Merged the composable_generator branch into the trunk
git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6
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154
source/FinishGen.cpp
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154
source/FinishGen.cpp
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// FinishGen.cpp
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/* Implements the various finishing generators:
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- cFinishGenSnow
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- cFinishGenIce
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- cFinishGenSprinkleFoliage
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*/
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#include "Globals.h"
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#include "FinishGen.h"
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#include "cNoise.h"
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#include "BlockID.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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void cFinishGenSprinkleFoliage::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// Generate small foliage (1-block):
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// TODO: Update heightmap with 1-block-tall foliage
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cNoise Noise(m_Seed);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int BlockZ = a_ChunkZ * cChunkDef::Width + z;
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const float zz = (float)BlockZ;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int BlockX = a_ChunkX * cChunkDef::Width + x;
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if (((Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
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{
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continue;
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}
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int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
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if (Top > 250)
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{
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// Nothing grows above Y=250
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continue;
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}
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if (cChunkDef::GetBlock(a_BlockTypes, x, Top + 1, z) != E_BLOCK_AIR)
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{
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// Space already taken by something else, don't grow here
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// WEIRD, since we're using heightmap, so there should NOT be anything above it
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continue;
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}
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const float xx = (float)BlockX;
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float val1 = Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
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float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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switch (cChunkDef::GetBlock(a_BlockTypes, x, Top, z))
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{
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case E_BLOCK_GRASS:
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{
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float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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if (val1 + val2 > 0.2f)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
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}
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else if (val2 + val3 > 0.2f)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_ROSE);
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}
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else if (val3 + val4 > 0.2f)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_MUSHROOM);
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}
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else if (val1 + val4 > 0.2f)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
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}
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else if (val1 + val2 + val3 + val4 < -0.1)
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{
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cChunkDef::SetBlock (a_BlockTypes, x, ++Top, z, E_BLOCK_TALL_GRASS);
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cChunkDef::SetNibble(a_BlockMeta, x, Top, z, E_META_TALL_GRASS_GRASS);
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}
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break;
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} // case E_BLOCK_GRASS
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case E_BLOCK_SAND:
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{
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if (val1 + val2 > 0.f)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
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if (val1 > val2)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
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}
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}
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break;
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}
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} // switch (TopBlock)
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cChunkDef::SetHeight(a_HeightMap, x, z, Top);
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} // for y
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} // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSnow:
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void cFinishGenSnow::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// TODO: Add snow block in snowy biomes onto blocks that can be snowed over
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenIce:
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void cFinishGenIce::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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// TODO: Turn surface water into ice in icy biomes
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}
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