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Diffstat (limited to 'source/cChunkGenerator.h')
-rw-r--r-- | source/cChunkGenerator.h | 226 |
1 files changed, 0 insertions, 226 deletions
diff --git a/source/cChunkGenerator.h b/source/cChunkGenerator.h deleted file mode 100644 index 2faacfd47..000000000 --- a/source/cChunkGenerator.h +++ /dev/null @@ -1,226 +0,0 @@ - -// cChunkGenerator.h - -// Interfaces to the cChunkGenerator class representing the thread that generates chunks - -/* -The object takes requests for generating chunks and processes them in a separate thread one by one. -The requests are not added to the queue if there is already a request with the same coords -Before generating, the thread checks if the chunk hasn't been already generated. -It is theoretically possible to have multiple generator threads by having multiple instances of this object, -but then it MAY happen that the chunk is generated twice. -If the generator queue is overloaded, the generator skips chunks with no clients in them - -Generating works by composing several algorithms: -Biome, TerrainHeight, TerrainComposition, Ores, Structures and SmallFoliage -Each algorithm may be chosen from a pool of available algorithms in the same class and combined with others, -based on user's preferences in the world.ini. -See http://forum.mc-server.org/showthread.php?tid=409 for details. -*/ - - - - - -#pragma once - -#include "cIsThread.h" -#include "ChunkDef.h" - - - - - -// fwd: -class cWorld; -class cIniFile; - -// TODO: remove this: -class cWorldGenerator; - - - - - -/** The interface that a biome generator must implement -A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output. -The output array is sequenced in the same way as the MapChunk packet's biome data. -*/ -class cBiomeGen -{ -public: - virtual ~cBiomeGen() {} // Force a virtual destructor in descendants - - /// Generates biomes for the given chunk - virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0; -} ; - - - - - -/** The interface that a terrain height generator must implement -A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. -The output array is sequenced in the same way as the BiomeGen's biome data. -The generator may request biome information from the underlying BiomeGen, it may even request information for -other chunks than the one it's currently generating (possibly neighbors - for averaging) -*/ -class cTerrainHeightGen -{ -public: - virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants - - /// Generates heightmap for the given chunk - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; -} ; - - - - - -/** The interface that a terrain composition generator must implement -Terrain composition takes chunk coords on input and outputs the blockdata for that entire chunk, along with -the list of entities. It is supposed to make use of the underlying TerrainHeightGen and BiomeGen for that purpose, -but it may request information for other chunks than the one it's currently generating from them. -*/ -class cTerrainCompositionGen -{ -public: - virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants - - virtual void ComposeTerrain( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated (the whole array gets initialized, even air) - cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated (the whole array gets initialized) - 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 / ...) - ) = 0; -} ; - - - - - -/** The interface that a structure generator must implement -Structures are generated after the terrain composition took place. It should modify the blocktype data to account -for whatever structures the generator is generating. -Note that ores are considered structures too, at least from the interface point of view. -Also note that a worldgenerator may contain multiple structure generators, one for each type of structure -*/ -class cStructureGen -{ -public: - virtual ~cStructureGen() {} // Force a virtual destructor in descendants - - virtual void GenStructures( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change - cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change - cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data - cEntityList & a_Entities, // Entities may be added or deleted - cBlockEntityList & a_BlockEntities // Block entities may be added or deleted - ) = 0; -} ; - -typedef std::list<cStructureGen *> cStructureGenList; - - - - - -/** The interface that a finisher must implement -Finisher implements small additions after all structures have been generated. -*/ -class cFinishGen -{ -public: - virtual ~cFinishGen() {} // Force a virtual destructor in descendants - - virtual void GenFinish( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change - cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change - cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data - const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to - cEntityList & a_Entities, // Entities may be added or deleted - cBlockEntityList & a_BlockEntities // Block entities may be added or deleted - ) = 0; -} ; - -typedef std::list<cFinishGen *> cFinishGenList; - - - - - -/// The chunk generator itself -class cChunkGenerator : - cIsThread -{ - typedef cIsThread super; - -public: - - cChunkGenerator (void); - ~cChunkGenerator(); - - bool Start(cWorld * a_World, cIniFile & a_IniFile); - void Stop(void); - - void QueueGenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ); // Queues the chunk for generation; removes duplicate requests - - /// Generates the biomes for the specified chunk (directly, not in a separate thread) - void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap); - - void WaitForQueueEmpty(void); - - int GetQueueLength(void); - - int GetSeed(void) const { return m_Seed; } - - EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ); - -private: - - cWorld * m_World; - - // The generation composition: - cBiomeGen * m_BiomeGen; - cTerrainHeightGen * m_HeightGen; - cTerrainCompositionGen * m_CompositionGen; - cStructureGenList m_StructureGens; - cFinishGenList m_FinishGens; - - int m_Seed; - - cCriticalSection m_CS; - cChunkCoordsList m_Queue; - cEvent m_Event; // Set when an item is added to the queue or the thread should terminate - cEvent m_evtRemoved; // Set when an item is removed from the queue - - /// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly - void InitBiomeGen(cIniFile & a_IniFile); - - /// Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly - void InitHeightGen(cIniFile & a_IniFile); - - /// Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly - void InitCompositionGen(cIniFile & a_IniFile); - - /// Reads the structures to generate from the ini and initializes m_StructureGens accordingly - void InitStructureGens(cIniFile & a_IniFile); - - /// Reads the finishers from the ini and initializes m_FinishGens accordingly - void InitFinishGens(cIniFile & a_IniFile); - - // cIsThread override: - virtual void Execute(void) override; - - void DoGenerate(int a_ChunkX, int a_ChunkY, int a_ChunkZ); -}; - - - - |