b4a68e58a9
git-svn-id: http://mc-server.googlecode.com/svn/trunk@301 0a769ca7-a7f5-676a-18bf-c427514a06d6
353 lines
8.9 KiB
C++
353 lines
8.9 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cWorldGenerator.h"
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#include "cNoise.h"
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#include "cWorld.h"
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#include "cChunk.h"
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#include "cGenSettings.h"
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#include "BlockID.h"
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#include "Vector3i.h"
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// An array describing an 8-way neighbor coords deltas
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static struct
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{
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int m_X;
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int m_Z;
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} g_NeighborCoords[] =
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{
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{-1, -1},
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{-1, 0},
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{-1, 1},
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{0, -1},
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{0, 1},
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{1, -1},
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{1, 0},
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{1, 1},
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} ;
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cWorldGenerator::cWorldGenerator(cWorld * a_World) :
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m_World(a_World)
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{
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}
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cWorldGenerator::~cWorldGenerator()
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{
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}
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void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
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{
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GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
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}
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void cWorldGenerator::PostGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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// Check the chunk just generated and all its 8-way neighbors
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CheckNeighbors(a_ChunkX, a_ChunkY, a_ChunkZ);
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for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
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{
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CheckNeighbors(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z);
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} // for i - g_NeighborCoords[]
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}
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void cWorldGenerator::CheckNeighbors(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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if (!m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ))
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{
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return;
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}
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// Check all 8-way neighbors, if they are all valid, generate foliage in this chunk:
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int NumNeighbors = 0;
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for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++)
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{
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if (m_World->IsChunkValid(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z))
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{
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NumNeighbors++;
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}
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} // for i - g_NeighborCoords[]
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if (NumNeighbors == 8)
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{
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GenerateFoliage(a_ChunkX, a_ChunkY, a_ChunkZ);
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}
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}
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static float GetNoise( float x, float y, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
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float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
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float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
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float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
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float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
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flatness *= flatness * flatness;
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return (oct1 + oct2 + oct3) * flatness + height;
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}
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#define PI_2 (1.57079633f)
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static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
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{
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float oct1 = (a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f ))*4;
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oct1 = oct1 * oct1 * oct1;
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if( oct1 < 0.f ) oct1 = PI_2;
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if( oct1 > PI_2 ) oct1 = PI_2;
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return oct1;
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}
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static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
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float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
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oct2 *= oct2;
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oct1 = (1 - (oct1 * oct1 *100)) * oct2;
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//if( oct1 < 0.5f ) oct1 = 0;
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//else oct1 = 1.f;
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return oct1;
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}
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unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
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{
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ASSERT((x < 16) && (x > -1) && (y < 128) && (y > -1) && (z < 16) && (z > -1));
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return y + (z * 128) + (x * 128 * 16);
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}
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void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData)
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{
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const int WATER_LEVEL = 60;
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const int SAND_LEVEL = 3;
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memset(a_BlockData, E_BLOCK_AIR, cChunk::c_BlockDataSize);
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cNoise Noise(m_World->GetWorldSeed());
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for (int z = 0; z < 16; z++)
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{
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const float zz = (float)(a_ChunkZ * 16 + z);
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for (int x = 0; x < 16; x++)
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{
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// Place bedrock on bottom layer
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a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
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const float xx = (float)(a_ChunkX * 16 + x);
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int Height = (int)(GetNoise( xx * 0.05f, zz * 0.05f, Noise ) * 16);
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const int Lower = 64;
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if ( Height + Lower > 127 )
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{
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Height = 127 - Lower;
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}
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if (Height < -63)
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{
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Height = -63;
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}
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const int Top = Lower + Height;
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const float WaveNoise = 1; // m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
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for( int y = 1; y < Top; ++y )
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{
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const float yy = (float)y;
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// V prevent caves from getting too close to the surface
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if( (Top - y > (WaveNoise*2) ) && cosf(GetMarbleNoise( xx, yy*0.5f, zz, Noise )) * fabs( cosf( yy*0.2f + WaveNoise*2 )*0.75f + WaveNoise ) > 0.5f )
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{
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if( y > 4 )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_AIR;
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if( z > 0 ) a_BlockData[ MakeIndex(x, y, z-1) ] = E_BLOCK_AIR;
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if( z < 15 ) a_BlockData[ MakeIndex(x, y, z+1) ] = E_BLOCK_AIR;
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if( x > 0 ) a_BlockData[ MakeIndex(x-1, y, z) ] = E_BLOCK_AIR;
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if( x < 15 ) a_BlockData[ MakeIndex(x+1, y, z) ] = E_BLOCK_AIR;
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}
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else
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_LAVA;
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}
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}
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else if ((y < 61) && (Top - y < SAND_LEVEL ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SAND;
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}
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else if ((y < 61) && (Top - y < 4 ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SANDSTONE;
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}
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else if (Top - y > ((WaveNoise + 1.5f) * 1.5f)) // rock and ores between 1.5 .. 4.5 deep
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{
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if ( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE;
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}
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else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE;
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}
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else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE;
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}
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else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE;
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}
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else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE;
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}
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else
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE;
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}
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}
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else
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
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}
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} // for y
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if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
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{
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// Replace top dirt with grass:
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a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
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}
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else
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{
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// Add water up to the WATER_LEVEL:
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for (int y = Top; y < WATER_LEVEL; ++y )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
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}
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}
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// Generate small foliage (1-block):
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int index = MakeIndex(x, Top - 1, z);
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int TopY = Top - 1;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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if( a_BlockData[index] == E_BLOCK_SAND )
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{
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if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS;
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if ((r1.randInt() & 3) == 3)
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{
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a_BlockData[ MakeIndex(x, TopY + 2, z) ] = E_BLOCK_CACTUS;
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}
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continue;
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}
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}
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else if( a_BlockData[index] == E_BLOCK_GRASS )
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{
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float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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if( val3 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
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}
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else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
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}
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
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}
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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}
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}
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} // for x
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} // for z
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}
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void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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char BlockType[cChunk::c_NumBlocks];
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if (!m_World->GetChunkBlocks(a_ChunkX, a_ChunkY, a_ChunkZ, BlockType))
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{
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LOGWARNING("Cannot generate foliage on chunk [%d, %d]", a_ChunkX, a_ChunkZ);
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return;
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}
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cNoise Noise(m_World->GetWorldSeed());
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for (int z = 0; z < 16; z++)
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{
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int zz = z + a_ChunkZ * 16;
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for (int x = 0; x < 16; x++)
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{
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int xx = x + a_ChunkX * 16;
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int TopY = m_World->GetHeight(xx, zz);
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int index = MakeIndex(x, TopY - 1, z);
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if (BlockType[index] == E_BLOCK_GRASS )
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{
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float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D( xx * 0.01f, zz * 0.01f );
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if ((val1 + val2 > 0.2f) && ((r1.randInt() % 128) > 124))
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{
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m_World->GrowTree( xx, TopY, zz );
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}
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} // if (Grass)
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} // for x
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} // for z
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}
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