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authorHowaner <franzi.moos@googlemail.com>2014-10-21 17:37:03 +0200
committerHowaner <franzi.moos@googlemail.com>2014-10-21 17:37:03 +0200
commit283eda3c4eaa37acc242ccefdb3912768a80d14b (patch)
treefe9cdd385d5687c2f8bfe55d331ead942f28e4aa /src/Generating/VillageGen.cpp
parentLeaves are harvest-able. (diff)
parentUpdated ProtectionAreas (diff)
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Diffstat (limited to 'src/Generating/VillageGen.cpp')
-rw-r--r--src/Generating/VillageGen.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index a7f66b75e..1806fd427 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -116,7 +116,7 @@ public:
int a_MaxSize,
int a_Density,
cPiecePool & a_Prefabs,
- cTerrainHeightGen & a_HeightGen,
+ cTerrainHeightGenPtr a_HeightGen,
BLOCKTYPE a_RoadBlock,
BLOCKTYPE a_WaterRoadBlock
) :
@@ -175,7 +175,7 @@ protected:
cPiecePool & m_Prefabs;
/** The underlying height generator, used for placing the structures on top of the terrain. */
- cTerrainHeightGen & m_HeightGen;
+ cTerrainHeightGenPtr m_HeightGen;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
@@ -194,7 +194,7 @@ protected:
// Each intersecting prefab is placed on ground, then drawn
// Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads
- m_HeightGen.GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
+ m_HeightGen->GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
@@ -224,7 +224,7 @@ protected:
int BlockY;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cChunkDef::HeightMap HeightMap;
- m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
+ m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap);
int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
}
@@ -359,7 +359,7 @@ static cVillagePiecePool * g_PlainsVillagePools[] =
-cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) :
+cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100),
m_Noise(a_Seed + 1000),
m_MaxDepth(a_MaxDepth),
@@ -381,7 +381,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
- m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
+ m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
// Check if all the biomes are village-friendly:
// If just one is not, no village is created, because it's likely that an unfriendly biome is too close