Got rid of yet another unused variable.
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c1880e1162
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@ -55,7 +55,7 @@ struct cCaveDefPoint
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int m_BlockY;
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int m_BlockZ;
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int m_Radius;
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cCaveDefPoint(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Radius) :
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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@ -78,22 +78,22 @@ class cCaveTunnel
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int m_MinBlockX, m_MaxBlockX;
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int m_MinBlockY, m_MaxBlockY;
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int m_MinBlockZ, m_MaxBlockZ;
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/// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise
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void Randomize(cNoise & a_Noise);
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/// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short)
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bool RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst);
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/// Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true
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void Smooth(void);
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/// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block
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void FinishLinear(void);
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/// Calculates the bounding box of the points present
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void CalcBoundingBox(void);
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public:
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cCaveDefPoints m_Points;
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@ -102,14 +102,14 @@ public:
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int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius,
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cNoise & a_Noise
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);
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/// Carves the tunnel into the chunk specified
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void ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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);
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#ifdef _DEBUG
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AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const;
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#endif // _DEBUG
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@ -128,17 +128,17 @@ public:
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// The generating block position; is read directly in cStructGenWormNestCaves::GetCavesForChunk()
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int m_BlockX;
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int m_BlockZ;
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cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise);
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~cCaveSystem();
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/// Carves the cave system into the chunk specified
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void ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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);
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#ifdef _DEBUG
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AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const;
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#endif // _DEBUG
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@ -146,15 +146,15 @@ public:
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protected:
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int m_Size;
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cCaveTunnels m_Tunnels;
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void Clear(void);
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/// Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments]
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void GenerateTunnelsFromPoint(
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int a_OriginX, int a_OriginY, int a_OriginZ,
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int a_OriginX, int a_OriginY, int a_OriginZ,
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cNoise & a_Noise, int a_Segments
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);
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/// Returns a radius based on the location provided.
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int GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ);
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} ;
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@ -174,19 +174,19 @@ cCaveTunnel::cCaveTunnel(
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{
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m_Points.push_back(cCaveDefPoint(a_BlockStartX, a_BlockStartY, a_BlockStartZ, a_StartRadius));
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m_Points.push_back(cCaveDefPoint(a_BlockEndX, a_BlockEndY, a_BlockEndZ, a_EndRadius));
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if ((a_BlockStartY <= 0) && (a_BlockEndY <= 0))
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{
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// Don't bother detailing this cave, it's under the world anyway
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return;
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}
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Randomize(a_Noise);
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Smooth();
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// We know that the linear finishing won't affect the bounding box, so let's calculate it now, as we have less data:
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CalcBoundingBox();
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FinishLinear();
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}
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@ -308,7 +308,7 @@ void cCaveTunnel::FinishLinear(void)
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// For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints
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cCaveDefPoints Pts;
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std::swap(Pts, m_Points);
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m_Points.reserve(Pts.size() * 3);
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int PrevX = Pts.front().m_BlockX;
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int PrevY = Pts.front().m_BlockY;
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@ -324,7 +324,6 @@ void cCaveTunnel::FinishLinear(void)
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int sx = (PrevX < x1) ? 1 : -1;
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int sy = (PrevY < y1) ? 1 : -1;
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int sz = (PrevZ < z1) ? 1 : -1;
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int err = dx - dz;
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int R = itr->m_Radius;
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if (dx >= std::max(dy, dz)) // x dominant
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@ -418,7 +417,7 @@ void cCaveTunnel::FinishLinear(void)
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PrevY += sy;
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yd -= dz;
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}
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// move along z
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PrevZ += sz;
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xd += dx;
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@ -453,8 +452,8 @@ void cCaveTunnel::CalcBoundingBox(void)
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void cCaveTunnel::ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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)
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{
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@ -485,7 +484,7 @@ void cCaveTunnel::ProcessChunk(
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// Cannot intersect, bail out early
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continue;
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}
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// Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom:
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int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc
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int DifY = itr->m_BlockY;
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@ -493,7 +492,7 @@ void cCaveTunnel::ProcessChunk(
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int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1);
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int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height));
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int SqRad = itr->m_Radius * itr->m_Radius;
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for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
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for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int y = Bottom; y <= Top; y++)
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{
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@ -527,9 +526,9 @@ void cCaveTunnel::ProcessChunk(
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} // for y
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} // for x, z
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} // for itr - m_Points[]
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/*
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#ifdef _DEBUG
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#ifdef _DEBUG
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// For debugging purposes, outline the shape of the cave using glowstone, *after* carving the entire cave:
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for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr)
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{
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@ -587,7 +586,7 @@ cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, in
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int OriginX = a_BlockX + (a_Noise.IntNoise3DInt(13 * a_BlockX, 17 * a_BlockZ, 11 * i) / 19) % a_MaxOffset;
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int OriginZ = a_BlockZ + (a_Noise.IntNoise3DInt(17 * a_BlockX, 13 * a_BlockZ, 11 * i) / 23) % a_MaxOffset;
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int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_BlockX, 13 * a_BlockZ, 11 * i) / 17) % 20;
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// Generate three branches from the origin point:
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// The tunnels generated depend on X, Y, Z and Branches,
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// for the same set of numbers it generates the same offsets!
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@ -613,8 +612,8 @@ cStructGenWormNestCaves::cCaveSystem::~cCaveSystem()
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void cStructGenWormNestCaves::cCaveSystem::ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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)
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{
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@ -645,14 +644,14 @@ AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_Off
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5
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);
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// A gray line from the base point to the first point of the ravine, for identification:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#cfcfcf;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ,
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a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX,
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a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ,
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a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX,
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a_OffsetZ + m_Tunnels.front()->m_Points.front().m_BlockZ
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);
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// Offset guides:
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if (a_OffsetX > 0)
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{
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@ -666,7 +665,7 @@ AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_Off
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a_OffsetZ, a_OffsetZ
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);
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}
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return SVG;
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}
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#endif // _DEBUG
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@ -689,7 +688,7 @@ void cStructGenWormNestCaves::cCaveSystem::Clear(void)
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void cStructGenWormNestCaves::cCaveSystem::GenerateTunnelsFromPoint(
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int a_OriginX, int a_OriginY, int a_OriginZ,
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int a_OriginX, int a_OriginY, int a_OriginZ,
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cNoise & a_Noise, int a_NumSegments
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)
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{
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@ -727,7 +726,7 @@ int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_Orig
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// We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center
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int res = 3 + abs((sum / 24) - 16);
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*/
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// Algorithm of choice: random value in the range of zero to random value - heavily towards zero
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int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1);
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return res;
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@ -815,7 +814,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru
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++itr;
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}
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} // for itr - m_Cache[]
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for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
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{
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int RealX = (BaseX + x) * m_Grid;
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@ -837,11 +836,11 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru
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}
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}
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}
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// Copy a_Caves into m_Cache to the beginning:
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cCaveSystems CavesCopy(a_Caves);
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m_Cache.splice(m_Cache.begin(), CavesCopy, CavesCopy.begin(), CavesCopy.end());
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// Trim the cache if it's too long:
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if (m_Cache.size() > 100)
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{
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@ -855,7 +854,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru
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std::advance(itr, 100);
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m_Cache.erase(itr, m_Cache.end());
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}
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/*
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// Uncomment this block for debugging the caves' shapes in 2D using an SVG export
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#ifdef _DEBUG
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@ -869,7 +868,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru
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SVG.append((*itr)->ExportAsSVG(Color, 512, 512));
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}
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SVG.append("</svg>\n");
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AString fnam;
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Printf(fnam, "wnc\\%03d_%03d.svg", a_ChunkX, a_ChunkZ);
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cFile File(fnam, cFile::fmWrite);
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@ -905,13 +904,13 @@ static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
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void cStructGenMarbleCaves::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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cNoise Noise(m_Seed);
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for (int z = 0; z < cChunkDef::Width; z++)
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z);
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x);
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int Top = a_ChunkDesc.GetHeight(x, z);
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for (int y = 1; y < Top; ++y )
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{
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@ -940,13 +939,13 @@ void cStructGenMarbleCaves::GenStructures(cChunkDesc & a_ChunkDesc)
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void cStructGenDualRidgeCaves::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10;
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int Top = a_ChunkDesc.GetHeight(x, z);
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for (int y = 1; y <= Top; ++y)
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{
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