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-rw-r--r--src/Generating/FinishGen.cpp82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 1e8a67dd0..898a9b268 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -392,6 +392,88 @@ 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;
+ }
+
+ // Check how many blocks there are above the current block. Don't go higher than 2 blocks, because we already bail out if that's the case.
+ int NumBlocksAbove = 0;
+ for (int I = y + 1; I <= y + 2; I++)
+ {
+ if (a_ChunkDesc.GetBlockType(x, I, z) != E_BLOCK_AIR)
+ {
+ NumBlocksAbove++;
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ // There are too many blocks above the current block.
+ if (NumBlocksAbove == 2)
+ {
+ continue;
+ }
+
+ // Check how many blocks there below the current block. Don't go lower than 2 blocks, because we already bail out if that's the case.
+ int NumBlocksBelow = 0;
+ for (int I = y - 1; I >= y - 2; I--)
+ {
+ if (a_ChunkDesc.GetBlockType(x, I, z) != E_BLOCK_AIR)
+ {
+ NumBlocksBelow++;
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ // There are too many blocks below the current block
+ if (NumBlocksBelow == 2)
+ {
+ 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)