git-svn-id: http://mc-server.googlecode.com/svn/trunk@514 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			179 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// FinishGen.cpp
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/* Implements the various finishing generators:
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	- cFinishGenSnow
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	- cFinishGenIce
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	- cFinishGenSprinkleFoliage
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*/
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#include "Globals.h"
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#include "FinishGen.h"
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#include "cNoise.h"
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#include "BlockID.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSprinkleFoliage:
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void cFinishGenSprinkleFoliage::GenFinish(
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	int a_ChunkX, int a_ChunkZ,
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	cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
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	cChunkDef::BlockNibbles & a_BlockMeta,   // Block meta to read and change
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	cChunkDef::HeightMap & a_HeightMap,      // Height map to read and change by the current data
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	const cChunkDef::BiomeMap & a_BiomeMap,  // Biomes to adhere to
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	cEntityList & a_Entities,                // Entities may be added or deleted
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	cBlockEntityList & a_BlockEntities       // Block entities may be added or deleted
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	)
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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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	cNoise Noise(m_Seed);
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	for (int z = 0; z < cChunkDef::Width; z++) 
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	{
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		int BlockZ = a_ChunkZ * cChunkDef::Width + z;
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		const float zz = (float)BlockZ;
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		for (int x = 0; x < cChunkDef::Width; x++)
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		{
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			int BlockX = a_ChunkX * cChunkDef::Width + x;
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			if (((Noise.IntNoise2DInt(BlockX, BlockZ) / 8) % 128) < 124)
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			{
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				continue;
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			}
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			int Top = cChunkDef::GetHeight(a_HeightMap, x, z);
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			if (Top > 250)
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			{
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				// Nothing grows above Y=250
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				continue;
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			}
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			if (cChunkDef::GetBlock(a_BlockTypes, x, Top + 1, z) != E_BLOCK_AIR)
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			{
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				// Space already taken by something else, don't grow here
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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 = Noise.CubicNoise2D(xx * 0.1f,  zz * 0.1f );
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			float val2 = Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
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			switch (cChunkDef::GetBlock(a_BlockTypes, x, Top, z))
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			{
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				case E_BLOCK_GRASS:
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				{
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					float val3 = Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
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					float val4 = Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
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					if (val1 + val2 > 0.2f)
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_YELLOW_FLOWER);
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					}
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					else if (val2 + val3 > 0.2f)
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_ROSE);
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					}
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					else if (val3 + val4 > 0.2f)
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_RED_MUSHROOM);
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					}
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					else if (val1 + val4 > 0.2f)
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_BROWN_MUSHROOM);
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					}
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					else if (val1 + val2 + val3 + val4 < -0.1)
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					{
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						cChunkDef::SetBlock (a_BlockTypes, x, ++Top, z, E_BLOCK_TALL_GRASS);
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						cChunkDef::SetNibble(a_BlockMeta,  x,   Top, z, E_META_TALL_GRASS_GRASS);
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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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					if (val1 + val2 > 0.f)
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
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						if (val1 > val2)
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						{
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							cChunkDef::SetBlock(a_BlockTypes, x, ++Top, z, E_BLOCK_CACTUS);
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						}
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					}
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					break;
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				}
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			}  // switch (TopBlock)
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			cChunkDef::SetHeight(a_HeightMap, x, z, Top);
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		}  // for y
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	}  // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenSnow:
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void cFinishGenSnow::GenFinish(
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	int a_ChunkX, int a_ChunkZ,
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	cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
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	cChunkDef::BlockNibbles & a_BlockMeta,   // Block meta to read and change
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	cChunkDef::HeightMap & a_HeightMap,      // Height map to read and change by the current data
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	const cChunkDef::BiomeMap & a_BiomeMap,  // Biomes to adhere to
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	cEntityList & a_Entities,                // Entities may be added or deleted
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	cBlockEntityList & a_BlockEntities       // Block entities may be added or deleted
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	)
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{
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	// Add a snow block in snowy biomes onto blocks that can be snowed over
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	for (int z = 0; z < cChunkDef::Width; z++)
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	{
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		for (int x = 0; x < cChunkDef::Width; x++)
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		{
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			switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
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			{
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				case biIcePlains:
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				case biIceMountains:
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				case biTaiga:
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				case biTaigaHills:
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				case biFrozenRiver:
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				case biFrozenOcean:
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				{
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					int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
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					if (g_BlockIsSnowable[cChunkDef::GetBlock(a_BlockTypes, x, Height, z)])
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					{
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						cChunkDef::SetBlock(a_BlockTypes, x, Height + 1, z, E_BLOCK_SNOW);
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						cChunkDef::SetHeight(a_HeightMap, x, z, Height + 1);
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					}
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					break;
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				}
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			}
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		}
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	}  // for z
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenIce:
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void cFinishGenIce::GenFinish(
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	int a_ChunkX, int a_ChunkZ,
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	cChunkDef::BlockTypes & a_BlockTypes,    // Block types to read and change
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	cChunkDef::BlockNibbles & a_BlockMeta,   // Block meta to read and change
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	cChunkDef::HeightMap & a_HeightMap,      // Height map to read and change by the current data
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	const cChunkDef::BiomeMap & a_BiomeMap,  // Biomes to adhere to
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	cEntityList & a_Entities,                // Entities may be added or deleted
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	cBlockEntityList & a_BlockEntities       // Block entities may be added or deleted
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	)
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{
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	// TODO: Turn surface water into ice in icy biomes
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}
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