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cuberite-2a/source/Generating/CompoGen.cpp

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// CompoGen.cpp
/* Implements the various terrain composition generators:
- cCompoGenSameBlock
- cCompoGenDebugBiomes
- cCompoGenClassic
*/
#include "Globals.h"
#include "CompoGen.h"
#include "../BlockID.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenSameBlock:
void cCompoGenSameBlock::ComposeTerrain(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entitites may be generated along with the terrain
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
)
{
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Start;
if (m_IsBedrocked)
{
a_BlockTypes[cChunkDef::MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
Start = 1;
}
else
{
Start = 0;
}
for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= Start; y--)
{
a_BlockTypes[cChunkDef::MakeIndex(x, y, z)] = m_BlockType;
} // for y
} // for z
} // for x
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenDebugBiomes:
void cCompoGenDebugBiomes::ComposeTerrain(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entitites may be generated along with the terrain
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
)
{
static BLOCKTYPE Blocks[] =
{
E_BLOCK_STONE,
E_BLOCK_COBBLESTONE,
E_BLOCK_LOG,
E_BLOCK_PLANKS,
E_BLOCK_SANDSTONE,
E_BLOCK_WHITE_CLOTH,
E_BLOCK_COAL_ORE,
E_BLOCK_IRON_ORE,
E_BLOCK_GOLD_ORE,
E_BLOCK_DIAMOND_ORE,
E_BLOCK_LAPIS_ORE,
E_BLOCK_REDSTONE_ORE,
E_BLOCK_IRON_BLOCK,
E_BLOCK_GOLD_BLOCK,
E_BLOCK_DIAMOND_BLOCK,
E_BLOCK_LAPIS_BLOCK,
E_BLOCK_BRICK,
E_BLOCK_MOSSY_COBBLESTONE,
E_BLOCK_OBSIDIAN,
E_BLOCK_NETHERRACK,
E_BLOCK_SOULSAND,
E_BLOCK_NETHER_BRICK,
E_BLOCK_BEDROCK,
} ;
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
BLOCKTYPE BlockType = Blocks[cChunkDef::GetBiome(a_BiomeMap, x, z) % ARRAYCOUNT(Blocks)];
for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockType);
} // for y
} // for z
} // for x
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenClassic:
cCompoGenClassic::cCompoGenClassic(
int a_SeaLevel, int a_BeachHeight, int a_BeachDepth,
BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
) :
m_SeaLevel(a_SeaLevel),
m_BeachHeight(a_BeachHeight),
m_BeachDepth(a_BeachDepth),
m_BlockTop(a_BlockTop),
m_BlockMiddle(a_BlockMiddle),
m_BlockBottom(a_BlockBottom),
m_BlockBeach(a_BlockBeach),
m_BlockBeachBottom(a_BlockBeachBottom),
m_BlockSea(a_BlockSea)
{
}
void cCompoGenClassic::ComposeTerrain(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entitites may be generated along with the terrain
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
)
{
/* The classic composition means:
- 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight
- 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight
- water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth
- water from waterlevel, then 3 dirt, the rest stone otherwise
- bedrock at the bottom
*/
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
// The patterns to use for different situations, must be same length!
static const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
static const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
static const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
static int PatternLength = ARRAYCOUNT(PatternGround);
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
const BLOCKTYPE * Pattern;
if (Height > m_SeaLevel + m_BeachHeight)
{
Pattern = PatternGround;
}
else if (Height > m_SeaLevel - m_BeachDepth)
{
Pattern = PatternBeach;
}
else
{
Pattern = PatternOcean;
}
// Fill water from sealevel down to height (if any):
for (int y = m_SeaLevel; y >= Height; --y)
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, m_BlockSea);
}
// Fill from height till the bottom:
for (int y = Height; y >= 1; y--)
{
cChunkDef::SetBlock(a_BlockTypes, x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom);
}
// The last layer is always bedrock:
cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenBiomal:
void cCompoGenBiomal::ComposeTerrain(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entitites may be generated along with the terrain
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
)
{
memset(a_BlockTypes, 0, sizeof(a_BlockTypes));
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
if (Height > m_SeaLevel)
{
switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
{
case biOcean:
case biPlains:
case biExtremeHills:
case biForest:
case biTaiga:
case biSwampland:
case biRiver:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlains:
case biIceMountains:
case biForestHills:
case biTaigaHills:
case biExtremeHillsEdge:
case biJungle:
case biJungleHills:
{
FillColumnGrass(x, z, Height, a_BlockTypes);
break;
}
case biDesertHills:
case biDesert:
case biBeach:
{
FillColumnSand(x, z, Height, a_BlockTypes);
break;
}
case biMushroomIsland:
case biMushroomShore:
{
FillColumnMycelium(x, z, Height, a_BlockTypes);
break;
}
default:
{
// TODO
ASSERT(!"CompoGenBiomal: Biome not implemented yet!");
break;
}
}
}
else
{
switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
{
case biDesert:
case biBeach:
{
// Fill with water, sand, sandstone and stone
FillColumnWaterSand(x, z, Height, a_BlockTypes);
break;
}
default:
{
// Fill with water, sand/dirt/clay mix and stone
FillColumnWaterMix(a_ChunkX, a_ChunkZ, x, z, Height, a_BlockTypes);
break;
}
} // switch (biome)
} // else (under water)
cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_GRASS,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_SAND,
E_BLOCK_SAND,
E_BLOCK_SAND,
E_BLOCK_SANDSTONE,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_MYCELIUM,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
}
}
void cCompoGenBiomal::FillColumnWaterMix(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
if (m_Noise.CubicNoise2D(0.5f * (cChunkDef::Width * a_ChunkX + a_RelX), 0.5f * (cChunkDef::Width * a_ChunkZ + a_RelZ)) < 0)
{
FillColumnWaterSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
}
else
{
// Dirt
BLOCKTYPE Pattern[] =
{
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
}
}
}
void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize)
{
for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]);
}
}