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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:45:45 +0100
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:50:18 +0100
commitca6ef58b1ee8521e4b940ee4883dee714960e413 (patch)
tree8532add455224b07c07a759e3d906f50c0695888 /src/Generating/StructGen.cpp
parentMerge pull request #2972 from marvinkopf/PlayerAutoComplete (diff)
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Diffstat (limited to '')
-rw-r--r--src/Generating/StructGen.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index edd2f6b87..9b4eb67ef 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -19,9 +19,9 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
-
+
cChunkDesc WorkerDesc(ChunkX, ChunkZ);
-
+
// Generate trees:
for (int x = 0; x <= 2; x++)
{
@@ -29,14 +29,14 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
for (int z = 0; z <= 2; z++)
{
int BaseZ = ChunkZ + z - 1;
-
+
cChunkDesc * Dest;
if ((x != 1) || (z != 1))
{
Dest = &WorkerDesc;
WorkerDesc.SetChunkCoords(BaseX, BaseZ);
-
+
// TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache
cChunkDesc::Shape workerShape;
@@ -66,7 +66,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideLogs, IgnoredOverflow);
} // for z
} // for x
-
+
// Update the heightmap:
for (int x = 0; x < cChunkDef::Width; x++)
{
@@ -97,9 +97,9 @@ void cStructGenTrees::GenerateSingleTree(
{
int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
-
+
int Height = a_ChunkDesc.GetHeight(x, z);
-
+
if ((Height <= 0) || (Height >= 230))
{
return;
@@ -111,7 +111,7 @@ void cStructGenTrees::GenerateSingleTree(
{
return;
}
-
+
sSetBlockVector TreeLogs, TreeOther;
GetTreeImageByBiome(
a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
@@ -148,7 +148,7 @@ void cStructGenTrees::GenerateSingleTree(
}
}
}
-
+
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther);
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
}
@@ -185,11 +185,11 @@ void cStructGenTrees::ApplyTreeImage(
a_ChunkDesc.SetBlockTypeMeta(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
break;
}
-
+
} // switch (GetBlock())
continue;
}
-
+
// Outside the chunk, push into a_Overflow.
// Don't check if already present there, by separating logs and others we don't need the checks anymore:
a_Overflow.push_back(*itr);
@@ -279,20 +279,20 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
-
+
for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
{
if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
{
continue;
}
-
+
cBlockArea Lake;
CreateLakeImage(ChunkX + x, ChunkZ + z, a_ChunkDesc.GetMinHeight(), Lake);
-
+
int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
-
+
// Merge the lake into the current data
a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake);
} // for x, z - neighbor chunks
@@ -306,7 +306,7 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH
{
a_Lake.Create(16, 8, 16);
a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
-
+
// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
int MinHeight = std::max(a_MaxLakeHeight - 6, 2);
int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
@@ -318,9 +318,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH
Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
// Random height [1 .. MinHeight] with preference to center heights
int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
-
+
a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
-
+
// Hollow out a few bubbles inside the blockarea:
int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles
BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
@@ -371,9 +371,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH
}
} // for z, x
} // for y
-
+
// TODO: Turn sponge next to lava into stone
-
+
// a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ));
}
@@ -401,7 +401,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
{
return;
}
-
+
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
const int SEGMENT_HEIGHT = 8;
@@ -410,7 +410,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
// 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.
-
+
int FloorBuf1[17 * 17];
int FloorBuf2[17 * 17];
int * FloorHi = FloorBuf1;
@@ -418,7 +418,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
int BaseY = 63;
-
+
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
@@ -428,7 +428,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
256;
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
-
+
// Interpolate segments:
for (int Segment = BaseY; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
{
@@ -441,12 +441,12 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
);
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
-
+
// Interpolate between FloorLo and FloorHi:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
EMCSBiome biome = a_ChunkDesc.GetBiome(x, z);
-
+
if ((biome == biExtremeHills) || (biome == biExtremeHillsEdge))
{
int Lo = FloorLo[x + 17 * z] / 256;
@@ -462,7 +462,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
break;
} // if (biome)
} // for z, x
-
+
// Swap the floors:
std::swap(FloorLo, FloorHi);
}