2960f43782
Splitting off the Composable generator and fiddling with LuaChunk / ChunkDesc is good, other generators not good yet. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1171 0a769ca7-a7f5-676a-18bf-c427514a06d6
155 lines
4.5 KiB
C++
155 lines
4.5 KiB
C++
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// CompoGen.h
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/* Interfaces to the various terrain composition generators:
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- cCompoGenSameBlock
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- cCompoGenDebugBiomes
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- cCompoGenClassic
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- cCompoGenBiomal
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*/
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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class cCompoGenSameBlock :
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public cTerrainCompositionGen
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{
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public:
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cCompoGenSameBlock(BLOCKTYPE a_BlockType, bool a_IsBedrocked) :
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m_BlockType(a_BlockType),
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m_IsBedrocked(a_IsBedrocked)
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{}
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protected:
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BLOCKTYPE m_BlockType;
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bool m_IsBedrocked;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
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cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
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const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entitites may be generated along with the terrain
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cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
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) override;
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} ;
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class cCompoGenDebugBiomes :
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public cTerrainCompositionGen
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{
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public:
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cCompoGenDebugBiomes(void) {}
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protected:
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
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cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
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const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entitites may be generated along with the terrain
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cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
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) override;
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} ;
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class cCompoGenClassic :
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public cTerrainCompositionGen
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{
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public:
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cCompoGenClassic(
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int a_SeaLevel, int a_BeachHeight, int a_BeachDepth,
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BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
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BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
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);
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protected:
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int m_SeaLevel;
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int m_BeachHeight;
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int m_BeachDepth;
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BLOCKTYPE m_BlockTop;
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BLOCKTYPE m_BlockMiddle;
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BLOCKTYPE m_BlockBottom;
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BLOCKTYPE m_BlockBeach;
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BLOCKTYPE m_BlockBeachBottom;
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BLOCKTYPE m_BlockSea;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
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cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
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const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entitites may be generated along with the terrain
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cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
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) override;
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} ;
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class cCompoGenBiomal :
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public cTerrainCompositionGen
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{
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public:
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cCompoGenBiomal(int a_Seed, int a_SeaLevel) :
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m_Noise(a_Seed + 1000),
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m_SeaLevel(a_SeaLevel - 1) // we do an adjustment later in filling the terrain with water
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{
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}
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protected:
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cNoise m_Noise;
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int m_SeaLevel;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
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cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
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const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entitites may be generated along with the terrain
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cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
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) override;
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void FillColumnGrass (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnSand (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnWaterMix (int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
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void FillColumnPattern (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize);
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} ;
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