diff options
Diffstat (limited to 'src/Generating')
-rw-r--r-- | src/Generating/Caves.cpp | 10 | ||||
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 23 | ||||
-rw-r--r-- | src/Generating/FinishGen.cpp | 41 | ||||
-rw-r--r-- | src/Generating/FinishGen.h | 31 |
4 files changed, 75 insertions, 30 deletions
diff --git a/src/Generating/Caves.cpp b/src/Generating/Caves.cpp index fc925a150..e4735cb83 100644 --- a/src/Generating/Caves.cpp +++ b/src/Generating/Caves.cpp @@ -692,8 +692,14 @@ static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise) float oct1 = (a_Noise.CubicNoise3D(x * 0.1f, y * 0.1f, z * 0.1f)) * 4; oct1 = oct1 * oct1 * oct1; - if (oct1 < 0.f) oct1 = PI_2; - if (oct1 > PI_2) oct1 = PI_2; + if (oct1 < 0.f) + { + oct1 = PI_2; + } + if (oct1 > PI_2) + { + oct1 = PI_2; + } return oct1; } diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index 7ab22c2c5..092e232ab 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -7,6 +7,7 @@ #include "DungeonRoomsFinisher.h" #include "../FastRandom.h" #include "../BlockEntities/ChestEntity.h" +#include "../BlockEntities/MobSpawnerEntity.h" @@ -57,6 +58,22 @@ public: int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions; m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ); m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ); + + // Choose what the mobspawner will spawn. + // 25% chance for a spider, 25% for a skeleton and 50% chance to get a zombie spawer. + int MobType = (a_Noise.IntNoise3DInt(a_OriginX, m_FloorHeight, a_OriginZ) / 7) % 100; + if (MobType <= 25) + { + m_MonsterType = mtSkeleton; + } + else if (MobType <= 50) + { + m_MonsterType = mtSpider; + } + else + { + m_MonsterType = mtZombie; + } } protected: @@ -76,6 +93,8 @@ protected: /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */ Vector3i m_Chest2; + /** The monster type for the mobspawner entity. */ + eMonsterType m_MonsterType; /** Decodes the position index along the room walls into a proper 2D position for a chest. @@ -246,7 +265,9 @@ protected: ) { a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0); - // TODO: Set the spawned mob + cMobSpawnerEntity * MobSpawner = static_cast<cMobSpawnerEntity *>(a_ChunkDesc.GetBlockEntity(CenterX, b, CenterZ)); + ASSERT((MobSpawner != nullptr) && (MobSpawner->GetBlockType() == E_BLOCK_MOB_SPAWNER)); + MobSpawner->SetEntity(m_MonsterType); } } } ; diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 358ed16a1..41dbdca16 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -67,7 +67,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - + // Choose what block to use. NOISE_DATATYPE BlockType = m_Noise.IntNoise3D((int) ChunkX, y, (int) ChunkZ); if (BlockType < -0.7) @@ -197,10 +197,10 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) { 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; - + if (y >= 255) { continue; @@ -283,7 +283,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ { return false; } - + // All conditions met, place a sugarcane here: a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE); return true; @@ -296,7 +296,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { // Generate small foliage (1-block): - + // TODO: Update heightmap with 1-block-tall foliage for (int z = 0; z < cChunkDef::Width; z++) { @@ -321,7 +321,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) // WEIRD, since we're using heightmap, so there should NOT be anything above it continue; } - + 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); @@ -361,7 +361,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) } break; } // case E_BLOCK_GRASS - + case E_BLOCK_SAND: { int y = Top + 1; @@ -372,7 +372,8 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) (a_ChunkDesc.GetBlockType(x + 1, y, z) == E_BLOCK_AIR) && (a_ChunkDesc.GetBlockType(x - 1, y, z) == E_BLOCK_AIR) && (a_ChunkDesc.GetBlockType(x, y, z + 1) == E_BLOCK_AIR) && - (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) + (a_ChunkDesc.GetBlockType(x, y, z - 1) == E_BLOCK_AIR) && + IsDesertVariant(a_ChunkDesc.GetBiome(x, z)) ) { a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_CACTUS); @@ -393,6 +394,20 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) +bool cFinishGenSprinkleFoliage::IsDesertVariant(EMCSBiome a_Biome) +{ + return + ( + (a_Biome == biDesertHills) || + (a_Biome == biDesert) || + (a_Biome == biDesertM) + ); +} + + + + + //////////////////////////////////////////////////////////////////////////////// // cFinishGenSoulsandRims @@ -770,7 +785,7 @@ void cFinishGenPreSimulator::StationarizeFluid( } // for y } // for x } // for z - + // Turn fluid at the chunk edges into non-stationary fluid: for (int y = 0; y < cChunkDef::Height; y++) { @@ -862,12 +877,12 @@ void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc) // Not in this chunk return; } - + // Get the height at which to try: int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11; Height %= m_HeightDistribution.GetSum(); Height = m_HeightDistribution.MapValue(Height); - + // Try adding the spring at the height, if unsuccessful, move lower: for (int y = Height; y > 1; y--) { @@ -905,7 +920,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + static const struct { int x, y, z; @@ -936,7 +951,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + // Has exactly one air neighbor, place a spring: a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0); return true; diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h index 600a506bc..8305908c0 100644 --- a/src/Generating/FinishGen.h +++ b/src/Generating/FinishGen.h @@ -142,14 +142,17 @@ class cFinishGenSprinkleFoliage : { public: cFinishGenSprinkleFoliage(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {} - + protected: cNoise m_Noise; int m_Seed; - + /// Tries to place sugarcane at the coords specified, returns true if successful bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ); - + + // Returns true is the specified biome is a desert or its variant + static bool IsDesertVariant(EMCSBiome a_biome); + // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; @@ -187,31 +190,31 @@ public: { m_IsAllowedBelow[idx] = false; } - + // Load the allowed blocks into m_IsAllowedBelow for (BlockList::iterator itr = a_AllowedBelow.begin(); itr != a_AllowedBelow.end(); ++itr) { m_IsAllowedBelow[*itr] = true; } - + // Initialize all the biome types. for (size_t idx = 0; idx < ARRAYCOUNT(m_IsBiomeAllowed); ++idx) { m_IsBiomeAllowed[idx] = false; } - + // Load the allowed biomes into m_IsBiomeAllowed for (BiomeList::iterator itr = a_Biomes.begin(); itr != a_Biomes.end(); ++itr) { m_IsBiomeAllowed[*itr] = true; } } - + protected: cNoise m_Noise; BLOCKTYPE m_BlockType; int m_Amount; ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns. - + int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap); // Returns true if the given biome is a biome that is allowed. @@ -226,7 +229,7 @@ protected: return m_IsAllowedBelow[a_BlockBelow]; } - + // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; @@ -243,11 +246,11 @@ public: m_Level(a_Level) { } - + int GetLevel(void) const { return m_Level; } protected: int m_Level; - + // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; @@ -261,7 +264,7 @@ class cFinishGenPreSimulator : { public: cFinishGenPreSimulator(bool a_PreSimulateFallingBlocks, bool a_PreSimulateWater, bool a_PreSimulateLava); - + protected: bool m_PreSimulateFallingBlocks; @@ -273,7 +276,7 @@ protected: cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data ); - + /** For each fluid block: - if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top) - all fluid on the chunk's edge is made flowing @@ -298,7 +301,7 @@ class cFinishGenFluidSprings : { public: cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension); - + protected: cNoise m_Noise; |