583 lines
15 KiB
C++
583 lines
15 KiB
C++
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// CompoGen.cpp
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/* Implements the various terrain composition generators:
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- cCompoGenSameBlock
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- cCompoGenDebugBiomes
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- cCompoGenClassic
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*/
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#include "Globals.h"
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#include "CompoGen.h"
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#include "../BlockID.h"
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#include "../LinearUpscale.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenSameBlock:
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void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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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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int Start;
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if (m_IsBedrocked)
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{
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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Start = 1;
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}
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else
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{
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Start = 0;
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}
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for (int y = a_ChunkDesc.GetHeight(x, z); y >= Start; y--)
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{
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a_ChunkDesc.SetBlockType(x, y, z, m_BlockType);
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} // for y
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} // for z
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} // for x
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenDebugBiomes:
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void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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static BLOCKTYPE Blocks[] =
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{
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E_BLOCK_STONE,
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E_BLOCK_COBBLESTONE,
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E_BLOCK_LOG,
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E_BLOCK_PLANKS,
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E_BLOCK_SANDSTONE,
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E_BLOCK_WOOL,
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E_BLOCK_COAL_ORE,
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E_BLOCK_IRON_ORE,
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E_BLOCK_GOLD_ORE,
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E_BLOCK_DIAMOND_ORE,
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E_BLOCK_LAPIS_ORE,
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E_BLOCK_REDSTONE_ORE,
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E_BLOCK_IRON_BLOCK,
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E_BLOCK_GOLD_BLOCK,
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E_BLOCK_DIAMOND_BLOCK,
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E_BLOCK_LAPIS_BLOCK,
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E_BLOCK_BRICK,
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E_BLOCK_MOSSY_COBBLESTONE,
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E_BLOCK_OBSIDIAN,
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E_BLOCK_NETHERRACK,
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E_BLOCK_SOULSAND,
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E_BLOCK_NETHER_BRICK,
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E_BLOCK_BEDROCK,
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} ;
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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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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BLOCKTYPE BlockType = Blocks[a_ChunkDesc.GetBiome(x, z)];
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for (int y = a_ChunkDesc.GetHeight(x, z); y >= 0; y--)
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{
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a_ChunkDesc.SetBlockType(x, y, z, BlockType);
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} // for y
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} // for z
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} // for x
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenClassic:
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cCompoGenClassic::cCompoGenClassic(
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int a_SeaLevel, int a_BeachHeight, int a_BeachDepth,
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BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
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BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
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) :
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m_SeaLevel(a_SeaLevel),
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m_BeachHeight(a_BeachHeight),
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m_BeachDepth(a_BeachDepth),
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m_BlockTop(a_BlockTop),
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m_BlockMiddle(a_BlockMiddle),
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m_BlockBottom(a_BlockBottom),
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m_BlockBeach(a_BlockBeach),
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m_BlockBeachBottom(a_BlockBeachBottom),
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m_BlockSea(a_BlockSea)
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{
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}
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void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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/* The classic composition means:
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- 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight
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- 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight
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- water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth
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- water from waterlevel, then 3 dirt, the rest stone otherwise
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- bedrock at the bottom
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*/
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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// The patterns to use for different situations, must be same length!
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const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
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const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
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const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
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static int PatternLength = ARRAYCOUNT(PatternGround);
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ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
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ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
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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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int Height = a_ChunkDesc.GetHeight(x, z);
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const BLOCKTYPE * Pattern;
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if (Height > m_SeaLevel + m_BeachHeight)
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{
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Pattern = PatternGround;
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}
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else if (Height > m_SeaLevel - m_BeachDepth)
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{
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Pattern = PatternBeach;
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}
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else
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{
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Pattern = PatternOcean;
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}
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// Fill water from sealevel down to height (if any):
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for (int y = m_SeaLevel; y >= Height; --y)
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{
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a_ChunkDesc.SetBlockType(x, y, z, m_BlockSea);
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}
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// Fill from height till the bottom:
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for (int y = Height; y >= 1; y--)
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{
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a_ChunkDesc.SetBlockType(x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom);
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}
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// The last layer is always bedrock:
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenBiomal:
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void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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/*
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_X 2013_04_22:
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There's no point in generating the whole cubic noise at once, because the noise values are used in
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only about 20 % of the cases, so the speed gained by precalculating is lost by precalculating too much data
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*/
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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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int Height = a_ChunkDesc.GetHeight(x, z);
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if (Height > m_SeaLevel)
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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case biOcean:
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case biPlains:
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case biExtremeHills:
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case biForest:
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case biTaiga:
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case biSwampland:
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case biRiver:
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case biFrozenOcean:
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case biFrozenRiver:
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case biIcePlains:
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case biIceMountains:
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case biForestHills:
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case biTaigaHills:
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case biExtremeHillsEdge:
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case biJungle:
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case biJungleHills:
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{
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FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes());
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break;
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}
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case biDesertHills:
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case biDesert:
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case biBeach:
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{
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FillColumnSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
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break;
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}
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case biMushroomIsland:
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case biMushroomShore:
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{
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FillColumnMycelium(x, z, Height, a_ChunkDesc.GetBlockTypes());
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break;
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}
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default:
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{
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// TODO
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ASSERT(!"CompoGenBiomal: Biome not implemented yet!");
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break;
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}
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}
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}
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else
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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case biDesert:
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case biBeach:
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{
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// Fill with water, sand, sandstone and stone
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FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
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break;
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}
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default:
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{
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// Fill with water, sand/dirt/clay mix and stone
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if (m_Noise.CubicNoise2D(0.3f * (cChunkDef::Width * ChunkX + x), 0.3f * (cChunkDef::Width * ChunkZ + z)) < 0)
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{
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FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
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}
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else
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{
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FillColumnWaterDirt(x, z, Height, a_ChunkDesc.GetBlockTypes());
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}
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break;
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}
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} // switch (biome)
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a_ChunkDesc.SetHeight(x, z, m_SeaLevel + 1);
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} // else (under water)
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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BLOCKTYPE Pattern[] =
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{
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E_BLOCK_GRASS,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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}
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void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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BLOCKTYPE Pattern[] =
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{
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E_BLOCK_SAND,
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E_BLOCK_SAND,
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E_BLOCK_SAND,
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E_BLOCK_SANDSTONE,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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}
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void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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BLOCKTYPE Pattern[] =
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{
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E_BLOCK_MYCELIUM,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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}
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void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
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for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
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}
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}
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void cCompoGenBiomal::FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
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{
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// Dirt
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BLOCKTYPE Pattern[] =
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{
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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E_BLOCK_DIRT,
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
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for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
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}
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}
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void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize)
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{
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for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++)
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{
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cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenNether:
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cCompoGenNether::cCompoGenNether(int a_Seed) :
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m_Noise1(a_Seed + 10),
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m_Noise2(a_Seed * a_Seed * 10 + a_Seed * 1000 + 6000),
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m_Threshold(0)
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{
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}
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void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
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const int SEGMENT_HEIGHT = 8;
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const int INTERPOL_X = 16; // Must be a divisor of 16
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const int INTERPOL_Z = 16; // Must be a divisor of 16
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// Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
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// Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
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// Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
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int FloorBuf1[17 * 17];
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int FloorBuf2[17 * 17];
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int * FloorHi = FloorBuf1;
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int * FloorLo = FloorBuf2;
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int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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// Interpolate the lowest floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate segments:
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for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
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{
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// First update the high floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate between FloorLo and FloorHi:
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for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
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{
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int Lo = FloorLo[x + 17 * z] / 256;
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int Hi = FloorHi[x + 17 * z] / 256;
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for (int y = 0; y < SEGMENT_HEIGHT; y++)
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{
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int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
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a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
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}
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}
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// Swap the floors:
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std::swap(FloorLo, FloorHi);
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}
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// Bedrock at the bottom and at the top:
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for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
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{
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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a_ChunkDesc.SetBlockType(x, a_ChunkDesc.GetHeight(x, z), z, E_BLOCK_BEDROCK);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCompoGenCache:
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cCompoGenCache::cCompoGenCache(cTerrainCompositionGen * a_Underlying, int a_CacheSize) :
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m_Underlying(a_Underlying),
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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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cCompoGenCache::~cCompoGenCache()
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{
|
|
delete[] m_CacheData;
|
|
delete[] m_CacheOrder;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
//*
|
|
if (((m_NumHits + m_NumMisses) % 1024) == 10)
|
|
{
|
|
LOGD("CompoGenCache: %d hits, %d misses, saved %.2f %%", m_NumHits, m_NumMisses, 100.0 * m_NumHits / (m_NumHits + m_NumMisses));
|
|
LOGD("CompoGenCache: Avg cache chain length: %.2f", (float)m_TotalChain / m_NumHits);
|
|
}
|
|
//*/
|
|
|
|
int ChunkX = a_ChunkDesc.GetChunkX();
|
|
int ChunkZ = a_ChunkDesc.GetChunkZ();
|
|
|
|
for (int i = 0; i < m_CacheSize; i++)
|
|
{
|
|
if (
|
|
(m_CacheData[m_CacheOrder[i]].m_ChunkX != ChunkX) ||
|
|
(m_CacheData[m_CacheOrder[i]].m_ChunkZ != ChunkZ)
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
// Found it in the cache
|
|
int Idx = m_CacheOrder[i];
|
|
|
|
// Move to front:
|
|
for (int j = i; j > 0; j--)
|
|
{
|
|
m_CacheOrder[j] = m_CacheOrder[j - 1];
|
|
}
|
|
m_CacheOrder[0] = Idx;
|
|
|
|
// Use the cached data:
|
|
memcpy(a_ChunkDesc.GetBlockTypes(), m_CacheData[Idx].m_BlockTypes, sizeof(a_ChunkDesc.GetBlockTypes()));
|
|
memcpy(a_ChunkDesc.GetBlockMetasUncompressed(), m_CacheData[Idx].m_BlockMetas, sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
|
|
|
|
m_NumHits++;
|
|
m_TotalChain += i;
|
|
return;
|
|
} // for i - cache
|
|
|
|
// Not in the cache:
|
|
m_NumMisses++;
|
|
m_Underlying->ComposeTerrain(a_ChunkDesc);
|
|
|
|
// Insert it as the first item in the MRU order:
|
|
int Idx = m_CacheOrder[m_CacheSize - 1];
|
|
for (int i = m_CacheSize - 1; i > 0; i--)
|
|
{
|
|
m_CacheOrder[i] = m_CacheOrder[i - 1];
|
|
} // for i - m_CacheOrder[]
|
|
m_CacheOrder[0] = Idx;
|
|
memcpy(m_CacheData[Idx].m_BlockTypes, a_ChunkDesc.GetBlockTypes(), sizeof(a_ChunkDesc.GetBlockTypes()));
|
|
memcpy(m_CacheData[Idx].m_BlockMetas, a_ChunkDesc.GetBlockMetasUncompressed(), sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
|
|
m_CacheData[Idx].m_ChunkX = ChunkX;
|
|
m_CacheData[Idx].m_ChunkZ = ChunkZ;
|
|
}
|
|
|
|
|
|
|
|
|