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author | p-mcgowan <mickeymcgowan@shaw.ca> | 2014-12-05 20:24:09 +0100 |
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committer | p-mcgowan <mickeymcgowan@shaw.ca> | 2014-12-05 20:24:09 +0100 |
commit | a8bbd5efe422dd20a6bdcfc18cd0befbfeb93f9d (patch) | |
tree | 8c1fa6af38d8997f0cc935b62362245373b5db86 /src/Generating/FinishGen.cpp | |
parent | reformat (diff) | |
parent | CheckBasicStyle: Check missing braces for control statements. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/FinishGen.cpp | 41 |
1 files changed, 28 insertions, 13 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 358ed16a1..41dbdca16 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -67,7 +67,7 @@ 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) @@ -197,10 +197,10 @@ 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; @@ -283,7 +283,7 @@ 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; @@ -296,7 +296,7 @@ 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++) { @@ -321,7 +321,7 @@ 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); @@ -361,7 +361,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) } break; } // case E_BLOCK_GRASS - + case E_BLOCK_SAND: { int y = Top + 1; @@ -372,7 +372,8 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) (a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) && (a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) && (a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) && - (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) + (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) && + IsDesertVariant(a_ChunkDesc.GetBiome(x, z)) ) { a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS); @@ -393,6 +394,20 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) +bool cFinishGenSprinkleFoliage::IsDesertVariant(EMCSBiome a_Biome) +{ + return + ( + (a_Biome == biDesertHills) || + (a_Biome == biDesert) || + (a_Biome == biDesertM) + ); +} + + + + + //////////////////////////////////////////////////////////////////////////////// // cFinishGenSoulsandRims @@ -770,7 +785,7 @@ 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++) { @@ -862,12 +877,12 @@ 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--) { @@ -905,7 +920,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + static const struct { int x, y, z; @@ -936,7 +951,7 @@ 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; |