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// CompoGen.h
/* Interfaces to the various terrain composition generators:
- cCompoGenSameBlock
- cCompoGenDebugBiomes
- cCompoGenClassic
- cCompoGenBiomal
- cCompoGenNether
- cCompoGenCache
*/
#pragma once
#include "ComposableGenerator.h"
#include "../Noise.h"
class cCompoGenSameBlock :
public cTerrainCompositionGen
{
public:
cCompoGenSameBlock(BLOCKTYPE a_BlockType, bool a_IsBedrocked) :
m_BlockType(a_BlockType),
m_IsBedrocked(a_IsBedrocked)
{}
protected:
BLOCKTYPE m_BlockType;
bool m_IsBedrocked;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
} ;
class cCompoGenDebugBiomes :
public cTerrainCompositionGen
{
public:
cCompoGenDebugBiomes(void) {}
protected:
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
} ;
class cCompoGenClassic :
public cTerrainCompositionGen
{
public:
cCompoGenClassic(
int a_SeaLevel, int a_BeachHeight, int a_BeachDepth,
BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
);
protected:
int m_SeaLevel;
int m_BeachHeight;
int m_BeachDepth;
BLOCKTYPE m_BlockTop;
BLOCKTYPE m_BlockMiddle;
BLOCKTYPE m_BlockBottom;
BLOCKTYPE m_BlockBeach;
BLOCKTYPE m_BlockBeachBottom;
BLOCKTYPE m_BlockSea;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
} ;
class cCompoGenBiomal :
public cTerrainCompositionGen
{
public:
cCompoGenBiomal(int a_Seed, int a_SeaLevel) :
m_Noise(a_Seed + 1000),
m_SeaLevel(a_SeaLevel - 1) // we do an adjustment later in filling the terrain with water
{
}
protected:
cNoise m_Noise;
int m_SeaLevel;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
void FillColumnGrass (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnSand (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes);
void FillColumnPattern (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize);
} ;
class cCompoGenNether :
public cTerrainCompositionGen
{
public:
cCompoGenNether(int a_Seed);
protected:
cNoise m_Noise1;
cNoise m_Noise2;
int m_Threshold;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
} ;
/// Caches most-recently-used chunk composition of another composition generator. Caches only the types and metas
class cCompoGenCache :
public cTerrainCompositionGen
{
public:
cCompoGenCache(cTerrainCompositionGen * a_Underlying, int a_CacheSize); // Doesn't take ownership of a_Underlying
~cCompoGenCache();
// cTerrainCompositionGen override:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
protected:
cTerrainCompositionGen * m_Underlying;
struct sCacheData
{
int m_ChunkX;
int m_ChunkZ;
cChunkDef::BlockTypes m_BlockTypes;
cChunkDesc::BlockNibbleBytes m_BlockMetas; // The metas are uncompressed, 1 meta per byte
} ;
// To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data
int m_CacheSize;
int * m_CacheOrder; // MRU-ized order, indices into m_CacheData array
sCacheData * m_CacheData; // m_CacheData[m_CacheOrder[0]] is the most recently used
// Cache statistics
int m_NumHits;
int m_NumMisses;
int m_TotalChain; // Number of cache items walked to get to a hit (only added for hits)
} ;
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