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Merge remote-tracking branch 'origin/master' into portals

Conflicts:
	src/Chunk.cpp
	src/Entities/Player.cpp
	src/Root.cpp
	src/World.cpp
This commit is contained in:
Tiger Wang
2014-07-22 10:24:28 +01:00
180 changed files with 2558 additions and 1497 deletions

View File

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