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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-17 18:55:03 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-17 18:55:03 +0100
commit1ed3b3aed2e538af2c3bffa41f54a30ac6535f12 (patch)
tree173949d9abcbd08d9c3535704419a372e52c7c8a /source/Generating/CompoGen.cpp
parentProbabDistrib: fixed definition string parsing with nonzero start (diff)
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Diffstat (limited to '')
-rw-r--r--source/Generating/CompoGen.cpp134
1 files changed, 45 insertions, 89 deletions
diff --git a/source/Generating/CompoGen.cpp b/source/Generating/CompoGen.cpp
index e1d620ab3..34a83bd52 100644
--- a/source/Generating/CompoGen.cpp
+++ b/source/Generating/CompoGen.cpp
@@ -18,18 +18,10 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
+void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
- memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
- memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
+ memset(a_ChunkDesc.GetBlockTypes(), E_BLOCK_AIR, sizeof(a_ChunkDesc.GetBlockTypes()));
+ memset(a_ChunkDesc.GetBlockMetas(), 0, sizeof(a_ChunkDesc.GetBlockMetas()));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
@@ -37,16 +29,16 @@ void cCompoGenSameBlock::ComposeTerrain(
int Start;
if (m_IsBedrocked)
{
- a_BlockTypes[cChunkDef::MakeIndex(x, 0, z)] = E_BLOCK_BEDROCK;
+ a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
Start = 1;
}
else
{
Start = 0;
}
- for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= Start; y--)
+ for (int y = a_ChunkDesc.GetHeight(x, z); y >= Start; y--)
{
- a_BlockTypes[cChunkDef::MakeIndex(x, y, z)] = m_BlockType;
+ a_ChunkDesc.SetBlockType(x, y, z, m_BlockType);
} // for y
} // for z
} // for x
@@ -59,15 +51,7 @@ void cCompoGenSameBlock::ComposeTerrain(
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
+void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
static BLOCKTYPE Blocks[] =
{
@@ -96,17 +80,17 @@ void cCompoGenDebugBiomes::ComposeTerrain(
E_BLOCK_BEDROCK,
} ;
- memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
- memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
+ memset(a_ChunkDesc.GetBlockTypes(), E_BLOCK_AIR, sizeof(a_ChunkDesc.GetBlockTypes()));
+ memset(a_ChunkDesc.GetBlockMetas(), 0, sizeof(a_ChunkDesc.GetBlockMetas()));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
- BLOCKTYPE BlockType = Blocks[cChunkDef::GetBiome(a_BiomeMap, x, z) % ARRAYCOUNT(Blocks)];
- for (int y = a_HeightMap[x + cChunkDef::Width * z]; y >= 0; y--)
+ BLOCKTYPE BlockType = Blocks[a_ChunkDesc.GetBiome(x, z)];
+ for (int y = a_ChunkDesc.GetHeight(x, z); y >= 0; y--)
{
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockType);
+ a_ChunkDesc.SetBlockType(x, y, z, BlockType);
} // for y
} // for z
} // for x
@@ -140,15 +124,7 @@ cCompoGenClassic::cCompoGenClassic(
-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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
+void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
/* The classic composition means:
- 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight
@@ -158,13 +134,13 @@ void cCompoGenClassic::ComposeTerrain(
- bedrock at the bottom
*/
- memset(a_BlockTypes, E_BLOCK_AIR, sizeof(a_BlockTypes));
- memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
+ memset(a_ChunkDesc.GetBlockTypes(), E_BLOCK_AIR, sizeof(a_ChunkDesc.GetBlockTypes()));
+ memset(a_ChunkDesc.GetBlockMetas(), 0, sizeof(a_ChunkDesc.GetBlockMetas()));
// The patterns to use for different situations, must be same length!
- static const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
- static const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
- static const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
+ const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
+ const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
+ const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
static int PatternLength = ARRAYCOUNT(PatternGround);
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
@@ -173,7 +149,7 @@ void cCompoGenClassic::ComposeTerrain(
{
for (int x = 0; x < cChunkDef::Width; x++)
{
- int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
+ int Height = a_ChunkDesc.GetHeight(x, z);
const BLOCKTYPE * Pattern;
if (Height > m_SeaLevel + m_BeachHeight)
{
@@ -191,17 +167,17 @@ void cCompoGenClassic::ComposeTerrain(
// Fill water from sealevel down to height (if any):
for (int y = m_SeaLevel; y >= Height; --y)
{
- cChunkDef::SetBlock(a_BlockTypes, x, y, z, m_BlockSea);
+ a_ChunkDesc.SetBlockType(x, y, z, m_BlockSea);
}
// 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] : m_BlockBottom);
+ a_ChunkDesc.SetBlockType(x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom);
}
// The last layer is always bedrock:
- cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
+ a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
@@ -213,26 +189,21 @@ void cCompoGenClassic::ComposeTerrain(
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenBiomal:
-void cCompoGenBiomal::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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
+void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
- memset(a_BlockTypes, 0, sizeof(a_BlockTypes));
- memset(a_BlockMeta, 0, sizeof(a_BlockMeta));
+ memset(a_ChunkDesc.GetBlockTypes(), E_BLOCK_AIR, sizeof(a_ChunkDesc.GetBlockTypes()));
+ memset(a_ChunkDesc.GetBlockMetas(), 0, sizeof(a_ChunkDesc.GetBlockMetas()));
+
+ int ChunkX = a_ChunkDesc.GetChunkX();
+ int ChunkZ = a_ChunkDesc.GetChunkZ();
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
- int Height = cChunkDef::GetHeight(a_HeightMap, x, z);
+ int Height = a_ChunkDesc.GetHeight(x, z);
if (Height > m_SeaLevel)
{
- switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
+ switch (a_ChunkDesc.GetBiome(x, z))
{
case biOcean:
case biPlains:
@@ -251,20 +222,20 @@ void cCompoGenBiomal::ComposeTerrain(
case biJungle:
case biJungleHills:
{
- FillColumnGrass(x, z, Height, a_BlockTypes);
+ FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biDesertHills:
case biDesert:
case biBeach:
{
- FillColumnSand(x, z, Height, a_BlockTypes);
+ FillColumnSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biMushroomIsland:
case biMushroomShore:
{
- FillColumnMycelium(x, z, Height, a_BlockTypes);
+ FillColumnMycelium(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
default:
@@ -277,24 +248,24 @@ void cCompoGenBiomal::ComposeTerrain(
}
else
{
- switch (cChunkDef::GetBiome(a_BiomeMap, x, z))
+ switch (a_ChunkDesc.GetBiome(x, z))
{
case biDesert:
case biBeach:
{
// Fill with water, sand, sandstone and stone
- FillColumnWaterSand(x, z, Height, a_BlockTypes);
+ FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
default:
{
// Fill with water, sand/dirt/clay mix and stone
- FillColumnWaterMix(a_ChunkX, a_ChunkZ, x, z, Height, a_BlockTypes);
+ FillColumnWaterMix(ChunkX, ChunkZ, x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
} // switch (biome)
} // else (under water)
- cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
+ a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
@@ -440,29 +411,14 @@ cCompoGenNether::cCompoGenNether(int a_Seed) :
-void cCompoGenNether::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
- const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
- cEntityList & a_Entities, // Entitites may be generated along with the terrain
- cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
-)
+void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
- HEIGHTTYPE MaxHeight = 0;
- for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
- {
- if (a_HeightMap[i] > MaxHeight)
- {
- MaxHeight = a_HeightMap[i];
- }
- }
+ HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
const int SEGMENT_HEIGHT = 8;
const int INTERPOL_X = 16; // Must be a divisor of 16
const int INTERPOL_Z = 16; // Must be a divisor of 16
- // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each 8 blocks high and each linearly interpolated separately.
+ // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
// Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
// Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
@@ -470,8 +426,8 @@ void cCompoGenNether::ComposeTerrain(
int FloorBuf2[17 * 17];
int * FloorHi = FloorBuf1;
int * FloorLo = FloorBuf2;
- int BaseX = a_ChunkX * cChunkDef::Width;
- int BaseZ = a_ChunkZ * cChunkDef::Width;
+ int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
@@ -504,7 +460,7 @@ void cCompoGenNether::ComposeTerrain(
for (int y = 0; y < SEGMENT_HEIGHT; y++)
{
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
- cChunkDef::SetBlock(a_BlockTypes, x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
+ a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
}
}
@@ -515,8 +471,8 @@ void cCompoGenNether::ComposeTerrain(
// Bedrock at the bottom and at the top:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
- cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
- cChunkDef::SetBlock(a_BlockTypes, x, cChunkDef::GetHeight(a_HeightMap, x, z), z, E_BLOCK_BEDROCK);
+ a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
+ a_ChunkDesc.SetBlockType(x, a_ChunkDesc.GetHeight(x, z), z, E_BLOCK_BEDROCK);
}
}