Merged the composable_generator branch into the trunk
git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
174
source/CompoGen.cpp
Normal file
174
source/CompoGen.cpp
Normal file
@@ -0,0 +1,174 @@
|
||||
|
||||
// CompoGen.cpp
|
||||
|
||||
/* Implements the various terrain composition generators:
|
||||
- cCompoGenSameBlock
|
||||
- cCompoGenDebugBiomes
|
||||
- cCompoGenClassic
|
||||
*/
|
||||
|
||||
#include "Globals.h"
|
||||
#include "CompoGen.h"
|
||||
#include "BlockID.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cCompoGenSameBlock:
|
||||
|
||||
void cCompoGenSameBlock::ComposeTerrain(
|
||||
int a_ChunkX, int a_ChunkZ,
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
|
||||
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
|
||||
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
|
||||
cEntityList & a_Entities, // Entitites may be generated along with the terrain
|
||||
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
|
||||
)
|
||||
{
|
||||
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
|
||||
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
|
||||
for (int z = 0; z < cChunkDef::Width; z++)
|
||||
{
|
||||
for (int x = 0; x < cChunkDef::Width; x++)
|
||||
{
|
||||
int Start;
|
||||
if (m_IsBedrocked)
|
||||
{
|
||||
a_BlockTypes[cChunkDef::MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
|
||||
Start = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
Start = 0;
|
||||
}
|
||||
for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= Start; y--)
|
||||
{
|
||||
a_BlockTypes[cChunkDef::MakeIndex(x, y, z)] = m_BlockType;
|
||||
} // for y
|
||||
} // for z
|
||||
} // for x
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cCompoGenDebugBiomes:
|
||||
|
||||
void cCompoGenDebugBiomes::ComposeTerrain(
|
||||
int a_ChunkX, int a_ChunkZ,
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
|
||||
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
|
||||
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
|
||||
cEntityList & a_Entities, // Entitites may be generated along with the terrain
|
||||
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
|
||||
)
|
||||
{
|
||||
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
|
||||
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
|
||||
|
||||
cChunkDef::BiomeMap BiomeMap;
|
||||
m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, BiomeMap);
|
||||
|
||||
for (int z = 0; z < cChunkDef::Width; z++)
|
||||
{
|
||||
for (int x = 0; x < cChunkDef::Width; x++)
|
||||
{
|
||||
BLOCKTYPE BlockType = (BLOCKTYPE)cChunkDef::GetBiome(BiomeMap, x, z);
|
||||
for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= 0; y--)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockType);
|
||||
} // for y
|
||||
} // for z
|
||||
} // for x
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cCompoGenClassic:
|
||||
|
||||
cCompoGenClassic::cCompoGenClassic(int a_SeaLevel, int a_BeachHeight, int a_BeachDepth) :
|
||||
m_SeaLevel(a_SeaLevel),
|
||||
m_BeachHeight(a_BeachHeight),
|
||||
m_BeachDepth(a_BeachDepth)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cCompoGenClassic::ComposeTerrain(
|
||||
int a_ChunkX, int a_ChunkZ,
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
|
||||
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
|
||||
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
|
||||
cEntityList & a_Entities, // Entitites may be generated along with the terrain
|
||||
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
|
||||
)
|
||||
{
|
||||
/* The classic composition means:
|
||||
- 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight
|
||||
- 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight
|
||||
- water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth
|
||||
- water from waterlevel, then 3 dirt, the rest stone otherwise
|
||||
- bedrock at the bottom
|
||||
*/
|
||||
|
||||
memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
|
||||
memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
|
||||
|
||||
// The patterns to use for different situations, must be same length!
|
||||
static const BLOCKTYPE PatternGround[] = {E_BLOCK_GRASS, E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_DIRT} ;
|
||||
static const BLOCKTYPE PatternBeach[] = {E_BLOCK_SAND, E_BLOCK_SAND, E_BLOCK_SAND, E_BLOCK_SANDSTONE} ;
|
||||
static const BLOCKTYPE PatternOcean[] = {E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_STONE} ;
|
||||
static int PatternLength = ARRAYCOUNT(PatternGround);
|
||||
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
|
||||
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
|
||||
|
||||
for (int z = 0; z < cChunkDef::Width; z++)
|
||||
{
|
||||
for (int x = 0; x < cChunkDef::Width; x++)
|
||||
{
|
||||
int Height = a_HeightMap[x + cChunkDef::Width * z];
|
||||
const BLOCKTYPE * Pattern;
|
||||
if (Height > m_SeaLevel + m_BeachHeight)
|
||||
{
|
||||
Pattern = PatternGround;
|
||||
}
|
||||
else if (Height > m_SeaLevel - m_BeachDepth)
|
||||
{
|
||||
Pattern = PatternBeach;
|
||||
}
|
||||
else
|
||||
{
|
||||
Pattern = PatternOcean;
|
||||
}
|
||||
|
||||
// Fill water from sealevel down to height (if any):
|
||||
for (int y = m_SeaLevel; y >= Height; --y)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_WATER);
|
||||
}
|
||||
|
||||
// Fill from height till the bottom:
|
||||
for (int y = Height; y >= 1; y--)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : E_BLOCK_STONE);
|
||||
}
|
||||
|
||||
// The last layer is always bedrock:
|
||||
cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
|
||||
} // for x
|
||||
} // for z
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user