b4697ab9db
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1286 0a769ca7-a7f5-676a-18bf-c427514a06d6
507 lines
14 KiB
C++
507 lines
14 KiB
C++
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// StructGen.h
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#include "Globals.h"
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#include "StructGen.h"
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#include "../BlockID.h"
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#include "Trees.h"
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#include "../BlockArea.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenOreNests configuration:
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const int MAX_HEIGHT_COAL = 127;
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const int NUM_NESTS_COAL = 50;
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const int NEST_SIZE_COAL = 10;
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const int MAX_HEIGHT_IRON = 64;
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const int NUM_NESTS_IRON = 14;
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const int NEST_SIZE_IRON = 6;
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const int MAX_HEIGHT_REDSTONE = 16;
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const int NUM_NESTS_REDSTONE = 4;
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const int NEST_SIZE_REDSTONE = 6;
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const int MAX_HEIGHT_GOLD = 32;
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const int NUM_NESTS_GOLD = 2;
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const int NEST_SIZE_GOLD = 6;
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const int MAX_HEIGHT_DIAMOND = 15;
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const int NUM_NESTS_DIAMOND = 1;
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const int NEST_SIZE_DIAMOND = 4;
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const int MAX_HEIGHT_LAPIS = 30;
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const int NUM_NESTS_LAPIS = 2;
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const int NEST_SIZE_LAPIS = 5;
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const int MAX_HEIGHT_DIRT = 127;
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const int NUM_NESTS_DIRT = 20;
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const int NEST_SIZE_DIRT = 32;
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const int MAX_HEIGHT_GRAVEL = 70;
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const int NUM_NESTS_GRAVEL = 15;
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const int NEST_SIZE_GRAVEL = 32;
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template <typename T> T Clamp(T a_Value, T a_Min, T a_Max)
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{
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return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
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}
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static bool SortTreeBlocks(const sSetBlock & a_First, const sSetBlock & a_Second)
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{
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return (a_First.BlockType == E_BLOCK_LOG) && (a_Second.BlockType != E_BLOCK_LOG);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenTrees:
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void cStructGenTrees::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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cChunkDesc WorkerDesc(ChunkX, ChunkZ);
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// Generate trees:
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for (int x = 0; x <= 2; x++)
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{
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int BaseX = ChunkX + x - 1;
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for (int z = 0; z <= 2; z++)
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{
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int BaseZ = ChunkZ + z - 1;
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cChunkDesc * Dest;
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if ((x != 1) || (z != 1))
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{
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Dest = &WorkerDesc;
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WorkerDesc.SetChunkCoords(BaseX, BaseZ);
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m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
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m_HeightGen->GenHeightMap (BaseX, BaseZ, WorkerDesc.GetHeightMap());
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m_CompositionGen->ComposeTerrain(WorkerDesc);
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// TODO: Free the entity lists
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}
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else
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{
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Dest = &a_ChunkDesc;
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}
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int NumTrees = GetNumTrees(BaseX, BaseZ, Dest->GetBiomeMap());
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sSetBlockVector OutsideLogs, OutsideOther;
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for (int i = 0; i < NumTrees; i++)
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{
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GenerateSingleTree(BaseX, BaseZ, i, *Dest, OutsideLogs, OutsideOther);
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}
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sSetBlockVector IgnoredOverflow;
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IgnoredOverflow.reserve(OutsideOther.size());
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ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideOther, IgnoredOverflow);
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IgnoredOverflow.clear();
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IgnoredOverflow.reserve(OutsideLogs.size());
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ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideLogs, IgnoredOverflow);
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} // for z
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} // for x
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// Update the heightmap:
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = cChunkDef::Height - 1; y >= 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetHeight(x, z, y);
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break;
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}
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} // for y
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} // for z
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} // for x
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}
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void cStructGenTrees::GenerateSingleTree(
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int a_ChunkX, int a_ChunkZ, int a_Seq,
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cChunkDesc & a_ChunkDesc,
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sSetBlockVector & a_OutsideLogs,
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sSetBlockVector & a_OutsideOther
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)
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{
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int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
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int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
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int Height = a_ChunkDesc.GetHeight(x, z);
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if ((Height <= 0) || (Height > 240))
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{
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return;
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}
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// Check the block underneath the tree:
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BLOCKTYPE TopBlock = a_ChunkDesc.GetBlockType(x, Height, z);
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if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_FARMLAND))
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{
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return;
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}
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sSetBlockVector TreeLogs, TreeOther;
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GetTreeImageByBiome(
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a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
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m_Noise, a_Seq,
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a_ChunkDesc.GetBiome(x, z),
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TreeLogs, TreeOther
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);
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// Check if the generated image fits the terrain. Only the logs are checked:
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for (sSetBlockVector::const_iterator itr = TreeLogs.begin(); itr != TreeLogs.end(); ++itr)
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{
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if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ))
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{
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// Outside the chunk
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continue;
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}
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BLOCKTYPE Block = a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z);
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switch (Block)
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{
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CASE_TREE_ALLOWED_BLOCKS:
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{
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break;
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}
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default:
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{
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// There's something in the way, abort this tree altogether
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return;
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}
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}
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}
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ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther);
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ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
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}
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void cStructGenTrees::ApplyTreeImage(
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int a_ChunkX, int a_ChunkZ,
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cChunkDesc & a_ChunkDesc,
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const sSetBlockVector & a_Image,
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sSetBlockVector & a_Overflow
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)
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{
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// Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
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for (sSetBlockVector::const_iterator itr = a_Image.begin(), end = a_Image.end(); itr != end; ++itr)
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{
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if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
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{
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// Inside this chunk, integrate into a_ChunkDesc:
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switch (a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z))
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{
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case E_BLOCK_LEAVES:
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{
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if (itr->BlockType != E_BLOCK_LOG)
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{
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break;
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}
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// fallthrough:
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}
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CASE_TREE_OVERWRITTEN_BLOCKS:
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{
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a_ChunkDesc.SetBlockTypeMeta(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
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break;
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}
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} // switch (GetBlock())
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continue;
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}
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// Outside the chunk, push into a_Overflow.
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// Don't check if already present there, by separating logs and others we don't need the checks anymore:
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a_Overflow.push_back(*itr);
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}
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}
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int cStructGenTrees::GetNumTrees(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BiomeMap & a_Biomes
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)
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{
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int NumTrees = 0;
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for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
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{
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int Add = 0;
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switch (cChunkDef::GetBiome(a_Biomes, x, z))
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{
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case biPlains: Add = 1; break;
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case biExtremeHills: Add = 3; break;
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case biForest: Add = 30; break;
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case biTaiga: Add = 30; break;
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case biSwampland: Add = 8; break;
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case biIcePlains: Add = 1; break;
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case biIceMountains: Add = 1; break;
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case biMushroomIsland: Add = 3; break;
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case biMushroomShore: Add = 3; break;
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case biForestHills: Add = 20; break;
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case biTaigaHills: Add = 20; break;
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case biExtremeHillsEdge: Add = 5; break;
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case biJungle: Add = 120; break;
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case biJungleHills: Add = 90; break;
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}
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NumTrees += Add;
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}
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return NumTrees / 1024;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenOreNests:
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void cStructGenOreNests::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_COAL_ORE, MAX_HEIGHT_COAL, NUM_NESTS_COAL, NEST_SIZE_COAL, BlockTypes, 1);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_IRON_ORE, MAX_HEIGHT_IRON, NUM_NESTS_IRON, NEST_SIZE_IRON, BlockTypes, 2);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, BlockTypes, 3);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_GOLD_ORE, MAX_HEIGHT_GOLD, NUM_NESTS_GOLD, NEST_SIZE_GOLD, BlockTypes, 4);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIAMOND_ORE, MAX_HEIGHT_DIAMOND, NUM_NESTS_DIAMOND, NEST_SIZE_DIAMOND, BlockTypes, 5);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_LAPIS_ORE, MAX_HEIGHT_LAPIS, NUM_NESTS_LAPIS, NEST_SIZE_LAPIS, BlockTypes, 6);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_DIRT, MAX_HEIGHT_DIRT, NUM_NESTS_DIRT, NEST_SIZE_DIRT, BlockTypes, 10);
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GenerateOre(ChunkX, ChunkZ, E_BLOCK_GRAVEL, MAX_HEIGHT_GRAVEL, NUM_NESTS_GRAVEL, NEST_SIZE_GRAVEL, BlockTypes, 11);
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}
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void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq)
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{
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// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
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// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
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// Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
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for (int i = 0; i < a_NumNests; i++)
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{
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int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
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int BaseX = rnd % cChunkDef::Width;
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rnd /= cChunkDef::Width;
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int BaseZ = rnd % cChunkDef::Width;
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rnd /= cChunkDef::Width;
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int BaseY = rnd % a_MaxHeight;
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rnd /= a_MaxHeight;
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int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1/4 larger
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int Num = 0;
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while (Num < NestSize)
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{
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// Put a cuboid around [BaseX, BaseY, BaseZ]
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int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
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int xsize = rnd % 2;
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int ysize = (rnd / 4) % 2;
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int zsize = (rnd / 16) % 2;
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rnd >>= 8;
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for (int x = xsize; x >= 0; --x)
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{
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int BlockX = BaseX + x;
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if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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for (int y = ysize; y >= 0; --y)
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{
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int BlockY = BaseY + y;
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if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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for (int z = zsize; z >= 0; --z)
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{
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int BlockZ = BaseZ + z;
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if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
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{
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Num++; // So that the cycle finishes even if the base coords wander away from the chunk
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continue;
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}
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int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
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if (a_BlockTypes[Index] == E_BLOCK_STONE)
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{
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a_BlockTypes[Index] = a_OreType;
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}
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Num++;
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} // for z
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} // for y
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} // for x
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// Move the base to a neighbor voxel
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switch (rnd % 4)
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{
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case 0: BaseX--; break;
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case 1: BaseX++; break;
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}
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switch ((rnd >> 3) % 4)
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{
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case 0: BaseY--; break;
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case 1: BaseY++; break;
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}
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switch ((rnd >> 6) % 4)
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{
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case 0: BaseZ--; break;
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case 1: BaseZ++; break;
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}
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} // while (Num < NumBlocks)
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} // for i - NumNests
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenLakes:
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void cStructGenLakes::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
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{
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cBlockArea Lake;
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CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
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int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
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int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
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// Merge the lake into the current data
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a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake);
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} // for x, z - neighbor chunks
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}
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void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake)
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{
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a_Lake.Create(16, 8, 16);
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a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
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// Find the maximum height in this chunk:
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cChunkDef::HeightMap HeightMap;
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m_HeiGen.GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
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HEIGHTTYPE MaxHeight = HeightMap[0];
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for (int i = 1; i < ARRAYCOUNT(HeightMap); i++)
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{
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if (HeightMap[i] > MaxHeight)
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{
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MaxHeight = HeightMap[i];
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}
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}
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// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height
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int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
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// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
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int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
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Rnd >>= 12;
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// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
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int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
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Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
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// Random height [0 .. MaxHeight] with preference to center heights
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int HeightY = (((Rnd & 0x1ff) % (MaxHeight + 1)) + (((Rnd >> 9) & 0x1ff) % (MaxHeight + 1))) / 2;
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a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
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// Hollow out a few bubbles inside the blockarea:
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int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles
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BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
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for (int i = 0; i < NumBubbles; i++)
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{
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int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
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const int BubbleR = 2 + (Rnd & 0x03); // 2 .. 5
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const int Range = 16 - 2 * BubbleR;
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const int BubbleX = BubbleR + (Rnd % Range);
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Rnd >>= 4;
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const int BubbleY = 4 + (Rnd & 0x01); // 4 .. 5
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Rnd >>= 1;
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const int BubbleZ = BubbleR + (Rnd % Range);
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Rnd >>= 4;
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const int HalfR = BubbleR / 2; // 1 .. 2
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const int RSquared = BubbleR * BubbleR;
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for (int y = -HalfR; y <= HalfR; y++)
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{
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// BubbleY + y is in the [0, 7] bounds
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int DistY = 4 * y * y / 3;
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int IdxY = (BubbleY + y) * 16 * 16;
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for (int z = -BubbleR; z <= BubbleR; z++)
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{
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int DistYZ = DistY + z * z;
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if (DistYZ >= RSquared)
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{
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continue;
|
|
}
|
|
int IdxYZ = BubbleX + IdxY + (BubbleZ + z) * 16;
|
|
for (int x = -BubbleR; x <= BubbleR; x++)
|
|
{
|
|
if (x * x + DistYZ < RSquared)
|
|
{
|
|
BlockTypes[x + IdxYZ] = E_BLOCK_AIR;
|
|
}
|
|
} // for x
|
|
} // for z
|
|
} // for y
|
|
} // for i - bubbles
|
|
|
|
// Turn air in the bottom half into liquid:
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
|
|
{
|
|
if (BlockTypes[x + z * 16 + y * 16 * 16] == E_BLOCK_AIR)
|
|
{
|
|
BlockTypes[x + z * 16 + y * 16 * 16] = m_Fluid;
|
|
}
|
|
} // for z, x
|
|
} // for y
|
|
|
|
// TODO: Turn sponge next to lava into stone
|
|
|
|
// a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ));
|
|
}
|
|
|
|
|
|
|
|
|