4d6235c807
* added generator for mushrooms and aded them to the biomes * removed unused variable * added nEwlY uDocUmEnTeD aPi sYmbOls...
126 lines
7.8 KiB
C
126 lines
7.8 KiB
C
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// Trees.h
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// Interfaces to helper functions used for generating trees
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/*
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Note that all of these functions must generate the same tree image for the same input (x, y, z, seq)
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- cStructGenTrees depends on this
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To generate a random image for the (x, y, z) coords, pass an arbitrary value as (seq).
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Each function returns two arrays of blocks, "logs" and "other". The point is that logs are of higher priority,
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logs can overwrite others(leaves), but others shouldn't overwrite logs. This is an optimization for the generator.
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*/
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#pragma once
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#include "../Noise/Noise.h"
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#include "../ChunkDef.h" // For sSetBlockVector
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// Blocks that don't block tree growth:
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#define CASE_TREE_ALLOWED_BLOCKS \
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case E_BLOCK_AIR: \
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case E_BLOCK_LEAVES: \
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case E_BLOCK_NEW_LEAVES: \
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case E_BLOCK_SNOW: \
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case E_BLOCK_TALL_GRASS: \
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case E_BLOCK_DEAD_BUSH: \
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case E_BLOCK_SAPLING: \
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case E_BLOCK_VINES
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// Blocks that a tree may overwrite when growing:
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#define CASE_TREE_OVERWRITTEN_BLOCKS \
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case E_BLOCK_AIR: \
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/* case E_BLOCK_LEAVES: LEAVES are a special case, they can be overwritten only by log. Handled in cChunkMap::ReplaceTreeBlocks(). */ \
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case E_BLOCK_SNOW: \
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case E_BLOCK_TALL_GRASS: \
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case E_BLOCK_BIG_FLOWER: \
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case E_BLOCK_DEAD_BUSH: \
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case E_BLOCK_SAPLING: \
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case E_BLOCK_VINES
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a tree at the specified coords (lowest trunk block) in the specified biome */
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void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple tree */
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void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small (nonbranching) apple tree */
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void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large (branching) apple tree */
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void GetLargeAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks with the logs of a tree branch of the provided log type.
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The length of the branch can be changed with the a_BranchLength.
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The initial direction is a_StartDirection. The direction can be manipulated with a_Direction to create a curve.
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Returns the position of the last log block placed. */
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Vector3d GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, sSetBlockVector & a_LogBlocks);
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/** Returns the meta for a log from the given direction */
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NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random birch tree */
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void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random acacia tree */
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void GetAcaciaTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random darkoak tree */
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void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large birch tree */
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void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree. The probability to get a large pine is higher than a spruce tree */
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void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce */
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void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine */
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void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small spruce (short conifer, two layers of leaves) */
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void GetSmallSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small pine (tall conifer, little leaves at top) */
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void GetSmallPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large spruce (short conifer, multiple layers of leaves) */
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void GetLargeSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large pine (tall conifer, little leaves at top) */
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void GetLargePineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random swampland tree */
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void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple bush (for jungles) */
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void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random jungle tree */
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void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large jungle tree (2x2 trunk) */
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void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small jungle tree (1x1 trunk) */
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void GetSmallJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks with the blocks required to form the red mushroom */
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void GetRedMushroomTreeImage(Vector3i vector3, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks with the blocks required to form the brown mushroom */
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void GetBrownMushroomTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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