2928cb6853
cChunk fix - setting a block to the same value doesn't mark chunk dirty (resulted in un-unloadable chunks) git-svn-id: http://mc-server.googlecode.com/svn/trunk@279 0a769ca7-a7f5-676a-18bf-c427514a06d6
293 lines
8.7 KiB
C++
293 lines
8.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cWorldGenerator.h"
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#include "cNoise.h"
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#include "cWorld.h"
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#include "cChunk.h"
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#include "cGenSettings.h"
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#include "BlockID.h"
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#include "Vector3i.h"
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cWorldGenerator::cWorldGenerator(cWorld * a_World) :
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m_World(a_World)
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{
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}
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cWorldGenerator::~cWorldGenerator()
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{
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}
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void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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// TODO: use a raw char array instead of the entire chunk, then set it as chunk's blockdata
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cChunkPtr Chunk = m_World->GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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assert(!Chunk->IsValid());
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memset(Chunk->pGetBlockData(), 0, cChunk::c_BlockDataSize);
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GenerateTerrain(Chunk);
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GenerateFoliage(Chunk);
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Chunk->CalculateHeightmap();
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Chunk->CalculateLighting();
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Chunk->SetValid();
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}
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static float GetNoise( float x, float y, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
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float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
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float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
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float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
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float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
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flatness *= flatness * flatness;
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return (oct1 + oct2 + oct3) * flatness + height;
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}
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#define PI_2 (1.57079633f)
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static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
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{
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float oct1 = (a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f ))*4;
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oct1 = oct1 * oct1 * oct1;
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if( oct1 < 0.f ) oct1 = PI_2;
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if( oct1 > PI_2 ) oct1 = PI_2;
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return oct1;
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}
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static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
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float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
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oct2 *= oct2;
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oct1 = (1 - (oct1 * oct1 *100)) * oct2;
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//if( oct1 < 0.5f ) oct1 = 0;
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//else oct1 = 1.f;
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return oct1;
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}
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void cWorldGenerator::GenerateTerrain( cChunkPtr a_Chunk )
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{
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Vector3i ChunkPos( a_Chunk->GetPosX(), a_Chunk->GetPosY(), a_Chunk->GetPosZ() );
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char* BlockType = a_Chunk->pGetType();
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//const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
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const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
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const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
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const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
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const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
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const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
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const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
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const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
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const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
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const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
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const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
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const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
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cNoise Noise( a_Chunk->GetWorld()->GetWorldSeed() );
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for(int z = 0; z < 16; z++)
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{
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const float zz = (float)(ChunkPos.z*16 + z);
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for(int x = 0; x < 16; x++)
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{
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// Place bedrock on bottom layer
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BlockType[ cChunk::MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
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const float xx = (float)(ChunkPos.x*16 + x);
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int Height = (int)(GetNoise( xx*0.05f, zz*0.05f, Noise )*16);
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const int Lower = 64;
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if( Height+Lower > 127 ) Height = 127-Lower;
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const int Top = Lower+Height;
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const float WaveNoise = 1;//m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
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for( int y = 1; y < Top; ++y )
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{
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const float yy = (float)y;
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// V prevent caves from getting too close to the surface
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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 )
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{
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if( y > 4 )
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = CaveID;
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if( z > 0 ) BlockType[ cChunk::MakeIndex(x, y, z-1) ] = CaveID;
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if( z < 15 ) BlockType[ cChunk::MakeIndex(x, y, z+1) ] = CaveID;
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if( x > 0 ) BlockType[ cChunk::MakeIndex(x-1, y, z) ] = CaveID;
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if( x < 15 ) BlockType[ cChunk::MakeIndex(x+1, y, z) ] = CaveID;
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}
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else
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = LavaID;
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}
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}
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else if( y < 61 && Top - y < 3 )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = SandID;
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else if( y < 61 && Top - y < 4 )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = SandStoneID;
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else if( Top - y > ((WaveNoise+1.5f)*1.5f) ) // rock and ores between 1.5 .. 4.5 deep
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{
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if( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = CoalID;
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else if( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = IronID;
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else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, Noise ) > 0.6f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = RedID;
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else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, Noise ) > 0.75f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = DiamondID;
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else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, Noise ) > 0.75f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = GoldID;
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else
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BlockType[ cChunk::MakeIndex(x, y, z) ] = StoneID;
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}
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else
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BlockType[ cChunk::MakeIndex(x, y, z) ] = DirtID;
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}
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for( int y = Lower+Height; y < 60; ++y )
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
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}
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}
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}
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}
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void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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{
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const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
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const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
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const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
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const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
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const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
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int PosX = a_Chunk->GetPosX();
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int PosZ = a_Chunk->GetPosZ();
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cWorld* World = a_Chunk->GetWorld();
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cNoise m_Noise( World->GetWorldSeed() );
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char* BlockType = a_Chunk->pGetType();
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for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
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{
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// Find top most Y
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int TopY = -1;
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for(int y = 127; y > 0; y--)
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{
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int index = cChunk::MakeIndex( x, y, z );
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if( BlockType[index] != E_BLOCK_AIR )
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{
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TopY = y;
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break;
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}
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}
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if( TopY > 0 )
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{
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// Change top dirt into grass and prevent sand from floating over caves
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int index = cChunk::MakeIndex( x, TopY, z );
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int index1 = cChunk::MakeIndex( x, TopY-1, z );
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int index2 = cChunk::MakeIndex( x, TopY-2, z );
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int index3 = cChunk::MakeIndex( x, TopY-3, z );
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int index4 = cChunk::MakeIndex( x, TopY-4, z );
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int index5 = cChunk::MakeIndex( x, TopY-5, z );
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if( BlockType[index] == SandID ) {
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if( BlockType[index1] == CaveID ) {
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BlockType[ index ] = (char)SandStoneID;
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} else if( BlockType[index2] == CaveID ) {
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BlockType[ index1 ] = (char)SandStoneID;
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} else if( BlockType[index3] == CaveID ) {
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BlockType[ index2 ] = (char)SandStoneID;
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} else if( BlockType[index4] == CaveID ) {
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BlockType[ index3 ] = (char)SandStoneID;
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} else if( BlockType[index5] == CaveID ) {
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BlockType[ index4 ] = (char)SandStoneID;
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}
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}
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if( BlockType[index] == DirtID )
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{
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BlockType[ index ] = (char)GrassID;
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}
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// Plant sum trees
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{
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int xx = x + PosX*16;
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int zz = z + PosZ*16;
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float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
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float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
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if( BlockType[index] == SandID )
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{
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if( (val1 + val2 > 0.f) && (r1.randInt()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
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{
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
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if( (r1.randInt() & 3) == 3 )
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{
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BlockType[ cChunk::MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
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}
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continue;
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}
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}
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else if( BlockType[index] == GrassID )
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{
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float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
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float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
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if( val1 + val2 > 0.2f && (r1.randInt()%128) > 124 )
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World->GrowTree( xx, TopY, zz );
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else if( val3 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
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else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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}
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}
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}
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}
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}
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