Merge remote-tracking branch 'origin/master' into portals
Conflicts: src/Chunk.cpp src/Entities/Player.cpp src/Root.cpp src/World.cpp
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@@ -168,6 +168,65 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenTallGrass:
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void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int xx = x + a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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int BiomeDensity = GetBiomeDensity(a_ChunkDesc.GetBiome(x, z));
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// Choose if we want to place long grass here. If not then bail out:
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if ((m_Noise.IntNoise2DInt(xx + m_Noise.IntNoise1DInt(xx), zz + m_Noise.IntNoise1DInt(zz)) / 7 % 100) > BiomeDensity)
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{
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continue;
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}
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// Get the top block + 1. This is the place where the grass would finaly be placed:
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int y = a_ChunkDesc.GetHeight(x, z) + 1;
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// Check if long grass can be placed:
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if (
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(a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) ||
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((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_GRASS) && (a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_DIRT))
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)
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{
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continue;
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}
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// Choose what long grass meta we should use:
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int GrassType = m_Noise.IntNoise2DInt(xx * 50, zz * 50) / 7 % 100;
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if (GrassType < 60)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 1);
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}
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else if (GrassType < 90)
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{
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 2);
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}
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else
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{
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// If double long grass we have to choose what type we should use:
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if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
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{
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NIBBLETYPE Meta = (m_Noise.IntNoise2DInt(xx * 100, zz * 100) / 7 % 100) > 25 ? 2 : 3;
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_BIG_FLOWER, Meta);
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a_ChunkDesc.SetBlockTypeMeta(x, y + 1, z, E_BLOCK_BIG_FLOWER, 8);
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}
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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@@ -248,14 +307,14 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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}
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const float xx = (float)BlockX;
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
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switch (a_ChunkDesc.GetBlockType(x, Top, z))
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{
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case E_BLOCK_GRASS:
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{
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float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10);
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float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20);
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if (val1 + val2 > 0.2f)
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{
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a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
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