Exemple #1
0
	/** Returns the pattern to use for an ocean floor in the specified column.
	The returned pattern is guaranteed to be 256 blocks long. */
	const cPattern::BlockInfo * ChooseOceanFloorPattern(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ)
	{
		// Frequencies for the ocean floor selecting noise:
		const NOISE_DATATYPE FrequencyX = 3;
		const NOISE_DATATYPE FrequencyZ = 3;

		// Select the ocean-floor pattern to use:
		NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
		NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
		NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
		if (Val < -0.95)
		{
			return patOFClay.Get();
		}
		else if (Val < 0)
		{
			return patOFSand.Get();
		}
		else
		{
			return patDirt.Get();
		}
	}
Exemple #2
0
	/** Fills the specified column with mesa pattern, based on the column height */
	void FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const Byte * a_ShapeColumn)
	{
		// Frequencies for the clay floor noise:
		const NOISE_DATATYPE FrequencyX = 50;
		const NOISE_DATATYPE FrequencyZ = 50;

		int Top = a_ChunkDesc.GetHeight(a_RelX, a_RelZ);
		if (Top < m_SeaLevel)
		{
			// The terrain is below sealevel, handle as regular ocean with red sand floor:
			FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patOFOrangeClay.Get(), a_ShapeColumn);
			return;
		}

		NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
		NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
		int ClayFloor = m_SeaLevel - 6 + (int)(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY));
		if (ClayFloor >= Top)
		{
			ClayFloor = Top - 1;
		}
	
		if (Top - m_SeaLevel < 5)
		{
			// Simple case: top is red sand, then hardened clay down to ClayFloor, then stone:
			a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, E_BLOCK_SAND, E_META_SAND_RED);
			for (int y = Top - 1; y >= ClayFloor; y--)
			{
				a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_HARDENED_CLAY);
			}
			for (int y = ClayFloor - 1; y > 0; y--)
			{
				a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
			}
			a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
			return;
		}
	
		// Difficult case: use the mesa pattern and watch for overhangs:
		int PatternIdx = cChunkDef::Height - (Top - ClayFloor);  // We want the block at index ClayFloor to be pattern's 256th block (first stone)
		const cPattern::BlockInfo * Pattern = m_MesaPattern;
		bool HasHadWater = false;
		for (int y = Top; y > 0; y--)
		{
			if (a_ShapeColumn[y] > 0)
			{
				// "ground" part, use the pattern:
				a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, Pattern[PatternIdx].m_BlockType, Pattern[PatternIdx].m_BlockMeta);
				PatternIdx++;
				continue;
			}

			if (y >= m_SeaLevel)
			{
				// "air" part, do nothing
				continue;
			}
		
			// "water" part, fill with water and choose new pattern for ocean floor, if not chosen already:
			PatternIdx = 0;
			a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
			if (HasHadWater)
			{
				continue;
			}
		
			// Select the ocean-floor pattern to use:
			Pattern = ChooseOceanFloorPattern(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_RelX, a_RelZ);
			HasHadWater = true;
		}  // for y
		a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);

		EMCSBiome MesaVersion = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
		if ((MesaVersion == biMesaPlateauF) || (MesaVersion == biMesaPlateauFM))
		{
			if (Top < 95 + static_cast<int>(m_MesaFloor.CubicNoise2D(NoiseY * 2, NoiseX * 2) * 6))
			{
				return;
			}

			BLOCKTYPE Block = (m_MesaFloor.CubicNoise2D(NoiseX * 4, NoiseY * 4) < 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS;
			NIBBLETYPE Meta = (Block == E_BLOCK_GRASS) ? 0 : 1;

			a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, Block, Meta);
		}
	}
Exemple #3
0
	/** Composes a single column in a_ChunkDesc. Chooses what to do based on the biome in that column. */
	void ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const Byte * a_ShapeColumn)
	{
		// Frequencies for the podzol floor selecting noise:
		const NOISE_DATATYPE FrequencyX = 8;
		const NOISE_DATATYPE FrequencyZ = 8;
	
		EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
		switch (Biome)
		{
			case biOcean:
			case biPlains:
			case biForest:
			case biTaiga:
			case biSwampland:
			case biRiver:
			case biFrozenOcean:
			case biFrozenRiver:
			case biIcePlains:
			case biIceMountains:
			case biForestHills:
			case biTaigaHills:
			case biExtremeHillsEdge:
			case biExtremeHillsPlus:
			case biExtremeHills:
			case biJungle:
			case biJungleHills:
			case biJungleEdge:
			case biDeepOcean:
			case biStoneBeach:
			case biColdBeach:
			case biBirchForest:
			case biBirchForestHills:
			case biRoofedForest:
			case biColdTaiga:
			case biColdTaigaHills:
			case biSavanna:
			case biSavannaPlateau:
			case biSunflowerPlains:
			case biFlowerForest:
			case biTaigaM:
			case biSwamplandM:
			case biIcePlainsSpikes:
			case biJungleM:
			case biJungleEdgeM:
			case biBirchForestM:
			case biBirchForestHillsM:
			case biRoofedForestM:
			case biColdTaigaM:
			case biSavannaM:
			case biSavannaPlateauM:
			{
				FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patGrass.Get(), a_ShapeColumn);
				return;
			}

			case biMegaTaiga:
			case biMegaTaigaHills:
			case biMegaSpruceTaiga:
			case biMegaSpruceTaigaHills:
			{
				// Select the pattern to use - podzol, grass or grassless dirt:
				NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
				NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
				NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
				const cPattern::BlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get());
				FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn);
				return;
			}

			case biDesertHills:
			case biDesert:
			case biDesertM:
			case biBeach:
			{
				FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patSand.Get(), a_ShapeColumn);
				return;
			}
		
			case biMushroomIsland:
			case biMushroomShore:
			{
				FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patMycelium.Get(), a_ShapeColumn);
				return;
			}

			case biMesa:
			case biMesaPlateauF:
			case biMesaPlateau:
			case biMesaBryce:
			case biMesaPlateauFM:
			case biMesaPlateauM:
			{
				// Mesa biomes need special handling, because they don't follow the usual "4 blocks from top pattern",
				// instead, they provide a "from bottom" pattern with varying base height,
				// usually 4 blocks below the ocean level
				FillColumnMesa(a_ChunkDesc, a_RelX, a_RelZ, a_ShapeColumn);
				return;
			}

			case biExtremeHillsPlusM:
			case biExtremeHillsM:
			{
				// Select the pattern to use - gravel, stone or grass:
				NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
				NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
				NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
				const cPattern::BlockInfo * Pattern = (Val < 0.0) ? patStone.Get() : patGrass.Get();
				FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn);
				return;
			}
			case biInvalidBiome:
			case biHell:
			case biSky:
			case biNumBiomes:
			case biVariant:
			case biNumVariantBiomes:
			{
				ASSERT(!"Unhandled biome");
				return;
			}
		}  // switch (Biome)
	}