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// CompoGen.h
/* Interfaces to the various terrain composition generators:
- cCompoGenSameBlock
- cCompoGenDebugBiomes
- cCompoGenClassic
- cCompoGenBiomal
*/
#pragma once
#include "cChunkGenerator.h"
#include "cNoise.h"
class cCompoGenSameBlock :
public cTerrainCompositionGen
{
public:
cCompoGenSameBlock(BLOCKTYPE a_BlockType, bool a_IsBedrocked) :
m_BlockType(a_BlockType),
m_IsBedrocked(a_IsBedrocked)
{}
protected:
BLOCKTYPE m_BlockType;
bool m_IsBedrocked;
// cTerrainCompositionGen overrides:
virtual void 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 / ...)
) override;
} ;
class cCompoGenDebugBiomes :
public cTerrainCompositionGen
{
public:
cCompoGenDebugBiomes(void) {}
protected:
// cTerrainCompositionGen overrides:
virtual void 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 / ...)
) override;
} ;
class cCompoGenClassic :
public cTerrainCompositionGen
{
public:
cCompoGenClassic(int a_SeaLevel, int a_BeachHeight, int a_BeachDepth);
protected:
int m_SeaLevel;
int m_BeachHeight;
int m_BeachDepth;
// cTerrainCompositionGen overrides:
virtual void 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 / ...)
) override;
} ;
class cCompoGenBiomal :
public cTerrainCompositionGen
{
public:
cCompoGenBiomal(int a_Seed, int a_SeaLevel) :
m_Noise(a_Seed + 1000),
m_SeaLevel(a_SeaLevel - 1) // we do an adjustment later in filling the terrain with water
{
}
protected:
cNoise m_Noise;
int m_SeaLevel;
// cTerrainCompositionGen overrides:
virtual void 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 / ...)
) override;
void FillColumnGrass (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnSand (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnWaterMix (int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnPattern (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize);
} ;
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