445 lines
12 KiB
C++
445 lines
12 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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#include "../LinearUpscale.h"
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/** This table assigns a relative maximum overhang size in each direction to biomes.
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Both numbers indicate a number which will multiply the noise value for each coord;
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this means that you can have different-sized overhangs in each direction.
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Usually you'd want to keep both numbers the same.
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The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible
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due to the way that noise is calculated.
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*/
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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_NoiseDistortX(a_Seed + 1000),
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m_NoiseDistortZ(a_Seed + 2000),
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m_OceanFloorSelect(a_Seed + 3000),
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m_BiomeGen(a_BiomeGen),
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m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
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m_HeightGen(m_UnderlyingHeiGen, 64)
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{
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m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
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m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
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m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
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m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
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m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
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m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
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}
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void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
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{
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if (m_IsInitialized)
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{
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return;
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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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m_IsInitialized = true;
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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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m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights);
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UpdateDistortAmps();
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GenerateHeightArray();
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}
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void cDistortedHeightmap::GenerateHeightArray(void)
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{
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// Generate distortion noise:
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NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z];
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NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z];
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NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z];
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NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX;
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY;
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NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ;
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m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
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m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
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// The distorted heightmap, before linear upscaling
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NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z];
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// Distort the heightmap using the distortion:
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for (int z = 0; z < DIM_Z; z++)
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{
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int AmpIdx = z * DIM_X;
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for (int y = 0; y < DIM_Y; y++)
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{
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int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X;
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for (int x = 0; x < DIM_X; x++)
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{
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NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x];
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NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x];
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DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X);
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DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z);
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// Adding 0.5 helps alleviate the interpolation artifacts
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DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
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}
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}
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}
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// Upscale the distorted heightmap into full dimensions:
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LinearUpscale3DArray(
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DistHei, DIM_X, DIM_Y, DIM_Z,
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m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z
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);
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// DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ));
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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 * 257 * 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 = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
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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::InitializeHeightGen(cIniFile & a_IniFile)
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{
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Initialize(a_IniFile);
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}
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void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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// Frequencies for the ocean floor selecting noise:
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NOISE_DATATYPE FrequencyX = 3;
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NOISE_DATATYPE FrequencyZ = 3;
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// Prepare the internal state for generating this chunk:
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PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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// Compose:
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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 * 257 * 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 - 1; y > 0; y--)
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{
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int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
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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 (y < LastAir - 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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// Decide between clay, sand and dirt
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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if (Val < -0.95)
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{
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// Clay:
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switch (LastAir - y)
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{
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case 0:
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case 1:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY);
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break;
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}
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case 2:
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case 3:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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break;
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}
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case 4:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE);
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break;
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}
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} // switch (floor depth)
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}
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else if (Val < 0)
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{
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a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : 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, E_BLOCK_DIRT);
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}
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}
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else
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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case biOcean:
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case biPlains:
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case biExtremeHills:
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case biForest:
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case biTaiga:
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case biSwampland:
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case biRiver:
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case biFrozenOcean:
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case biFrozenRiver:
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case biIcePlains:
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case biIceMountains:
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case biForestHills:
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case biTaigaHills:
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case biExtremeHillsEdge:
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case biJungle:
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case biJungleHills:
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{
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a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
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break;
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}
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case biDesertHills:
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case biDesert:
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case biBeach:
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{
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a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
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break;
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}
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case biMushroomIsland:
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case biMushroomShore:
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{
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a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT);
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break;
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}
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}
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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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void cDistortedHeightmap::InitializeCompoGen(cIniFile & a_IniFile)
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{
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Initialize(a_IniFile);
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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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// If we're withing the same chunk, return the pre-cached heightmap:
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if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
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{
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return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ);
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}
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// Ask the cache:
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HEIGHTTYPE res = 0;
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if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res))
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{
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// The height was in the cache
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return res;
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}
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// The height is not in the cache, generate full heightmap and get it there:
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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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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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for (int z = 0; z < DIM_Z; z++)
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{
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for (int x = 0; x < DIM_Z; x++)
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{
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GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]);
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}
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}
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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 (unsigned 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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