Thread-safe chunk generation, storage and generator are queried for progress while initializing server
Note that this commit breaks foliage generation - there are no trees in the chunks generated! git-svn-id: http://mc-server.googlecode.com/svn/trunk@292 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -31,19 +31,9 @@ cWorldGenerator::~cWorldGenerator()
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void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData, cEntityList & a_Entities, cBlockEntityList & a_BlockEntities)
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{
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// TODO: use a raw char array instead of the entire chunk, then set it as chunk's blockdata
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cChunkPtr Chunk = m_World->GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
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assert(!Chunk->IsValid());
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memset(Chunk->pGetBlockData(), 0, cChunk::c_BlockDataSize);
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GenerateTerrain(Chunk);
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GenerateFoliage(Chunk);
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Chunk->CalculateHeightmap();
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Chunk->CalculateLighting();
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Chunk->SetValid();
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GenerateTerrain(a_ChunkX, a_ChunkY, a_ChunkZ, a_BlockData);
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}
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@@ -101,40 +91,44 @@ static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
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void cWorldGenerator::GenerateTerrain( cChunkPtr a_Chunk )
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unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
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{
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Vector3i ChunkPos( a_Chunk->GetPosX(), a_Chunk->GetPosY(), a_Chunk->GetPosZ() );
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char* BlockType = a_Chunk->pGetType();
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assert((x < 16) && (x > -1) && (y < 128) && (y > -1) && (z < 16) && (z > -1));
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//const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
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const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
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const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
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const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
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const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
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const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
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const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
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const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
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const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
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const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
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const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
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const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
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return y + (z * 128) + (x * 128 * 16);
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}
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cNoise Noise( a_Chunk->GetWorld()->GetWorldSeed() );
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for(int z = 0; z < 16; z++)
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void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ, char * a_BlockData)
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{
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const int WATER_LEVEL = 60;
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const int SAND_LEVEL = 3;
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memset(a_BlockData, E_BLOCK_AIR, cChunk::c_BlockDataSize);
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cNoise Noise(m_World->GetWorldSeed());
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for (int z = 0; z < 16; z++)
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{
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const float zz = (float)(ChunkPos.z*16 + z);
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for(int x = 0; x < 16; x++)
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const float zz = (float)(a_ChunkZ * 16 + z);
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for (int x = 0; x < 16; x++)
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{
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// Place bedrock on bottom layer
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BlockType[ cChunk::MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
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a_BlockData[MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
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const float xx = (float)(ChunkPos.x*16 + x);
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const float xx = (float)(a_ChunkX * 16 + x);
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int Height = (int)(GetNoise( xx*0.05f, zz*0.05f, Noise )*16);
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int Height = (int)(GetNoise( xx * 0.05f, zz * 0.05f, Noise ) * 16);
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const int Lower = 64;
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if( Height+Lower > 127 ) Height = 127-Lower;
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const int Top = Lower+Height;
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const float WaveNoise = 1;//m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
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if ( Height + Lower > 127 )
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{
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Height = 127 - Lower;
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}
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const int Top = Lower + Height;
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const float WaveNoise = 1; // m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
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for( int y = 1; y < Top; ++y )
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{
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const float yy = (float)y;
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@@ -143,42 +137,69 @@ void cWorldGenerator::GenerateTerrain( cChunkPtr a_Chunk )
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{
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if( y > 4 )
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = CaveID;
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if( z > 0 ) BlockType[ cChunk::MakeIndex(x, y, z-1) ] = CaveID;
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if( z < 15 ) BlockType[ cChunk::MakeIndex(x, y, z+1) ] = CaveID;
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if( x > 0 ) BlockType[ cChunk::MakeIndex(x-1, y, z) ] = CaveID;
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if( x < 15 ) BlockType[ cChunk::MakeIndex(x+1, y, z) ] = CaveID;
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_AIR;
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if( z > 0 ) a_BlockData[ MakeIndex(x, y, z-1) ] = E_BLOCK_AIR;
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if( z < 15 ) a_BlockData[ MakeIndex(x, y, z+1) ] = E_BLOCK_AIR;
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if( x > 0 ) a_BlockData[ MakeIndex(x-1, y, z) ] = E_BLOCK_AIR;
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if( x < 15 ) a_BlockData[ MakeIndex(x+1, y, z) ] = E_BLOCK_AIR;
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}
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else
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = LavaID;
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_LAVA;
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}
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}
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else if( y < 61 && Top - y < 3 )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = SandID;
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else if( y < 61 && Top - y < 4 )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = SandStoneID;
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else if( Top - y > ((WaveNoise+1.5f)*1.5f) ) // rock and ores between 1.5 .. 4.5 deep
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else if ((y < 61) && (Top - y < SAND_LEVEL ))
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{
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if( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = CoalID;
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else if( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = IronID;
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else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, Noise ) > 0.6f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = RedID;
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else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, Noise ) > 0.75f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = DiamondID;
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else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, Noise ) > 0.75f )
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BlockType[ cChunk::MakeIndex(x, y, z) ] = GoldID;
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SAND;
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}
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else if ((y < 61) && (Top - y < 4 ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_SANDSTONE;
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}
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else if (Top - y > ((WaveNoise + 1.5f) * 1.5f)) // rock and ores between 1.5 .. 4.5 deep
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{
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if ( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_COAL_ORE;
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}
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else if ( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_IRON_ORE;
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}
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else if (( yy < 20) && (GetOreNoise( xx * 1.5f, yy + 300.f, zz * 1.5f, Noise ) > 0.6f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_REDSTONE_ORE;
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}
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else if (( yy < 30) && (GetOreNoise( xx * 2, yy + 200.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIAMOND_ORE;
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}
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else if (( yy < 40) && (GetOreNoise( xx * 2, yy + 100.f, zz * 2, Noise ) > 0.75f ))
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_GOLD_ORE;
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}
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else
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BlockType[ cChunk::MakeIndex(x, y, z) ] = StoneID;
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STONE;
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}
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}
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else
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BlockType[ cChunk::MakeIndex(x, y, z) ] = DirtID;
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_DIRT;
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}
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}
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for( int y = Lower+Height; y < 60; ++y )
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if (Top + 1 >= WATER_LEVEL + SAND_LEVEL)
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{
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BlockType[ cChunk::MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
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// Replace top dirt with grass:
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a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
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}
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else
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{
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// Add water up to the WATER_LEVEL:
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for (int y = Top; y < WATER_LEVEL; ++y )
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{
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
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}
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}
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}
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}
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@@ -188,7 +209,7 @@ void cWorldGenerator::GenerateTerrain( cChunkPtr a_Chunk )
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void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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void cWorldGenerator::GenerateFoliage( cChunkPtr & a_Chunk )
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{
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const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
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const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
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@@ -209,7 +230,7 @@ void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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int TopY = -1;
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for(int y = 127; y > 0; y--)
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{
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int index = cChunk::MakeIndex( x, y, z );
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int index = MakeIndex( x, y, z );
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if( BlockType[index] != E_BLOCK_AIR )
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{
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TopY = y;
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@@ -219,12 +240,12 @@ void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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if( TopY > 0 )
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{
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// Change top dirt into grass and prevent sand from floating over caves
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int index = cChunk::MakeIndex( x, TopY, z );
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int index1 = cChunk::MakeIndex( x, TopY-1, z );
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int index2 = cChunk::MakeIndex( x, TopY-2, z );
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int index3 = cChunk::MakeIndex( x, TopY-3, z );
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int index4 = cChunk::MakeIndex( x, TopY-4, z );
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int index5 = cChunk::MakeIndex( x, TopY-5, z );
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int index = MakeIndex( x, TopY, z );
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int index1 = MakeIndex( x, TopY-1, z );
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int index2 = MakeIndex( x, TopY-2, z );
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int index3 = MakeIndex( x, TopY-3, z );
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int index4 = MakeIndex( x, TopY-4, z );
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int index5 = MakeIndex( x, TopY-5, z );
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if( BlockType[index] == SandID ) {
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@@ -258,10 +279,10 @@ void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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{
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if( (val1 + val2 > 0.f) && (r1.randInt()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
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{
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
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BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
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if( (r1.randInt() & 3) == 3 )
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{
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BlockType[ cChunk::MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
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BlockType[ MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
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}
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continue;
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}
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@@ -273,13 +294,13 @@ void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
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if( val1 + val2 > 0.2f && (r1.randInt()%128) > 124 )
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World->GrowTree( xx, TopY, zz );
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else if( val3 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
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BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
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else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
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BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
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BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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BlockType[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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}
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}
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