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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/Trees.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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-rw-r--r--source/Trees.cpp1076
1 files changed, 538 insertions, 538 deletions
diff --git a/source/Trees.cpp b/source/Trees.cpp
index 7d82c3ef9..f6734d85c 100644
--- a/source/Trees.cpp
+++ b/source/Trees.cpp
@@ -1,538 +1,538 @@
-
-// Trees.cpp
-
-// Implements helper functions used for generating trees
-
-#include "Globals.h"
-#include "Trees.h"
-#include "BlockID.h"
-
-
-
-
-
-typedef struct
-{
- int x, z;
-} sCoords;
-
-typedef struct
-{
- int x, z;
- NIBBLETYPE Meta;
-} sMetaCoords;
-
-static const sCoords Corners[] =
-{
- {-1, -1},
- {-1, 1},
- {1, -1},
- {1, 1},
-} ;
-
-static const sCoords BigO1[] =
-{
- {0, -1},
- {-1, 0}, {1, 0},
- {0, 1},
-} ;
-
-static const sCoords BigO2[] =
-{
- {-1, -2}, {0, -2}, {1, -2},
- {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1},
- {-2, 0}, {-1, 0}, {1, 0}, {2, 0},
- {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1},
- {-1, 2}, {0, 2}, {1, 2},
-} ;
-
-static const sCoords BigO3[] =
-{
- {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3},
- {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2},
- {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
- {-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0},
- {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1},
- {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
- {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3},
-} ;
-
-typedef struct
-{
- const sCoords * Coords;
- size_t Count;
-} sCoordsArr;
-
-static const sCoordsArr BigOs[] =
-{
- {BigO1, ARRAYCOUNT(BigO1)},
- {BigO2, ARRAYCOUNT(BigO2)},
- {BigO3, ARRAYCOUNT(BigO3)},
-} ;
-
-
-
-
-
-/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks
-inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
-{
- for (size_t i = 0; i < a_NumCoords; i++)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX + a_Coords[i].x, a_Height, a_BlockZ + a_Coords[i].z, a_BlockType, a_Meta));
- }
-}
-
-
-
-
-inline void PushCornerBlocks(int a_BlockX, int a_Height, int a_BlockZ, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, int a_CornersDist, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
-{
- for (size_t i = 0; i < ARRAYCOUNT(Corners); i++)
- {
- int x = a_BlockX + Corners[i].x;
- int z = a_BlockZ + Corners[i].z;
- if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height, z + 64 * a_Seq) <= a_Chance)
- {
- a_Blocks.push_back(sSetBlock(x, a_Height, z, a_BlockType, a_Meta));
- }
- } // for i - Corners[]
-}
-
-
-
-
-
-inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_ColumnHeight, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, const sMetaCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType)
-{
- for (size_t i = 0; i < a_NumCoords; i++)
- {
- int x = a_BlockX + a_Coords[i].x;
- int z = a_BlockZ + a_Coords[i].z;
- if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + i, z + 64 * a_Seq) <= a_Chance)
- {
- for (int j = 0; j < a_ColumnHeight; j++)
- {
- a_Blocks.push_back(sSetBlock(x, a_Height - j, z, a_BlockType, a_Coords[i].Meta));
- }
- }
- } // for i - a_Coords[]
-}
-
-
-
-
-
-void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_Blocks)
-{
- switch (a_Biome)
- {
- case biPlains:
- case biExtremeHills:
- case biExtremeHillsEdge:
- case biForest:
- case biMushroomIsland:
- case biMushroomShore:
- case biForestHills:
- {
- // Apple or birch trees:
- if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
- {
- GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- else
- {
- GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- break;
- }
-
- case biTaiga:
- case biIcePlains:
- case biIceMountains:
- case biTaigaHills:
- {
- // Conifers
- GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- break;
- }
-
- case biSwampland:
- {
- // Swamp trees:
- GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- break;
- }
-
- case biJungle:
- case biJungleHills:
- {
- // Apple bushes, jungle trees
- if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
- {
- GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- else
- {
- GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- }
- }
-}
-
-
-
-
-
-void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000)
- {
- GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- else
- {
- GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
-}
-
-
-
-
-
-void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- /* Small apple tree has:
- - a top plus (no log)
- - optional BigO1 + random corners (log)
- - 2 layers of BigO2 + random corners (log)
- - 1 to 3 blocks of trunk
- */
-
- int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
-
- // Pre-alloc so that we don't realloc too often later:
- a_Blocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
-
- int Heights[] = {1, 2, 2, 3} ;
- int Height = 1 + Heights[Random & 3];
- Random >>= 2;
-
- // Trunk:
- for (int i = 0; i < Height; i++)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
- }
- int Hei = a_BlockY + Height;
-
- // 2 BigO2 + corners layers:
- for (int i = 0; i < 2; i++)
- {
- PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
- Hei++;
- } // for i - 2*
-
- // Optional BigO1 + corners layer:
- if ((Random & 1) == 0)
- {
- PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
- Hei++;
- }
-
- // Top plus:
- PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
-}
-
-
-
-
-
-void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // TODO
-}
-
-
-
-
-
-void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
-
- // Prealloc, so that we don't realloc too often later:
- a_Blocks.reserve(Height + 80);
-
- // The entire trunk, out of logs:
- for (int i = Height - 1; i >= 0; --i)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
- }
- int h = a_BlockY + Height;
-
- // Top layer - just the Plus:
- PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
- h--;
-
- // Second layer - log, Plus and maybe Corners:
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- h--;
-
- // Third and fourth layers - BigO2 and maybe 2*Corners:
- for (int Row = 0; Row < 2; Row++)
- {
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- h--;
- } // for Row - 2*
-}
-
-
-
-
-
-void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // Half chance for a spruce, half for a pine:
- if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000)
- {
- GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
- else
- {
- GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
- }
-}
-
-
-
-
-
-void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
- // then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
- // and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
-
- // We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities
- // (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
- int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
-
- // Prealloc, so that we don't realloc too often later:
- a_Blocks.reserve(180);
-
- // Clear trunk blocks:
- static const int sHeights[] = {1, 2, 2, 3};
- int Height = sHeights[MyRandom & 3];
- MyRandom >>= 2;
- for (int i = 0; i < Height; i++)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- }
- Height += a_BlockY;
-
- // Optional size-1 bottom leaves layer:
- if ((MyRandom & 1) == 0)
- {
- PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- Height++;
- }
- MyRandom >>= 1;
-
- // 1 to 3 sections of leaves layers:
- static const int sNumSections[] = {1, 2, 2, 3};
- int NumSections = sNumSections[MyRandom & 3];
- MyRandom >>= 2;
- for (int i = 0; i < NumSections; i++)
- {
- switch (MyRandom & 3) // SectionType; (1, 2) twice as often as the other two
- {
- case 0:
- case 1:
- {
- PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- Height += 2;
- break;
- }
- case 2:
- {
- PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- Height += 2;
- break;
- }
- case 3:
- {
- PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- Height += 3;
- break;
- }
- } // switch (SectionType)
- MyRandom >>= 2;
- } // for i - Sections
-
- if ((MyRandom & 1) == 0)
- {
- // (0, 1, 0) top:
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
- }
- else
- {
- // (1, 0) top:
- a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
- PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
- }
-}
-
-
-
-
-
-void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
- // There can be one or two layers representing the cone bases (SameSizeMax)
-
- int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8;
- int TrunkHeight = 8 + (MyRandom % 3);
- int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
- MyRandom >>= 3;
- int NumLeavesLayers = 2 + (MyRandom % 3); // Number of layers that have leaves in them
- if (NumLeavesLayers == 2)
- {
- SameSizeMax = 0;
- }
-
- // Pre-allocate the vector:
- a_Blocks.reserve(TrunkHeight + NumLeavesLayers * 25);
-
- // The entire trunk, out of logs:
- for (int i = TrunkHeight; i >= 0; --i)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
- }
- int h = a_BlockY + TrunkHeight + 2;
-
- // Top layer - just a single leaves block:
- a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
- h--;
-
- // One more layer is above the trunk, push the central leaves:
- a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
-
- // Layers expanding in size, then collapsing again:
- // LOGD("Generating %d layers of pine leaves, SameSizeMax = %d", NumLeavesLayers, SameSizeMax);
- for (int i = 0; i < NumLeavesLayers; ++i)
- {
- int LayerSize = std::min(i, NumLeavesLayers - i + SameSizeMax - 1);
- // LOGD("LayerSize %d: %d", i, LayerSize);
- if (LayerSize < 0)
- {
- break;
- }
- ASSERT(LayerSize < ARRAYCOUNT(BigOs));
- PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
- h--;
- }
-}
-
-
-
-
-
-void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // Vines are around the BigO3, but not in the corners; need proper meta for direction
- static const sMetaCoords Vines[] =
- {
- {-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face
- {-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face
- {4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face
- {-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, {-4, 2, 8}, // West face
- } ;
-
- int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
-
- a_Blocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
-
- for (int i = 0; i < Height; i++)
- {
- a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
- }
- int hei = a_BlockY + Height - 2;
-
- // Put vines around the lowermost leaves layer:
- PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_Blocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
-
- // The lower two leaves layers are BigO3 with log in the middle and possibly corners:
- for (int i = 0; i < 2; i++)
- {
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- hei++;
- } // for i - 2*
-
- // The upper two leaves layers are BigO2 with leaves in the middle and possibly corners:
- for (int i = 0; i < 2; i++)
- {
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
- hei++;
- } // for i - 2*
-}
-
-
-
-
-
-void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- a_Blocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1));
-
- int hei = a_BlockY;
- a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- hei++;
-
- a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- hei++;
-
- a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
-}
-
-
-
-
-
-void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
-{
- // TODO
-}
-
-
-
-
+
+// Trees.cpp
+
+// Implements helper functions used for generating trees
+
+#include "Globals.h"
+#include "Trees.h"
+#include "BlockID.h"
+
+
+
+
+
+typedef struct
+{
+ int x, z;
+} sCoords;
+
+typedef struct
+{
+ int x, z;
+ NIBBLETYPE Meta;
+} sMetaCoords;
+
+static const sCoords Corners[] =
+{
+ {-1, -1},
+ {-1, 1},
+ {1, -1},
+ {1, 1},
+} ;
+
+static const sCoords BigO1[] =
+{
+ {0, -1},
+ {-1, 0}, {1, 0},
+ {0, 1},
+} ;
+
+static const sCoords BigO2[] =
+{
+ {-1, -2}, {0, -2}, {1, -2},
+ {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1},
+ {-2, 0}, {-1, 0}, {1, 0}, {2, 0},
+ {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1},
+ {-1, 2}, {0, 2}, {1, 2},
+} ;
+
+static const sCoords BigO3[] =
+{
+ {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3},
+ {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2},
+ {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
+ {-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0},
+ {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1},
+ {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
+ {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3},
+} ;
+
+typedef struct
+{
+ const sCoords * Coords;
+ size_t Count;
+} sCoordsArr;
+
+static const sCoordsArr BigOs[] =
+{
+ {BigO1, ARRAYCOUNT(BigO1)},
+ {BigO2, ARRAYCOUNT(BigO2)},
+ {BigO3, ARRAYCOUNT(BigO3)},
+} ;
+
+
+
+
+
+/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks
+inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
+{
+ for (size_t i = 0; i < a_NumCoords; i++)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX + a_Coords[i].x, a_Height, a_BlockZ + a_Coords[i].z, a_BlockType, a_Meta));
+ }
+}
+
+
+
+
+inline void PushCornerBlocks(int a_BlockX, int a_Height, int a_BlockZ, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, int a_CornersDist, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
+{
+ for (size_t i = 0; i < ARRAYCOUNT(Corners); i++)
+ {
+ int x = a_BlockX + Corners[i].x;
+ int z = a_BlockZ + Corners[i].z;
+ if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height, z + 64 * a_Seq) <= a_Chance)
+ {
+ a_Blocks.push_back(sSetBlock(x, a_Height, z, a_BlockType, a_Meta));
+ }
+ } // for i - Corners[]
+}
+
+
+
+
+
+inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_ColumnHeight, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, const sMetaCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType)
+{
+ for (size_t i = 0; i < a_NumCoords; i++)
+ {
+ int x = a_BlockX + a_Coords[i].x;
+ int z = a_BlockZ + a_Coords[i].z;
+ if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + i, z + 64 * a_Seq) <= a_Chance)
+ {
+ for (int j = 0; j < a_ColumnHeight; j++)
+ {
+ a_Blocks.push_back(sSetBlock(x, a_Height - j, z, a_BlockType, a_Coords[i].Meta));
+ }
+ }
+ } // for i - a_Coords[]
+}
+
+
+
+
+
+void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_Blocks)
+{
+ switch (a_Biome)
+ {
+ case biPlains:
+ case biExtremeHills:
+ case biExtremeHillsEdge:
+ case biForest:
+ case biMushroomIsland:
+ case biMushroomShore:
+ case biForestHills:
+ {
+ // Apple or birch trees:
+ if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
+ {
+ GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ else
+ {
+ GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ break;
+ }
+
+ case biTaiga:
+ case biIcePlains:
+ case biIceMountains:
+ case biTaigaHills:
+ {
+ // Conifers
+ GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ break;
+ }
+
+ case biSwampland:
+ {
+ // Swamp trees:
+ GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ break;
+ }
+
+ case biJungle:
+ case biJungleHills:
+ {
+ // Apple bushes, jungle trees
+ if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
+ {
+ GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ else
+ {
+ GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ }
+ }
+}
+
+
+
+
+
+void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000)
+ {
+ GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ else
+ {
+ GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+}
+
+
+
+
+
+void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ /* Small apple tree has:
+ - a top plus (no log)
+ - optional BigO1 + random corners (log)
+ - 2 layers of BigO2 + random corners (log)
+ - 1 to 3 blocks of trunk
+ */
+
+ int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
+
+ // Pre-alloc so that we don't realloc too often later:
+ a_Blocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
+
+ int Heights[] = {1, 2, 2, 3} ;
+ int Height = 1 + Heights[Random & 3];
+ Random >>= 2;
+
+ // Trunk:
+ for (int i = 0; i < Height; i++)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ }
+ int Hei = a_BlockY + Height;
+
+ // 2 BigO2 + corners layers:
+ for (int i = 0; i < 2; i++)
+ {
+ PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ Hei++;
+ } // for i - 2*
+
+ // Optional BigO1 + corners layer:
+ if ((Random & 1) == 0)
+ {
+ PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ Hei++;
+ }
+
+ // Top plus:
+ PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+}
+
+
+
+
+
+void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // TODO
+}
+
+
+
+
+
+void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
+
+ // Prealloc, so that we don't realloc too often later:
+ a_Blocks.reserve(Height + 80);
+
+ // The entire trunk, out of logs:
+ for (int i = Height - 1; i >= 0; --i)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
+ }
+ int h = a_BlockY + Height;
+
+ // Top layer - just the Plus:
+ PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
+ h--;
+
+ // Second layer - log, Plus and maybe Corners:
+ PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ h--;
+
+ // Third and fourth layers - BigO2 and maybe 2*Corners:
+ for (int Row = 0; Row < 2; Row++)
+ {
+ PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ h--;
+ } // for Row - 2*
+}
+
+
+
+
+
+void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // Half chance for a spruce, half for a pine:
+ if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000)
+ {
+ GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+ else
+ {
+ GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
+ }
+}
+
+
+
+
+
+void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
+ // then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
+ // and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
+
+ // We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities
+ // (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
+ int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
+
+ // Prealloc, so that we don't realloc too often later:
+ a_Blocks.reserve(180);
+
+ // Clear trunk blocks:
+ static const int sHeights[] = {1, 2, 2, 3};
+ int Height = sHeights[MyRandom & 3];
+ MyRandom >>= 2;
+ for (int i = 0; i < Height; i++)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ }
+ Height += a_BlockY;
+
+ // Optional size-1 bottom leaves layer:
+ if ((MyRandom & 1) == 0)
+ {
+ PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ Height++;
+ }
+ MyRandom >>= 1;
+
+ // 1 to 3 sections of leaves layers:
+ static const int sNumSections[] = {1, 2, 2, 3};
+ int NumSections = sNumSections[MyRandom & 3];
+ MyRandom >>= 2;
+ for (int i = 0; i < NumSections; i++)
+ {
+ switch (MyRandom & 3) // SectionType; (1, 2) twice as often as the other two
+ {
+ case 0:
+ case 1:
+ {
+ PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ Height += 2;
+ break;
+ }
+ case 2:
+ {
+ PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ Height += 2;
+ break;
+ }
+ case 3:
+ {
+ PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ Height += 3;
+ break;
+ }
+ } // switch (SectionType)
+ MyRandom >>= 2;
+ } // for i - Sections
+
+ if ((MyRandom & 1) == 0)
+ {
+ // (0, 1, 0) top:
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ }
+ else
+ {
+ // (1, 0) top:
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ }
+}
+
+
+
+
+
+void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
+ // There can be one or two layers representing the cone bases (SameSizeMax)
+
+ int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8;
+ int TrunkHeight = 8 + (MyRandom % 3);
+ int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
+ MyRandom >>= 3;
+ int NumLeavesLayers = 2 + (MyRandom % 3); // Number of layers that have leaves in them
+ if (NumLeavesLayers == 2)
+ {
+ SameSizeMax = 0;
+ }
+
+ // Pre-allocate the vector:
+ a_Blocks.reserve(TrunkHeight + NumLeavesLayers * 25);
+
+ // The entire trunk, out of logs:
+ for (int i = TrunkHeight; i >= 0; --i)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ }
+ int h = a_BlockY + TrunkHeight + 2;
+
+ // Top layer - just a single leaves block:
+ a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ h--;
+
+ // One more layer is above the trunk, push the central leaves:
+ a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+
+ // Layers expanding in size, then collapsing again:
+ // LOGD("Generating %d layers of pine leaves, SameSizeMax = %d", NumLeavesLayers, SameSizeMax);
+ for (int i = 0; i < NumLeavesLayers; ++i)
+ {
+ int LayerSize = std::min(i, NumLeavesLayers - i + SameSizeMax - 1);
+ // LOGD("LayerSize %d: %d", i, LayerSize);
+ if (LayerSize < 0)
+ {
+ break;
+ }
+ ASSERT(LayerSize < ARRAYCOUNT(BigOs));
+ PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ h--;
+ }
+}
+
+
+
+
+
+void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // Vines are around the BigO3, but not in the corners; need proper meta for direction
+ static const sMetaCoords Vines[] =
+ {
+ {-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face
+ {-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face
+ {4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face
+ {-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, {-4, 2, 8}, // West face
+ } ;
+
+ int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
+
+ a_Blocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
+
+ for (int i = 0; i < Height; i++)
+ {
+ a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ }
+ int hei = a_BlockY + Height - 2;
+
+ // Put vines around the lowermost leaves layer:
+ PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_Blocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
+
+ // The lower two leaves layers are BigO3 with log in the middle and possibly corners:
+ for (int i = 0; i < 2; i++)
+ {
+ PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ hei++;
+ } // for i - 2*
+
+ // The upper two leaves layers are BigO2 with leaves in the middle and possibly corners:
+ for (int i = 0; i < 2; i++)
+ {
+ PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ hei++;
+ } // for i - 2*
+}
+
+
+
+
+
+void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ a_Blocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1));
+
+ int hei = a_BlockY;
+ a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
+ PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ hei++;
+
+ a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ hei++;
+
+ a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+}
+
+
+
+
+
+void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
+{
+ // TODO
+}
+
+
+
+