ClassiCube/src/Generator.c
2025-05-20 19:28:34 +05:00

854 lines
26 KiB
C

#include "Generator.h"
#include "BlockID.h"
#include "ExtMath.h"
#include "Funcs.h"
#include "Platform.h"
#include "World.h"
#include "Utils.h"
#include "Game.h"
#include "Window.h"
const struct MapGenerator* Gen_Active;
BlockRaw* Gen_Blocks;
int Gen_Seed;
volatile float Gen_CurrentProgress;
volatile const char* Gen_CurrentState;
volatile cc_bool gen_done;
/* There are two main types of multitasking: */
/* - Pre-emptive multitasking (system automatically switches between threads) */
/* - Cooperative multitasking (threads must be manually switched by the app) */
/* */
/* Systems only supporting cooperative multitasking can be problematic though: */
/* If the whole map generation was performed as a single function call, */
/* then the game thread would not get run at all until map generation */
/* completed - which is not a great user experience. */
/* To avoid that, on these systems, map generation may be divided into */
/* a series of steps so that ClassiCube can periodically switch back */
/* to the game thread to ensure that the game itself still (slowly) runs. */
#ifdef CC_BUILD_COOPTHREADED
static int gen_step;
static cc_uint64 lastRender;
#define GEN_COOP_BEGIN \
cc_uint64 curTime; \
switch (gen_step) {
#define GEN_COOP_STEP(index, step) \
case index: \
step; \
gen_step++; \
curTime = Stopwatch_Measure(); \
if (Stopwatch_ElapsedMS(lastRender, curTime) > 100) { lastRender = curTime; return; }
/* Switch back to game thread if more than 100 milliseconds since it was last run */
#define GEN_COOP_END \
}
static void Gen_Run(void) {
gen_step = 0;
lastRender = Stopwatch_Measure();
Gen_Active->Generate();
}
cc_bool Gen_IsDone(void) {
/* Resume map generation if incomplete */
if (!gen_done) Gen_Active->Generate();
return gen_done;
}
#else
/* For systems supporting preemptive threading, there's no point */
/* bothering with all the cooperative tasking shenanigans */
#define GEN_COOP_BEGIN
#define GEN_COOP_STEP(index, step) step;
#define GEN_COOP_END
static void Gen_DoGen(void) {
Gen_Active->Generate();
}
static void Gen_Run(void) {
void* thread;
Thread_Run(&thread, Gen_DoGen, 128 * 1024, "Map gen");
Thread_Detach(thread);
}
cc_bool Gen_IsDone(void) { return gen_done; }
#endif
static void Gen_Reset(void) {
Gen_CurrentProgress = 0.0f;
Gen_CurrentState = "";
gen_done = false;
}
void Gen_Start(void) {
Gen_Reset();
Gen_Blocks = (BlockRaw*)Mem_TryAlloc(World.Volume, 1);
if (!Gen_Blocks || !Gen_Active->Prepare()) {
Window_ShowDialog("Out of memory", "Not enough free memory to generate a map that large.\nTry a smaller size.");
gen_done = true;
} else {
Gen_Run();
}
}
/*########################################################################################################################*
*-----------------------------------------------------Flatgrass gen-------------------------------------------------------*
*#########################################################################################################################*/
static void FlatgrassGen_MapSet(int yBeg, int yEnd, BlockRaw block) {
cc_uint32 oneY = (cc_uint32)World.OneY;
BlockRaw* ptr = Gen_Blocks;
int y, yHeight;
yBeg = max(yBeg, 0); yEnd = max(yEnd, 0);
yHeight = (yEnd - yBeg) + 1;
Gen_CurrentProgress = 0.0f;
for (y = yBeg; y <= yEnd; y++) {
Mem_Set(ptr + y * oneY, block, oneY);
Gen_CurrentProgress = (float)(y - yBeg) / yHeight;
}
}
static cc_bool FlatgrassGen_Prepare(void) {
return true;
}
static void FlatgrassGen_Generate(void) {
Gen_CurrentState = "Setting air blocks";
FlatgrassGen_MapSet(World.Height / 2, World.MaxY, BLOCK_AIR);
Gen_CurrentState = "Setting dirt blocks";
FlatgrassGen_MapSet(0, World.Height / 2 - 2, BLOCK_DIRT);
Gen_CurrentState = "Setting grass blocks";
FlatgrassGen_MapSet(World.Height / 2 - 1, World.Height / 2 - 1, BLOCK_GRASS);
gen_done = true;
}
const struct MapGenerator FlatgrassGen = {
FlatgrassGen_Prepare,
FlatgrassGen_Generate
};
/*########################################################################################################################*
*---------------------------------------------------Noise generation------------------------------------------------------*
*#########################################################################################################################*/
#define NOISE_TABLE_SIZE 512
static void ImprovedNoise_Init(cc_uint8* p, RNGState* rnd) {
cc_uint8 tmp;
int i, j;
for (i = 0; i < 256; i++) { p[i] = i; }
/* shuffle randomly using fisher-yates */
for (i = 0; i < 256; i++) {
j = Random_Range(rnd, i, 256);
tmp = p[i]; p[i] = p[j]; p[j] = tmp;
}
for (i = 0; i < 256; i++) {
p[i + 256] = p[i];
}
}
/* Normally, calculating Grad involves a function call + switch. However, the table combinations
can be directly packed into a set of bit flags (where each 2 bit combination indicates either -1, 0 1).
This avoids needing to call another function that performs branching */
#define X_FLAGS 0x46552222
#define Y_FLAGS 0x2222550A
#define Grad(hash, x, y) (((X_FLAGS >> (hash)) & 3) - 1) * (x) + (((Y_FLAGS >> (hash)) & 3) - 1) * (y);
static float ImprovedNoise_Calc(const cc_uint8* p, float x, float y) {
int xFloor, yFloor, X, Y;
float u, v;
int A, B, hash;
float g22, g12, c1;
float g21, g11, c2;
xFloor = x >= 0 ? (int)x : (int)x - 1;
yFloor = y >= 0 ? (int)y : (int)y - 1;
X = xFloor & 0xFF; Y = yFloor & 0xFF;
x -= xFloor; y -= yFloor;
u = x * x * x * (x * (x * 6 - 15) + 10); /* Fade(x) */
v = y * y * y * (y * (y * 6 - 15) + 10); /* Fade(y) */
A = p[X] + Y; B = p[X + 1] + Y;
hash = (p[p[A]] & 0xF) << 1;
g22 = Grad(hash, x, y); /* Grad(p[p[A], x, y) */
hash = (p[p[B]] & 0xF) << 1;
g12 = Grad(hash, x - 1, y); /* Grad(p[p[B], x - 1, y) */
c1 = g22 + u * (g12 - g22);
hash = (p[p[A + 1]] & 0xF) << 1;
g21 = Grad(hash, x, y - 1); /* Grad(p[p[A + 1], x, y - 1) */
hash = (p[p[B + 1]] & 0xF) << 1;
g11 = Grad(hash, x - 1, y - 1); /* Grad(p[p[B + 1], x - 1, y - 1) */
c2 = g21 + u * (g11 - g21);
return c1 + v * (c2 - c1);
}
struct OctaveNoise { cc_uint8 p[8][NOISE_TABLE_SIZE]; int octaves; };
static void OctaveNoise_Init(struct OctaveNoise* n, RNGState* rnd, int octaves) {
int i;
n->octaves = octaves;
for (i = 0; i < octaves; i++) {
ImprovedNoise_Init(n->p[i], rnd);
}
}
static float OctaveNoise_Calc(const struct OctaveNoise* n, float x, float y) {
float amplitude = 1, freq = 1;
float sum = 0;
int i;
for (i = 0; i < n->octaves; i++) {
sum += ImprovedNoise_Calc(n->p[i], x * freq, y * freq) * amplitude;
amplitude *= 2.0f;
freq *= 0.5f;
}
return sum;
}
struct CombinedNoise { struct OctaveNoise noise1, noise2; };
static void CombinedNoise_Init(struct CombinedNoise* n, RNGState* rnd, int octaves1, int octaves2) {
OctaveNoise_Init(&n->noise1, rnd, octaves1);
OctaveNoise_Init(&n->noise2, rnd, octaves2);
}
static float CombinedNoise_Calc(const struct CombinedNoise* n, float x, float y) {
float offset = OctaveNoise_Calc(&n->noise2, x, y);
return OctaveNoise_Calc(&n->noise1, x + offset, y);
}
/*########################################################################################################################*
*----------------------------------------------------Notchy map gen-------------------------------------------------------*
*#########################################################################################################################*/
static int waterLevel, minHeight;
static cc_int16* heightmap;
static RNGState rnd;
static void NotchyGen_FillOblateSpheroid(int x, int y, int z, float radius, BlockRaw block) {
int xBeg = Math_Floor(max(x - radius, 0));
int xEnd = Math_Floor(min(x + radius, World.MaxX));
int yBeg = Math_Floor(max(y - radius, 0));
int yEnd = Math_Floor(min(y + radius, World.MaxY));
int zBeg = Math_Floor(max(z - radius, 0));
int zEnd = Math_Floor(min(z + radius, World.MaxZ));
float radiusSq = radius * radius;
int index;
int xx, yy, zz, dx, dy, dz;
for (yy = yBeg; yy <= yEnd; yy++) { dy = yy - y;
for (zz = zBeg; zz <= zEnd; zz++) { dz = zz - z;
for (xx = xBeg; xx <= xEnd; xx++) { dx = xx - x;
if ((dx * dx + 2 * dy * dy + dz * dz) < radiusSq) {
index = World_Pack(xx, yy, zz);
if (Gen_Blocks[index] == BLOCK_STONE)
Gen_Blocks[index] = block;
}
}
}
}
}
#if CC_BUILD_MAXSTACK <= (32 * 1024)
#define STACK_FAST 512
#else
#define STACK_FAST 8192
#endif
static void NotchyGen_FloodFill(int index, BlockRaw block) {
int* stack;
int stack_default[STACK_FAST]; /* avoid allocating memory if possible */
int count = 0, limit = STACK_FAST;
int x, y, z;
stack = stack_default;
if (index < 0) return; /* y below map, don't bother starting */
stack[count++] = index;
while (count) {
index = stack[--count];
if (Gen_Blocks[index] != BLOCK_AIR) continue;
Gen_Blocks[index] = block;
x = index % World.Width;
y = index / World.OneY;
z = (index / World.Width) % World.Length;
/* need to increase stack */
if (count >= limit - FACE_COUNT) {
Utils_Resize((void**)&stack, &limit, 4, STACK_FAST, STACK_FAST);
}
if (x > 0) { stack[count++] = index - 1; }
if (x < World.MaxX) { stack[count++] = index + 1; }
if (z > 0) { stack[count++] = index - World.Width; }
if (z < World.MaxZ) { stack[count++] = index + World.Width; }
if (y > 0) { stack[count++] = index - World.OneY; }
}
if (limit > STACK_FAST) Mem_Free(stack);
}
static void NotchyGen_CreateHeightmap(void) {
float hLow, hHigh, height;
int hIndex = 0, adjHeight;
int x, z;
#if CC_BUILD_MAXSTACK <= (16 * 1024)
struct NoiseBuffer {
struct CombinedNoise n1, n2;
struct OctaveNoise n3;
};
void* mem = TempMem_Alloc(sizeof(struct NoiseBuffer));
struct NoiseBuffer* buf = (struct NoiseBuffer*)mem;
struct CombinedNoise* n1 = &buf->n1;
struct CombinedNoise* n2 = &buf->n2;
struct OctaveNoise* n3 = &buf->n3;
#else
struct CombinedNoise _n1, *n1 = &_n1;
struct CombinedNoise _n2, *n2 = &_n2;
struct OctaveNoise _n3, *n3 = &_n3;
#endif
CombinedNoise_Init(n1, &rnd, 8, 8);
CombinedNoise_Init(n2, &rnd, 8, 8);
OctaveNoise_Init(n3, &rnd, 6);
Gen_CurrentState = "Building heightmap";
for (z = 0; z < World.Length; z++) {
Gen_CurrentProgress = (float)z / World.Length;
for (x = 0; x < World.Width; x++) {
hLow = CombinedNoise_Calc(n1, x * 1.3f, z * 1.3f) / 6 - 4;
height = hLow;
if (OctaveNoise_Calc(n3, (float)x, (float)z) <= 0) {
hHigh = CombinedNoise_Calc(n2, x * 1.3f, z * 1.3f) / 5 + 6;
height = max(hLow, hHigh);
}
height *= 0.5f;
if (height < 0) height *= 0.8f;
adjHeight = (int)(height + waterLevel);
minHeight = min(adjHeight, minHeight);
heightmap[hIndex++] = adjHeight;
}
}
}
static int NotchyGen_CreateStrataFast(void) {
cc_uint32 oneY = (cc_uint32)World.OneY;
int stoneHeight, airHeight;
int y;
Gen_CurrentProgress = 0.0f;
Gen_CurrentState = "Filling map";
/* Make lava layer at bottom */
Mem_Set(Gen_Blocks, BLOCK_STILL_LAVA, oneY);
/* Invariant: the lowest value dirtThickness can possible be is -14 */
stoneHeight = minHeight - 14;
/* We can quickly fill in bottom solid layers */
for (y = 1; y <= stoneHeight; y++) {
Mem_Set(Gen_Blocks + y * oneY, BLOCK_STONE, oneY);
Gen_CurrentProgress = (float)y / World.Height;
}
/* Fill in rest of map wih air */
airHeight = max(0, stoneHeight) + 1;
for (y = airHeight; y < World.Height; y++) {
Mem_Set(Gen_Blocks + y * oneY, BLOCK_AIR, oneY);
Gen_CurrentProgress = (float)y / World.Height;
}
/* if stoneHeight is <= 0, then no layer is fully stone */
return max(stoneHeight, 1);
}
static void NotchyGen_CreateStrata(void) {
int dirtThickness, dirtHeight;
int minStoneY, stoneHeight;
int hIndex = 0, maxY = World.MaxY, index = 0;
int x, y, z;
struct OctaveNoise n;
/* Try to bulk fill bottom of the map if possible */
minStoneY = NotchyGen_CreateStrataFast();
OctaveNoise_Init(&n, &rnd, 8);
Gen_CurrentState = "Creating strata";
for (z = 0; z < World.Length; z++) {
Gen_CurrentProgress = (float)z / World.Length;
for (x = 0; x < World.Width; x++) {
dirtThickness = (int)(OctaveNoise_Calc(&n, (float)x, (float)z) / 24 - 4);
dirtHeight = heightmap[hIndex++];
stoneHeight = dirtHeight + dirtThickness;
stoneHeight = min(stoneHeight, maxY);
dirtHeight = min(dirtHeight, maxY);
index = World_Pack(x, minStoneY, z);
for (y = minStoneY; y <= stoneHeight; y++) {
Gen_Blocks[index] = BLOCK_STONE; index += World.OneY;
}
stoneHeight = max(stoneHeight, 0);
index = World_Pack(x, (stoneHeight + 1), z);
for (y = stoneHeight + 1; y <= dirtHeight; y++) {
Gen_Blocks[index] = BLOCK_DIRT; index += World.OneY;
}
}
}
}
static void NotchyGen_CarveCaves(void) {
int cavesCount, caveLen;
float caveX, caveY, caveZ;
float theta, deltaTheta, phi, deltaPhi;
float caveRadius, radius;
int cenX, cenY, cenZ;
int i, j;
cavesCount = World.Volume / 8192;
Gen_CurrentState = "Carving caves";
for (i = 0; i < cavesCount; i++) {
Gen_CurrentProgress = (float)i / cavesCount;
caveX = (float)Random_Next(&rnd, World.Width);
caveY = (float)Random_Next(&rnd, World.Height);
caveZ = (float)Random_Next(&rnd, World.Length);
caveLen = (int)(Random_Float(&rnd) * Random_Float(&rnd) * 200.0f);
theta = Random_Float(&rnd) * 2.0f * MATH_PI; deltaTheta = 0.0f;
phi = Random_Float(&rnd) * 2.0f * MATH_PI; deltaPhi = 0.0f;
caveRadius = Random_Float(&rnd) * Random_Float(&rnd);
for (j = 0; j < caveLen; j++) {
caveX += Math_SinF(theta) * Math_CosF(phi);
caveZ += Math_CosF(theta) * Math_CosF(phi);
caveY += Math_SinF(phi);
theta = theta + deltaTheta * 0.2f;
deltaTheta = deltaTheta * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
phi = phi * 0.5f + deltaPhi * 0.25f;
deltaPhi = deltaPhi * 0.75f + Random_Float(&rnd) - Random_Float(&rnd);
if (Random_Float(&rnd) < 0.25f) continue;
cenX = (int)(caveX + (Random_Next(&rnd, 4) - 2) * 0.2f);
cenY = (int)(caveY + (Random_Next(&rnd, 4) - 2) * 0.2f);
cenZ = (int)(caveZ + (Random_Next(&rnd, 4) - 2) * 0.2f);
radius = (World.Height - cenY) / (float)World.Height;
radius = 1.2f + (radius * 3.5f + 1.0f) * caveRadius;
radius = radius * Math_SinF(j * MATH_PI / caveLen);
NotchyGen_FillOblateSpheroid(cenX, cenY, cenZ, radius, BLOCK_AIR);
}
}
}
static void NotchyGen_CarveOreVeins(float abundance, const char* state, BlockRaw block) {
int numVeins, veinLen;
float veinX, veinY, veinZ;
float theta, deltaTheta, phi, deltaPhi;
float radius;
int i, j;
numVeins = (int)(World.Volume * abundance / 16384);
Gen_CurrentState = state;
for (i = 0; i < numVeins; i++) {
Gen_CurrentProgress = (float)i / numVeins;
veinX = (float)Random_Next(&rnd, World.Width);
veinY = (float)Random_Next(&rnd, World.Height);
veinZ = (float)Random_Next(&rnd, World.Length);
veinLen = (int)(Random_Float(&rnd) * Random_Float(&rnd) * 75 * abundance);
theta = Random_Float(&rnd) * 2.0f * MATH_PI; deltaTheta = 0.0f;
phi = Random_Float(&rnd) * 2.0f * MATH_PI; deltaPhi = 0.0f;
for (j = 0; j < veinLen; j++) {
veinX += Math_SinF(theta) * Math_CosF(phi);
veinZ += Math_CosF(theta) * Math_CosF(phi);
veinY += Math_SinF(phi);
theta = deltaTheta * 0.2f;
deltaTheta = deltaTheta * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
phi = phi * 0.5f + deltaPhi * 0.25f;
deltaPhi = deltaPhi * 0.9f + Random_Float(&rnd) - Random_Float(&rnd);
radius = abundance * Math_SinF(j * MATH_PI / veinLen) + 1.0f;
NotchyGen_FillOblateSpheroid((int)veinX, (int)veinY, (int)veinZ, radius, block);
}
}
}
static void NotchyGen_FloodFillWaterBorders(void) {
int waterY = waterLevel - 1;
int index1, index2;
int x, z;
Gen_CurrentState = "Flooding edge water";
index1 = World_Pack(0, waterY, 0);
index2 = World_Pack(0, waterY, World.Length - 1);
for (x = 0; x < World.Width; x++) {
Gen_CurrentProgress = 0.0f + ((float)x / World.Width) * 0.5f;
NotchyGen_FloodFill(index1, BLOCK_STILL_WATER);
NotchyGen_FloodFill(index2, BLOCK_STILL_WATER);
index1++; index2++;
}
index1 = World_Pack(0, waterY, 0);
index2 = World_Pack(World.Width - 1, waterY, 0);
for (z = 0; z < World.Length; z++) {
Gen_CurrentProgress = 0.5f + ((float)z / World.Length) * 0.5f;
NotchyGen_FloodFill(index1, BLOCK_STILL_WATER);
NotchyGen_FloodFill(index2, BLOCK_STILL_WATER);
index1 += World.Width; index2 += World.Width;
}
}
static void NotchyGen_FloodFillWater(void) {
int numSources;
int i, x, y, z;
numSources = World.Width * World.Length / 800;
Gen_CurrentState = "Flooding water";
for (i = 0; i < numSources; i++) {
Gen_CurrentProgress = (float)i / numSources;
x = Random_Next(&rnd, World.Width);
z = Random_Next(&rnd, World.Length);
y = waterLevel - Random_Range(&rnd, 1, 3);
NotchyGen_FloodFill(World_Pack(x, y, z), BLOCK_STILL_WATER);
}
}
static void NotchyGen_FloodFillLava(void) {
int numSources;
int i, x, y, z;
numSources = World.Width * World.Length / 20000;
Gen_CurrentState = "Flooding lava";
for (i = 0; i < numSources; i++) {
Gen_CurrentProgress = (float)i / numSources;
x = Random_Next(&rnd, World.Width);
z = Random_Next(&rnd, World.Length);
y = (int)((waterLevel - 3) * Random_Float(&rnd) * Random_Float(&rnd));
NotchyGen_FloodFill(World_Pack(x, y, z), BLOCK_STILL_LAVA);
}
}
static void NotchyGen_CreateSurfaceLayer(void) {
int hIndex = 0, index;
BlockRaw above;
int x, y, z;
#if CC_BUILD_MAXSTACK <= (16 * 1024)
struct NoiseBuffer {
struct OctaveNoise n1, n2;
};
struct NoiseBuffer* buf = TempMem_Alloc(sizeof(struct NoiseBuffer));
struct OctaveNoise* n1 = &buf->n1;
struct OctaveNoise* n2 = &buf->n2;
#else
struct OctaveNoise _n1, _n2;
struct OctaveNoise* n1 = &_n1;
struct OctaveNoise* n2 = &_n2;
#endif
OctaveNoise_Init(n1, &rnd, 8);
OctaveNoise_Init(n2, &rnd, 8);
Gen_CurrentState = "Creating surface";
for (z = 0; z < World.Length; z++) {
Gen_CurrentProgress = (float)z / World.Length;
for (x = 0; x < World.Width; x++) {
y = heightmap[hIndex++];
if (y < 0 || y >= World.Height) continue;
index = World_Pack(x, y, z);
above = y >= World.MaxY ? BLOCK_AIR : Gen_Blocks[index + World.OneY];
/* TODO: update heightmap */
if (above == BLOCK_STILL_WATER && (OctaveNoise_Calc(n2, (float)x, (float)z) > 12)) {
Gen_Blocks[index] = BLOCK_GRAVEL;
} else if (above == BLOCK_AIR) {
Gen_Blocks[index] = (y <= waterLevel && (OctaveNoise_Calc(n1, (float)x, (float)z) > 8)) ? BLOCK_SAND : BLOCK_GRASS;
}
}
}
}
static void NotchyGen_PlantFlowers(void) {
int numPatches;
BlockRaw block;
int patchX, patchZ;
int flowerX, flowerY, flowerZ;
int i, j, k, index;
if (Game_Version.Version < VERSION_0023) return;
numPatches = World.Width * World.Length / 3000;
Gen_CurrentState = "Planting flowers";
for (i = 0; i < numPatches; i++) {
Gen_CurrentProgress = (float)i / numPatches;
block = (BlockRaw)(BLOCK_DANDELION + Random_Next(&rnd, 2));
patchX = Random_Next(&rnd, World.Width);
patchZ = Random_Next(&rnd, World.Length);
for (j = 0; j < 10; j++) {
flowerX = patchX; flowerZ = patchZ;
for (k = 0; k < 5; k++) {
flowerX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
flowerZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
if (!World_ContainsXZ(flowerX, flowerZ)) continue;
flowerY = heightmap[flowerZ * World.Width + flowerX] + 1;
if (flowerY <= 0 || flowerY >= World.Height) continue;
index = World_Pack(flowerX, flowerY, flowerZ);
if (Gen_Blocks[index] == BLOCK_AIR && Gen_Blocks[index - World.OneY] == BLOCK_GRASS)
Gen_Blocks[index] = block;
}
}
}
}
static void NotchyGen_PlantMushrooms(void) {
int numPatches, groundHeight;
BlockRaw block;
int patchX, patchY, patchZ;
int mushX, mushY, mushZ;
int i, j, k, index;
if (Game_Version.Version < VERSION_0023) return;
numPatches = World.Volume / 2000;
Gen_CurrentState = "Planting mushrooms";
for (i = 0; i < numPatches; i++) {
Gen_CurrentProgress = (float)i / numPatches;
block = (BlockRaw)(BLOCK_BROWN_SHROOM + Random_Next(&rnd, 2));
patchX = Random_Next(&rnd, World.Width);
patchY = Random_Next(&rnd, World.Height);
patchZ = Random_Next(&rnd, World.Length);
for (j = 0; j < 20; j++) {
mushX = patchX; mushY = patchY; mushZ = patchZ;
for (k = 0; k < 5; k++) {
mushX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
mushZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
if (!World_ContainsXZ(mushX, mushZ)) continue;
groundHeight = heightmap[mushZ * World.Width + mushX];
if (mushY >= (groundHeight - 1)) continue;
index = World_Pack(mushX, mushY, mushZ);
if (Gen_Blocks[index] == BLOCK_AIR && Gen_Blocks[index - World.OneY] == BLOCK_STONE)
Gen_Blocks[index] = block;
}
}
}
}
static void NotchyGen_PlantTrees(void) {
int numPatches;
int patchX, patchZ;
int treeX, treeY, treeZ;
int treeHeight, index, count;
BlockRaw under;
int i, j, k, m;
IVec3 coords[TREE_MAX_COUNT];
BlockRaw blocks[TREE_MAX_COUNT];
Tree_Blocks = Gen_Blocks;
Tree_Rnd = &rnd;
numPatches = World.Width * World.Length / 4000;
Gen_CurrentState = "Planting trees";
for (i = 0; i < numPatches; i++) {
Gen_CurrentProgress = (float)i / numPatches;
patchX = Random_Next(&rnd, World.Width);
patchZ = Random_Next(&rnd, World.Length);
for (j = 0; j < 20; j++) {
treeX = patchX; treeZ = patchZ;
for (k = 0; k < 20; k++) {
treeX += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
treeZ += Random_Next(&rnd, 6) - Random_Next(&rnd, 6);
if (!World_ContainsXZ(treeX, treeZ) || Random_Float(&rnd) >= 0.25f) continue;
treeY = heightmap[treeZ * World.Width + treeX] + 1;
if (treeY >= World.Height) continue;
treeHeight = 5 + Random_Next(&rnd, 3);
index = World_Pack(treeX, treeY, treeZ);
under = treeY > 0 ? Gen_Blocks[index - World.OneY] : BLOCK_AIR;
if (under == BLOCK_GRASS && TreeGen_CanGrow(treeX, treeY, treeZ, treeHeight)) {
count = TreeGen_Grow(treeX, treeY, treeZ, treeHeight, coords, blocks);
for (m = 0; m < count; m++) {
index = World_Pack(coords[m].x, coords[m].y, coords[m].z);
Gen_Blocks[index] = blocks[m];
}
}
}
}
}
}
static cc_bool NotchyGen_Prepare(void) {
Random_Seed(&rnd, Gen_Seed);
waterLevel = World.Height / 2;
minHeight = World.Height;
heightmap = (cc_int16*)Mem_TryAlloc(World.Width * World.Length, 2);
return heightmap != NULL;
}
static void NotchyGen_Generate(void) {
GEN_COOP_BEGIN
GEN_COOP_STEP( 0, NotchyGen_CreateHeightmap() );
GEN_COOP_STEP( 1, NotchyGen_CreateStrata() );
GEN_COOP_STEP( 2, NotchyGen_CarveCaves() );
GEN_COOP_STEP( 3, NotchyGen_CarveOreVeins(0.9f, "Carving coal ore", BLOCK_COAL_ORE) );
GEN_COOP_STEP( 4, NotchyGen_CarveOreVeins(0.7f, "Carving iron ore", BLOCK_IRON_ORE) );
GEN_COOP_STEP( 5, NotchyGen_CarveOreVeins(0.5f, "Carving gold ore", BLOCK_GOLD_ORE) );
GEN_COOP_STEP( 6, NotchyGen_FloodFillWaterBorders() );
GEN_COOP_STEP( 7, NotchyGen_FloodFillWater() );
GEN_COOP_STEP( 8, NotchyGen_FloodFillLava() );
GEN_COOP_STEP( 9, NotchyGen_CreateSurfaceLayer() );
GEN_COOP_STEP(10, NotchyGen_PlantFlowers() );
GEN_COOP_STEP(11, NotchyGen_PlantMushrooms() );
GEN_COOP_STEP(12, NotchyGen_PlantTrees() );
GEN_COOP_END
Mem_Free(heightmap);
heightmap = NULL;
gen_done = true;
}
const struct MapGenerator NotchyGen = {
NotchyGen_Prepare,
NotchyGen_Generate
};
/*########################################################################################################################*
*----------------------------------------------------Tree generation------------------------------------------------------*
*#########################################################################################################################*/
BlockRaw* Tree_Blocks;
RNGState* Tree_Rnd;
cc_bool TreeGen_CanGrow(int treeX, int treeY, int treeZ, int treeHeight) {
int baseHeight = treeHeight - 4;
int index;
int x, y, z;
/* check tree base */
for (y = treeY; y < treeY + baseHeight; y++) {
for (z = treeZ - 1; z <= treeZ + 1; z++) {
for (x = treeX - 1; x <= treeX + 1; x++) {
if (!World_Contains(x, y, z)) return false;
index = World_Pack(x, y, z);
if (Tree_Blocks[index] != BLOCK_AIR) return false;
}
}
}
/* and also check canopy */
for (y = treeY + baseHeight; y < treeY + treeHeight; y++) {
for (z = treeZ - 2; z <= treeZ + 2; z++) {
for (x = treeX - 2; x <= treeX + 2; x++) {
if (!World_Contains(x, y, z)) return false;
index = World_Pack(x, y, z);
if (Tree_Blocks[index] != BLOCK_AIR) return false;
}
}
}
return true;
}
#define TreeGen_Place(xVal, yVal, zVal, block)\
coords[count].x = (xVal); coords[count].y = (yVal); coords[count].z = (zVal);\
blocks[count] = block; count++;
int TreeGen_Grow(int treeX, int treeY, int treeZ, int height, IVec3* coords, BlockRaw* blocks) {
int topStart = treeY + (height - 2);
int count = 0;
int xx, zz, x, y, z;
/* leaves bottom layer */
for (y = treeY + (height - 4); y < topStart; y++) {
for (zz = -2; zz <= 2; zz++) {
for (xx = -2; xx <= 2; xx++) {
x = treeX + xx; z = treeZ + zz;
if (Math_AbsI(xx) == 2 && Math_AbsI(zz) == 2) {
if (Random_Float(Tree_Rnd) >= 0.5f) {
TreeGen_Place(x, y, z, BLOCK_LEAVES);
}
} else {
TreeGen_Place(x, y, z, BLOCK_LEAVES);
}
}
}
}
/* leaves top layer */
for (; y < treeY + height; y++) {
for (zz = -1; zz <= 1; zz++) {
for (xx = -1; xx <= 1; xx++) {
x = xx + treeX; z = zz + treeZ;
if (xx == 0 || zz == 0) {
TreeGen_Place(x, y, z, BLOCK_LEAVES);
} else if (y == topStart && Random_Float(Tree_Rnd) >= 0.5f) {
TreeGen_Place(x, y, z, BLOCK_LEAVES);
}
}
}
}
/* place trunk */
for (y = 0; y < height - 1; y++) {
TreeGen_Place(treeX, treeY + y, treeZ, BLOCK_LOG);
}
/* then place dirt */
TreeGen_Place(treeX, treeY - 1, treeZ, BLOCK_DIRT);
return count;
}