Fixed another one.
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0150de3688
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ef8ac545d8
@ -18,7 +18,7 @@ enum
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INTERPOL_X = 4,
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INTERPOL_Y = 4,
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INTERPOL_Z = 4,
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// Size of chunk data, downscaled before interpolation:
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DIM_X = 16 / INTERPOL_X + 1,
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DIM_Y = 256 / INTERPOL_Y + 1,
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@ -59,7 +59,7 @@ void cEndGen::Initialize(cIniFile & a_IniFile)
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ);
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// Recalculate the min and max chunk coords of the island
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m_MaxChunkX = (m_IslandSizeX + cChunkDef::Width - 1) / cChunkDef::Width;
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m_MinChunkX = -m_MaxChunkX;
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@ -75,15 +75,15 @@ void cEndGen::Initialize(cIniFile & a_IniFile)
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void cEndGen::PrepareState(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(!IsChunkOutsideRange(a_ChunkX, a_ChunkZ)); // Should be filtered before calling this function
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if ((m_LastChunkX == a_ChunkX) && (m_LastChunkZ == a_ChunkZ))
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{
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return;
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}
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m_LastChunkX = a_ChunkX;
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m_LastChunkZ = a_ChunkZ;
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GenerateNoiseArray();
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}
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@ -96,7 +96,7 @@ void cEndGen::GenerateNoiseArray(void)
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{
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NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
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NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
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// Generate the downscaled noise:
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NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_LastChunkX * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_LastChunkX + 1) * cChunkDef::Width)) / m_FrequencyX;
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@ -105,7 +105,7 @@ void cEndGen::GenerateNoiseArray(void)
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)257) / m_FrequencyY;
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m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace);
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// Add distance:
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int idx = 0;
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for (int y = 0; y < DIM_Y; y++)
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@ -125,7 +125,7 @@ void cEndGen::GenerateNoiseArray(void)
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} // for x
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} // for z
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} // for y
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// Upscale into real chunk size:
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LinearUpscale3DArray(NoiseData, DIM_X, DIM_Z, DIM_Y, m_NoiseArray, INTERPOL_X, INTERPOL_Z, INTERPOL_Y);
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}
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@ -133,14 +133,14 @@ void cEndGen::GenerateNoiseArray(void)
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/// Returns true if the chunk is outside of the island's dimensions
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bool cEndGen::IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ)
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{
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return (
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(a_ChunkX < m_MinChunkX) || (a_ChunkX > m_MaxChunkX) ||
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(a_ChunkZ < m_MinChunkZ) || (a_ChunkZ > m_MaxChunkZ)
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);
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);
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}
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@ -151,15 +151,15 @@ void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_
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{
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if (IsChunkOutsideRange(a_ChunkX, a_ChunkZ))
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{
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for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
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for (unsigned int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
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{
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a_HeightMap[i] = 0;
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}
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return;
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}
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PrepareState(a_ChunkX, a_ChunkZ);
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int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@ -189,9 +189,9 @@ void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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return;
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}
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PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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