// BioGen.cpp
// Implements the various biome generators
#include "Globals.h"
#include "BioGen.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenConstant:
void cBioGenConstant::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = m_Biome;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenDistortedVoronoi:
void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
// TODO: Replace this placeholder
ASSERT(!"Not implemented yet");
for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = (EMCSBiome)(a_ChunkX + a_ChunkZ);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBioGenCheckerboard:
void cBioGenCheckerboard::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
// The list of biomes we will generate in the checkerboard:
static EMCSBiome Biomes[] =
{
biOcean,
biPlains,
biDesert,
biExtremeHills,
biForest,
biTaiga,
biSwampland,
biRiver,
biFrozenOcean,
biFrozenRiver,
biIcePlains,
biIceMountains,
biMushroomIsland,
biMushroomShore,
biBeach,
biDesertHills,
biForestHills,
biTaigaHills,
biExtremeHillsEdge,
biJungle,
biJungleHills,
} ;
for (int z = 0; z < cChunkDef::Width; z++)
{
int Base = cChunkDef::Width * a_ChunkZ + z;
for (int x = 0; x < cChunkDef::Width; x++)
{
int Add = cChunkDef::Width * a_ChunkX + x;
a_BiomeMap[x + cChunkDef::Width * z] = Biomes[(Base / m_BiomeSize + Add / m_BiomeSize) % ARRAYCOUNT(Biomes)];
}
}
}