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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-05-25 09:18:52 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-05-25 09:18:52 +0200
commita4a418a679f1ac760a8763edd856f0178cfc6dde (patch)
tree85300ca3a2b3a942998a0c864ae90894857ebf5f /source/CompoGen.cpp
parentFixed output directory structure in the "Release profiled" configuration (diff)
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-rw-r--r--source/CompoGen.cpp174
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diff --git a/source/CompoGen.cpp b/source/CompoGen.cpp
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+
+// 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
+}
+
+
+
+