mirror of
https://github.com/p2r3/bareiron.git
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245 lines
7.7 KiB
C
245 lines
7.7 KiB
C
#include <stdlib.h>
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#include <stdio.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <string.h>
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#include "globals.h"
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#include "tools.h"
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#include "registries.h"
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#include "worldgen.h"
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uint32_t getChunkHash (short x, short z) {
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uint8_t buf[8];
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memcpy(buf, &x, 2);
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memcpy(buf + 2, &z, 2);
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memcpy(buf + 4, &world_seed, 4);
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return splitmix64(*((uint64_t *)buf));
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}
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int getCornerHeight (uint32_t hash) {
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// Use parts of the hash as random values for the height variation.
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// We stack multiple different numbers to stabilize the distribution
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// while allowing for occasional variances.
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int height = terrain_base_height + (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3) +
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(hash >> 12 & 3)
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);
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// If height dips below sea level, push it down further
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// This selectively makes bodies of water larger and deeper
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if (height < 64) height -= (hash >> 24) & 7;
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return height;
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}
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int interpolate (int a, int b, int c, int d, int x, int z) {
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int top = a * (chunk_size - x) + b * x;
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int bottom = c * (chunk_size - x) + d * x;
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return (top * (chunk_size - z) + bottom * z) / (chunk_size * chunk_size);
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}
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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if (rx == 0 && rz == 0) {
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int height = getCornerHeight(chunk_hash);
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if (height > 67) return height - 1;
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}
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return interpolate(
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getCornerHeight(chunk_hash),
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getCornerHeight(getChunkHash(_x + 1, _z)),
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getCornerHeight(getChunkHash(_x, _z + 1)),
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getCornerHeight(getChunkHash(_x + 1, _z + 1)),
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rx, rz
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);
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}
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typedef struct {
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short x;
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short z;
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uint32_t hash;
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} ChunkAnchor;
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uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor) {
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if (y > 80) return B_air;
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int rx = x % chunk_size;
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int rz = z % chunk_size;
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if (rx < 0) rx += chunk_size;
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if (rz < 0) rz += chunk_size;
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int height = getHeightAt(rx, rz, anchor.x, anchor.z, anchor.hash);
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if (y >= 64 && y >= height) {
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uint8_t tree_position = anchor.hash % (chunk_size * chunk_size);
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short tree_x = tree_position % chunk_size;
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if (tree_x < 3 || tree_x > chunk_size - 3) goto skip_tree;
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short tree_z = tree_position / chunk_size;
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if (tree_z < 3 || tree_z > chunk_size - 3) goto skip_tree;
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uint8_t tree_short = (anchor.hash >> (tree_x + tree_z)) & 1;
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tree_x += anchor.x * chunk_size;
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tree_z += anchor.z * chunk_size;
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uint8_t tree_y = getHeightAt(
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tree_x < 0 ? tree_x % chunk_size + chunk_size : tree_x % chunk_size,
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tree_z < 0 ? tree_z % chunk_size + chunk_size : tree_z % chunk_size,
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anchor.x, anchor.z, anchor.hash
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) + 1;
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if (tree_y < 64) goto skip_tree;
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if (x == tree_x && z == tree_z) {
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if (y == tree_y - 1) return B_dirt;
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if (y >= tree_y && y < tree_y - tree_short + 6) return B_oak_log;
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}
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uint8_t dx = x > tree_x ? x - tree_x : tree_x - x;
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uint8_t dz = z > tree_z ? z - tree_z : tree_z - z;
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if (dx < 3 && dz < 3 && y > tree_y - tree_short + 2 && y < tree_y - tree_short + 5) {
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if (y == tree_y - tree_short + 4 && dx == 2 && dz == 2) return B_air;
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return B_oak_leaves;
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}
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if (dx < 2 && dz < 2 && y >= tree_y - tree_short + 5 && y <= tree_y - tree_short + 6) {
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if (y == tree_y - tree_short + 6 && dx == 1 && dz == 1) return B_air;
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return B_oak_leaves;
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}
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if (y == height) return B_grass_block;
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return B_air;
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}
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skip_tree:
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// For surface-level terrain, generate grass blocks
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if (y == height && height >= 63) return B_grass_block;
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// Starting at 4 blocks below terrain level, generate minerals and caves
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if (y <= height - 4) {
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// Caves use the same shape as surface terrain, just mirrored
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int8_t gap = height - terrain_base_height;
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if (y < cave_base_depth + gap && y > cave_base_depth - gap) return B_air;
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// The chunk-relative X and Z coordinates are used in a bit shift on the hash
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// The sum of these is then used to get the Y coordinate of the ore in this column
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// This way, each column is guaranteed to have exactly one ore candidate
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uint8_t ore_x_component = (anchor.hash >> rx) & 31;
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uint8_t ore_z_component = (anchor.hash >> (rz + 16)) & 31;
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uint8_t ore_y = ore_x_component + ore_z_component;
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if (y == ore_y) {
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// Since the ore Y coordinate is effectely a random number in range [0;64],
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// we use it in another bit shift to get a pseudo-random number for the column
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uint8_t ore_probability = (anchor.hash >> ore_y) & 127;
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// Ore placement is determined by Y level and "probability"
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if (y < 15 && ore_probability < 15) return B_diamond_ore;
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if (y < 30) {
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if (ore_probability < 5) return B_gold_ore;
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if (ore_probability < 20) return B_redstone_ore;
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}
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if (y < 54 && ore_probability < 50) return B_iron_ore;
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if (ore_probability < 60) return B_coal_ore;
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}
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// For everything else, fall back to stone
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return B_stone;
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}
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// Under water and in the space between stone and grass, generate dirt
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if (y <= height) return B_dirt;
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// If all else failed, but we're below sea level, generate water
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if (y < 64) return B_water;
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// For everything else, fall back to air
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return B_air;
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}
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uint8_t getBlockAt (int x, int y, int z) {
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uint8_t block_change = getBlockChange(x, y, z);
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if (block_change != 0xFF) return block_change;
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ChunkAnchor anchor = {
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x / chunk_size,
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z / chunk_size
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};
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if (x % chunk_size < 0) anchor.x --;
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if (z % chunk_size < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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return getTerrainAt(x, y, z, anchor);
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}
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uint8_t chunk_section[4096];
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ChunkAnchor chunk_anchors[256 / (chunk_size * chunk_size)];
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void buildChunkSection (int cx, int cy, int cz) {
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// Precompute the hashes and anchors for each minichunk
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int anchor_index = 0;
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for (int i = cz; i < cz + 16; i += chunk_size) {
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for (int j = cx; j < cx + 16; j += chunk_size) {
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ChunkAnchor *anchor = chunk_anchors + anchor_index;
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anchor->x = j / chunk_size;
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anchor->z = i / chunk_size;
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anchor->hash = getChunkHash(anchor->x, anchor->z);
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anchor_index ++;
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}
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}
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// Generate 4096 blocks in one buffer to reduce overhead
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for (int j = 0; j < 4096; j += 8) {
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// These values don't change in the lower array,
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// since all of the operations are on multiples of 8
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int y = j / 256 + cy;
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int z = j / 16 % 16 + cz;
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// The client expects "big-endian longs", which in our
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// case means reversing the order in which we store/send
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// each 8 block sequence.
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anchor_index = (j % 16) / chunk_size + (j / 16 % 16) / chunk_size * 2;
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for (int offset = 7; offset >= 0; offset--) {
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int k = j + offset;
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int x = k % 16 + cx;
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chunk_section[j + 7 - offset] = getTerrainAt(x, y, z, chunk_anchors[anchor_index]);
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}
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}
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// Apply block changes on top of terrain
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// This does mean that we're generating some terrain only to replace it,
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// but it's better to apply changes in one run rather than in individual
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// runs per block, as this is more expensive than terrain generation.
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF) continue;
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if ( // Check if block is within this chunk section
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block_changes[i].x >= cx && block_changes[i].x < cx + 16 &&
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block_changes[i].y >= cy && block_changes[i].y < cy + 16 &&
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block_changes[i].z >= cz && block_changes[i].z < cz + 16
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) {
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int dx = block_changes[i].x - cx;
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int dy = block_changes[i].y - cy;
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int dz = block_changes[i].z - cz;
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// Same 8-block sequence reversal as before, this time 10x dirtier
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// because we're working with specific indexes.
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unsigned address = (unsigned)(dx + (dz << 4) + (dy << 8));
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unsigned index = (address & ~7u) | (7u - (address & 7u));
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chunk_section[index] = block_changes[i].block;
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}
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}
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}
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