diff options
Diffstat (limited to 'src/Generating/FinishGen.cpp')
-rw-r--r-- | src/Generating/FinishGen.cpp | 78 |
1 files changed, 65 insertions, 13 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 2ff3e7f67..9e035926e 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -65,7 +65,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - + // Choose what block to use. NOISE_DATATYPE BlockType = m_Noise.IntNoise3D((int) ChunkX, y, (int) ChunkZ); if (BlockType < -0.7) @@ -195,10 +195,10 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - + // Get the top block + 1. This is the place where the grass would finaly be placed: int y = a_ChunkDesc.GetHeight(x, z) + 1; - + if (y >= 255) { continue; @@ -281,7 +281,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ { return false; } - + // All conditions met, place a sugarcane here: a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE); return true; @@ -294,7 +294,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { // Generate small foliage (1-block): - + // TODO: Update heightmap with 1-block-tall foliage for (int z = 0; z < cChunkDef::Width; z++) { @@ -319,7 +319,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) // WEIRD, since we're using heightmap, so there should NOT be anything above it continue; } - + const float xx = (float)BlockX; float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f); float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f); @@ -359,7 +359,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) } break; } // case E_BLOCK_GRASS - + case E_BLOCK_SAND: { int y = Top + 1; @@ -392,6 +392,58 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) //////////////////////////////////////////////////////////////////////////////// +// cFinishGenSoulsandRims + +void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int ChunkZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); + + for (int x = 0; x < 16; x++) + { + int xx = ChunkX + x; + for (int z = 0; z < 16; z++) + { + int zz = ChunkZ + z; + + // Place soulsand rims when netherrack gets thin + for (int y = 2; y < MaxHeight - 2; y++) + { + // The current block is air. Let's bail ut. + BLOCKTYPE Block = a_ChunkDesc.GetBlockType(x, y, z); + if (Block == E_BLOCK_AIR) + { + continue; + } + + if ( + ((a_ChunkDesc.GetBlockType(x, y + 1, z) != E_BLOCK_AIR) && + ( a_ChunkDesc.GetBlockType(x, y + 2, z) != E_BLOCK_AIR)) || + ((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_AIR) && + ( a_ChunkDesc.GetBlockType(x, y - 2, z) != E_BLOCK_AIR)) + ) + { + continue; + } + + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(xx)) / 32; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(zz)) / 32; + NOISE_DATATYPE CompBlock = m_Noise.CubicNoise3D(NoiseX, (float) (y) / 4, NoiseY); + if (CompBlock < 0) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SOULSAND); + } + } + } + } +} + + + + + +//////////////////////////////////////////////////////////////////////////////// // cFinishGenSnow: void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc) @@ -516,7 +568,7 @@ void cFinishGenSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc) } int Height = a_ChunkDesc.GetHeight(x, z); - if (Height >= cChunkDef::Height) + if (Height >= cChunkDef::Height - 1) { // Too high up continue; @@ -716,7 +768,7 @@ void cFinishGenPreSimulator::StationarizeFluid( } // for y } // for x } // for z - + // Turn fluid at the chunk edges into non-stationary fluid: for (int y = 0; y < cChunkDef::Height; y++) { @@ -808,12 +860,12 @@ void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc) // Not in this chunk return; } - + // Get the height at which to try: int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11; Height %= m_HeightDistribution.GetSum(); Height = m_HeightDistribution.MapValue(Height); - + // Try adding the spring at the height, if unsuccessful, move lower: for (int y = Height; y > 1; y--) { @@ -851,7 +903,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + static const struct { int x, y, z; @@ -882,7 +934,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + // Has exactly one air neighbor, place a spring: a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0); return true; |