Merged branch 'origin/master' into c++11.
This commit is contained in:
@@ -191,13 +191,13 @@ EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
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{
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AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
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BLOCKTYPE Block = BlockStringToType(BlockType);
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int Block = BlockStringToType(BlockType);
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if (Block < 0)
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{
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LOGWARN("[%s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(), a_Default.c_str());
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return BlockStringToType(a_Default);
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return static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
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}
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return Block;
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return static_cast<BLOCKTYPE>(Block);
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}
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@@ -290,17 +290,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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BLOCKTYPE Block = E_BLOCK_AIR;
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if (Val < m_Threshold) // Don't calculate if the block should be Netherrack or Soulsand when it's already decided that it's air.
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX + x)) / 8;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ + z)) / 8;
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NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) (y + Segment) / 2, NoiseY);
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if (CompBlock < -0.5)
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{
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Block = E_BLOCK_SOULSAND;
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}
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else
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{
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Block = E_BLOCK_NETHERRACK;
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}
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Block = E_BLOCK_NETHERRACK;
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}
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a_ChunkDesc.SetBlockType(x, y + Segment, z, Block);
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}
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@@ -324,7 +314,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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CeilingDisguise = -CeilingDisguise;
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}
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int CeilingDisguiseHeight = Height - 2 - (int)CeilingDisguise * 3;
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int CeilingDisguiseHeight = Height - 2 - FloorC(CeilingDisguise * 3);
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for (int y = Height - 1; y > CeilingDisguiseHeight; y--)
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{
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@@ -39,7 +39,7 @@ public:
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// Fill the rest with stone:
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static BlockInfo Stone = {E_BLOCK_STONE, 0};
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for (size_t i = a_Count; i < cChunkDef::Height; i++)
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for (int i = static_cast<int>(a_Count); i < cChunkDef::Height; i++)
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{
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m_Pattern[i] = Stone;
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}
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@@ -570,6 +570,10 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
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GridSize, MaxOffset
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)));
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}
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else if (NoCaseCompare(*itr, "SoulsandRims") == 0)
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{
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m_FinishGens.push_back(cFinishGenPtr(new cFinishGenSoulsandRims(Seed)));
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}
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else if (NoCaseCompare(*itr, "Snow") == 0)
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{
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m_FinishGens.push_back(cFinishGenPtr(new cFinishGenSnow));
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@@ -122,6 +122,8 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] =
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cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGenPtr a_BiomeGen) :
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m_NoiseDistortX(a_Seed + 1000),
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m_NoiseDistortZ(a_Seed + 2000),
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m_CurChunkX(0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale
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m_CurChunkZ(0x7fffffff),
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m_BiomeGen(a_BiomeGen),
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m_UnderlyingHeiGen(new cHeiGenBiomal(a_Seed, a_BiomeGen)),
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m_HeightGen(m_UnderlyingHeiGen, 64),
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@@ -7,6 +7,7 @@
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#include "DungeonRoomsFinisher.h"
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#include "../FastRandom.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../BlockEntities/MobSpawnerEntity.h"
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@@ -57,6 +58,22 @@ public:
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int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions;
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m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ);
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m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ);
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// Choose what the mobspawner will spawn.
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// 25% chance for a spider, 25% for a skeleton and 50% chance to get a zombie spawer.
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int MobType = (a_Noise.IntNoise3DInt(a_OriginX, m_FloorHeight, a_OriginZ) / 7) % 100;
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if (MobType <= 25)
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{
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m_MonsterType = mtSkeleton;
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}
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else if (MobType <= 50)
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{
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m_MonsterType = mtSpider;
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}
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else
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{
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m_MonsterType = mtZombie;
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}
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}
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protected:
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@@ -76,6 +93,8 @@ protected:
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/** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */
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Vector3i m_Chest2;
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/** The monster type for the mobspawner entity. */
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eMonsterType m_MonsterType;
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/** Decodes the position index along the room walls into a proper 2D position for a chest.
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@@ -246,7 +265,9 @@ protected:
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)
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{
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a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0);
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// TODO: Set the spawned mob
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cMobSpawnerEntity * MobSpawner = static_cast<cMobSpawnerEntity *>(a_ChunkDesc.GetBlockEntity(CenterX, b, CenterZ));
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ASSERT((MobSpawner != nullptr) && (MobSpawner->GetBlockType() == E_BLOCK_MOB_SPAWNER));
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MobSpawner->SetEntity(m_MonsterType);
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}
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}
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} ;
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@@ -65,7 +65,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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continue;
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}
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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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@@ -195,10 +195,10 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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continue;
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}
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// Get the top block + 1. This is the place where the grass would finaly be placed:
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int y = a_ChunkDesc.GetHeight(x, z) + 1;
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if (y >= 255)
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{
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continue;
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@@ -281,7 +281,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_
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{
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return false;
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}
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// All conditions met, place a sugarcane here:
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a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
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return true;
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@@ -294,7 +294,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_
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void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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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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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@@ -319,7 +319,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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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 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
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@@ -359,7 +359,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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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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int y = Top + 1;
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@@ -391,6 +391,58 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSoulsandRims
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void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int ChunkZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
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for (int x = 0; x < 16; x++)
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{
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int xx = ChunkX + x;
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for (int z = 0; z < 16; z++)
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{
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int zz = ChunkZ + z;
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// Place soulsand rims when netherrack gets thin
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for (int y = 2; y < MaxHeight - 2; y++)
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{
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// The current block is air. Let's bail ut.
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BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
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if (Block == E_BLOCK_AIR)
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{
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continue;
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}
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if (
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((a_ChunkDesc.GetBlockType(x, y + 1, z) != E_BLOCK_AIR) &&
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( a_ChunkDesc.GetBlockType(x, y + 2, z) != E_BLOCK_AIR)) ||
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((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_AIR) &&
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( a_ChunkDesc.GetBlockType(x, y - 2, z) != E_BLOCK_AIR))
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)
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{
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continue;
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}
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(xx)) / 32;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(zz)) / 32;
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NOISE_DATATYPE CompBlock = m_Noise.CubicNoise3D(NoiseX, (float) (y) / 4, NoiseY);
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if (CompBlock < 0)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SOULSAND);
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}
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}
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}
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}
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}
|
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|
||||
|
||||
|
||||
|
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|
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////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSnow:
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@@ -516,7 +568,7 @@ void cFinishGenSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc)
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}
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||||
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int Height = a_ChunkDesc.GetHeight(x, z);
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if (Height >= cChunkDef::Height)
|
||||
if (Height >= cChunkDef::Height - 1)
|
||||
{
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||||
// Too high up
|
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continue;
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@@ -716,7 +768,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
|
||||
} // for y
|
||||
} // for x
|
||||
} // for z
|
||||
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// Turn fluid at the chunk edges into non-stationary fluid:
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for (int y = 0; y < cChunkDef::Height; y++)
|
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{
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||||
@@ -808,12 +860,12 @@ void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc)
|
||||
// Not in this chunk
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Get the height at which to try:
|
||||
int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11;
|
||||
Height %= m_HeightDistribution.GetSum();
|
||||
Height = m_HeightDistribution.MapValue(Height);
|
||||
|
||||
|
||||
// Try adding the spring at the height, if unsuccessful, move lower:
|
||||
for (int y = Height; y > 1; y--)
|
||||
{
|
||||
@@ -851,7 +903,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
static const struct
|
||||
{
|
||||
int x, y, z;
|
||||
@@ -882,7 +934,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Has exactly one air neighbor, place a spring:
|
||||
a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0);
|
||||
return true;
|
||||
|
||||
+33
-14
@@ -117,19 +117,38 @@ protected:
|
||||
|
||||
|
||||
|
||||
class cFinishGenSoulsandRims :
|
||||
public cFinishGen
|
||||
{
|
||||
public:
|
||||
cFinishGenSoulsandRims(int a_Seed) :
|
||||
m_Noise(a_Seed)
|
||||
{
|
||||
}
|
||||
|
||||
protected:
|
||||
cNoise m_Noise;
|
||||
|
||||
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cFinishGenSprinkleFoliage :
|
||||
public cFinishGen
|
||||
{
|
||||
public:
|
||||
cFinishGenSprinkleFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {}
|
||||
|
||||
|
||||
protected:
|
||||
cNoise m_Noise;
|
||||
int m_Seed;
|
||||
|
||||
|
||||
/// Tries to place sugarcane at the coords specified, returns true if successful
|
||||
bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ);
|
||||
|
||||
|
||||
// cFinishGen override:
|
||||
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
|
||||
} ;
|
||||
@@ -167,31 +186,31 @@ public:
|
||||
{
|
||||
m_IsAllowedBelow[idx] = false;
|
||||
}
|
||||
|
||||
|
||||
// Load the allowed blocks into m_IsAllowedBelow
|
||||
for (BlockList::iterator itr = a_AllowedBelow.begin(); itr != a_AllowedBelow.end(); ++itr)
|
||||
{
|
||||
m_IsAllowedBelow[*itr] = true;
|
||||
}
|
||||
|
||||
|
||||
// Initialize all the biome types.
|
||||
for (size_t idx = 0; idx < ARRAYCOUNT(m_IsBiomeAllowed); ++idx)
|
||||
{
|
||||
m_IsBiomeAllowed[idx] = false;
|
||||
}
|
||||
|
||||
|
||||
// Load the allowed biomes into m_IsBiomeAllowed
|
||||
for (BiomeList::iterator itr = a_Biomes.begin(); itr != a_Biomes.end(); ++itr)
|
||||
{
|
||||
m_IsBiomeAllowed[*itr] = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
cNoise m_Noise;
|
||||
BLOCKTYPE m_BlockType;
|
||||
int m_Amount; ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns.
|
||||
|
||||
|
||||
int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap);
|
||||
|
||||
// Returns true if the given biome is a biome that is allowed.
|
||||
@@ -206,7 +225,7 @@ protected:
|
||||
return m_IsAllowedBelow[a_BlockBelow];
|
||||
}
|
||||
|
||||
|
||||
|
||||
// cFinishGen override:
|
||||
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
|
||||
} ;
|
||||
@@ -223,11 +242,11 @@ public:
|
||||
m_Level(a_Level)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
int GetLevel(void) const { return m_Level; }
|
||||
protected:
|
||||
int m_Level;
|
||||
|
||||
|
||||
// cFinishGen override:
|
||||
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
|
||||
} ;
|
||||
@@ -241,7 +260,7 @@ class cFinishGenPreSimulator :
|
||||
{
|
||||
public:
|
||||
cFinishGenPreSimulator(bool a_PreSimulateFallingBlocks, bool a_PreSimulateWater, bool a_PreSimulateLava);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
bool m_PreSimulateFallingBlocks;
|
||||
@@ -253,7 +272,7 @@ protected:
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
||||
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
|
||||
);
|
||||
|
||||
|
||||
/** For each fluid block:
|
||||
- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
|
||||
- all fluid on the chunk's edge is made flowing
|
||||
@@ -278,7 +297,7 @@ class cFinishGenFluidSprings :
|
||||
{
|
||||
public:
|
||||
cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
cNoise m_Noise;
|
||||
|
||||
@@ -20,6 +20,7 @@ in a depth-first processing. Each of the descendants will branch randomly, if no
|
||||
#include "MineShafts.h"
|
||||
#include "../Cuboid.h"
|
||||
#include "../BlockEntities/ChestEntity.h"
|
||||
#include "../BlockEntities/MobSpawnerEntity.h"
|
||||
|
||||
|
||||
|
||||
@@ -875,7 +876,9 @@ void cMineShaftCorridor::PlaceSpawner(cChunkDesc & a_ChunkDesc)
|
||||
)
|
||||
{
|
||||
a_ChunkDesc.SetBlockTypeMeta(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ, E_BLOCK_MOB_SPAWNER, 0);
|
||||
// TODO: The spawner needs its accompanying cMobSpawnerEntity, when implemented
|
||||
cMobSpawnerEntity * MobSpawner = static_cast<cMobSpawnerEntity *>(a_ChunkDesc.GetBlockEntity(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ));
|
||||
ASSERT((MobSpawner != nullptr) && (MobSpawner->GetBlockType() == E_BLOCK_MOB_SPAWNER));
|
||||
MobSpawner->SetEntity(mtCaveSpider);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -528,7 +528,9 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
|
||||
m_DensityNoiseA(a_Seed + 1),
|
||||
m_DensityNoiseB(a_Seed + 2),
|
||||
m_BaseNoise(a_Seed + 3),
|
||||
m_BiomeGen(a_BiomeGen)
|
||||
m_BiomeGen(a_BiomeGen),
|
||||
m_LastChunkX(0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale
|
||||
m_LastChunkZ(0x7fffffff)
|
||||
{
|
||||
// Generate the weight distribution for summing up neighboring biomes:
|
||||
m_WeightSum = 0;
|
||||
|
||||
Reference in New Issue
Block a user