate 4x4 blocks of Amps:
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const int STEPZ = 4; // Must be a divisor of 16
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const int STEPX = 4; // Must be a divisor of 16
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for (int z = 0; z < 17; z += STEPZ)
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{
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for (int x = 0; x < 17; x += STEPX)
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{
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GetDistortAmpsAt(Biomes, x, z, m_DistortAmpX[x + 17 * z], m_DistortAmpZ[x + 17 * z]);
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}
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}
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ArrayLinearInterpolate2D(m_DistortAmpX, 17, 17, STEPX, STEPZ);
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ArrayLinearInterpolate2D(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
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}
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void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ)
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{
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// Sum up how many biomes of each type there are in the neighborhood:
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int BiomeCounts[biNumBiomes];
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memset(BiomeCounts, 0, sizeof(BiomeCounts));
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int Sum = 0;
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for (int z = -8; z <= 8; z++)
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{
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int FinalZ = a_RelZ + z + cChunkDef::Width;
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int IdxZ = FinalZ / cChunkDef::Width;
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int ModZ = FinalZ % cChunkDef::Width;
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int WeightZ = 9 - abs(z);
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for (int x = -8; x <= 8; x++)
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{
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int FinalX = a_RelX + x + cChunkDef::Width;
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int IdxX = FinalX / cChunkDef::Width;
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int ModX = FinalX % cChunkDef::Width;
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EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ);
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if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
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{
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continue;
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}
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int WeightX = 9 - abs(x);
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BiomeCounts[Biome] += WeightX + WeightZ;
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Sum += WeightX + WeightZ;
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} // for x
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} // for z
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if (Sum <= 0)
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{
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// No known biome around? Weird. Return a bogus value:
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ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
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a_DistortAmpX = 16;
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a_DistortAmpZ = 16;
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}
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// For each biome type that has a nonzero count, calc its amps and add it:
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NOISE_DATATYPE AmpX = 0;
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NOISE_DATATYPE AmpZ = 0;
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for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
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{
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AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
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AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
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}
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a_DistortAmpX = AmpX / Sum;
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a_DistortAmpZ = AmpZ / Sum;
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}
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