Merge branch 'master' into portals
Conflicts: src/World.h
This commit is contained in:
@@ -45,42 +45,14 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
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void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
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double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
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NOISE_DATATYPE Val1 = m_Noise.CubicNoise2D((float) (ChunkX * ChunkZ * 0.01f), (float) (ChunkZ / ChunkX * 0.01f));
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NOISE_DATATYPE Val2 = m_Noise.CubicNoise2D((float) (ChunkX / ChunkZ / 0.01f), (float) (ChunkZ * ChunkX / 0.01f));
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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if (Val1 < 0)
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{
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Val1 = -Val1;
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}
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if (Val2 < 0)
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{
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Val2 = -Val2;
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}
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int Val1 = m_Noise.IntNoise2DInt(ChunkX ^ ChunkZ, ChunkZ + ChunkX);
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int Val2 = m_Noise.IntNoise2DInt(ChunkZ ^ ChunkX, ChunkZ - ChunkX);
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int PosX, PosZ;
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// Calculate PosX
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if (Val1 <= 1)
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{
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PosX = (int) floor(Val1 * 16);
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}
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else
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{
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PosX = (int) floor(16 / Val1);
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}
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// Calculate PosZ
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if (Val2 <= 1)
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{
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PosZ = (int) floor(Val2 * 16);
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}
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else
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{
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PosZ = (int) floor(16 / Val2);
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}
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int PosX = Val1 % 16;
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int PosZ = Val2 % 16;
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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@@ -88,12 +60,14 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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continue;
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}
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if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(PosX, y - 1, PosZ))) // Only place on solid blocks
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{
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continue;
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}
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NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
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// Choose what block to use.
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NOISE_DATATYPE BlockType = m_Noise.IntNoise3D((int) ChunkX, y, (int) ChunkZ);
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if (BlockType < -0.7)
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{
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TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
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@@ -117,13 +91,49 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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{
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bool IsFireBlock = a_Block == E_BLOCK_FIRE;
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for (int x = a_RelX - 4; x < a_RelX + 4; x++)
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int MinX = a_RelX - 4;
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if (MinX < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
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for (int z = a_RelZ - 4; z < a_RelZ + 4; z++)
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MinX = 0;
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}
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int MaxX = a_RelX + 4;
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if (MaxX > cChunkDef::Width) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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MaxX = cChunkDef::Width;
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}
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int MinZ = a_RelZ - 4;
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if (MinZ < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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MinZ = 0;
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}
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int MaxZ = a_RelZ + 4;
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if (MaxZ > cChunkDef::Width) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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MaxZ = cChunkDef::Width;
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}
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int MinY = a_RelY - 2;
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if (MinY < 0) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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MinY = 0;
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}
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int MaxY = a_RelY + 2;
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if (MaxY > cChunkDef::Height) // Check if the coordinate is outside the chunk. If it it then adjust it.
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{
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MaxY = cChunkDef::Height;
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}
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for (int x = MinX; x < MaxX; x++)
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{
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int xx = a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
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for (int z = MinZ; z < MaxZ; z++)
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{
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float zz = (float) a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
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for (int y = a_RelY - 2; y < a_RelY + 2; y++)
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int zz = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
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for (int y = MinY; y < MaxY; y++)
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{
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if (
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((x < 0) || (x >= cChunkDef::Width)) ||
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@@ -140,7 +150,7 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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}
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BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
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if (!cBlockInfo::IsSolid(BlockBelow)) // Only place on solid blocks
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if (!cBlockInfo::FullyOccupiesVoxel(BlockBelow)) // Only place on solid blocks
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{
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continue;
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}
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@@ -153,9 +163,8 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
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}
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}
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NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
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if (Val < -0.70)
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NOISE_DATATYPE Val = m_Noise.IntNoise2D(xx, zz);
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if (Val < -0.5)
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{
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a_ChunkDesc.SetBlockType(x, y, z, a_Block);
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}
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