From 537e1afcb1134a3b49fbc5483243e46b46b42f22 Mon Sep 17 00:00:00 2001 From: faketruth Date: Mon, 26 Dec 2011 02:39:43 +0000 Subject: 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 --- source/cWorldGenerator.cpp | 247 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 247 insertions(+) create mode 100644 source/cWorldGenerator.cpp (limited to 'source/cWorldGenerator.cpp') diff --git a/source/cWorldGenerator.cpp b/source/cWorldGenerator.cpp new file mode 100644 index 000000000..f07f5f791 --- /dev/null +++ b/source/cWorldGenerator.cpp @@ -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; + } + } + + } + } +} -- cgit v1.2.3