diff options
Diffstat (limited to 'source/Generating/CompoGen.cpp')
-rw-r--r-- | source/Generating/CompoGen.cpp | 134 |
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); } } |