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Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cpp

New generators should inherit cWorldGenerator and implement their own generation algorithms

git-svn-id: http://mc-server.googlecode.com/svn/trunk@117 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth 2011-12-26 02:39:43 +00:00
parent a85ea1c9ac
commit 537e1afcb1
6 changed files with 285 additions and 251 deletions

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@ -278,6 +278,7 @@
<ClCompile Include="..\Source\cWebPlugin.cpp" />
<ClCompile Include="..\source\cWindow.cpp" />
<ClCompile Include="..\source\cWolf.cpp" />
<ClCompile Include="..\source\cWorldGenerator.cpp" />
<ClCompile Include="..\source\cZombie.cpp" />
<ClCompile Include="..\source\cZombiepigman.cpp" />
<ClCompile Include="..\Source\ManualBindings.cpp" />
@ -425,6 +426,7 @@
<ClInclude Include="..\source\cWindow.h" />
<ClInclude Include="..\source\cWindowOwner.h" />
<ClInclude Include="..\source\cWolf.h" />
<ClInclude Include="..\source\cWorldGenerator.h" />
<ClInclude Include="..\source\cZombie.h" />
<ClInclude Include="..\source\cZombiepigman.h" />
<ClInclude Include="..\source\Endianness.h" />

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@ -421,6 +421,9 @@
<Filter Include="Packets\cPacket_PlayerListItem">
<UniqueIdentifier>{b690d7b6-3697-4d91-bab3-21fd652986be}</UniqueIdentifier>
</Filter>
<Filter Include="cWorldGenerator">
<UniqueIdentifier>{72727ea7-779f-439e-8f30-53bd6985c9e7}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\source\cServer.cpp">
@ -841,6 +844,9 @@
<ClCompile Include="..\source\packets\cPacket_PlayerListItem.cpp">
<Filter>Packets\cPacket_PlayerListItem</Filter>
</ClCompile>
<ClCompile Include="..\source\cWorldGenerator.cpp">
<Filter>cWorldGenerator</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\source\cServer.h">
@ -1296,6 +1302,9 @@
<ClInclude Include="..\source\packets\cPacket_PlayerListItem.h">
<Filter>Packets\cPacket_PlayerListItem</Filter>
</ClInclude>
<ClInclude Include="..\source\cWorldGenerator.h">
<Filter>cWorldGenerator</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\source\AllToLua.pkg">

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@ -28,10 +28,9 @@
#include "cNoise.h"
#include "cRoot.h"
#include "cCriticalSection.h"
#include "cWorldGenerator.h"
#include "cBlockToPickup.h"
#include "cGenSettings.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_PreChunk.h"
#include "packets/cPacket_BlockChange.h"
@ -133,8 +132,8 @@ void cChunk::Initialize()
// Clear memory
memset( m_BlockData, 0x00, c_BlockDataSize );
GenerateTerrain();
GenerateFoliage();
cWorldGenerator Generator;
Generator.GenerateChunk( this );
CalculateHeightmap();
CalculateLighting();
@ -718,238 +717,6 @@ void cChunk::SpreadLight(char* a_LightBuffer)
if( bCalcBack ) m_World->ReSpreadLighting( BackChunk );
}
float GetNoise( float x, float y, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
flatness *= flatness * flatness;
return (oct1 + oct2 + oct3) * flatness + height;
}
#define PI_2 (1.57079633f)
float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = (a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f ))*4;
oct1 = oct1 * oct1 * oct1;
if( oct1 < 0.f ) oct1 = PI_2;
if( oct1 > PI_2 ) oct1 = PI_2;
return oct1;
}
float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
oct2 *= oct2;
oct1 = (1 - (oct1 * oct1 *100)) * oct2;
//if( oct1 < 0.5f ) oct1 = 0;
//else oct1 = 1.f;
return oct1;
}
void cChunk::GenerateTerrain()
{
//const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
/*
const ENUM_BLOCK_ID GrassID = E_BLOCK_AIR;
const ENUM_BLOCK_ID DirtID = E_BLOCK_AIR;
const ENUM_BLOCK_ID StoneID = E_BLOCK_AIR;
const ENUM_BLOCK_ID SandID = E_BLOCK_AIR;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
const ENUM_BLOCK_ID LavaID = E_BLOCK_AIR;
const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
*/
cNoise m_Noise( m_World->GetWorldSeed() );
for(int z = 0; z < 16; z++)
{
const float zz = (float)(m_PosZ*16 + z);
for(int x = 0; x < 16; x++)
{
// Place bedrock on bottom layer
m_BlockType[ MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
const float xx = (float)(m_PosX*16 + x);
int Height = (int)(GetNoise( xx*0.05f, zz*0.05f, m_Noise )*16);
const int Lower = 64;
if( Height+Lower > 127 ) Height = 127-Lower;
const int Top = Lower+Height;
const float WaveNoise = 1;//m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
for( int y = 1; y < Top; ++y )
{
const float yy = (float)y;
// V prevent caves from getting too close to the surface
if( (Top - y > (WaveNoise*2) ) && cosf(GetMarbleNoise( xx, yy*0.5f, zz, m_Noise )) * fabs( cosf( yy*0.2f + WaveNoise*2 )*0.75f + WaveNoise ) > 0.5f )
{
if( y > 4 )
{
m_BlockType[ MakeIndex(x, y, z) ] = CaveID;
if( z > 0 ) m_BlockType[ MakeIndex(x, y, z-1) ] = CaveID;
if( z < 15 ) m_BlockType[ MakeIndex(x, y, z+1) ] = CaveID;
if( x > 0 ) m_BlockType[ MakeIndex(x-1, y, z) ] = CaveID;
if( x < 15 ) m_BlockType[ MakeIndex(x+1, y, z) ] = CaveID;
}
else
{
m_BlockType[ MakeIndex(x, y, z) ] = LavaID;
}
}
else if( y < 61 && Top - y < 3 )
m_BlockType[ MakeIndex(x, y, z) ] = SandID;
else if( y < 61 && Top - y < 4 )
m_BlockType[ MakeIndex(x, y, z) ] = SandStoneID;
else if( Top - y > ((WaveNoise+1.5f)*1.5f) ) // rock and ores between 1.5 .. 4.5 deep
{
if( GetOreNoise( xx, yy, zz, m_Noise ) > 0.5f )
m_BlockType[ MakeIndex(x, y, z) ] = CoalID;
else if( GetOreNoise( xx, yy+100.f, zz, m_Noise ) > 0.6f )
m_BlockType[ MakeIndex(x, y, z) ] = IronID;
else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, m_Noise ) > 0.6f )
m_BlockType[ MakeIndex(x, y, z) ] = RedID;
else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, m_Noise ) > 0.75f )
m_BlockType[ MakeIndex(x, y, z) ] = DiamondID;
else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, m_Noise ) > 0.75f )
m_BlockType[ MakeIndex(x, y, z) ] = GoldID;
else
m_BlockType[ MakeIndex(x, y, z) ] = StoneID;
}
else
m_BlockType[ MakeIndex(x, y, z) ] = DirtID;
}
for( int y = Lower+Height; y < 60; ++y )
{
m_BlockType[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
}
}
}
}
void cChunk::GenerateFoliage()
{
const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
cNoise m_Noise( m_World->GetWorldSeed() );
for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
{
// Find top most Y
int TopY = -1;
for(int y = 127; y > 0; y--)
{
int index = MakeIndex( x, y, z );
if( m_BlockType[index] != E_BLOCK_AIR )
{
TopY = y;
break;
}
}
if( TopY > 0 )
{
// Change top dirt into grass and prevent sand from floating over caves
int index = MakeIndex( x, TopY, z );
int index1 = MakeIndex( x, TopY-1, z );
int index2 = MakeIndex( x, TopY-2, z );
int index3 = MakeIndex( x, TopY-3, z );
int index4 = MakeIndex( x, TopY-4, z );
int index5 = MakeIndex( x, TopY-5, z );
if( m_BlockType[index] == SandID ) {
if( m_BlockType[index1] == CaveID ) {
m_BlockType[ index ] = (char)SandStoneID;
} else if( m_BlockType[index2] == CaveID ) {
m_BlockType[ index1 ] = (char)SandStoneID;
} else if( m_BlockType[index3] == CaveID ) {
m_BlockType[ index2 ] = (char)SandStoneID;
} else if( m_BlockType[index4] == CaveID ) {
m_BlockType[ index3 ] = (char)SandStoneID;
} else if( m_BlockType[index5] == CaveID ) {
m_BlockType[ index4 ] = (char)SandStoneID;
}
}
if( m_BlockType[index] == DirtID )
{
m_BlockType[ index ] = (char)GrassID;
}
// Plant sum trees
{
int xx = x + m_PosX*16;
// int yy = TopY;
int zz = z + m_PosZ*16;
float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
if( m_BlockType[index] == SandID )
{
if( (val1 + val2 > 0.f) && (rand()%128) > 124 && m_BlockType[index] == E_BLOCK_SAND )
{
m_BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
if( (rand() & 3) == 3 )
{
m_BlockType[ MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
}
continue;
}
}
else if( m_BlockType[index] == GrassID )
{
float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
if( val1 + val2 > 0.2f && (rand()%128) > 124 )
m_World->GrowTree( xx, TopY, zz );
else if( val3 > 0.2f && (rand()%128) > 124 )
m_BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
else if( val4 > 0.2f && (rand()%128) > 124 )
m_BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
m_BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
m_BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
}
}
}
}
void cChunk::AsyncUnload( cClientHandle* a_Client )
{
m_pState->m_UnloadQuery.remove( a_Client ); // Make sure this client is only in the list once

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@ -80,15 +80,14 @@ public:
void PositionToWorldPosition(int a_ChunkX, int a_ChunkY, int a_ChunkZ, int & a_X, int & a_Y, int & a_Z);
void AddTickBlockEntity( cFurnaceEntity* a_Entity );
//{
// m_TickBlockEntities.remove( a_Entity );
// m_TickBlockEntities.push_back( a_Entity );
//}
void RemoveTickBlockEntity( cFurnaceEntity* a_Entity );
//{
// m_TickBlockEntities.remove( a_Entity );
//}
inline static unsigned int cChunk::MakeIndex(int x, int y, int z )
{
if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
return y + (z * 128) + (x * 128 * 16);
return 0;
}
static const int c_NumBlocks = 16*128*16;
static const int c_BlockDataSize = c_NumBlocks * 2 + (c_NumBlocks/2); // 2.5 * numblocks
@ -111,13 +110,6 @@ private:
void CreateBlockEntities();
inline unsigned int cChunk::MakeIndex(int x, int y, int z )
{
if( x < 16 && x > -1 && y < 128 && y > -1 && z < 16 && z > -1 )
return y + (z * 128) + (x * 128 * 16);
return 0;
}
bool m_bCalculateLighting;
bool m_bCalculateHeightmap;

247
source/cWorldGenerator.cpp Normal file
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@ -0,0 +1,247 @@
#include "cWorldGenerator.h"
#include "cNoise.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cGenSettings.h"
#include "BlockID.h"
#include "Vector3i.h"
cWorldGenerator::cWorldGenerator()
{
}
cWorldGenerator::~cWorldGenerator()
{
}
void cWorldGenerator::GenerateChunk( cChunk* a_Chunk )
{
GenerateTerrain( a_Chunk );
GenerateFoliage( a_Chunk );
}
static float GetNoise( float x, float y, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
flatness *= flatness * flatness;
return (oct1 + oct2 + oct3) * flatness + height;
}
#define PI_2 (1.57079633f)
static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = (a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f ))*4;
oct1 = oct1 * oct1 * oct1;
if( oct1 < 0.f ) oct1 = PI_2;
if( oct1 > PI_2 ) oct1 = PI_2;
return oct1;
}
static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
oct2 *= oct2;
oct1 = (1 - (oct1 * oct1 *100)) * oct2;
//if( oct1 < 0.5f ) oct1 = 0;
//else oct1 = 1.f;
return oct1;
}
void cWorldGenerator::GenerateTerrain( cChunk* a_Chunk )
{
Vector3i ChunkPos( a_Chunk->GetPosX(), a_Chunk->GetPosY(), a_Chunk->GetPosZ() );
char* BlockType = a_Chunk->pGetType();
//const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
cNoise Noise( a_Chunk->GetWorld()->GetWorldSeed() );
for(int z = 0; z < 16; z++)
{
const float zz = (float)(ChunkPos.z*16 + z);
for(int x = 0; x < 16; x++)
{
// Place bedrock on bottom layer
BlockType[ cChunk::MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
const float xx = (float)(ChunkPos.x*16 + x);
int Height = (int)(GetNoise( xx*0.05f, zz*0.05f, Noise )*16);
const int Lower = 64;
if( Height+Lower > 127 ) Height = 127-Lower;
const int Top = Lower+Height;
const float WaveNoise = 1;//m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
for( int y = 1; y < Top; ++y )
{
const float yy = (float)y;
// V prevent caves from getting too close to the surface
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 )
{
if( y > 4 )
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = CaveID;
if( z > 0 ) BlockType[ cChunk::MakeIndex(x, y, z-1) ] = CaveID;
if( z < 15 ) BlockType[ cChunk::MakeIndex(x, y, z+1) ] = CaveID;
if( x > 0 ) BlockType[ cChunk::MakeIndex(x-1, y, z) ] = CaveID;
if( x < 15 ) BlockType[ cChunk::MakeIndex(x+1, y, z) ] = CaveID;
}
else
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = LavaID;
}
}
else if( y < 61 && Top - y < 3 )
BlockType[ cChunk::MakeIndex(x, y, z) ] = SandID;
else if( y < 61 && Top - y < 4 )
BlockType[ cChunk::MakeIndex(x, y, z) ] = SandStoneID;
else if( Top - y > ((WaveNoise+1.5f)*1.5f) ) // rock and ores between 1.5 .. 4.5 deep
{
if( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = CoalID;
else if( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = IronID;
else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, Noise ) > 0.6f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = RedID;
else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, Noise ) > 0.75f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = DiamondID;
else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, Noise ) > 0.75f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = GoldID;
else
BlockType[ cChunk::MakeIndex(x, y, z) ] = StoneID;
}
else
BlockType[ cChunk::MakeIndex(x, y, z) ] = DirtID;
}
for( int y = Lower+Height; y < 60; ++y )
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
}
}
}
}
void cWorldGenerator::GenerateFoliage( cChunk* a_Chunk )
{
const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
int PosX = a_Chunk->GetPosX();
int PosZ = a_Chunk->GetPosZ();
cWorld* World = a_Chunk->GetWorld();
cNoise m_Noise( World->GetWorldSeed() );
char* BlockType = a_Chunk->pGetType();
for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
{
// Find top most Y
int TopY = -1;
for(int y = 127; y > 0; y--)
{
int index = cChunk::MakeIndex( x, y, z );
if( BlockType[index] != E_BLOCK_AIR )
{
TopY = y;
break;
}
}
if( TopY > 0 )
{
// Change top dirt into grass and prevent sand from floating over caves
int index = cChunk::MakeIndex( x, TopY, z );
int index1 = cChunk::MakeIndex( x, TopY-1, z );
int index2 = cChunk::MakeIndex( x, TopY-2, z );
int index3 = cChunk::MakeIndex( x, TopY-3, z );
int index4 = cChunk::MakeIndex( x, TopY-4, z );
int index5 = cChunk::MakeIndex( x, TopY-5, z );
if( BlockType[index] == SandID ) {
if( BlockType[index1] == CaveID ) {
BlockType[ index ] = (char)SandStoneID;
} else if( BlockType[index2] == CaveID ) {
BlockType[ index1 ] = (char)SandStoneID;
} else if( BlockType[index3] == CaveID ) {
BlockType[ index2 ] = (char)SandStoneID;
} else if( BlockType[index4] == CaveID ) {
BlockType[ index3 ] = (char)SandStoneID;
} else if( BlockType[index5] == CaveID ) {
BlockType[ index4 ] = (char)SandStoneID;
}
}
if( BlockType[index] == DirtID )
{
BlockType[ index ] = (char)GrassID;
}
// Plant sum trees
{
int xx = x + PosX*16;
int zz = z + PosZ*16;
float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
if( BlockType[index] == SandID )
{
if( (val1 + val2 > 0.f) && (rand()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
{
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
if( (rand() & 3) == 3 )
{
BlockType[ cChunk::MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
}
continue;
}
}
else if( BlockType[index] == GrassID )
{
float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
if( val1 + val2 > 0.2f && (rand()%128) > 124 )
World->GrowTree( xx, TopY, zz );
else if( val3 > 0.2f && (rand()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
else if( val4 > 0.2f && (rand()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
else if( val1+val2+val3+val4 > 0.2f && (rand()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
}
}
}
}

17
source/cWorldGenerator.h Normal file
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@ -0,0 +1,17 @@
#pragma once
class cChunk;
class cWorldGenerator
{
public:
cWorldGenerator();
~cWorldGenerator();
virtual void GenerateChunk( cChunk* a_Chunk );
protected:
virtual void GenerateTerrain( cChunk* a_Chunk );
virtual void GenerateFoliage( cChunk* a_Chunk );
};