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-rw-r--r--src/Generating/Trees.h275
1 files changed, 216 insertions, 59 deletions
diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h
index 0ffeed30c..82c33cf53 100644
--- a/src/Generating/Trees.h
+++ b/src/Generating/Trees.h
@@ -25,101 +25,258 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is
// Blocks that don't block tree growth:
#define CASE_TREE_ALLOWED_BLOCKS \
- case E_BLOCK_AIR: \
- case E_BLOCK_LEAVES: \
- case E_BLOCK_NEW_LEAVES: \
- case E_BLOCK_SNOW: \
- case E_BLOCK_TALL_GRASS: \
- case E_BLOCK_DEAD_BUSH: \
- case E_BLOCK_SAPLING: \
+ case E_BLOCK_AIR: \
+ case E_BLOCK_LEAVES: \
+ case E_BLOCK_NEW_LEAVES: \
+ case E_BLOCK_SNOW: \
+ case E_BLOCK_TALL_GRASS: \
+ case E_BLOCK_DEAD_BUSH: \
+ case E_BLOCK_SAPLING: \
case E_BLOCK_VINES
// Blocks that a tree may overwrite when growing:
-#define CASE_TREE_OVERWRITTEN_BLOCKS \
- case E_BLOCK_AIR: \
- /* case E_BLOCK_LEAVES: LEAVES are a special case, they can be overwritten only by log. Handled in cChunkMap::ReplaceTreeBlocks(). */ \
- case E_BLOCK_SNOW: \
- case E_BLOCK_TALL_GRASS: \
- case E_BLOCK_BIG_FLOWER: \
- case E_BLOCK_DEAD_BUSH: \
- case E_BLOCK_SAPLING: \
+#define CASE_TREE_OVERWRITTEN_BLOCKS \
+ case E_BLOCK_AIR: \
+ /* case E_BLOCK_LEAVES: LEAVES are a special case, they can be overwritten only by log. Handled in \
+ * cChunkMap::ReplaceTreeBlocks(). */ \
+ case E_BLOCK_SNOW: \
+ case E_BLOCK_TALL_GRASS: \
+ case E_BLOCK_BIG_FLOWER: \
+ case E_BLOCK_DEAD_BUSH: \
+ case E_BLOCK_SAPLING: \
case E_BLOCK_VINES
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a tree at the specified coords (lowest trunk block) in the specified biome */
-void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a tree at the specified coords
+ * (lowest trunk block) in the specified biome */
+void GetTreeImageByBiome(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ EMCSBiome a_Biome,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple tree */
-void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small (nonbranching) apple tree */
-void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large (branching) apple tree */
-void GetLargeAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetAppleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small (nonbranching) apple
+ * tree */
+void GetSmallAppleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large (branching) apple tree
+ */
+void GetLargeAppleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks with the logs of a tree branch of the provided log type.
The length of the branch can be changed with the a_BranchLength.
The initial direction is a_StartDirection. The direction can be manipulated with a_Direction to create a curve.
Returns the position of the last log block placed. */
-Vector3d GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, sSetBlockVector & a_LogBlocks);
+Vector3d GetTreeBranch(
+ BLOCKTYPE a_BlockType,
+ NIBBLETYPE a_BlockMeta,
+ Vector3i a_BlockPos,
+ int a_BranchLength,
+ Vector3d a_StartDirection,
+ Vector3d a_Direction,
+ sSetBlockVector & a_LogBlocks
+);
/** Returns the meta for a log from the given direction */
NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random birch tree */
-void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetBirchTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random acacia tree */
-void GetAcaciaTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetAcaciaTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random darkoak tree */
-void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetDarkoakTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large birch tree */
-void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree. The probability to get a large pine is higher than a spruce tree */
-void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
+void GetTallBirchTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree. The
+ * probability to get a large pine is higher than a spruce tree */
+void GetConiferTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks,
+ bool a_Large = false
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce */
-void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
+void GetSpruceTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks,
+ bool a_Large = false
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine */
-void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small spruce (short conifer, two layers of leaves) */
-void GetSmallSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small pine (tall conifer, little leaves at top) */
-void GetSmallPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large spruce (short conifer, multiple layers of leaves) */
-void GetLargeSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large pine (tall conifer, little leaves at top) */
-void GetLargePineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetPineTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks,
+ bool a_Large = false
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small spruce (short
+ * conifer, two layers of leaves) */
+void GetSmallSpruceTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small pine (tall
+ * conifer, little leaves at top) */
+void GetSmallPineTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large spruce (short
+ * conifer, multiple layers of leaves) */
+void GetLargeSpruceTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large pine (tall
+ * conifer, little leaves at top) */
+void GetLargePineTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random swampland tree */
-void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple bush (for jungles) */
-void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetSwampTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple bush (for
+ * jungles) */
+void GetAppleBushImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random jungle tree */
-void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large jungle tree (2x2 trunk) */
-void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-
-/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small jungle tree (1x1 trunk) */
-void GetSmallJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetJungleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks,
+ bool a_Large
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large jungle tree (2x2 trunk)
+ */
+void GetLargeJungleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
+
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small jungle tree (1x1 trunk)
+ */
+void GetSmallJungleTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks with the blocks required to form the red mushroom */
-void GetRedMushroomTreeImage(Vector3i vector3, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetRedMushroomTreeImage(
+ Vector3i vector3,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);
/** Fills a_LogBlocks and a_OtherBlocks with the blocks required to form the brown mushroom */
-void GetBrownMushroomTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+void GetBrownMushroomTreeImage(
+ Vector3i a_BlockPos,
+ cNoise & a_Noise,
+ int a_Seq,
+ sSetBlockVector & a_LogBlocks,
+ sSetBlockVector & a_OtherBlocks
+);