#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cWorldGenerator.h" #include "cNoise.h" #include "cWorld.h" #include "cChunk.h" #include "cGenSettings.h" #include "BlockID.h" #include "Vector3i.h" // An array describing an 8-way neighbor coords deltas static struct { int m_X; int m_Z; } g_NeighborCoords[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1}, } ; cWorldGenerator::cWorldGenerator(cWorld * a_World) : m_World(a_World) { } cWorldGenerator::~cWorldGenerator() { } void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities) { GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData); } void cWorldGenerator::PostGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { // Check the chunk just generated and all its 8-way neighbors CheckNeighbors(a_ChunkX, a_ChunkY, a_ChunkZ); for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++) { CheckNeighbors(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z); } // for i - g_NeighborCoords[] } void cWorldGenerator::CheckNeighbors(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { if (!m_World->IsChunkValid(a_ChunkX, a_ChunkY, a_ChunkZ)) { return; } // Check all 8-way neighbors, if they are all valid, generate foliage in this chunk: int NumNeighbors = 0; for (int i = 0; i < ARRAYCOUNT(g_NeighborCoords); i++) { if (m_World->IsChunkValid(a_ChunkX + g_NeighborCoords[i].m_X, a_ChunkY, a_ChunkZ + g_NeighborCoords[i].m_Z)) { NumNeighbors++; } } // for i - g_NeighborCoords[] if (NumNeighbors == 8) { GenerateFoliage(a_ChunkX, a_ChunkY, a_ChunkZ); } } 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; } unsigned int cWorldGenerator::MakeIndex(int x, int y, int z ) { ASSERT((x < 16) && (x > -1) && (y < 128) && (y > -1) && (z < 16) && (z > -1)); return y + (z * 128) + (x * 128 * 16); } void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData) { const int WATER_LEVEL = 60; const int SAND_LEVEL = 3; memset(a_BlockData, E_BLOCK_AIR, cChunk::c_BlockDataSize); cNoise Noise(m_World->GetWorldSeed()); for (int z = 0; z < 16; z++) { const float zz = (float)(a_ChunkZ * 16 + z); for (int x = 0; x < 16; x++) { // Place bedrock on bottom layer a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK; const float xx = (float)(a_ChunkX * 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; } if (Height < -63) { Height = -63; } 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 ) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_AIR; if( z > 0 ) a_BlockData[ MakeIndex(x, y, z-1) ] = E_BLOCK_AIR; if( z < 15 ) a_BlockData[ MakeIndex(x, y, z+1) ] = E_BLOCK_AIR; if( x > 0 ) a_BlockData[ MakeIndex(x-1, y, z) ] = E_BLOCK_AIR; if( x < 15 ) a_BlockData[ MakeIndex(x+1, y, z) ] = E_BLOCK_AIR; } else { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_LAVA; } } else if ((y < 61) && (Top - y < SAND_LEVEL )) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SAND; } else if ((y < 61) && (Top - y < 4 )) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SANDSTONE; } 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 ) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE; } else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f ) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE; } else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f )) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE; } else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f )) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE; } else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f )) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE; } else { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE; } } else { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT; } } // for y if (Top + 1 >= WATER_LEVEL + SAND_LEVEL) { // Replace top dirt with grass: a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS; } else { // Add water up to the WATER_LEVEL: for (int y = Top; y < WATER_LEVEL; ++y ) { a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER; } } // Generate small foliage (1-block): int index = MakeIndex(x, Top - 1, z); int TopY = Top - 1; float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f ); float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f ); if( a_BlockData[index] == E_BLOCK_SAND ) { if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124)) { a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS; if ((r1.randInt() & 3) == 3) { a_BlockData[ MakeIndex(x, TopY + 2, z) ] = E_BLOCK_CACTUS; } continue; } } else if( a_BlockData[index] == E_BLOCK_GRASS ) { float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 ); float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 ); if( val3 > 0.2f && (r1.randInt()%128) > 124 ) { a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER; } else if( val4 > 0.2f && (r1.randInt()%128) > 124 ) { a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE; } else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 ) { a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM; } else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 ) { a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM; } } } // for x } // for z } void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { char BlockType[cChunk::c_NumBlocks]; if (!m_World->GetChunkBlocks(a_ChunkX, a_ChunkY, a_ChunkZ, BlockType)) { LOGWARNING("Cannot generate foliage on chunk [%d, %d]", a_ChunkX, a_ChunkZ); return; } cNoise Noise(m_World->GetWorldSeed()); for (int z = 0; z < 16; z++) { int zz = z + a_ChunkZ * 16; for (int x = 0; x < 16; x++) { int xx = x + a_ChunkX * 16; int TopY = m_World->GetHeight(xx, zz); int index = MakeIndex(x, TopY - 1, z); if (BlockType[index] == E_BLOCK_GRASS ) { float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f ); float val2 = Noise.CubicNoise2D( xx * 0.01f, zz * 0.01f ); if ((val1 + val2 > 0.2f) && ((r1.randInt() % 128) > 124)) { m_World->GrowTree( xx, TopY, zz ); } } // if (Grass) } // for x } // for z }