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Gen refactor: Implemented CompositedHeiGen.

This fixes crashes in the Village generator due to the missing generator.
This commit is contained in:
Mattes D
2014-11-13 21:28:50 +01:00
parent 5fb2526e07
commit 7a3b3aeb3c
9 changed files with 141 additions and 217 deletions

View File

@@ -570,220 +570,6 @@ protected:
return patDirt.Get();
}
}
#if 0
/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
void FillColumnGrass(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_GRASS, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
void FillColumnStone(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_STONE, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills a single column with Mesa-like terrain (variations of clay). */
void FillColumnMesa(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
// Fill with grass and dirt on the very top of mesa plateaus:
size_t curIdx = 0;
for (int y = 255; y > m_MesaDirtLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, (curIdx > 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS);
curIdx += 1;
}
else
{
curIdx = 0;
}
} // for y
// Fill with clays from the DirtLevel down to SandLevel:
for (int y = m_MesaDirtLevel; y > m_MesaSandLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, m_MesaPattern[y].m_BlockType, m_MesaPattern[y].m_BlockMeta);
}
else
{
curIdx = 0;
}
} // for y
// If currently air, switch to red sand pattern:
static const PatternItem redSandPattern[] =
{
{ E_BLOCK_SAND, E_META_SAND_RED},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
};
Pattern pattern;
size_t patternSize;
if (curIdx == 0)
{
pattern = redSandPattern;
patternSize = ARRAYCOUNT(redSandPattern);
}
else
{
pattern = m_MesaPattern + m_MesaSandLevel;
patternSize = static_cast<size_t>(m_MesaSandLevel);
}
// Fill with current pattern (MesaPattern or RedSand) until sealevel:
for (int y = m_MesaSandLevel; y > m_SeaLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
if (curIdx >= patternSize)
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
}
else
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, pattern[curIdx].m_BlockType, pattern[curIdx].m_BlockMeta);
}
curIdx += 1;
}
else
{
// Air resets the pattern to red sand:
curIdx = 0;
pattern = redSandPattern;
patternSize = ARRAYCOUNT(redSandPattern);
}
} // for y
// If there is an ocean, fill it with water and then redsand:
int y = m_SeaLevel;
for (; y > 0; y--)
{
if ((a_ShapeColumn[y] == 0) || (curIdx >= ARRAYCOUNT(redSandPattern)))
{
// water pocket or out of red sand pattern, use stone from now on
break;
}
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
curIdx = curIdx + 1;
} // for y
// The rest should be filled with stone:
for (; y > 0; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
} // for y
}
/** Fills a single column with megataiga-based terrain (grass or podzol on top). */
void FillColumnMegaTaiga(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
// TODO
}
/** Fills a single column with sand-based terrain (such as desert or beach). */
void FillColumnSand(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SANDSTONE, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
void FillColumnMycelium(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_MYCELIUM, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills the column with the specified pattern, repeating it if there's an air pocket in between. */
void FillColumnPattern(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize)
{
// Fill with pattern until sealevel:
size_t curIdx = 0;
for (int y = 255; y > m_SeaLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
// Continue with the pattern:
if (curIdx >= a_PatternSize)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
else
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[curIdx].m_BlockType, a_Pattern[curIdx].m_BlockMeta);
}
curIdx += 1;
}
else
{
// Air pocket, restart the pattern:
curIdx = 0;
}
} // for y
// From sealevel downward use the ocean floor pattern:
FillOceanFloor(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, a_Pattern, a_PatternSize, curIdx);
}
/** Fills the blocks from sealevel down to bottom with ocean-floor pattern.
a_PatternStartOffset specifies the offset at which to start the pattern, in case there was air just above. */
void FillOceanFloor(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize, size_t a_PatternStartOffset)
{
for (int y = m_SeaLevel; y > 0; y--)
{
if (a_ShapeColumn[y] > 0)
{
// TODO
}
} // for y
}
#endif
} ;