166 lines
3.2 KiB
C++
166 lines
3.2 KiB
C++
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// StructGen.h
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/* Interfaces to the various structure generators:
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- cStructGenTrees
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- cStructGenMarbleCaves
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- cStructGenOres
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*/
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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class cStructGenTrees :
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public cStructureGen
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{
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public:
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cStructGenTrees(int a_Seed, cBiomeGen * a_BiomeGen, cTerrainHeightGen * a_HeightGen, cTerrainCompositionGen * a_CompositionGen) :
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_BiomeGen(a_BiomeGen),
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m_HeightGen(a_HeightGen),
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m_CompositionGen(a_CompositionGen)
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{}
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protected:
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int m_Seed;
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cNoise m_Noise;
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cBiomeGen * m_BiomeGen;
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cTerrainHeightGen * m_HeightGen;
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cTerrainCompositionGen * m_CompositionGen;
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/** Generates and applies an image of a single tree.
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Parts of the tree inside the chunk are applied to a_BlockX.
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Parts of the tree outside the chunk are stored in a_OutsideX
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*/
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void GenerateSingleTree(
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int a_ChunkX, int a_ChunkZ, int a_Seq,
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cChunkDesc & a_ChunkDesc,
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sSetBlockVector & a_OutsideLogs,
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sSetBlockVector & a_OutsideOther
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) ;
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/// Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow
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void ApplyTreeImage(
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int a_ChunkX, int a_ChunkZ,
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cChunkDesc & a_ChunkDesc,
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const sSetBlockVector & a_Image,
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sSetBlockVector & a_Overflow
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);
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int GetNumTrees(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BiomeMap & a_Biomes
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);
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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} ;
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class cStructGenOreNests :
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public cStructureGen
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{
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public:
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cStructGenOreNests(int a_Seed) : m_Noise(a_Seed), m_Seed(a_Seed) {}
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protected:
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cNoise m_Noise;
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int m_Seed;
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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void GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, int a_Seq);
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} ;
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class cStructGenLakes :
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public cStructureGen
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{
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public:
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cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGen & a_HeiGen, int a_Probability) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Fluid(a_Fluid),
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m_HeiGen(a_HeiGen),
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m_Probability(a_Probability)
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{
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}
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protected:
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cNoise m_Noise;
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int m_Seed;
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BLOCKTYPE m_Fluid;
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cTerrainHeightGen & m_HeiGen;
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int m_Probability; ///< Chance, 0 .. 100, of a chunk having the lake
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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/// Creates a lake image for the specified chunk into a_Lake
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void CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake);
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} ;
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class cStructGenDirectOverhangs :
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public cStructureGen
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{
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public:
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cStructGenDirectOverhangs(int a_Seed);
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protected:
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cNoise m_Noise1;
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cNoise m_Noise2;
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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bool HasWantedBiome(cChunkDesc & a_ChunkDesc) const;
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} ;
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class cStructGenDistortedMembraneOverhangs :
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public cStructureGen
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{
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public:
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cStructGenDistortedMembraneOverhangs(int a_Seed);
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protected:
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cNoise m_NoiseX;
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cNoise m_NoiseY;
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cNoise m_NoiseZ;
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cNoise m_NoiseH;
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// cStructureGen override:
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virtual void GenStructures(cChunkDesc & a_ChunkDesc) override;
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} ;
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