1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
|
// 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 / ...)
)
{
static BLOCKTYPE Blocks[] =
{
E_BLOCK_STONE,
E_BLOCK_COBBLESTONE,
E_BLOCK_LOG,
E_BLOCK_PLANKS,
E_BLOCK_SANDSTONE,
E_BLOCK_WHITE_CLOTH,
E_BLOCK_COAL_ORE,
E_BLOCK_IRON_ORE,
E_BLOCK_GOLD_ORE,
E_BLOCK_DIAMOND_ORE,
E_BLOCK_LAPIS_ORE,
E_BLOCK_REDSTONE_ORE,
E_BLOCK_IRON_BLOCK,
E_BLOCK_GOLD_BLOCK,
E_BLOCK_DIAMOND_BLOCK,
E_BLOCK_LAPIS_BLOCK,
E_BLOCK_BRICK,
E_BLOCK_MOSSY_COBBLESTONE,
E_BLOCK_OBSIDIAN,
E_BLOCK_NETHERRACK,
E_BLOCK_SOULSAND,
E_BLOCK_NETHER_BRICK,
E_BLOCK_BEDROCK,
} ;
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 = Blocks[cChunkDef::GetBiome(BiomeMap, x, z) % ARRAYCOUNT(Blocks)];
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
}
|