WorldGenerator: fixed small foliage - cacti now generate only at beaches, not underwater.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@316 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -258,23 +258,37 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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{
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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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// Generate small foliage (1-block):
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int index = MakeIndex(x, Top - 1, z);
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int TopY = Top - 1;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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if( a_BlockData[index] == E_BLOCK_SAND )
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// Generate small foliage (1-block):
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int TopY = Top - 1;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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if ((val3 > 0.2f) && ((r1.randInt()%128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_YELLOW_FLOWER;
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}
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else if ((val4 > 0.2f) && ((r1.randInt() % 128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_ROSE;
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}
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else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_MUSHROOM;
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}
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else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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}
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} // if (Top above beach-level)
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else if (Top > WATER_LEVEL)
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{
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// This is the sandy shore, generate cacti here
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int index = MakeIndex(x, Top - 1, z);
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int TopY = Top - 1;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124))
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{
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a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS;
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@ -285,27 +299,14 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
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continue;
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}
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}
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else if( a_BlockData[index] == E_BLOCK_GRASS )
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else
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{
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float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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if( val3 > 0.2f && (r1.randInt()%128) > 124 )
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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, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
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a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
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}
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else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
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}
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
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}
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else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
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{
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a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
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}
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}
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} // else (Top is under waterlevel)
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} // for x
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} // for z
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}
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