From a4a418a679f1ac760a8763edd856f0178cfc6dde Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 25 May 2012 07:18:52 +0000 Subject: Merged the composable_generator branch into the trunk git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/CompoGen.cpp | 174 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 174 insertions(+) create mode 100644 source/CompoGen.cpp (limited to 'source/CompoGen.cpp') diff --git a/source/CompoGen.cpp b/source/CompoGen.cpp new file mode 100644 index 000000000..9d98d2332 --- /dev/null +++ b/source/CompoGen.cpp @@ -0,0 +1,174 @@ + +// CompoGen.cpp + +/* Implements the various terrain composition generators: + - cCompoGenSameBlock + - cCompoGenDebugBiomes + - cCompoGenClassic +*/ + +#include "Globals.h" +#include "CompoGen.h" +#include "BlockID.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCompoGenSameBlock: + +void cCompoGenSameBlock::ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) +) +{ + memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes)); + memset(a_BlockMeta, 0, sizeof(a_BlockMeta)); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int Start; + if (m_IsBedrocked) + { + a_BlockTypes[cChunkDef::MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK; + Start = 1; + } + else + { + Start = 0; + } + for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= Start; y--) + { + a_BlockTypes[cChunkDef::MakeIndex(x, y, z)] = m_BlockType; + } // for y + } // for z + } // for x +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCompoGenDebugBiomes: + +void cCompoGenDebugBiomes::ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) +) +{ + memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes)); + memset(a_BlockMeta, 0, sizeof(a_BlockMeta)); + + cChunkDef::BiomeMap BiomeMap; + m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, BiomeMap); + + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + BLOCKTYPE BlockType = (BLOCKTYPE)cChunkDef::GetBiome(BiomeMap, x, z); + for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= 0; y--) + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockType); + } // for y + } // for z + } // for x +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCompoGenClassic: + +cCompoGenClassic::cCompoGenClassic(int a_SeaLevel, int a_BeachHeight, int a_BeachDepth) : + m_SeaLevel(a_SeaLevel), + m_BeachHeight(a_BeachHeight), + m_BeachDepth(a_BeachDepth) +{ +} + + + + + +void cCompoGenClassic::ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) +) +{ + /* The classic composition means: + - 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight + - 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight + - water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth + - water from waterlevel, then 3 dirt, the rest stone otherwise + - bedrock at the bottom + */ + + memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes)); + memset(a_BlockMeta, 0, sizeof(a_BlockMeta)); + + // The patterns to use for different situations, must be same length! + static const BLOCKTYPE PatternGround[] = {E_BLOCK_GRASS, E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_DIRT} ; + static const BLOCKTYPE PatternBeach[] = {E_BLOCK_SAND, E_BLOCK_SAND, E_BLOCK_SAND, E_BLOCK_SANDSTONE} ; + static const BLOCKTYPE PatternOcean[] = {E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_DIRT, E_BLOCK_STONE} ; + static int PatternLength = ARRAYCOUNT(PatternGround); + ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach)); + ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean)); + + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int Height = a_HeightMap[x + cChunkDef::Width * z]; + const BLOCKTYPE * Pattern; + if (Height > m_SeaLevel + m_BeachHeight) + { + Pattern = PatternGround; + } + else if (Height > m_SeaLevel - m_BeachDepth) + { + Pattern = PatternBeach; + } + else + { + Pattern = PatternOcean; + } + + // Fill water from sealevel down to height (if any): + for (int y = m_SeaLevel; y >= Height; --y) + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_STATIONARY_WATER); + } + + // Fill from height till the bottom: + for (int y = Height; y >= 1; y--) + { + cChunkDef::SetBlock(a_BlockTypes, x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : E_BLOCK_STONE); + } + + // The last layer is always bedrock: + cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + -- cgit v1.2.3