git-svn-id: http://mc-server.googlecode.com/svn/trunk@694 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			406 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			406 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// StructGen.h
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#include "Globals.h"
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#include "StructGen.h"
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#include "BlockID.h"
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#include "Trees.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenOreNests configuration:
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const int MAX_HEIGHT_COAL = 127;
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const int NUM_NESTS_COAL = 50;
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const int NEST_SIZE_COAL = 10;
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const int MAX_HEIGHT_IRON = 70;
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const int NUM_NESTS_IRON = 20;
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const int NEST_SIZE_IRON = 6;
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const int MAX_HEIGHT_REDSTONE = 40;
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const int NUM_NESTS_REDSTONE = 7;
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const int NEST_SIZE_REDSTONE = 6;
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const int MAX_HEIGHT_GOLD = 35;
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const int NUM_NESTS_GOLD = 6;
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const int NEST_SIZE_GOLD = 6;
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const int MAX_HEIGHT_DIAMOND = 16;
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const int NUM_NESTS_DIAMOND = 3;
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const int NEST_SIZE_DIAMOND = 5;
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const int MAX_HEIGHT_LAPIS = 30;
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const int NUM_NESTS_LAPIS = 3;
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const int NEST_SIZE_LAPIS = 5;
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template <typename T> T Clamp(T a_Value, T a_Min, T a_Max)
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{
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	return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
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}
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static bool SortTreeBlocks(const sSetBlock & a_First, const sSetBlock & a_Second)
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{
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	return (a_First.BlockType == E_BLOCK_LOG) && (a_Second.BlockType != E_BLOCK_LOG);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenTrees:
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void cStructGenTrees::GenStructures(
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	int a_ChunkX, int a_ChunkZ, 
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	cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
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	cChunkDef::BlockNibbles & a_BlockMetas,  // Block meta to read and change
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	cChunkDef::HeightMap & a_HeightMap,      // Height map to read and change by the current data
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	cEntityList & a_Entities,                // Entities may be added or deleted
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	cBlockEntityList & a_BlockEntities       // Block entities may be added or deleted
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)
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{
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	cChunkDef::BlockTypes   WorkerBlockTypes;
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	cChunkDef::BlockNibbles WorkerBlockMeta;
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	cChunkDef::HeightMap    WorkerHeight;
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	cEntityList Entities;
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	cBlockEntityList BlockEntities;
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	// Generate trees:
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	for (int x = 0; x <= 2; x++)
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	{
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		int BaseX = a_ChunkX + x - 1;
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		for (int z = 0; z <= 2; z++)
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		{
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			int BaseZ = a_ChunkZ + z - 1;
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			cChunkDef::BlockTypes *   BlT;
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			cChunkDef::BlockNibbles * BlM;
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			cChunkDef::HeightMap *    Hei;
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			cChunkDef::BiomeMap Biomes;
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			m_BiomeGen->GenBiomes(BaseX, BaseZ, Biomes);
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			if ((x != 1) || (z != 1))
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			{
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				BlT = &WorkerBlockTypes;
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				BlM = &WorkerBlockMeta;
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				Hei = &WorkerHeight;
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				m_HeightGen->GenHeightMap       (BaseX, BaseZ, *Hei);
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				m_CompositionGen->ComposeTerrain(BaseX, BaseZ, *BlT, *BlM, *Hei, Biomes, Entities, BlockEntities);
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				// TODO: Free the entity lists
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			}
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			else
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			{
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				BlT = &a_BlockTypes;
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				BlM = &a_BlockMetas;
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				Hei = &a_HeightMap;
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			}
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			int NumTrees = GetNumTrees(BaseX, BaseZ, Biomes);
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			sSetBlockVector OutsideLogs, OutsideOther;
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			for (int i = 0; i < NumTrees; i++)
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			{
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				GenerateSingleTree(BaseX, BaseZ, i, *BlT, *BlM, *Hei, Biomes, OutsideLogs, OutsideOther);
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			}
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			sSetBlockVector IgnoredOverflow;
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			IgnoredOverflow.reserve(OutsideOther.size());
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			ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, OutsideOther, IgnoredOverflow);
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			IgnoredOverflow.clear();
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			IgnoredOverflow.reserve(OutsideLogs.size());
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			ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, OutsideLogs, IgnoredOverflow);
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		}  // for z
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	}  // for x
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	// Update the heightmap:
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	for (int x = 0; x < cChunkDef::Width; x++)
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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 y = cChunkDef::Height - 1; y >= 0; y--)
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			{
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				if (cChunkDef::GetBlock(a_BlockTypes, x, y, z) != E_BLOCK_AIR)
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				{
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					cChunkDef::SetHeight(a_HeightMap, x, z, y);
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					break;
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				}
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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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void cStructGenTrees::GenerateSingleTree(
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	int a_ChunkX, int a_ChunkZ, int a_Seq,
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	cChunkDef::BlockTypes & a_BlockTypes,
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	cChunkDef::BlockNibbles & a_BlockMetas,
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	const cChunkDef::HeightMap & a_Height,
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	const cChunkDef::BiomeMap & a_Biomes,
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	sSetBlockVector & a_OutsideLogs,
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	sSetBlockVector & a_OutsideOther
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)
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{
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	int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
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	int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
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	int Height = cChunkDef::GetHeight(a_Height, x, z);
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	if ((Height <= 0) || (Height > 240))
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	{
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		return;
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	}
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	// Check the block underneath the tree:
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	BLOCKTYPE TopBlock = cChunkDef::GetBlock(a_BlockTypes, x, Height, z);
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	if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_SOIL))
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	{
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		return;
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	}
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	sSetBlockVector TreeLogs, TreeOther;
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	GetTreeImageByBiome(
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		a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
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		m_Noise, a_Seq, 
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		cChunkDef::GetBiome(a_Biomes, x, z),
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		TreeLogs, TreeOther
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	);
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	// Check if the generated image fits the terrain. Only the logs are checked:
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	for (sSetBlockVector::const_iterator itr = TreeLogs.begin(); itr != TreeLogs.end(); ++itr)
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	{
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		if ((itr->ChunkX != a_ChunkX) || (itr->ChunkZ != a_ChunkZ))
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		{
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			// Outside the chunk
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			continue;
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		}
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		BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z);
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		switch (Block)
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		{
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			CASE_TREE_ALLOWED_BLOCKS:
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			{
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				break;
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			}
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			default:
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			{
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				// There's something in the way, abort this tree altogether
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				return;
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			}
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		}
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	}
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	ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, TreeOther, a_OutsideOther);
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	ApplyTreeImage(a_ChunkX, a_ChunkZ, a_BlockTypes, a_BlockMetas, TreeLogs,  a_OutsideLogs);	
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}
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void cStructGenTrees::ApplyTreeImage(
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	int a_ChunkX, int a_ChunkZ,
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	cChunkDef::BlockTypes & a_BlockTypes,
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	cChunkDef::BlockNibbles & a_BlockMetas,
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	const sSetBlockVector & a_Image,
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	sSetBlockVector & a_Overflow
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)
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{
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	// Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
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	for (sSetBlockVector::const_iterator itr = a_Image.begin(); itr != a_Image.end(); ++itr)
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	{
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		if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
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		{
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			// Inside this chunk, integrate into a_BlockTypes:
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			switch (cChunkDef::GetBlock(a_BlockTypes, itr->x, itr->y, itr->z))
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			{
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				case E_BLOCK_LEAVES:
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				{
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					if (itr->BlockType != E_BLOCK_LOG)
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					{
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						break;
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					}
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					// fallthrough:
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				}
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				CASE_TREE_OVERWRITTEN_BLOCKS:
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				{
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					cChunkDef::SetBlock (a_BlockTypes, itr->x, itr->y, itr->z, itr->BlockType);
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					cChunkDef::SetNibble(a_BlockMetas, itr->x, itr->y, itr->z, itr->BlockMeta);
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					break;
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				}
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			}  // switch (GetBlock())
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			continue;
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		}
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		// Outside the chunk, push into a_Overflow.
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		// Don't check if already present there, by separating logs and others we don't need the checks anymore:
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		a_Overflow.push_back(*itr);
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	}
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}
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int cStructGenTrees::GetNumTrees(
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	int a_ChunkX, int a_ChunkZ,
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	const cChunkDef::BiomeMap & a_Biomes
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)
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{
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	int NumTrees = 0;
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	for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
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	{
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		int Add = 0;
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		switch (a_Biomes[x + cChunkDef::Width * z])
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		{
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			case biPlains:           Add = 1;  break;
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			case biExtremeHills:     Add = 3;  break;
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			case biForest:           Add = 30; break;
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			case biTaiga:            Add = 30; break;
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			case biSwampland:        Add = 8;  break;
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			case biIcePlains:        Add = 1;  break;
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			case biIceMountains:     Add = 1;  break;
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			case biMushroomIsland:   Add = 3;  break;
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			case biMushroomShore:    Add = 3;  break;
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			case biForestHills:      Add = 20; break;
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			case biTaigaHills:       Add = 20; break;
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			case biExtremeHillsEdge: Add = 5;  break;
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			case biJungle:           Add = 120; break;
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			case biJungleHills:      Add = 90; break;
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		}
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		NumTrees += Add;
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	}
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	return NumTrees / 1024;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenOreNests:
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void cStructGenOreNests::GenStructures(
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	int a_ChunkX, int a_ChunkZ,
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	cChunkDef::BlockTypes & a_BlockTypes,   // Block types to read and change
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	cChunkDef::BlockNibbles & a_BlockMeta,  // Block meta to read and change
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	cChunkDef::HeightMap & a_HeightMap,     // Height map to read and change by the current data
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	cEntityList & a_Entities,               // Entities may be added or deleted
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	cBlockEntityList & a_BlockEntities      // Block entities may be added or deleted
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)
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{
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_COAL_ORE,     MAX_HEIGHT_COAL,     NUM_NESTS_COAL,     NEST_SIZE_COAL,     a_BlockTypes, 1);
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_IRON_ORE,     MAX_HEIGHT_IRON,     NUM_NESTS_IRON,     NEST_SIZE_IRON,     a_BlockTypes, 2);
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_REDSTONE_ORE, MAX_HEIGHT_REDSTONE, NUM_NESTS_REDSTONE, NEST_SIZE_REDSTONE, a_BlockTypes, 3);
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_GOLD_ORE,     MAX_HEIGHT_GOLD,     NUM_NESTS_GOLD,     NEST_SIZE_GOLD,     a_BlockTypes, 4);
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_DIAMOND_ORE,  MAX_HEIGHT_DIAMOND,  NUM_NESTS_DIAMOND,  NEST_SIZE_DIAMOND,  a_BlockTypes, 5);
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	GenerateOre(a_ChunkX, a_ChunkZ, E_BLOCK_LAPIS_ORE,    MAX_HEIGHT_LAPIS,    NUM_NESTS_LAPIS,    NEST_SIZE_LAPIS,    a_BlockTypes, 6);
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}
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void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq)
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{
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	// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
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	// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
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	// Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
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	for (int i = 0; i < a_NumNests; i++)
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	{
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		int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
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		int BaseX = rnd % cChunkDef::Width;
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		rnd /= cChunkDef::Width;
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		int BaseZ = rnd % cChunkDef::Width;
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		rnd /= cChunkDef::Width;
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		int BaseY = rnd % a_MaxHeight;
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		rnd /= a_MaxHeight;
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		int NestSize = a_NestSize + (rnd % (a_NestSize / 4));  // The actual nest size may be up to 1/4 larger
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		int Num = 0;
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		while (Num < NestSize)
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		{
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			// Put a cuboid around [BaseX, BaseY, BaseZ]
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			int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
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			int xsize = rnd % 2;
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			int ysize = (rnd / 4) % 2;
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			int zsize = (rnd / 16) % 2;
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			rnd >>= 8;
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			for (int x = xsize; x >= 0; --x)
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			{
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				int BlockX = BaseX + x;
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				if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
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				{
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					Num++;  // So that the cycle finishes even if the base coords wander away from the chunk
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					continue;
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				}
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				for (int y = ysize; y >= 0; --y)
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				{
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					int BlockY = BaseY + y;
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					if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
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					{
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						Num++;  // So that the cycle finishes even if the base coords wander away from the chunk
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						continue;
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					}
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					for (int z = zsize; z >= 0; --z)
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					{
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						int BlockZ = BaseZ + z;
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						if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
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						{
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							Num++;  // So that the cycle finishes even if the base coords wander away from the chunk
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							continue;
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						}
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						int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
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						if (a_BlockTypes[Index] == E_BLOCK_STONE)
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						{
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							a_BlockTypes[Index] = a_OreType;
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						}
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						Num++;
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					}  // for z
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				}  // for y
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			}  // for x
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			// Move the base to a neighbor voxel
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			switch (rnd % 4)
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			{
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				case 0: BaseX--; break;
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				case 1: BaseX++; break;
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			}
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			switch ((rnd >> 3) % 4)
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			{
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				case 0: BaseY--; break;
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				case 1: BaseY++; break;
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			}
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			switch ((rnd >> 6) % 4)
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			{
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				case 0: BaseZ--; break;
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				case 1: BaseZ++; break;
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			}
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		}  // while (Num < NumBlocks)
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	}  // for i - NumNests
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}
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