2012-06-14 06:06:06 -07:00
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// HeiGen.cpp
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// Implements the various terrain height generators
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#include "Globals.h"
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#include "HeiGen.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cHeiGenFlat:
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void cHeiGenFlat::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
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{
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a_HeightMap[i] = m_Height;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cHeiGenCache:
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cHeiGenCache::cHeiGenCache(cTerrainHeightGen * a_HeiGenToCache, int a_CacheSize) :
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m_HeiGenToCache(a_HeiGenToCache),
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m_CacheSize(a_CacheSize),
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m_CacheOrder(new int[a_CacheSize]),
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m_CacheData(new sCacheData[a_CacheSize]),
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m_NumHits(0),
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m_NumMisses(0),
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m_TotalChain(0)
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{
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for (int i = 0; i < m_CacheSize; i++)
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{
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m_CacheOrder[i] = i;
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m_CacheData[i].m_ChunkX = 0x7fffffff;
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m_CacheData[i].m_ChunkZ = 0x7fffffff;
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}
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}
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cHeiGenCache::~cHeiGenCache()
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{
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delete m_CacheData;
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delete m_CacheOrder;
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delete m_HeiGenToCache;
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}
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void cHeiGenCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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if (((m_NumHits + m_NumMisses) % 1024) == 10)
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{
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LOGD("HeiGenCache: %d hits, %d misses, saved %.2f %%", m_NumHits, m_NumMisses, 100.0 * m_NumHits / (m_NumHits + m_NumMisses));
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LOGD("HeiGenCache: Avg cache chain length: %.2f", (float)m_TotalChain / m_NumHits);
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}
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for (int i = 0; i < m_CacheSize; i++)
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{
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if (
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(m_CacheData[m_CacheOrder[i]].m_ChunkX != a_ChunkX) ||
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(m_CacheData[m_CacheOrder[i]].m_ChunkZ != a_ChunkZ)
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)
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{
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continue;
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}
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// Found it in the cache
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int Idx = m_CacheOrder[i];
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// Move to front:
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for (int j = i; j > 0; j--)
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{
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m_CacheOrder[j] = m_CacheOrder[j - 1];
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}
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m_CacheOrder[0] = Idx;
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// Use the cached data:
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memcpy(a_HeightMap, m_CacheData[Idx].m_HeightMap, sizeof(a_HeightMap));
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m_NumHits++;
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m_TotalChain += i;
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return;
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} // for i - cache
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// Not in the cache:
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m_NumMisses++;
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m_HeiGenToCache->GenHeightMap(a_ChunkX, a_ChunkZ, a_HeightMap);
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// Insert it as the first item in the MRU order:
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int Idx = m_CacheOrder[m_CacheSize - 1];
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for (int i = m_CacheSize - 1; i > 0; i--)
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{
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m_CacheOrder[i] = m_CacheOrder[i - 1];
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} // for i - m_CacheOrder[]
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m_CacheOrder[0] = Idx;
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memcpy(m_CacheData[Idx].m_HeightMap, a_HeightMap, sizeof(a_HeightMap));
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m_CacheData[Idx].m_ChunkX = a_ChunkX;
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m_CacheData[Idx].m_ChunkZ = a_ChunkZ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cHeiGenClassic:
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cHeiGenClassic::cHeiGenClassic(int a_Seed, float a_HeightFreq1, float a_HeightAmp1, float a_HeightFreq2, float a_HeightAmp2, float a_HeightFreq3, float a_HeightAmp3) :
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_HeightFreq1(a_HeightFreq1),
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m_HeightAmp1 (a_HeightAmp1),
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m_HeightFreq2(a_HeightFreq2),
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m_HeightAmp2 (a_HeightAmp2),
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m_HeightFreq3(a_HeightFreq3),
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m_HeightAmp3 (a_HeightAmp3)
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{
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// Nothing needed yet
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}
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float cHeiGenClassic::GetNoise(float x, float y)
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{
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float oct1 = m_Noise.CubicNoise2D(x * m_HeightFreq1, y * m_HeightFreq1) * m_HeightAmp1;
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float oct2 = m_Noise.CubicNoise2D(x * m_HeightFreq2, y * m_HeightFreq2) * m_HeightAmp2;
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float oct3 = m_Noise.CubicNoise2D(x * m_HeightFreq3, y * m_HeightFreq3) * m_HeightAmp3;
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float height = m_Noise.CubicNoise2D(x * 0.1f, y * 0.1f ) * 2;
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float flatness = ((m_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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void cHeiGenClassic::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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const float zz = (float)(a_ChunkZ * cChunkDef::Width + z);
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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const float xx = (float)(a_ChunkX * cChunkDef::Width + x);
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int hei = 64 + (int)(GetNoise(xx * 0.05f, zz * 0.05f) * 16);
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if (hei < 10)
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{
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hei = 10;
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}
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if (hei > 250)
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{
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hei = 250;
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}
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cChunkDef::SetHeight(a_HeightMap, x , z, hei);
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} // for x
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cHeiGenBiomal:
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const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[biNumBiomes] =
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{
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/* Fast-changing | Middle-changing | Slow-changing |*/
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/* Biome | Freq1 | Amp1 | Freq2 | Amp2 | Freq3 | Amp3 | BaseHeight */
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/* biOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // done
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/* biPlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biDesert */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biExtremeHills */ { 0.2f, 4.0f, 0.05f, 20.0f, 0.01f, 16.0f, 100}, // done
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/* biForest */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, // done
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/* biTaiga */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, // done
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/* biSwampland */ { 0.1f, 1.1f, 0.05f, 1.5f, 0.02f, 2.5f, 61.5}, // done
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/* biRiver */ { 0.2f, 3.0f, 0.05f, 1.0f, 0.01f, 1.0f, 56}, // done
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/* biNether */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing
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/* biSky */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing
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/* biFrozenOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, // done
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/* biFrozenRiver */ { 0.2f, 3.0f, 0.05f, 1.0f, 0.01f, 1.0f, 56}, // done
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/* biIcePlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, // done
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/* biIceMountains */ { 0.2f, 2.0f, 0.05f, 10.0f, 0.01f, 8.0f, 80}, // done
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/* biMushroomIsland */ { 0.1f, 2.0f, 0.05f, 8.0f, 0.01f, 6.0f, 80}, // done
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/* biMushroomShore */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 64}, // done
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/* biBeach */ { 0.1f, 0.5f, 0.05f, 1.0f, 0.01f, 1.0f, 64}, // done
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/* biDesertHills */ { 0.2f, 2.0f, 0.05f, 5.0f, 0.01f, 4.0f, 75}, // done
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/* biForestHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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/* biTaigaHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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/* biExtremeHillsEdge */ { 0.2f, 3.0f, 0.05f, 16.0f, 0.01f, 12.0f, 80}, // done
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/* biJungle */ { 0.1f, 3.0f, 0.05f, 6.0f, 0.01f, 6.0f, 70}, // done
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/* biJungleHills */ { 0.2f, 3.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, // done
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} ;
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void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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// Generate a 3x3 chunk area of biomes around this chunk:
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BiomeNeighbors Biomes;
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for (int z = -1; z <= 1; z++)
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{
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for (int x = -1; x <= 1; x++)
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{
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m_BiomeGen.GenBiomes(a_ChunkX + x, a_ChunkZ + z, Biomes[x + 1][z + 1]);
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} // for x
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} // for z
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// For each height, go through neighboring biomes and add up their idea of height:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, GetHeightAt(x, z, a_ChunkX, a_ChunkZ, Biomes));
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} // for x
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}
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}
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HEIGHTTYPE cHeiGenBiomal::GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, int a_ChunkZ, const cHeiGenBiomal::BiomeNeighbors & a_BiomeNeighbors)
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{
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// Sum up how many biomes of each type there are in the neighborhood:
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int BiomeCounts[biNumBiomes];
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memset(BiomeCounts, 0, sizeof(BiomeCounts));
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int Sum = 0;
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for (int z = -8; z <= 8; z++)
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{
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int FinalZ = a_RelZ + z + cChunkDef::Width;
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int IdxZ = FinalZ / cChunkDef::Width;
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int ModZ = FinalZ % cChunkDef::Width;
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int WeightZ = 9 - abs(z);
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for (int x = -8; x <= 8; x++)
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{
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int FinalX = a_RelX + x + cChunkDef::Width;
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int IdxX = FinalX / cChunkDef::Width;
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int ModX = FinalX % cChunkDef::Width;
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EMCSBiome Biome = cChunkDef::GetBiome(a_BiomeNeighbors[IdxX][IdxZ], ModX, ModZ);
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if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
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{
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continue;
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}
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int WeightX = 9 - abs(x);
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BiomeCounts[Biome] += WeightX + WeightZ;
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Sum += WeightX + WeightZ;
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} // for x
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} // for z
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// For each biome type that has a nonzero count, calc its height and add it:
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if (Sum > 0)
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{
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int Height = 0;
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int BlockX = a_ChunkX * cChunkDef::Width + a_RelX;
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int BlockZ = a_ChunkZ * cChunkDef::Width + a_RelZ;
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for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
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{
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if (BiomeCounts[i] == 0)
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{
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continue;
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}
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float oct1 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq1, BlockZ * m_GenParam[i].m_HeightFreq1) * m_GenParam[i].m_HeightAmp1;
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float oct2 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq2, BlockZ * m_GenParam[i].m_HeightFreq2) * m_GenParam[i].m_HeightAmp2;
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float oct3 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq3, BlockZ * m_GenParam[i].m_HeightFreq3) * m_GenParam[i].m_HeightAmp3;
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Height += BiomeCounts[i] * (int)(m_GenParam[i].m_BaseHeight + oct1 + oct2 + oct3);
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}
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int res = (HEIGHTTYPE)(Height / Sum);
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return std::min(250, std::max(res, 5));
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}
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// No known biome around? Weird. Return a bogus value:
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ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
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return 5;
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}
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