The subgenerators use cChunkDesc instead of raw arrays. cChunkDesc is based on cBlockArea. Initial version of Lakes generator.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1286 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -46,10 +46,7 @@ protected:
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*/
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void GenerateSingleTree(
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int a_ChunkX, int a_ChunkZ, int a_Seq,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::BlockNibbles & a_BlockMetas,
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const cChunkDef::HeightMap & a_Height,
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const cChunkDef::BiomeMap & a_Biomes,
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cChunkDesc & a_ChunkDesc,
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sSetBlockVector & a_OutsideLogs,
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sSetBlockVector & a_OutsideOther
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) ;
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@@ -57,8 +54,7 @@ protected:
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/// Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow
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void ApplyTreeImage(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::BlockNibbles & a_BlockMetas,
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cChunkDesc & a_ChunkDesc,
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const sSetBlockVector & a_Image,
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sSetBlockVector & a_Overflow
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);
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@@ -100,15 +96,25 @@ class cStructGenLakes :
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public cStructureGen
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{
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public:
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid) : m_Noise(a_Seed), m_Seed(a_Seed), m_Fluid(a_Fluid) {}
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Fluid(a_Fluid),
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m_HeiGen(a_HeiGen)
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{
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}
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protected:
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainHeightGen & m_HeiGen;
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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/// Creates a lake image for the specified chunk into a_Lake
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void CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake);
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} ;
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