// 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 / ...)
)
{
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 = (BLOCKTYPE)cChunkDef::GetBiome(BiomeMap, x, z);
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
}