0

Refactor biome information into biomes.h

This commit is contained in:
Thomas Lake
2012-08-22 17:49:36 +01:00
parent e9e9543ba6
commit 5e12e93e87
2 changed files with 74 additions and 54 deletions

View File

@@ -16,8 +16,7 @@
*/ */
#include "../overviewer.h" #include "../overviewer.h"
#include "biomes.h"
#define DEFAULT_BIOME 4 /* forest, nice and green */
typedef struct { typedef struct {
int use_biomes; int use_biomes;
@@ -27,58 +26,6 @@ typedef struct {
PyObject *grass_texture; PyObject *grass_texture;
} PrimitiveBase; } PrimitiveBase;
typedef struct {
const char* name;
float temperature;
float rainfall;
unsigned int r, g, b;
} Biome;
/* each entry in this table is yanked *directly* out of the minecraft source
* temp/rainfall are taken from what MCP calls setTemperatureRainfall
*
* Some biomes, like Swamp, do a bit of post-processing by multiplying on a
* hard-coded color. The RGB tuple used follows the temp/rainfall.
* 255, 255, 255 is white, which means do nothing
*
* keep in mind the x/y coordinate in the color tables is found *after*
* multiplying rainfall and temperature for the second coordinate, *and* the
* origin is in the lower-right. <3 biomes.
*/
static Biome biome_table[] = {
/* 0 */
{"Ocean", 0.5, 0.5, 255, 255, 255},
{"Plains", 0.8, 0.4, 255, 255, 255},
{"Desert", 2.0, 0.0, 255, 255, 255},
{"Extreme Hills", 0.2, 0.3, 255, 255, 255},
{"Forest", 0.7, 0.8, 255, 255, 255},
/* 5 */
{"Taiga", 0.05, 0.8, 255, 255, 255},
{"Swampland", 0.8, 0.9, 205, 128, 255},
{"River", 0.5, 0.5, 255, 255, 255},
{"Hell", 2.0, 0.0, 255, 255, 255},
{"Sky", 0.5, 0.5, 255, 255, 255},
/* 10 */
{"FrozenOcean", 0.0, 0.5, 255, 255, 255},
{"FrozenRiver", 0.0, 0.5, 255, 255, 255},
{"Ice Plains", 0.0, 0.5, 255, 255, 255},
{"Ice Mountains", 0.0, 0.5, 255, 255, 255},
{"MushroomIsland", 0.9, 1.0, 255, 255, 255},
/* 15 */
{"MushroomIslandShore", 0.9, 1.0, 255, 255, 255},
{"Beach", 0.8, 0.4, 255, 255, 255},
{"DesertHills", 2.0, 0.0, 255, 255, 255},
{"ForestHills", 0.7, 0.8, 255, 255, 255},
{"TaigaHills", 0.05, 0.8, 255, 255, 255},
/* 20 */
{"Extreme Hills Edge", 0.2, 0.3, 255, 255, 255},
{"Jungle", 2.0, 0.45, 255, 255, 255}, /* <-- GUESS, but a good one */
{"Jungle Mountains", 2.0, 0.45, 255, 255, 255}, /* <-- also a guess */
};
#define NUM_BIOMES (sizeof(biome_table) / sizeof(Biome))
static int static int
base_start(void *data, RenderState *state, PyObject *support) { base_start(void *data, RenderState *state, PyObject *support) {

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@@ -0,0 +1,73 @@
/*
* This file is part of the Minecraft Overviewer.
*
* Minecraft Overviewer is free software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* Minecraft Overviewer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
*/
#define DEFAULT_BIOME 4 /* forest, nice and green */
typedef struct {
const char* name;
float temperature;
float rainfall;
unsigned int r, g, b;
} Biome;
/* each entry in this table is yanked *directly* out of the minecraft source
* temp/rainfall are taken from what MCP calls setTemperatureRainfall
*
* Some biomes, like Swamp, do a bit of post-processing by multiplying on a
* hard-coded color. The RGB tuple used follows the temp/rainfall.
* 255, 255, 255 is white, which means do nothing
*
* keep in mind the x/y coordinate in the color tables is found *after*
* multiplying rainfall and temperature for the second coordinate, *and* the
* origin is in the lower-right. <3 biomes.
*/
static Biome biome_table[] = {
/* 0 */
{"Ocean", 0.5, 0.5, 255, 255, 255},
{"Plains", 0.8, 0.4, 255, 255, 255},
{"Desert", 2.0, 0.0, 255, 255, 255},
{"Extreme Hills", 0.2, 0.3, 255, 255, 255},
{"Forest", 0.7, 0.8, 255, 255, 255},
/* 5 */
{"Taiga", 0.05, 0.8, 255, 255, 255},
{"Swampland", 0.8, 0.9, 205, 128, 255},
{"River", 0.5, 0.5, 255, 255, 255},
{"Hell", 2.0, 0.0, 255, 255, 255},
{"Sky", 0.5, 0.5, 255, 255, 255},
/* 10 */
{"FrozenOcean", 0.0, 0.5, 255, 255, 255},
{"FrozenRiver", 0.0, 0.5, 255, 255, 255},
{"Ice Plains", 0.0, 0.5, 255, 255, 255},
{"Ice Mountains", 0.0, 0.5, 255, 255, 255},
{"MushroomIsland", 0.9, 1.0, 255, 255, 255},
/* 15 */
{"MushroomIslandShore", 0.9, 1.0, 255, 255, 255},
{"Beach", 0.8, 0.4, 255, 255, 255},
{"DesertHills", 2.0, 0.0, 255, 255, 255},
{"ForestHills", 0.7, 0.8, 255, 255, 255},
{"TaigaHills", 0.05, 0.8, 255, 255, 255},
/* 20 */
{"Extreme Hills Edge", 0.2, 0.3, 255, 255, 255},
{"Jungle", 2.0, 0.45, 255, 255, 255}, /* <-- GUESS, but a good one */
{"Jungle Mountains", 2.0, 0.45, 255, 255, 255}, /* <-- also a guess */
};
#define NUM_BIOMES (sizeof(biome_table) / sizeof(Biome))