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Merged branch 'NetherFinish'.

This commit is contained in:
madmaxoft
2014-01-18 17:03:31 +01:00
3 changed files with 150 additions and 3 deletions

View File

@@ -13,6 +13,7 @@
#include "../Noise.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
#include "../World.h"
@@ -39,6 +40,125 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenNetherClumpFoliage:
void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
{
double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
NOISE_DATATYPE Val1 = m_Noise.CubicNoise2D((float) (ChunkX * ChunkZ * 0.01f), (float) (ChunkZ / ChunkX * 0.01f));
NOISE_DATATYPE Val2 = m_Noise.CubicNoise2D((float) (ChunkX / ChunkZ / 0.01f), (float) (ChunkZ * ChunkX / 0.01f));
if (Val1 < 0)
{
Val1 = -Val1;
}
if (Val2 < 0)
{
Val2 = -Val2;
}
int PosX, PosZ;
// Calculate PosX
if (Val1 <= 1)
{
PosX = (int) floor(Val1 * 16);
}
else
{
PosX = (int) floor(16 / Val1);
}
// Calculate PosZ
if (Val2 <= 1)
{
PosZ = (int) floor(Val2 * 16);
}
else
{
PosZ = (int) floor(16 / Val2);
}
for (int y = 1; y < cChunkDef::Height; y++)
{
if (a_ChunkDesc.GetBlockType(PosX, y, PosZ) != E_BLOCK_AIR)
{
continue;
}
if (!g_BlockIsSolid[a_ChunkDesc.GetBlockType(PosX, y - 1, PosZ)]) // Only place on solid blocks
{
continue;
}
NOISE_DATATYPE BlockType = m_Noise.CubicNoise1D((float) (ChunkX * ChunkZ) / (y * 0.1f));
if (BlockType < -0.7)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_BROWN_MUSHROOM);
}
else if (BlockType < 0)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_RED_MUSHROOM);
}
else if (BlockType < 0.7)
{
TryPlaceClump(a_ChunkDesc, PosX, y, PosZ, E_BLOCK_FIRE);
}
}
}
void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_Block)
{
bool IsFireBlock = a_Block == E_BLOCK_FIRE;
for (int x = a_RelX - 4; x < a_RelX + 4; x++)
{
float xx = (float) a_ChunkDesc.GetChunkX() * cChunkDef::Width + x;
for (int z = a_RelZ - 4; z < a_RelZ + 4; z++)
{
float zz = (float) a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z;
for (int y = a_RelY - 2; y < a_RelY + 2; y++)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) // Don't replace non air blocks.
{
continue;
}
BLOCKTYPE BlockBelow = a_ChunkDesc.GetBlockType(x, y - 1, z);
if (!g_BlockIsSolid[BlockBelow]) // Only place on solid blocks
{
continue;
}
if (IsFireBlock) // don't place fire on non-forever burning blocks.
{
if (!cFireSimulator::DoesBurnForever(BlockBelow))
{
continue;
}
}
NOISE_DATATYPE Val = m_Noise.CubicNoise2D(xx, zz);
if (Val < -0.70)
{
a_ChunkDesc.SetBlockType(x, y, z, a_Block);
}
}
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFinishGenSprinkleFoliage: