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-rw-r--r--src/Generating/FinishGen.cpp67
1 files changed, 63 insertions, 4 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp
index 00a93023d..444af5022 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -160,6 +160,65 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a
////////////////////////////////////////////////////////////////////////////////
+// cFinishGenTallGrass:
+
+void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
+{
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ int xx = x + a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int BiomeDensity = GetBiomeDensity(a_ChunkDesc.GetBiome(x, z));
+
+ // Choose if we want to place long grass here. If not then bail out:
+ if ((m_Noise.IntNoise2DInt(xx + m_Noise.IntNoise1DInt(xx), zz + m_Noise.IntNoise1DInt(zz)) / 7 % 100) > BiomeDensity)
+ {
+ continue;
+ }
+
+ // Get the top block + 1. This is the place where the grass would finaly be placed:
+ int y = a_ChunkDesc.GetHeight(x, z) + 1;
+
+ // Check if long grass can be placed:
+ if (
+ (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) ||
+ ((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_GRASS) && (a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_DIRT))
+ )
+ {
+ continue;
+ }
+
+ // Choose what long grass meta we should use:
+ int GrassType = m_Noise.IntNoise2DInt(xx * 50, zz * 50) / 7 % 100;
+ if (GrassType < 60)
+ {
+ a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 1);
+ }
+ else if (GrassType < 90)
+ {
+ a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_TALL_GRASS, 2);
+ }
+ else
+ {
+ // If double long grass we have to choose what type we should use:
+ if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR)
+ {
+ NIBBLETYPE Meta = (m_Noise.IntNoise2DInt(xx * 100, zz * 100) / 7 % 100) > 25 ? 2 : 3;
+ a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_BIG_FLOWER, Meta);
+ a_ChunkDesc.SetBlockTypeMeta(x, y + 1, z, E_BLOCK_BIG_FLOWER, 8);
+ }
+ }
+ }
+ }
+}
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
// cFinishGenSprinkleFoliage:
bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ)
@@ -239,14 +298,14 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
}
const float xx = (float)BlockX;
- float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f );
- float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f );
+ float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
+ float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
switch (a_ChunkDesc.GetBlockType(x, Top, z))
{
case E_BLOCK_GRASS:
{
- float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 );
- float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 );
+ float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10);
+ float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20);
if (val1 + val2 > 0.2f)
{
a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER);