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WorldGenerator: fixed small foliage - cacti now generate only at beaches, not underwater.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@316 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-22 16:11:10 +00:00
parent 2518738f7f
commit a40ed8bd0d

View File

@ -258,23 +258,37 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
{ {
// Replace top dirt with grass: // Replace top dirt with grass:
a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS; a_BlockData[MakeIndex(x, Top - 1, z)] = E_BLOCK_GRASS;
}
else
{
// Add water up to the WATER_LEVEL:
for (int y = Top; y < WATER_LEVEL; ++y )
{
a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
}
}
// Generate small foliage (1-block): // Generate small foliage (1-block):
int index = MakeIndex(x, Top - 1, z); int TopY = Top - 1;
int TopY = Top - 1; float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f ); float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f ); float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
if( a_BlockData[index] == E_BLOCK_SAND ) float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
if ((val3 > 0.2f) && ((r1.randInt()%128) > 124))
{
a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_YELLOW_FLOWER;
}
else if ((val4 > 0.2f) && ((r1.randInt() % 128) > 124))
{
a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_ROSE;
}
else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
{
a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_RED_MUSHROOM;
}
else if ((val1 + val2 + val3 + val4 > 0.2f) && ((r1.randInt() % 128) > 124))
{
a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
} // if (Top above beach-level)
else if (Top > WATER_LEVEL)
{ {
// This is the sandy shore, generate cacti here
int index = MakeIndex(x, Top - 1, z);
int TopY = Top - 1;
float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124)) if ((val1 + val2 > 0.f) && ((r1.randInt() % 128) > 124))
{ {
a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS; a_BlockData[ MakeIndex(x, TopY + 1, z) ] = E_BLOCK_CACTUS;
@ -285,27 +299,14 @@ void cWorldGenerator::GenerateTerrain(int a_ChunkX, int a_ChunkY, int a_ChunkZ,
continue; continue;
} }
} }
else if( a_BlockData[index] == E_BLOCK_GRASS ) else
{ {
float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 ); // Add water up to the WATER_LEVEL:
float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 ); for (int y = Top; y < WATER_LEVEL; ++y )
if( val3 > 0.2f && (r1.randInt()%128) > 124 )
{ {
a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER; a_BlockData[ MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
} }
else if( val4 > 0.2f && (r1.randInt()%128) > 124 ) } // else (Top is under waterlevel)
{
a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
}
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
{
a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
}
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
{
a_BlockData[ MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
}
} // for x } // for x
} // for z } // for z
} }