a4a418a679
git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6
155 lines
4.8 KiB
C++
155 lines
4.8 KiB
C++
|
|
// FinishGen.cpp
|
|
|
|
/* Implements the various finishing generators:
|
|
- cFinishGenSnow
|
|
- cFinishGenIce
|
|
- cFinishGenSprinkleFoliage
|
|
*/
|
|
|
|
#include "Globals.h"
|
|
|
|
#include "FinishGen.h"
|
|
#include "cNoise.h"
|
|
#include "BlockID.h"
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cFinishGenSprinkleFoliage:
|
|
|
|
void cFinishGenSprinkleFoliage::GenFinish(
|
|
int a_ChunkX, int a_ChunkZ,
|
|
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
|
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
|
|
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
|
|
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
|
|
cEntityList & a_Entities, // Entities may be added or deleted
|
|
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
|
|
)
|
|
{
|
|
// Generate small foliage (1-block):
|
|
|
|
// TODO: Update heightmap with 1-block-tall foliage
|
|
cNoise Noise(m_Seed);
|
|
for (int z = 0; z < cChunkDef::Width; z++)
|
|
{
|
|
int BlockZ = a_ChunkZ * cChunkDef::Width + z;
|
|
const float zz = (float)BlockZ;
|
|
for (int x = 0; x < cChunkDef::Width; x++)
|
|
{
|
|
int BlockX = a_ChunkX * cChunkDef::Width + x;
|
|
if (((Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
|
|
{
|
|
continue;
|
|
}
|
|
int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
|
|
if (Top > 250)
|
|
{
|
|
// Nothing grows above Y=250
|
|
continue;
|
|
}
|
|
if (cChunkDef::GetBlock(a_BlockTypes, x, Top + 1, z) != E_BLOCK_AIR)
|
|
{
|
|
// Space already taken by something else, don't grow here
|
|
// WEIRD, since we're using heightmap, so there should NOT be anything above it
|
|
continue;
|
|
}
|
|
|
|
const float xx = (float)BlockX;
|
|
float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
|
|
float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
|
|
switch (cChunkDef::GetBlock(a_BlockTypes, x, Top, z))
|
|
{
|
|
case E_BLOCK_GRASS:
|
|
{
|
|
float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
|
|
float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
|
|
if (val1 + val2 > 0.2f)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
|
|
}
|
|
else if (val2 + val3 > 0.2f)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_ROSE);
|
|
}
|
|
else if (val3 + val4 > 0.2f)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_MUSHROOM);
|
|
}
|
|
else if (val1 + val4 > 0.2f)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
|
|
}
|
|
else if (val1 + val2 + val3 + val4 < -0.1)
|
|
{
|
|
cChunkDef::SetBlock (a_BlockTypes, x, ++Top, z, E_BLOCK_TALL_GRASS);
|
|
cChunkDef::SetNibble(a_BlockMeta, x, Top, z, E_META_TALL_GRASS_GRASS);
|
|
}
|
|
break;
|
|
} // case E_BLOCK_GRASS
|
|
|
|
case E_BLOCK_SAND:
|
|
{
|
|
if (val1 + val2 > 0.f)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
|
|
if (val1 > val2)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
} // switch (TopBlock)
|
|
cChunkDef::SetHeight(a_HeightMap, x, z, Top);
|
|
} // for y
|
|
} // for z
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cFinishGenSnow:
|
|
|
|
void cFinishGenSnow::GenFinish(
|
|
int a_ChunkX, int a_ChunkZ,
|
|
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
|
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
|
|
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
|
|
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
|
|
cEntityList & a_Entities, // Entities may be added or deleted
|
|
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
|
|
)
|
|
{
|
|
// TODO: Add snow block in snowy biomes onto blocks that can be snowed over
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cFinishGenIce:
|
|
|
|
void cFinishGenIce::GenFinish(
|
|
int a_ChunkX, int a_ChunkZ,
|
|
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
|
cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
|
|
cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
|
|
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
|
|
cEntityList & a_Entities, // Entities may be added or deleted
|
|
cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
|
|
)
|
|
{
|
|
// TODO: Turn surface water into ice in icy biomes
|
|
}
|
|
|
|
|
|
|
|
|