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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/CompoGen.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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-rw-r--r--source/CompoGen.cpp854
1 files changed, 427 insertions, 427 deletions
diff --git a/source/CompoGen.cpp b/source/CompoGen.cpp
index dfb0a40f8..e5f519611 100644
--- a/source/CompoGen.cpp
+++ b/source/CompoGen.cpp
@@ -1,427 +1,427 @@
-
-// 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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- 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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
-{
- static BLOCKTYPE Blocks[] =
- {
- E_BLOCK_STONE,
- E_BLOCK_COBBLESTONE,
- E_BLOCK_LOG,
- E_BLOCK_PLANKS,
- E_BLOCK_SANDSTONE,
- E_BLOCK_WHITE_CLOTH,
- E_BLOCK_COAL_ORE,
- E_BLOCK_IRON_ORE,
- E_BLOCK_GOLD_ORE,
- E_BLOCK_DIAMOND_ORE,
- E_BLOCK_LAPIS_ORE,
- E_BLOCK_REDSTONE_ORE,
- E_BLOCK_IRON_BLOCK,
- E_BLOCK_GOLD_BLOCK,
- E_BLOCK_DIAMOND_BLOCK,
- E_BLOCK_LAPIS_BLOCK,
- E_BLOCK_BRICK,
- E_BLOCK_MOSSY_COBBLESTONE,
- E_BLOCK_OBSIDIAN,
- E_BLOCK_NETHERRACK,
- E_BLOCK_SOULSAND,
- E_BLOCK_NETHER_BRICK,
- E_BLOCK_BEDROCK,
- } ;
-
- 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++)
- {
- BLOCKTYPE BlockType = Blocks[cChunkDef::GetBiome(a_BiomeMap, x, z) % ARRAYCOUNT(Blocks)];
- 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,
- BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
- BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
-) :
- m_SeaLevel(a_SeaLevel),
- m_BeachHeight(a_BeachHeight),
- m_BeachDepth(a_BeachDepth),
- m_BlockTop(a_BlockTop),
- m_BlockMiddle(a_BlockMiddle),
- m_BlockBottom(a_BlockBottom),
- m_BlockBeach(a_BlockBeach),
- m_BlockBeachBottom(a_BlockBeachBottom),
- m_BlockSea(a_BlockSea)
-{
-}
-
-
-
-
-
-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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- 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[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
- static const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
- static const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
- 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 = cChunkDef::GetHeight(a_HeightMap, x, 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, m_BlockSea);
- }
-
- // 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] : m_BlockBottom);
- }
-
- // The last layer is always bedrock:
- cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
- } // for x
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cCompoGenBiomal:
-
-void cCompoGenBiomal::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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
-{
- memset(a_BlockTypes, 0, 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 Height = cChunkDef::GetHeight(a_HeightMap, x, z);
- if (Height > m_SeaLevel)
- {
- switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
- {
- case biOcean:
- case biPlains:
- case biExtremeHills:
- case biForest:
- case biTaiga:
- case biSwampland:
- case biRiver:
- case biFrozenOcean:
- case biFrozenRiver:
- case biIcePlains:
- case biIceMountains:
- case biForestHills:
- case biTaigaHills:
- case biExtremeHillsEdge:
- case biJungle:
- case biJungleHills:
- {
- FillColumnGrass(x, z, Height, a_BlockTypes);
- break;
- }
- case biDesertHills:
- case biDesert:
- case biBeach:
- {
- FillColumnSand(x, z, Height, a_BlockTypes);
- break;
- }
- case biMushroomIsland:
- case biMushroomShore:
- {
- FillColumnMycelium(x, z, Height, a_BlockTypes);
- break;
- }
- default:
- {
- // TODO
- ASSERT(!"CompoGenBiomal: Biome not implemented yet!");
- break;
- }
- }
- }
- else
- {
- switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
- {
- case biDesert:
- case biBeach:
- {
- // Fill with water, sand, sandstone and stone
- FillColumnWaterSand(x, z, Height, a_BlockTypes);
- break;
- }
- default:
- {
- // Fill with water, sand/dirt/clay mix and stone
- FillColumnWaterMix(a_ChunkX, a_ChunkZ, x, z, Height, a_BlockTypes);
- break;
- }
- } // switch (biome)
- } // else (under water)
- cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
- } // for x
- } // for z
-}
-
-
-
-
-
-void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
-{
- BLOCKTYPE Pattern[] =
- {
- E_BLOCK_GRASS,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
-
- for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
-}
-
-
-
-
-
-void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
-{
- BLOCKTYPE Pattern[] =
- {
- E_BLOCK_SAND,
- E_BLOCK_SAND,
- E_BLOCK_SAND,
- E_BLOCK_SANDSTONE,
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
-
- for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
-}
-
-
-
-
-
-
-void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
-{
- BLOCKTYPE Pattern[] =
- {
- E_BLOCK_MYCELIUM,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
-
- for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
-}
-
-
-
-
-
-void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
-{
- FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
- for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_WATER);
- }
-}
-
-
-
-
-
-void cCompoGenBiomal::FillColumnWaterMix(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
-{
- if (m_Noise.CubicNoise2D(0.5f * (cChunkDef::Width * a_ChunkX + a_RelX), 0.5f * (cChunkDef::Width * a_ChunkZ + a_RelZ)) < 0)
- {
- FillColumnWaterSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
- }
- else
- {
- // Dirt
- BLOCKTYPE Pattern[] =
- {
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- E_BLOCK_DIRT,
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
-
- for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
- for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_WATER);
- }
- }
-}
-
-
-
-
-
-
-void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize)
-{
- for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++)
- {
- cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]);
- }
-}
-
-
-
-
+
+// 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
+ const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
+ 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
+ const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
+ cEntityList & a_Entities, // Entitites may be generated along with the terrain
+ cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
+)
+{
+ static BLOCKTYPE Blocks[] =
+ {
+ E_BLOCK_STONE,
+ E_BLOCK_COBBLESTONE,
+ E_BLOCK_LOG,
+ E_BLOCK_PLANKS,
+ E_BLOCK_SANDSTONE,
+ E_BLOCK_WHITE_CLOTH,
+ E_BLOCK_COAL_ORE,
+ E_BLOCK_IRON_ORE,
+ E_BLOCK_GOLD_ORE,
+ E_BLOCK_DIAMOND_ORE,
+ E_BLOCK_LAPIS_ORE,
+ E_BLOCK_REDSTONE_ORE,
+ E_BLOCK_IRON_BLOCK,
+ E_BLOCK_GOLD_BLOCK,
+ E_BLOCK_DIAMOND_BLOCK,
+ E_BLOCK_LAPIS_BLOCK,
+ E_BLOCK_BRICK,
+ E_BLOCK_MOSSY_COBBLESTONE,
+ E_BLOCK_OBSIDIAN,
+ E_BLOCK_NETHERRACK,
+ E_BLOCK_SOULSAND,
+ E_BLOCK_NETHER_BRICK,
+ E_BLOCK_BEDROCK,
+ } ;
+
+ 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++)
+ {
+ BLOCKTYPE BlockType = Blocks[cChunkDef::GetBiome(a_BiomeMap, x, z) % ARRAYCOUNT(Blocks)];
+ 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,
+ BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
+ BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
+) :
+ m_SeaLevel(a_SeaLevel),
+ m_BeachHeight(a_BeachHeight),
+ m_BeachDepth(a_BeachDepth),
+ m_BlockTop(a_BlockTop),
+ m_BlockMiddle(a_BlockMiddle),
+ m_BlockBottom(a_BlockBottom),
+ m_BlockBeach(a_BlockBeach),
+ m_BlockBeachBottom(a_BlockBeachBottom),
+ m_BlockSea(a_BlockSea)
+{
+}
+
+
+
+
+
+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
+ const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
+ 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[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
+ static const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
+ static const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
+ 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 = cChunkDef::GetHeight(a_HeightMap, x, 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, m_BlockSea);
+ }
+
+ // 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] : m_BlockBottom);
+ }
+
+ // The last layer is always bedrock:
+ cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
+ } // for x
+ } // for z
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cCompoGenBiomal:
+
+void cCompoGenBiomal::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
+ const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
+ cEntityList & a_Entities, // Entitites may be generated along with the terrain
+ cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
+)
+{
+ memset(a_BlockTypes, 0, 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 Height = cChunkDef::GetHeight(a_HeightMap, x, z);
+ if (Height > m_SeaLevel)
+ {
+ switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
+ {
+ case biOcean:
+ case biPlains:
+ case biExtremeHills:
+ case biForest:
+ case biTaiga:
+ case biSwampland:
+ case biRiver:
+ case biFrozenOcean:
+ case biFrozenRiver:
+ case biIcePlains:
+ case biIceMountains:
+ case biForestHills:
+ case biTaigaHills:
+ case biExtremeHillsEdge:
+ case biJungle:
+ case biJungleHills:
+ {
+ FillColumnGrass(x, z, Height, a_BlockTypes);
+ break;
+ }
+ case biDesertHills:
+ case biDesert:
+ case biBeach:
+ {
+ FillColumnSand(x, z, Height, a_BlockTypes);
+ break;
+ }
+ case biMushroomIsland:
+ case biMushroomShore:
+ {
+ FillColumnMycelium(x, z, Height, a_BlockTypes);
+ break;
+ }
+ default:
+ {
+ // TODO
+ ASSERT(!"CompoGenBiomal: Biome not implemented yet!");
+ break;
+ }
+ }
+ }
+ else
+ {
+ switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
+ {
+ case biDesert:
+ case biBeach:
+ {
+ // Fill with water, sand, sandstone and stone
+ FillColumnWaterSand(x, z, Height, a_BlockTypes);
+ break;
+ }
+ default:
+ {
+ // Fill with water, sand/dirt/clay mix and stone
+ FillColumnWaterMix(a_ChunkX, a_ChunkZ, x, z, Height, a_BlockTypes);
+ break;
+ }
+ } // switch (biome)
+ } // else (under water)
+ cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
+ } // for x
+ } // for z
+}
+
+
+
+
+
+void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
+{
+ BLOCKTYPE Pattern[] =
+ {
+ E_BLOCK_GRASS,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ } ;
+ FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
+
+ for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
+ }
+}
+
+
+
+
+
+void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
+{
+ BLOCKTYPE Pattern[] =
+ {
+ E_BLOCK_SAND,
+ E_BLOCK_SAND,
+ E_BLOCK_SAND,
+ E_BLOCK_SANDSTONE,
+ } ;
+ FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
+
+ for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
+ }
+}
+
+
+
+
+
+
+void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
+{
+ BLOCKTYPE Pattern[] =
+ {
+ E_BLOCK_MYCELIUM,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ } ;
+ FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
+
+ for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
+ }
+}
+
+
+
+
+
+void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
+{
+ FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
+ for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_WATER);
+ }
+}
+
+
+
+
+
+void cCompoGenBiomal::FillColumnWaterMix(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
+{
+ if (m_Noise.CubicNoise2D(0.5f * (cChunkDef::Width * a_ChunkX + a_RelX), 0.5f * (cChunkDef::Width * a_ChunkZ + a_RelZ)) < 0)
+ {
+ FillColumnWaterSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
+ }
+ else
+ {
+ // Dirt
+ BLOCKTYPE Pattern[] =
+ {
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ E_BLOCK_DIRT,
+ } ;
+ FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
+
+ for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
+ }
+ for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_WATER);
+ }
+ }
+}
+
+
+
+
+
+
+void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize)
+{
+ for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++)
+ {
+ cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]);
+ }
+}
+
+
+
+