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-rw-r--r--src/Generating/FinishGen.cpp114
1 files changed, 113 insertions, 1 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 5839a4ccc..2a71f7629 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -180,6 +180,118 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
////////////////////////////////////////////////////////////////////////////////
+// cFinishGenGlowStone:
+
+void cFinishGenGlowStone::GenFinish(cChunkDesc & a_ChunkDesc)
+{
+ int ChunkX = a_ChunkDesc.GetChunkX();
+ int ChunkZ = a_ChunkDesc.GetChunkZ();
+
+ // Change the number of attempts to create a vein depending on the maximum height of the chunk. A standard Nether could have 5 veins at most.
+ int NumGlowStone = m_Noise.IntNoise2DInt(ChunkX, ChunkZ) % a_ChunkDesc.GetMaxHeight() / 23;
+
+ for (int i = 1; i <= NumGlowStone; i++)
+ {
+ // The maximum size for a string of glowstone can get 3 - 5 blocks long
+ int Size = 3 + m_Noise.IntNoise3DInt(ChunkX, i, ChunkZ) % 3;
+
+ // Generate X/Z coordinates.
+ int X = Size + (m_Noise.IntNoise2DInt(i, Size) % (cChunkDef::Width - Size * 2));
+ int Z = Size + (m_Noise.IntNoise2DInt(X, i) % (cChunkDef::Width - Size * 2));
+
+ int Height = a_ChunkDesc.GetHeight(X, Z);
+ for (int y = Height; y > Size; y--)
+ {
+ if (!cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(X, y, Z)))
+ {
+ // Current block isn't solid, bail out
+ continue;
+ }
+
+ if (a_ChunkDesc.GetBlockType(X, y - 1, Z) != E_BLOCK_AIR)
+ {
+ // The block below isn't air, bail out
+ continue;
+ }
+
+ if ((m_Noise.IntNoise3DInt(X, y, Z) % 100) < 95)
+ {
+ // Have a 5% chance of creating the glowstone
+ continue;
+ }
+
+ TryPlaceGlowstone(a_ChunkDesc, X, y, Z, Size, 5 + m_Noise.IntNoise3DInt(X, y, Z) % 7);
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ, int a_Size, int a_NumStrings)
+{
+ // The starting point of every glowstone string
+ Vector3i StartPoint = Vector3i(a_RelX, a_RelY, a_RelZ);
+
+ // Array with possible directions for a string of glowstone to go to.
+ const Vector3i AvailableDirections[] =
+ {
+ { -1, 0, 0 }, { 1, 0, 0 },
+ { 0, -1, 0 }, // Don't let the glowstone go up
+ { 0, 0, -1 }, { 0, 0, 1 },
+
+ // Diagonal direction. Only X or Z with Y.
+ // If all were changed the glowstone string looks awkward
+ { 0, -1, 1 }, { 1, -1, 0 },
+ { 0, -1, -1 }, { -1, -1, 0 },
+
+ };
+
+ for (int i = 1; i <= a_NumStrings; i++)
+ {
+ // The current position of the string that is being generated
+ Vector3i CurrentPos = Vector3i(StartPoint);
+
+ // A vector where the previous direction of a glowstone string is stored.
+ // This is used to make the strings change direction when going one block further
+ Vector3i PreviousDirection = Vector3i();
+
+ for (int j = 0; j < a_Size; j++)
+ {
+ Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
+ int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead
+
+ while (Direction.Equals(PreviousDirection))
+ {
+ // To make the glowstone branches look better we want to make the direction change every time.
+ Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)];
+ Attempts++;
+ }
+
+ // Update the previous direction variable
+ PreviousDirection = Direction;
+
+ // Update the position of the glowstone string
+ CurrentPos += Direction;
+ if (cBlockInfo::IsSolid(a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z)) && (a_ChunkDesc.GetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z) != E_BLOCK_GLOWSTONE))
+ {
+ // The glowstone hit something solid, and it wasn't glowstone. Stop the string.
+ break;
+ }
+
+ // Place a glowstone block.
+ a_ChunkDesc.SetBlockType(CurrentPos.x, CurrentPos.y, CurrentPos.z, E_BLOCK_GLOWSTONE);
+ }
+ }
+}
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
// cFinishGenTallGrass:
void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
@@ -523,7 +635,7 @@ void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc)
{
// The current block is air. Let's bail ut.
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z);
- if (Block == E_BLOCK_AIR)
+ if (Block != E_BLOCK_NETHERRACK)
{
continue;
}