DistortedHeightmap: Added clay / sand / dirt selection on ocean floor
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1550 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -57,6 +57,7 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes
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cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
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m_NoiseDistortX(a_Seed + 1000),
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m_NoiseDistortZ(a_Seed + 2000),
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m_OceanFloorSelect(a_Seed + 3000),
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m_BiomeGen(a_BiomeGen),
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m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
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m_HeightGen(&m_UnderlyingHeiGen, 64)
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@ -185,7 +186,14 @@ void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::He
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void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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// Frequencies for the ocean floor selecting noise:
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NOISE_DATATYPE FrequencyX = 3;
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NOISE_DATATYPE FrequencyZ = 3;
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// Prepare the internal state for generating this chunk:
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PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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// Compose:
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@ -217,10 +225,44 @@ void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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}
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if (HasHadWater)
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{
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// TODO: Decide between sand and dirt
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// Decide between clay, sand and dirt
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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if (Val < -0.95)
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{
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// Clay:
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switch (LastAir - y)
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{
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case 0:
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case 1:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY);
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break;
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}
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case 2:
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case 3:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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break;
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}
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case 4:
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE);
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break;
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}
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} // switch (floor depth)
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}
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else if (Val < 0)
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{
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a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT);
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}
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}
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else
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{
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switch (a_ChunkDesc.GetBiome(x, z))
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{
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@ -47,6 +47,7 @@ protected:
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cPerlinNoise m_NoiseDistortX;
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cPerlinNoise m_NoiseDistortZ;
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cNoise m_OceanFloorSelect; ///< Used for selecting between dirt and sand on the ocean floor
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int m_SeaLevel;
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NOISE_DATATYPE m_FrequencyX;
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