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// StructGen.h
/* Interfaces to the various structure generators:
- cStructGenTrees
- cStructGenMarbleCaves
- cStructGenOres
*/
#pragma once
#include "ComposableGenerator.h"
#include "../Noise.h"
class cStructGenTrees :
public cStructureGen
{
public:
cStructGenTrees(int a_Seed, cBiomeGen * a_BiomeGen, cTerrainHeightGen * a_HeightGen, cTerrainCompositionGen * a_CompositionGen) :
m_Seed(a_Seed),
m_Noise(a_Seed),
m_BiomeGen(a_BiomeGen),
m_HeightGen(a_HeightGen),
m_CompositionGen(a_CompositionGen)
{}
protected:
int m_Seed;
cNoise m_Noise;
cBiomeGen * m_BiomeGen;
cTerrainHeightGen * m_HeightGen;
cTerrainCompositionGen * m_CompositionGen;
/** Generates and applies an image of a single tree.
Parts of the tree inside the chunk are applied to a_BlockX.
Parts of the tree outside the chunk are stored in a_OutsideX
*/
void GenerateSingleTree(
int a_ChunkX, int a_ChunkZ, int a_Seq,
cChunkDesc & a_ChunkDesc,
sSetBlockVector & a_OutsideLogs,
sSetBlockVector & a_OutsideOther
) ;
/// Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow
void ApplyTreeImage(
int a_ChunkX, int a_ChunkZ,
cChunkDesc & a_ChunkDesc,
const sSetBlockVector & a_Image,
sSetBlockVector & a_Overflow
);
int GetNumTrees(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BiomeMap & a_Biomes
);
// cStructureGen override:
virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
} ;
class cStructGenOreNests :
public cStructureGen
{
public:
cStructGenOreNests(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {}
protected:
cNoise m_Noise;
int m_Seed;
// cStructureGen override:
virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
void GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq);
} ;
class cStructGenLakes :
public cStructureGen
{
public:
cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen) :
m_Noise(a_Seed),
m_Seed(a_Seed),
m_Fluid(a_Fluid),
m_HeiGen(a_HeiGen)
{
}
protected:
cNoise m_Noise;
int m_Seed;
BLOCKTYPE m_Fluid;
cTerrainHeightGen & m_HeiGen;
// cStructureGen override:
virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
/// Creates a lake image for the specified chunk into a_Lake
void CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake);
} ;
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