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cuberite-2a/source/FinishGen.cpp

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// 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
}