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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:14:04 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:14:04 +0200
commit881ad8d8dbed920c00ea750fb809797456e0b4fc (patch)
treea24d6e094842a952e5ad5b8739fba52ceb36ba7d /source/cChunkGenerator.h
parentSource files cleanup: Protocol-related files in a separate subfolder (diff)
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diff --git a/source/cChunkGenerator.h b/source/cChunkGenerator.h
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-
-// cChunkGenerator.h
-
-// Interfaces to the cChunkGenerator class representing the thread that generates chunks
-
-/*
-The object takes requests for generating chunks and processes them in a separate thread one by one.
-The requests are not added to the queue if there is already a request with the same coords
-Before generating, the thread checks if the chunk hasn't been already generated.
-It is theoretically possible to have multiple generator threads by having multiple instances of this object,
-but then it MAY happen that the chunk is generated twice.
-If the generator queue is overloaded, the generator skips chunks with no clients in them
-
-Generating works by composing several algorithms:
-Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage
-Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others,
-based on user's preferences in the world.ini.
-See http://forum.mc-server.org/showthread.php?tid=409 for details.
-*/
-
-
-
-
-
-#pragma once
-
-#include "cIsThread.h"
-#include "ChunkDef.h"
-
-
-
-
-
-// fwd:
-class cWorld;
-class cIniFile;
-
-// TODO: remove this:
-class cWorldGenerator;
-
-
-
-
-
-/** The interface that a biome generator must implement
-A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output.
-The output array is sequenced in the same way as the MapChunk packet's biome data.
-*/
-class cBiomeGen
-{
-public:
- virtual ~cBiomeGen() {} // Force a virtual destructor in descendants
-
- /// Generates biomes for the given chunk
- virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0;
-} ;
-
-
-
-
-
-/** The interface that a terrain height generator must implement
-A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk.
-The output array is sequenced in the same way as the BiomeGen's biome data.
-The generator may request biome information from the underlying BiomeGen, it may even request information for
-other chunks than the one it's currently generating (possibly neighbors - for averaging)
-*/
-class cTerrainHeightGen
-{
-public:
- virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants
-
- /// Generates heightmap for the given chunk
- virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0;
-} ;
-
-
-
-
-
-/** The interface that a terrain composition generator must implement
-Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with
-the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose,
-but it may request information for other chunks than the one it's currently generating from them.
-*/
-class cTerrainCompositionGen
-{
-public:
- virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants
-
- virtual void ComposeTerrain(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air)
- cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized)
- 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 / ...)
- ) = 0;
-} ;
-
-
-
-
-
-/** The interface that a structure generator must implement
-Structures are generated after the terrain composition took place. It should modify the blocktype data to account
-for whatever structures the generator is generating.
-Note that ores are considered structures too, at least from the interface point of view.
-Also note that a worldgenerator may contain multiple structure generators, one for each type of structure
-*/
-class cStructureGen
-{
-public:
- virtual ~cStructureGen() {} // Force a virtual destructor in descendants
-
- virtual void GenStructures(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
- cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
- cEntityList & a_Entities, // Entities may be added or deleted
- cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
- ) = 0;
-} ;
-
-typedef std::list<cStructureGen *> cStructureGenList;
-
-
-
-
-
-/** The interface that a finisher must implement
-Finisher implements small additions after all structures have been generated.
-*/
-class cFinishGen
-{
-public:
- virtual ~cFinishGen() {} // Force a virtual destructor in descendants
-
- virtual void GenFinish(
- int a_ChunkX, int a_ChunkZ,
- cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
- cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
- cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entities may be added or deleted
- cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
- ) = 0;
-} ;
-
-typedef std::list<cFinishGen *> cFinishGenList;
-
-
-
-
-
-/// The chunk generator itself
-class cChunkGenerator :
- cIsThread
-{
- typedef cIsThread super;
-
-public:
-
- cChunkGenerator (void);
- ~cChunkGenerator();
-
- bool Start(cWorld * a_World, cIniFile & a_IniFile);
- void Stop(void);
-
- void QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for generation; removes duplicate requests
-
- /// Generates the biomes for the specified chunk (directly, not in a separate thread)
- void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
-
- void WaitForQueueEmpty(void);
-
- int GetQueueLength(void);
-
- int GetSeed(void) const { return m_Seed; }
-
- EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
-
-private:
-
- cWorld * m_World;
-
- // The generation composition:
- cBiomeGen * m_BiomeGen;
- cTerrainHeightGen * m_HeightGen;
- cTerrainCompositionGen * m_CompositionGen;
- cStructureGenList m_StructureGens;
- cFinishGenList m_FinishGens;
-
- int m_Seed;
-
- cCriticalSection m_CS;
- cChunkCoordsList m_Queue;
- cEvent m_Event; // Set when an item is added to the queue or the thread should terminate
- cEvent m_evtRemoved; // Set when an item is removed from the queue
-
- /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly
- void InitBiomeGen(cIniFile & a_IniFile);
-
- /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly
- void InitHeightGen(cIniFile & a_IniFile);
-
- /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly
- void InitCompositionGen(cIniFile & a_IniFile);
-
- /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly
- void InitStructureGens(cIniFile & a_IniFile);
-
- /// Reads the finishers from the ini and initializes m_FinishGens accordingly
- void InitFinishGens(cIniFile & a_IniFile);
-
- // cIsThread override:
- virtual void Execute(void) override;
-
- void DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
-};
-
-
-
-