Generator: Shape initial refactoring.
The code compiles, but several structure generators are broken, crash on start.
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@@ -24,11 +24,11 @@ class cStructGenTrees :
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public cFinishGen
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{
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public:
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cStructGenTrees(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, cTerrainCompositionGenPtr a_CompositionGen) :
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cStructGenTrees(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen) :
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_BiomeGen(a_BiomeGen),
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m_HeightGen(a_HeightGen),
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m_ShapeGen(a_ShapeGen),
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m_CompositionGen(a_CompositionGen)
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{}
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@@ -37,12 +37,12 @@ protected:
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int m_Seed;
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cNoise m_Noise;
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cBiomeGenPtr m_BiomeGen;
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cTerrainHeightGenPtr m_HeightGen;
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cTerrainShapeGenPtr m_ShapeGen;
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cTerrainCompositionGenPtr m_CompositionGen;
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/** Generates and applies an image of a single tree.
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Parts of the tree inside the chunk are applied to a_BlockX.
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Parts of the tree outside the chunk are stored in a_OutsideX
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Parts of the tree inside the chunk are applied to a_ChunkDesc.
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Parts of the tree outside the chunk are stored in a_OutsideXYZ
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*/
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void GenerateSingleTree(
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int a_ChunkX, int a_ChunkZ, int a_Seq,
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@@ -51,7 +51,7 @@ protected:
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sSetBlockVector & a_OutsideOther
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) ;
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/// Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow
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/** Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow. */
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void ApplyTreeImage(
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int a_ChunkX, int a_ChunkZ,
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cChunkDesc & a_ChunkDesc,
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@@ -124,27 +124,30 @@ class cStructGenLakes :
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public cFinishGen
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{
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public:
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGenPtr a_HeiGen, int a_Probability) :
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainShapeGenPtr a_ShapeGen, int a_Probability) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Fluid(a_Fluid),
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m_HeiGen(a_HeiGen),
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m_ShapeGen(a_ShapeGen),
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m_Probability(a_Probability)
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{
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}
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protected:
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainHeightGenPtr m_HeiGen;
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int m_Probability; ///< Chance, 0 .. 100, of a chunk having the lake
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainShapeGenPtr m_ShapeGen;
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/** Chance, [0 .. 100], of a chunk having the lake. */
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int m_Probability;
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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/// Creates a lake image for the specified chunk into a_Lake
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void CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake);
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/** Creates a lake image for the specified chunk into a_Lake. */
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void CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake);
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} ;
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