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|
// DistortedHeightmap.cpp
// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
#include "Globals.h"
#include "DistortedHeightmap.h"
#include "../OSSupport/File.h"
#include "inifile/iniFile.h"
#include "../LinearUpscale.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPattern:
/// This class is used to store a column pattern initialized at runtime,
/// so that the program doesn't need to explicitly set 256 values for each pattern
/// Each pattern has 256 blocks so that there's no need to check pattern bounds when assigning the
/// pattern - there will always be enough pattern left, even for the whole chunk height
class cPattern
{
public:
cPattern(cDistortedHeightmap::sBlockInfo * a_TopBlocks, size_t a_Count)
{
// Copy the pattern into the top:
for (size_t i = 0; i < a_Count; i++)
{
m_Pattern[i] = a_TopBlocks[i];
}
// Fill the rest with stone:
static cDistortedHeightmap::sBlockInfo Stone = {E_BLOCK_STONE, 0};
for (size_t i = a_Count; i < cChunkDef::Height; i++)
{
m_Pattern[i] = Stone;
}
}
const cDistortedHeightmap::sBlockInfo * Get(void) const { return m_Pattern; }
protected:
cDistortedHeightmap::sBlockInfo m_Pattern[cChunkDef::Height];
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The arrays to use for the top block pattern definitions:
static cDistortedHeightmap::sBlockInfo tbGrass[] =
{
{E_BLOCK_GRASS, 0},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
} ;
static cDistortedHeightmap::sBlockInfo tbSand[] =
{
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SANDSTONE, 0},
} ;
static cDistortedHeightmap::sBlockInfo tbDirt[] =
{
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
} ;
static cDistortedHeightmap::sBlockInfo tbPodzol[] =
{
{E_BLOCK_DIRT, E_META_DIRT_PODZOL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
} ;
static cDistortedHeightmap::sBlockInfo tbGrassLess[] =
{
{E_BLOCK_DIRT, E_META_DIRT_GRASSLESS},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
{E_BLOCK_DIRT, E_META_DIRT_NORMAL},
} ;
static cDistortedHeightmap::sBlockInfo tbMycelium[] =
{
{E_BLOCK_MYCELIUM, 0},
{E_BLOCK_DIRT, 0},
{E_BLOCK_DIRT, 0},
{E_BLOCK_DIRT, 0},
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Ocean floor pattern top-block definitions:
static cDistortedHeightmap::sBlockInfo tbOFSand[] =
{
{E_BLOCK_SAND, 0},
{E_BLOCK_SAND, 0},
{E_BLOCK_SAND, 0},
{E_BLOCK_SANDSTONE, 0}
} ;
static cDistortedHeightmap::sBlockInfo tbOFClay[] =
{
{ E_BLOCK_CLAY, 0},
{ E_BLOCK_CLAY, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
} ;
static cDistortedHeightmap::sBlockInfo tbOFRedSand[] =
{
{ E_BLOCK_SAND, E_META_SAND_RED},
{ E_BLOCK_SAND, E_META_SAND_RED},
{ E_BLOCK_SAND, E_META_SAND_RED},
{ E_BLOCK_SANDSTONE, 0},
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Individual patterns to use:
static cPattern patGrass (tbGrass, ARRAYCOUNT(tbGrass));
static cPattern patSand (tbSand, ARRAYCOUNT(tbSand));
static cPattern patDirt (tbDirt, ARRAYCOUNT(tbDirt));
static cPattern patPodzol (tbPodzol, ARRAYCOUNT(tbPodzol));
static cPattern patGrassLess(tbGrassLess, ARRAYCOUNT(tbGrassLess));
static cPattern patMycelium (tbMycelium, ARRAYCOUNT(tbMycelium));
static cPattern patOFSand (tbOFSand, ARRAYCOUNT(tbOFSand));
static cPattern patOFClay (tbOFClay, ARRAYCOUNT(tbOFClay));
static cPattern patOFRedSand(tbOFRedSand, ARRAYCOUNT(tbOFRedSand));
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cDistortedHeightmap:
/** This table assigns a relative maximum overhang size in each direction to biomes.
Both numbers indicate a number which will multiply the noise value for each coord;
this means that you can have different-sized overhangs in each direction.
Usually you'd want to keep both numbers the same.
The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible
due to the way that noise is calculated.
*/
const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] =
{
/* Biome | AmpX | AmpZ */
/* biOcean */ { 1.5f, 1.5f},
/* biPlains */ { 0.5f, 0.5f},
/* biDesert */ { 0.5f, 0.5f},
/* biExtremeHills */ {16.0f, 16.0f},
/* biForest */ { 3.0f, 3.0f},
/* biTaiga */ { 1.5f, 1.5f},
/* biSwampland */ { 0.0f, 0.0f},
/* biRiver */ { 0.0f, 0.0f},
/* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
/* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
/* biFrozenOcean */ { 0.0f, 0.0f},
/* biFrozenRiver */ { 0.0f, 0.0f},
/* biIcePlains */ { 0.0f, 0.0f},
/* biIceMountains */ { 8.0f, 8.0f},
/* biMushroomIsland */ { 4.0f, 4.0f},
/* biMushroomShore */ { 0.0f, 0.0f},
/* biBeach */ { 0.0f, 0.0f},
/* biDesertHills */ { 5.0f, 5.0f},
/* biForestHills */ { 6.0f, 6.0f},
/* biTaigaHills */ { 8.0f, 8.0f},
/* biExtremeHillsEdge */ { 7.0f, 7.0f},
/* biJungle */ { 4.0f, 4.0f},
/* biJungleHills */ { 8.0f, 8.0f},
/* biJungleEdge */ { 3.0f, 3.0f}, // 23
/* biDeepOcean */ { 1.0f, 1.0f}, // 24
/* biStoneBeach */ { 1.0f, 1.0f}, // 25
/* biColdBeach */ { 1.0f, 1.0f}, // 26
/* biBirchForest */ { 3.0f, 3.0f}, // 27
/* biBirchForestHills */ { 6.0f, 6.0f}, // 28
/* biRoofedForest */ { 3.0f, 3.0f}, // 29
/* biColdTaiga */ { 0.5f, 0.5f}, // 30
/* biColdTaigaHills */ { 4.0f, 4.0f}, // 31
/* biMegaTaiga */ { 1.0f, 1.0f}, // 32
/* biMegaTaigaHills */ { 4.0f, 4.0f}, // 33
/* biExtremeHillsPlus */ {32.0f, 32.0f}, // 34 - anyone say extreme plus? Make it extreme plus, then :)
/* biSavanna */ { 2.0f, 2.0f}, // 35
/* biSavannaPlateau */ { 3.0f, 3.0f}, // 36
/* biMesa */ { 2.0f, 2.0f}, // 37
/* biMesaPlateauF */ { 2.0f, 2.0f}, // 38
/* biMesaPlateau */ { 2.0f, 2.0f}, // 39
// biomes 40 .. 128 are unused, 89 empty placeholders here:
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 40 .. 49
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 50 .. 59
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 60 .. 69
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 70 .. 79
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 80 .. 89
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 90 .. 99
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 100 .. 109
{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, // 110 .. 119
{}, {}, {}, {}, {}, {}, {}, {}, {}, // 120 .. 128
// Release 1.7 /* biome variants:
/* biSunflowerPlains */ { 1.0f, 1.0f}, // 129
/* biDesertM */ { 1.0f, 1.0f}, // 130
/* biExtremeHillsM */ {16.0f, 16.0f}, // 131
/* biFlowerForest */ { 4.0f, 4.0f}, // 132
/* biTaigaM */ { 3.0f, 3.0f}, // 133
/* biSwamplandM */ { 0.0f, 0.0f}, // 134
// Biomes 135 .. 139 unused, 5 empty placeholders here:
{}, {}, {}, {}, {}, // 135 .. 139
/* biIcePlainsSpikes */ { 1.0f, 1.0f}, // 140
// Biomes 141 .. 148 unused, 8 empty placeholders here:
{}, {}, {}, {}, {}, {}, {}, {}, // 141 .. 148
/* biJungleM */ { 4.0f, 4.0f}, // 149
{}, // 150
/* biJungleEdgeM */ { 3.0f, 3.0f}, // 151
{}, {}, {}, // 152 .. 154
/* biBirchForestM */ { 3.0f, 3.0f}, // 155
/* biBirchForestHillsM */ { 5.0f, 5.0f}, // 156
/* biRoofedForestM */ { 2.0f, 2.0f}, // 157
/* biColdTaigaM */ { 1.0f, 1.0f}, // 158
{}, // 159
/* biMegaSpruceTaiga */ { 3.0f, 3.0f}, // 160
/* biMegaSpruceTaigaHills */ { 3.0f, 3.0f}, // 161
/* biExtremeHillsPlusM */ {32.0f, 32.0f}, // 162
/* biSavannaM */ { 2.0f, 2.0f}, // 163
/* biSavannaPlateauM */ { 3.0f, 3.0f}, // 164
/* biMesaBryce */ { 0.5f, 0.5f}, // 165
/* biMesaPlateauFM */ { 2.0f, 2.0f}, // 166
/* biMesaPlateauM */ { 2.0f, 2.0f}, // 167
} ;
cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
m_NoiseDistortX(a_Seed + 1000),
m_NoiseDistortZ(a_Seed + 2000),
m_OceanFloorSelect(a_Seed + 3000),
m_MesaFloor(a_Seed + 4000),
m_BiomeGen(a_BiomeGen),
m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
m_HeightGen(m_UnderlyingHeiGen, 64),
m_IsInitialized(false)
{
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
InitMesaPattern(a_Seed);
}
void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
{
if (m_IsInitialized)
{
return;
}
// Read the params from the INI file:
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
m_IsInitialized = true;
}
void cDistortedHeightmap::InitMesaPattern(int a_Seed)
{
// Stone in the bottom half of the pattern:
for (int i = cChunkDef::Height; i < 2 * cChunkDef::Height; i++)
{
m_MesaPattern[i].BlockMeta = 0;
m_MesaPattern[i].BlockType = E_BLOCK_STONE;
}
// Stained and hardened clay in the top half of the pattern
// In a loop, choose whether to use one or two layers of stained clay, then choose a color and width for each layer
// Separate each group with another layer of hardened clay
cNoise PatternNoise((unsigned)a_Seed);
static NIBBLETYPE AllowedColors[] =
{
E_META_STAINED_CLAY_YELLOW,
E_META_STAINED_CLAY_YELLOW,
E_META_STAINED_CLAY_RED,
E_META_STAINED_CLAY_RED,
E_META_STAINED_CLAY_WHITE,
E_META_STAINED_CLAY_BROWN,
E_META_STAINED_CLAY_BROWN,
E_META_STAINED_CLAY_BROWN,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_ORANGE,
E_META_STAINED_CLAY_LIGHTGRAY,
} ;
static int LayerSizes[] = // Adjust the chance so that thinner layers occur more commonly
{
1, 1, 1, 1, 1, 1,
2, 2, 2, 2,
3, 3,
} ;
int Idx = cChunkDef::Height - 1;
while (Idx >= 0)
{
// A layer group of 1 - 2 color stained clay:
int Random = PatternNoise.IntNoise1DInt(Idx) / 7;
int NumLayers = (Random % 2) + 1;
Random /= 2;
for (int Lay = 0; Lay < NumLayers; Lay++)
{
int NumBlocks = LayerSizes[(Random % ARRAYCOUNT(LayerSizes))];
NIBBLETYPE Color = AllowedColors[(Random / 4) % ARRAYCOUNT(AllowedColors)];
if (
((NumBlocks == 3) && (NumLayers == 2)) || // In two-layer mode disallow the 3-high layers:
(Color == E_META_STAINED_CLAY_WHITE)) // White stained clay can ever be only 1 block high
{
NumBlocks = 1;
}
NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop
Random /= 32;
for (int Block = 0; Block < NumBlocks; Block++, Idx--)
{
m_MesaPattern[Idx].BlockMeta = Color;
m_MesaPattern[Idx].BlockType = E_BLOCK_STAINED_CLAY;
} // for Block
} // for Lay
// A layer of hardened clay in between the layer group:
int NumBlocks = (Random % 4) + 1; // All heights the same probability
if ((NumLayers == 2) && (NumBlocks < 4))
{
// For two layers of stained clay, add an extra block of hardened clay:
NumBlocks++;
}
NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop
for (int Block = 0; Block < NumBlocks; Block++, Idx--)
{
m_MesaPattern[Idx].BlockMeta = 0;
m_MesaPattern[Idx].BlockType = E_BLOCK_HARDENED_CLAY;
} // for Block
} // while (Idx >= 0)
}
void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
{
if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
{
return;
}
m_CurChunkX = a_ChunkX;
m_CurChunkZ = a_ChunkZ;
m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights);
UpdateDistortAmps();
GenerateHeightArray();
}
void cDistortedHeightmap::GenerateHeightArray(void)
{
// Generate distortion noise:
NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX;
NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY;
NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ;
NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ;
m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
// The distorted heightmap, before linear upscaling
NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z];
// Distort the heightmap using the distortion:
for (int z = 0; z < DIM_Z; z++)
{
int AmpIdx = z * DIM_X;
for (int y = 0; y < DIM_Y; y++)
{
int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X;
for (int x = 0; x < DIM_X; x++)
{
NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x];
NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x];
DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X);
DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z);
// Adding 0.5 helps alleviate the interpolation artifacts
DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
}
}
}
// Upscale the distorted heightmap into full dimensions:
LinearUpscale3DArray(
DistHei, DIM_X, DIM_Y, DIM_Z,
m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z
);
// DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ));
}
void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
PrepareState(a_ChunkX, a_ChunkZ);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * 257 * z;
cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y < HeightMapHeight)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cDistortedHeightmap::InitializeHeightGen(cIniFile & a_IniFile)
{
Initialize(a_IniFile);
}
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
// Prepare the internal state for generating this chunk:
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
// Compose:
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
ComposeColumn(a_ChunkDesc, x, z);
} // for x
} // for z
}
void cDistortedHeightmap::InitializeCompoGen(cIniFile & a_IniFile)
{
Initialize(a_IniFile);
}
int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
{
int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
// If we're withing the same chunk, return the pre-cached heightmap:
if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
{
return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ);
}
// Ask the cache:
HEIGHTTYPE res = 0;
if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res))
{
// The height was in the cache
return res;
}
// The height is not in the cache, generate full heightmap and get it there:
cChunkDef::HeightMap Heightmap;
m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap);
return cChunkDef::GetHeight(Heightmap, RelX, RelZ);
}
void cDistortedHeightmap::UpdateDistortAmps(void)
{
BiomeNeighbors Biomes;
for (int z = -1; z <= 1; z++)
{
for (int x = -1; x <= 1; x++)
{
m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]);
} // for x
} // for z
for (int z = 0; z < DIM_Z; z++)
{
for (int x = 0; x < DIM_Z; x++)
{
GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]);
}
}
}
void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ)
{
// Sum up how many biomes of each type there are in the neighborhood:
int BiomeCounts[256];
memset(BiomeCounts, 0, sizeof(BiomeCounts));
int Sum = 0;
for (int z = -8; z <= 8; z++)
{
int FinalZ = a_RelZ + z + cChunkDef::Width;
int IdxZ = FinalZ / cChunkDef::Width;
int ModZ = FinalZ % cChunkDef::Width;
int WeightZ = 9 - abs(z);
for (int x = -8; x <= 8; x++)
{
int FinalX = a_RelX + x + cChunkDef::Width;
int IdxX = FinalX / cChunkDef::Width;
int ModX = FinalX % cChunkDef::Width;
EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ);
int WeightX = 9 - abs(x);
BiomeCounts[Biome] += WeightX + WeightZ;
Sum += WeightX + WeightZ;
} // for x
} // for z
if (Sum <= 0)
{
// No known biome around? Weird. Return a bogus value:
ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
a_DistortAmpX = 16;
a_DistortAmpZ = 16;
}
// For each biome type that has a nonzero count, calc its amps and add it:
NOISE_DATATYPE AmpX = 0;
NOISE_DATATYPE AmpZ = 0;
for (size_t i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
{
if (BiomeCounts[i] <= 0)
{
continue;
}
/*
// Sanity checks for biome parameters, enable them to check the biome param table in runtime (slow):
ASSERT(m_GenParam[i].m_DistortAmpX >= 0);
ASSERT(m_GenParam[i].m_DistortAmpX < 100);
ASSERT(m_GenParam[i].m_DistortAmpX >= 0);
ASSERT(m_GenParam[i].m_DistortAmpX < 100);
*/
AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
}
a_DistortAmpX = AmpX / Sum;
a_DistortAmpZ = AmpZ / Sum;
}
void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ)
{
// Frequencies for the podzol floor selecting noise:
const NOISE_DATATYPE FrequencyX = 8;
const NOISE_DATATYPE FrequencyZ = 8;
EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
switch (Biome)
{
case biOcean:
case biPlains:
case biExtremeHills:
case biForest:
case biTaiga:
case biSwampland:
case biRiver:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlains:
case biIceMountains:
case biForestHills:
case biTaigaHills:
case biExtremeHillsEdge:
case biJungle:
case biJungleHills:
case biJungleEdge:
case biDeepOcean:
case biStoneBeach:
case biColdBeach:
case biBirchForest:
case biBirchForestHills:
case biRoofedForest:
case biColdTaiga:
case biColdTaigaHills:
case biExtremeHillsPlus:
case biSavanna:
case biSavannaPlateau:
case biSunflowerPlains:
case biExtremeHillsM:
case biFlowerForest:
case biTaigaM:
case biSwamplandM:
case biIcePlainsSpikes:
case biJungleM:
case biJungleEdgeM:
case biBirchForestM:
case biBirchForestHillsM:
case biRoofedForestM:
case biColdTaigaM:
case biExtremeHillsPlusM:
case biSavannaM:
case biSavannaPlateauM:
{
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patGrass.Get());
return;
}
case biMegaTaiga:
case biMegaTaigaHills:
case biMegaSpruceTaiga:
case biMegaSpruceTaigaHills:
{
// Select the pattern to use - podzol, grass or grassless dirt:
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
const sBlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get());
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
return;
}
case biDesertHills:
case biDesert:
case biDesertM:
case biBeach:
{
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patSand.Get());
return;
}
case biMushroomIsland:
case biMushroomShore:
{
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patMycelium.Get());
return;
}
case biMesa:
case biMesaPlateauF:
case biMesaPlateau:
case biMesaBryce:
case biMesaPlateauFM:
case biMesaPlateauM:
{
// Mesa biomes need special handling, because they don't follow the usual "4 blocks from top pattern",
// instead, they provide a "from bottom" pattern with varying base height,
// usually 4 blocks below the ocean level
FillColumnMesa(a_ChunkDesc, a_RelX, a_RelZ);
return;
}
default:
ASSERT(!"Unhandled biome");
return;
} // switch (Biome)
ASSERT(!"Unexpected fallthrough");
}
void cDistortedHeightmap::FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const sBlockInfo * a_Pattern)
{
int NoiseArrayIdx = a_RelX + 17 * 257 * a_RelZ;
bool HasHadWater = false;
int PatternIdx = 0;
for (int y = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); y > 0; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y < HeightMapHeight)
{
// "ground" part, use the pattern:
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[PatternIdx].BlockType, a_Pattern[PatternIdx].BlockMeta);
PatternIdx++;
continue;
}
// "air" or "water" part:
// Reset the pattern index to zero, so that the pattern is repeated from the top again:
PatternIdx = 0;
if (y >= m_SeaLevel)
{
// "air" part, do nothing
continue;
}
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
if (HasHadWater)
{
continue;
}
// Select the ocean-floor pattern to use:
a_Pattern = ChooseOceanFloorPattern(a_RelX, a_RelZ);
HasHadWater = true;
} // for y
a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
}
void cDistortedHeightmap::FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ)
{
// Frequencies for the clay floor noise:
const NOISE_DATATYPE FrequencyX = 50;
const NOISE_DATATYPE FrequencyZ = 50;
int Top = a_ChunkDesc.GetHeight(a_RelX, a_RelZ);
if (Top < m_SeaLevel)
{
// The terrain is below sealevel, handle as regular ocean:
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patOFRedSand.Get());
return;
}
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
int ClayFloor = m_SeaLevel - 6 + (int)(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY));
if (ClayFloor >= Top)
{
ClayFloor = Top - 1;
}
if (Top - m_SeaLevel < 5)
{
// Simple case: top is red sand, then hardened clay down to ClayFloor, then stone:
a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, E_BLOCK_SAND, E_META_SAND_RED);
for (int y = Top - 1; y >= ClayFloor; y--)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_HARDENED_CLAY);
}
for (int y = ClayFloor - 1; y > 0; y--)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
return;
}
// Difficult case: use the mesa pattern and watch for overhangs:
int NoiseArrayIdx = a_RelX + 17 * 257 * a_RelZ;
int PatternIdx = cChunkDef::Height - (Top - ClayFloor); // We want the block at index ClayFloor to be pattern's 256th block (first stone)
const sBlockInfo * Pattern = m_MesaPattern;
bool HasHadWater = false;
for (int y = Top; y > 0; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y < HeightMapHeight)
{
// "ground" part, use the pattern:
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, Pattern[PatternIdx].BlockType, Pattern[PatternIdx].BlockMeta);
PatternIdx++;
continue;
}
if (y >= m_SeaLevel)
{
// "air" part, do nothing
continue;
}
// "water" part, fill with water and choose new pattern for ocean floor, if not chosen already:
PatternIdx = 0;
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
if (HasHadWater)
{
continue;
}
// Select the ocean-floor pattern to use:
Pattern = ChooseOceanFloorPattern(a_RelX, a_RelZ);
HasHadWater = true;
} // for y
a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
}
const cDistortedHeightmap::sBlockInfo * cDistortedHeightmap::ChooseOceanFloorPattern(int a_RelX, int a_RelZ)
{
// Frequencies for the ocean floor selecting noise:
const NOISE_DATATYPE FrequencyX = 3;
const NOISE_DATATYPE FrequencyZ = 3;
// Select the ocean-floor pattern to use:
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
if (Val < -0.95)
{
return patOFClay.Get();
}
else if (Val < 0)
{
return patOFSand.Get();
}
else
{
return patDirt.Get();
}
}
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