Pre-release-0.5 : "In the swamps..."

🔗 See the forum page changelog.
master
azekillDIABLO 2018-09-09 18:19:51 +02:00
parent 53dc12ad28
commit ee08da3a71
36 changed files with 469 additions and 196 deletions

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@echo "... src/worldgen/biome_rainforest.i"
@echo "... src/worldgen/biome_rainforest.s"
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@ -4,12 +4,16 @@
const int items[] = {
// items the user can build
Item_GRASS,
Item_SWAMP_GRASS,
Item_SAND,
Item_SANDSTONE,
Item_SANDSTONE_BRICKS,
Item_STONEBRICK,
Item_SLAB_LOWER_STONEBRICK,
Item_BRICK,
Item_WOOD,
Item_STONE,
Item_STONE_BRICKS,
Item_DIRT,
Item_PLANK,
Item_SNOW,
@ -20,6 +24,7 @@ const int items[] = {
Item_CHEST,
Item_TNT,
Item_LEAVES,
Item_CLAY,
//Item_CLOUD,
//Item_CORESHELL,
Item_WATER,
@ -37,6 +42,7 @@ const int items[] = {
//Flowers
Item_TALL_GRASS,
Item_SWAMP_TALL_GRASS,
Item_YELLOW_FLOWER,
Item_RED_FLOWER,
Item_PURPLE_FLOWER,
@ -45,6 +51,9 @@ const int items[] = {
Item_BLUE_FLOWER,
Item_VINE,
Item_CACTI,
Item_FERN,
Item_MUSHROOM,
Item_MUSHROOMS,
//Colors
Item_COLOR_00,
@ -96,7 +105,7 @@ const int blocks[256][6] = {
{7, 7, 7, 7, 7, 7}, // 8 - plank
{24, 24, 40, 8, 24, 24}, // 9 - snow
{9, 9, 9, 9, 9, 9}, // 10 - glass
{10, 10, 10, 10, 10, 10}, // 11 - cobble
{21, 21, 21, 21, 21, 21}, // 11 - cobble
{11, 11, 11, 11, 11, 11}, // 12 - light stone
{12, 12, 12, 12, 12, 12}, // 13 - dark stone
{13, 13, 13, 13, 13, 13}, // 14 - chest
@ -173,6 +182,15 @@ const int blocks[256][6] = {
{83, 83, 83, 83, 83, 83}, // 78 - rubis block
{213, 213, 213, 213, 213, 213}, // 79 - ice
{214, 214, 215, 216, 214, 214}, // 80 - TNT
{17, 17, 17, 17, 17, 17}, // 81 - sandstone
{33, 33, 33, 33, 33, 33}, // 82 - sandstone bricks
{10, 10, 10, 10, 10, 10}, // 83 - stone bricks
{34, 34, 34, 34, 34, 34}, // 85 - clay
{0, 0, 0, 0, 0, 0}, // 86
{0, 0, 0, 0, 0, 0}, // 87
{0, 0, 0, 0, 0, 0}, // 88
{19, 19, 35, 0, 19, 19}, // 89 - swamp dirt
{0, 0, 0, 0, 0, 0}, // 90
{0, 0, 0, 0, 0, 0} // - empty
};
@ -194,7 +212,17 @@ const int plants[256] = {
0, 0, // 24 - 65
55, // 66 - vine
56 // 67 - cacti
56, // 67 - cacti
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, // 68 - 85
57, // 86 - fern
58, // 87 - mushroom
59, // 88 - mushroom patch
0,
60 // 90 - swamp tall grass
};
int is_plant(int w) {
@ -208,6 +236,10 @@ int is_plant(int w) {
case Item_BLUE_FLOWER:
case Item_VINE:
case Item_CACTI:
case Item_FERN:
case Item_MUSHROOM:
case Item_MUSHROOMS:
case Item_SWAMP_TALL_GRASS:
return 1;
default:
return 0;
@ -254,6 +286,17 @@ int is_transparent(int w) {
}
}
int is_invisible(int w) {
if (w == Item_EMPTY) {
return 1;
}
w = ABS(w);
switch (w) {
default:
return 0;
}
}
int is_destructable(int w) {
switch (w) {
case Item_EMPTY:

View File

@ -75,6 +75,15 @@ typedef enum {
Item_RUBIS_BLOCK,
Item_ICE,
Item_TNT,
Item_SANDSTONE,
Item_SANDSTONE_BRICKS,
Item_STONE_BRICKS,
Item_CLAY,
Item_FERN,
Item_MUSHROOM,
Item_MUSHROOMS,
Item_SWAMP_GRASS,
Item_SWAMP_TALL_GRASS,
Item_max
} Item;
@ -91,12 +100,13 @@ extern const int plants[256];
int is_plant(int w);
int is_obstacle(int w);
int is_transparent(int w);
int is_invisible(int w);
int is_destructable(int w);
int boom_on_click(int w);
int is_climbable(int w);
int is_noncube(int w);
int is_liquid (int w);
int buildable_to (int w);
int is_liquid(int w);
int buildable_to(int w);
NonCubeType noncube_type(int w);

View File

@ -824,6 +824,7 @@ int umap_get_block(Map *map, int x, int y, int z) { //optimized function for use
void compute_chunk(WorkerItem *item) {
char *opaque = (char *)calloc(XZ_SIZE * XZ_SIZE * Y_SIZE, sizeof(char));
char *visible = (char *)calloc(XZ_SIZE * XZ_SIZE * Y_SIZE, sizeof(char));
char *transparent = (char *)calloc(XZ_SIZE * XZ_SIZE * Y_SIZE, sizeof(char));
char *light = (char *)calloc(XZ_SIZE * XZ_SIZE * Y_SIZE, sizeof(char));
char *highest = (char *)calloc(XZ_SIZE * XZ_SIZE, sizeof(char));
@ -866,7 +867,8 @@ void compute_chunk(WorkerItem *item) {
}
// END TODO
opaque[XYZ(x, y, z)] = !is_transparent(w);
visible[XYZ(x, y, z)] = is_liquid(w);
transparent[XYZ(x, y, z)] = is_transparent(w); // dupe needed
visible[XYZ(x, y, z)] = !is_invisible(w); //needs modification to avoid border bugs...
if (opaque[XYZ(x, y, z)]) {
highest[XZ(x, z)] = MAX(highest[XZ(x, z)], y);
@ -916,14 +918,21 @@ void compute_chunk(WorkerItem *item) {
int f5 = !opaque[XYZ(x, y, z - 1)];
int f6 = !opaque[XYZ(x, y, z + 1)];
int v1 = !visible[XYZ(x - 1, y, z)];
int v2 = !visible[XYZ(x + 1, y, z)];
int v3 = !visible[XYZ(x, y + 1, z)];
int v4 = !visible[XYZ(x, y - 1, z)] && (ey > 0);
int v5 = !visible[XYZ(x, y, z - 1)];
int v6 = !visible[XYZ(x, y, z + 1)];
int v1 = !transparent[XYZ(x - 1, y, z)];
int v2 = !transparent[XYZ(x + 1, y, z)];
int v3 = !transparent[XYZ(x, y + 1, z)];
int v4 = !transparent[XYZ(x, y - 1, z)] && (ey > 0);
int v5 = !transparent[XYZ(x, y, z - 1)];
int v6 = !transparent[XYZ(x, y, z + 1)];
int i1 = visible[XYZ(x - 1, y, z)];
int i2 = visible[XYZ(x + 1, y, z)];
int i3 = visible[XYZ(x, y + 1, z)];
int i4 = visible[XYZ(x, y - 1, z)] && (ey > 0);
int i5 = visible[XYZ(x, y, z - 1)];
int i6 = visible[XYZ(x, y, z + 1)];
if (is_liquid(ew)) {
if (is_transparent(ew) && !is_invisible(ew)) {
if (v1 == 0) {
f1 = 0;
}
@ -943,7 +952,29 @@ void compute_chunk(WorkerItem *item) {
}
if (v6 == 0) {
f6 = 0;
}
}
//air check
if (i1 == 0) {
f1 = 1;
}
if (i2 == 0) {
f2 = 1;
}
if (i3 == 0) {
f3 = 1;
}
if (i4 == 0) {
f4 = 1;
}
if (i5 == 0) {
f5 = 1;
}
if (i6 == 0) {
f6 = 1;
}
}
int total = f1 + f2 + f3 + f4 + f5 + f6;
@ -976,14 +1007,21 @@ void compute_chunk(WorkerItem *item) {
int f5 = !opaque[XYZ(x, y, z - 1)];
int f6 = !opaque[XYZ(x, y, z + 1)];
int v1 = !visible[XYZ(x - 1, y, z)];
int v2 = !visible[XYZ(x + 1, y, z)];
int v3 = !visible[XYZ(x, y + 1, z)];
int v4 = !visible[XYZ(x, y - 1, z)] && (ey > 0);
int v5 = !visible[XYZ(x, y, z - 1)];
int v6 = !visible[XYZ(x, y, z + 1)];
int v1 = !transparent[XYZ(x - 1, y, z)];
int v2 = !transparent[XYZ(x + 1, y, z)];
int v3 = !transparent[XYZ(x, y + 1, z)];
int v4 = !transparent[XYZ(x, y - 1, z)] && (ey > 0);
int v5 = !transparent[XYZ(x, y, z - 1)];
int v6 = !transparent[XYZ(x, y, z + 1)];
if (is_liquid(ew)) {
int i1 = visible[XYZ(x - 1, y, z)];
int i2 = visible[XYZ(x + 1, y, z)];
int i3 = visible[XYZ(x, y + 1, z)];
int i4 = visible[XYZ(x, y - 1, z)] && (ey > 0);
int i5 = visible[XYZ(x, y, z - 1)];
int i6 = visible[XYZ(x, y, z + 1)];
if (is_transparent(ew) && !is_invisible(ew)) {
if (v1 == 0) {
f1 = 0;
}
@ -1003,8 +1041,30 @@ void compute_chunk(WorkerItem *item) {
}
if (v6 == 0) {
f6 = 0;
}
}
}
//air check
if (i1 == 0) {
f1 = 1;
}
if (i2 == 0) {
f2 = 1;
}
if (i3 == 0) {
f3 = 1;
}
if (i4 == 0) {
f4 = 1;
}
if (i5 == 0) {
f5 = 1;
}
if (i6 == 0) {
f6 = 1;
}
}
int total = f1 + f2 + f3 + f4 + f5 + f6;
@ -1070,6 +1130,7 @@ void compute_chunk(WorkerItem *item) {
free(opaque);
free(visible);
free(transparent);
free(light);
free(highest);
@ -2551,18 +2612,22 @@ void handle_movement(double dt) {
} else if (is_liquid(w)) {
if (is_jump_pressed) {
dy = 2.5f;
dy = 8.0f;
//dy = 0;
} else if (is_descend_pressed) {
dy = -1.2f;
//dy = 0;
} else {
dy = -0.5f;
//dy = 0;
}
}
vx = vx/1.2;
vx = vx*0.65;
//vy = vy/1.6;
vz = vz/1.2;
vz = vz*0.65;
}
else {
@ -2743,7 +2808,7 @@ int main(int argc, char **argv) {
char world;
// Header generated using -> https://fsymbols.com/generators/tarty/
printf("\n▒█▀▀▀█ ▒█▀▄▀█ ▀█▀ ▒█▀▀█ ▒█▀▀█ ▒█▀▀▀█ ▒█▄░▒█ \n▒█░░▒█ ▒█▒█▒█ ▒█░ ▒█░░░ ▒█▄▄▀ ▒█░░▒█ ▒█▒█▒█ \n▒█▄▄▄█ ▒█░░▒█ ▄█▄ ▒█▄▄█ ▒█░▒█ ▒█▄▄▄█ ▒█░░▀█ \n a game by azekill_DIABLO\n\n");
printf("\n▒█▀▀▀█ ▒█▀▄▀█ ▀█▀ ▒█▀▀█ ▒█▀▀█ ▒█▀▀▀█ ▒█▄░▒█ \n▒█░░▒█ ▒█▒█▒█ ▒█░ ▒█░░░ ▒█▄▄▀ ▒█░░▒█ ▒█▒█▒█ \n▒█▄▄▄█ ▒█░░▒█ ▄█▄ ▒█▄▄█ ▒█░▒█ ▒█▄▄▄█ ▒█░░▀█ \n a game not by azekill_DIABLO\n\n");
/*
printf("> Available World list:");
@ -3071,6 +3136,7 @@ int main(int argc, char **argv) {
float ty = g->height - ts;
if (SHOW_ITEM) {
render_item(&block_attrib);
render_item(&tblock_attrib);
render_item_count(&text_attrib, ts);
}

View File

@ -4,11 +4,14 @@
#include "../item.h"
void generateDesert(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h; y++) {
func(x, y, z, 2 * flag, arg);
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_SANDSTONE * flag, arg);
}
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) < 0.5) {
for (int y = 0; y < 5; y++) {
func(x, h-y-1, z, Item_SAND * flag, arg);
}
if (h > 45) {
// flower
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.8) {
@ -16,7 +19,7 @@ void generateDesert(int dx, int dz, int x, int z, int start_h, int h, int flag,
}
// cacti
if (simplex2(-x * 0.1, z * 0.1, 3, 0.9, 2) > 0.85) {
if (simplex2(-x * 0.1, z * 0.1, 3, 0.9, 2) > 0.8) {
func(x, h, z, 67 * flag, arg);
}
@ -55,5 +58,14 @@ void generateDesert(int dx, int dz, int x, int z, int start_h, int h, int flag,
func(x, h + height - 3 + oz, z - 2, Item_CACTUS, arg);
}
}
int px = 42;
int pz = 42;
/*Pyramid prototype
for (int p = 50; p = 0; p--) {
for (int p2 = 50; p2 = 0; p2--) {
func(dx + p + p2, 82, dz + p2, Item_SANDSTONE_BRICKS * flag, arg);
}
}*/
//func(dx + p + p2, 82, dz + p2, Item_SANDSTONE_BRICKS * flag, arg);
}
}

View File

@ -33,7 +33,7 @@ void generateMesa(int dx, int dz, int x, int z, int start_h, int h, int flag, wo
// I don't even know why it does this but it looks sick
if (simplex2(x * 0.005, -z * 0.005, 4, 0.8, 2) > 0.7) {
if (h = 67) {
if (h == 67) {
func(x, h, z, Item_DIRT * flag, arg);
}
}

View File

@ -5,11 +5,19 @@
void generateRainforest(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_GRASS * flag, arg);
func(x, y, z, Item_STONE * flag, arg);
}
for (int y = 0; y < 5; y++) {
func(x, h-y-1, z, Item_SAND * flag, arg);
}
if (h > 46) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_GRASS * flag, arg);
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) < 0.5) {
// grass
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.5) {

View File

@ -0,0 +1,73 @@
#include "biome_swamp.h"
#include "noise.h"
#include "../config.h"
#include "../item.h"
void generateSwamp(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_STONE * flag, arg);
}
for (int y = 0; y < 5; y++) {
func(x, h-y-1, z, Item_DIRT * flag, arg);
}
if (h > 44) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_SWAMP_GRASS * flag, arg);
// grass
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.5) {
if (h > 38) {
func(x, h, z, Item_SWAMP_TALL_GRASS * flag, arg);
}
}
// cobble
if (simplex2(-x * 0.02, z * 0.02, 1, 1, 1) * (simplex2(-x * 0.1, z * 0.1, 1, 0.8, 2)) > 0.64) {
func(x, h-1, z, Item_COBBLE * flag, arg);
func(x, h, z, Item_COBBLE * flag, arg);
}
// forests
if (simplex2(-x * 0.01, z * 0.01, 6, 0.9, 2) > 0.59) {
// mushrooms
if (simplex2(-x * 0.08, z * 0.08, 6, 0.7, 2) > 0.69) {
func(x, h, z, Item_MUSHROOMS * flag, arg);
}
if (simplex2(-x * 0.1, z * 0.1, 5, 0.8, 2) > 0.66) {
func(x, h, z, Item_MUSHROOM * flag, arg);
}
// trees
if (h > 38) {
int ok = 1;
if (dx - 4 < 0 || dz - 4 < 0 ||
dx + 4 >= CHUNK_SIZE || dz + 4 >= CHUNK_SIZE)
{
ok = 0;
}
if (ok && simplex2(x, z, 6, 0.5, 2) > 0.71) {
for (int y = h + 3; y < h + 8; y++) {
for (int ox = -3; ox <= 3; ox++) {
for (int oz = -3; oz <= 3; oz++) {
int d = (ox * ox) + (oz * oz) +
(y - (h + 4)) * (y - (h + 4));
if (d < 11) {
func(x + 2, y-3, z + 1, Item_VINE, arg);
func(x - 2, y-3, z - 1, Item_VINE, arg);
func(x + 1, y-3, z - 2, Item_VINE, arg);
func(x + ox, y, z + oz, 15, arg);
}
}
}
}
for (int y = h; y < h + 7; y++) {
func(x, y, z, 5, arg);
}
}
}
}
}
}

View File

@ -0,0 +1,8 @@
#ifndef _biome_swamp_h_
#define _biome_swamp_h_
#include "world.h"
void generateSwamp(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg);
#endif // _biome_swamp_h_

View File

@ -3,24 +3,31 @@
#include "../config.h"
#include "../item.h"
void generateTaiga(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
/* ice on water
if (simplex2(-x * 0.1, z * 0.1, 6, 0.6, 2) > 0.68) {
func(x, 36, z, Item_ICE * flag, arg);
}
*/
void generateTaiga(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_SNOW * flag, arg);
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) < 0.5) {
func(x, y, z, Item_STONE * flag, arg);
}
for (int y = 0; y < 5; y++) {
func(x, h-y-1, z, Item_SAND * flag, arg);
}
if (h > 46) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_SNOW * flag, arg);
// grass
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.7) {
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.71) {
func(x, h, z, 17 * flag, arg);
}
// ferns
if (simplex2(-x * 0.1, z * 0.1, 5, 0.5, 2) > 0.715) {
func(x, h, z, Item_FERN * flag, arg);
}
// trees
/** TODO **/

View File

@ -4,13 +4,18 @@
#include "../item.h"
void generateTemperate(int dx, int dz, int x, int z, int start_h, int h, int flag, world_func func, void *arg) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_GRASS * flag, arg);
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) < 0.5) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_STONE * flag, arg);
}
for (int y = 0; y < 5; y++) {
func(x, h-y-1, z, Item_SAND * flag, arg);
}
if (h > 46) {
for (int y = start_h; y < h - 1; y++) {
func(x, y, z, Item_DIRT * flag, arg);
}
func(x, h - 1, z, Item_GRASS * flag, arg);
// grass
if (simplex2(-x * 0.1, z * 0.1, 4, 0.8, 2) > 0.5) {
@ -37,7 +42,13 @@ void generateTemperate(int dx, int dz, int x, int z, int start_h, int h, int fla
// forests
if (simplex2(-x * 0.001, z * 0.001, 6, 0.9, 2) > 0.59) {
//func(x, h, z, 35 * flag, arg);
// mushrooms
if (simplex2(-x * 0.08, z * 0.08, 6, 0.7, 2) > 0.69) {
func(x, h, z, Item_MUSHROOMS * flag, arg);
}
if (simplex2(-x * 0.1, z * 0.1, 5, 0.8, 2) > 0.66) {
func(x, h, z, Item_MUSHROOM * flag, arg);
}
// trees
if (h > 38) {
int ok = 1;

View File

@ -13,6 +13,7 @@
#include "biome_rainforest.h"
#include "biome_taiga.h"
#include "biome_mesa.h"
#include "biome_swamp.h"
void create_world(int p, int q, world_func func, void *arg) {
int pad = 1;
@ -24,9 +25,6 @@ void create_world(int p, int q, world_func func, void *arg) {
}
int x = p * CHUNK_SIZE + dx;
int z = q * CHUNK_SIZE + dz;
//float random = (rand() % 1024);
//random = random/512.0; // Eat my decimal in the face
//printf("%.2f\n", random);
float f = simplex2(x * 0.01, z * 0.01, 4, 0.5, 2);
float g = simplex2(-x * 0.01, -z * 0.01, 2, 0.9, 2);
@ -41,6 +39,21 @@ void create_world(int p, int q, world_func func, void *arg) {
int h = f * mh;
// Ocean system (generates water under y == 45)
for (int y = 22; y < 45; y++) {
func(x, y, z, Item_WATER * flag, arg);
}
// ice on frigid biomes
float biomen = simplex3(-x * 0.0005 * (1 / BIOME_SIZE), -z * 0.0005 * (1 / BIOME_SIZE), q * 0.001, 2, 16.0, 1);
if(biomen > (4.0f/5.0f) && biomen < (5.0f/5.0f)) {
// 2 ice layers on water
if (simplex2(x * 0.0004, z * 0.0004, 8, 1.5, 2) > 0.6) {
func(x, 43, z, Item_ICE * flag, arg);
func(x, 44, z, Item_ICE * flag, arg);
}
}
//2 other values are needed : a high one for
//mountain-like biomes and other for oceans.
@ -56,9 +69,9 @@ void create_world(int p, int q, world_func func, void *arg) {
generateTaiga(dx, dz, x, z, 32, 32 + h, flag, func, arg);
} else if(biome == Biome_MESA) {
generateMesa(dx, dz, x, z, 32, 32 + h, flag, func, arg);
} //else if(biome == Biome_OCEAN) {
// generateOcean(dx, dz, x, z, 32, 32 + h, flag, func, arg);
//}
} else if(biome == Biome_SWAMP) {
generateSwamp(dx, dz, x, z, 32, 32 + h, flag, func, arg);
}
generateBaseTerrain(dx, dz, x, z, 0, 32, flag, func, arg); //the good
//generateBaseTerrain(dx, dz, x, z, 32, 32 + h, flag, func, arg); //the evil
@ -72,70 +85,7 @@ void create_world(int p, int q, world_func func, void *arg) {
func(x, y, z, 16 * flag, arg);
}
}
// ocean
// water and sand
for (int y = 30; y < 37; y++) {
float coef = 1.1 - y/62.0;
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > coef-0.15) {
func(x, y, z, Item_SAND * flag, arg);
}
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > coef) {
func(x, y, z, Item_WATER * flag, arg);
}
}
// ocean bottom
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > 0.614) {
func(x, 29, z, Item_SAND * flag, arg);
}
// empty
for (int y = 37; y < 119; y++) {
//float coef = y/60.0;
if (simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > 0.5) {
func(x, y, z, 0 * flag, arg);
}
}
// ice on frigid biomes
float biomen = simplex3(-x * 0.0005 * (1 / BIOME_SIZE), -z * 0.0005 * (1 / BIOME_SIZE), q * 0.001, 2, 16.0, 1);
if(biomen > (4.0f/5.0f) && biomen < (5.0f/5.0f)) {
// ice on water but not on sand
if (simplex2(-x * 0.01, z * 0.01, 6, 0.6, 2) > 0.60 &&
(simplex2(x * 0.00091, z * 0.00091, 6, 1, 2) > 0.52)) {
func(x, 36, z, Item_ICE * flag, arg);
func(x, 35, z, Item_ICE * flag, arg);
}
}
/* Ocean (upscaled lakes) Too big too much hills. need mapgen tweaks.
for (int y = 30; y < 37; y++) {
float coef = (1.1 - y/62.0)+0.5;
if (simplex2(x * 0.00008, z * 0.00008, 6, 1, 2) > coef) {
func(x, y, z, Item_WATER * flag, arg);
}
}
for (int y = 37; y < 45; y++) {
float coef = (y/70.0)+0.4;
if (simplex2(x * 0.00008, z * 0.00008, 6, 1, 2) > coef) {
func(x, y, z, Item_EMPTY * flag, arg);
}
} */
/* rivers wip
for (int yb = 30; yb < 37; yb++) {
if (simplex3(
x * 0.02, yb * 0.004, z * 0.02, 8, 1.5, 1) > 0.6)
{
//if (x > 100 && x < -100 && z > 100 && z < -100) {
func(x, yb, z, Item_WATER * flag, arg);
//}
}
} */
// Unbreakable Core shell
func(x, 0, z, Item_CORESHELL * flag, arg);
if (simplex2(
@ -143,17 +93,6 @@ void create_world(int p, int q, world_func func, void *arg) {
func(x, 1, z, Item_CORESHELL * flag, arg);
}
//for (int x = 0; x < 5; x++) {
// for (int y = 37; y < 42; y++) {
// func(42 + x, y, 42, Item_CORESHELL * flag, arg);
// func(42 + x, y, 43, Item_CORESHELL * flag, arg);
// }
//}
// Buildings
// Brick Mess
@ -168,21 +107,24 @@ Biome biome_at_pos(int q, int x, int z) {
float biomen = simplex3(-x * 0.0005 * (1 / BIOME_SIZE), -z * 0.0005 * (1 / BIOME_SIZE), q * 0.001, 2, 16.0, 1);
Biome biome = Biome_max;
if(biomen > (1.0f/5.0f)) {
if(biomen > (1.0f/6.0f)) {
biome = Biome_TEMPERATE;
}
if(biomen > (2.0f/5.0f)) {
if(biomen > (2.0f/6.0f)) {
biome = Biome_DESERT;
}
if(biomen > (3.0f/5.0f)) {
if(biomen > (3.0f/6.0f)) {
biome = Biome_RAINFOREST;
}
if(biomen > (4.0f/5.0f)) {
if(biomen > (4.0f/6.0f)) {
biome = Biome_TAIGA;
}
if(biome == (Biome_max)) {
if(biome == (5.0/6.0)) {
biome = Biome_MESA;
}
if(biome == (Biome_max)) {
biome = Biome_SWAMP;
}
return biome;
}

View File

@ -7,6 +7,7 @@ typedef enum {
Biome_RAINFOREST,
Biome_TAIGA,
Biome_MESA,
Biome_SWAMP,
Biome_max
} Biome;

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