// BioGen.cpp // Implements the various biome generators #include "Globals.h" #include "BioGen.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cBioGenConstant: void cBioGenConstant::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) { a_BiomeMap[i] = m_Biome; } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cBioGenDistortedVoronoi: void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { // TODO: Replace this placeholder ASSERT(!"Not implemented yet"); for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) { a_BiomeMap[i] = (EMCSBiome)(a_ChunkX + a_ChunkZ); } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cBioGenCheckerboard: void cBioGenCheckerboard::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { // The list of biomes we will generate in the checkerboard: static EMCSBiome Biomes[] = { biOcean, biPlains, biDesert, biExtremeHills, biForest, biTaiga, biSwampland, biRiver, biFrozenOcean, biFrozenRiver, biIcePlains, biIceMountains, biMushroomIsland, biMushroomShore, biBeach, biDesertHills, biForestHills, biTaigaHills, biExtremeHillsEdge, biJungle, biJungleHills, } ; for (int z = 0; z < cChunkDef::Width; z++) { int Base = cChunkDef::Width * a_ChunkZ + z; for (int x = 0; x < cChunkDef::Width; x++) { int Add = cChunkDef::Width * a_ChunkX + x; a_BiomeMap[x + cChunkDef::Width * z] = Biomes[(Base / m_BiomeSize + Add / m_BiomeSize) % ARRAYCOUNT(Biomes)]; } } }