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-rw-r--r--source/Trees.cpp43
-rw-r--r--source/Trees.h2
-rw-r--r--source/cChunkMap.cpp8
3 files changed, 51 insertions, 2 deletions
diff --git a/source/Trees.cpp b/source/Trees.cpp
index f6734d85c..91c039369 100644
--- a/source/Trees.cpp
+++ b/source/Trees.cpp
@@ -530,9 +530,50 @@ void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
{
- // TODO
+ // TODO: generate proper jungle trees
+ // Temporary: generate just some high swamp-like trees with jungle materials:
+
+ // 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 = 6 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 16;
+
+ a_Blocks.reserve(2 * ARRAYCOUNT(BigO3) + 2 * ARRAYCOUNT(BigO2) + 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_JUNGLE));
+ }
+ 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_JUNGLE);
+ PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ 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_JUNGLE);
+ PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
+ hei++;
+ } // for i - 2*
}
+
diff --git a/source/Trees.h b/source/Trees.h
index aa8190e44..387c14536 100644
--- a/source/Trees.h
+++ b/source/Trees.h
@@ -35,7 +35,7 @@ To generate a random image for the (x, y, z) coords, pass an arbitrary value as
// Blocks that a tree may overwrite when growing:
#define CASE_TREE_OVERWRITTEN_BLOCKS \
case E_BLOCK_AIR: \
- case E_BLOCK_LEAVES: \
+ /* 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_DEAD_BUSH: \
diff --git a/source/cChunkMap.cpp b/source/cChunkMap.cpp
index 0cf6e6c6d..e8167e3a5 100644
--- a/source/cChunkMap.cpp
+++ b/source/cChunkMap.cpp
@@ -697,6 +697,14 @@ void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks)
Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
break;
}
+ case E_BLOCK_LEAVES:
+ {
+ if (itr->BlockType == E_BLOCK_LOG)
+ {
+ Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta);
+ }
+ break;
+ }
}
} // for itr - a_Blocks[]
}