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// RainbowRoadsGen.cpp

// Implements the cRainbowRoadsGen class representing the rainbow road generator

#include "Globals.h"
#include "RainbowRoadsGen.h"
#include "Prefabs/RainbowRoadPrefabs.h"
#include "PieceGenerator.h"





static cPrefabPiecePool g_RainbowRoads(g_RainbowRoadPrefabs, g_RainbowRoadPrefabsCount, g_RainbowRoadStartingPrefabs, g_RainbowRoadStartingPrefabsCount);





////////////////////////////////////////////////////////////////////////////////
// cRainbowRoadsGen::cRainbowRoads:

class cRainbowRoadsGen::cRainbowRoads :
	public cGridStructGen::cStructure
{
	typedef cGridStructGen::cStructure super;
	
public:
	cRainbowRoads(
		int a_Seed,
		int a_GridX, int a_GridZ,
		int a_OriginX, int a_OriginZ,
		int a_MaxDepth,
		int a_MaxSize
	) :
		super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
		m_Seed(a_Seed),
		m_Noise(a_Seed),
		m_MaxSize(a_MaxSize),
		m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize)
	{
		// Generate the pieces for this base:
		cBFSPieceGenerator pg(g_RainbowRoads, a_Seed);
		pg.PlacePieces(a_OriginX, 190, a_OriginZ, a_MaxDepth, m_Pieces);
		if (m_Pieces.empty())
		{
			return;
		}
	}
	
	~cRainbowRoads()
	{
		cPieceGenerator::FreePieces(m_Pieces);
	}
	
protected:
	/** Seed for the random functions */
	int m_Seed;
	
	/** The noise used as a pseudo-random generator */
	cNoise m_Noise;
	
	/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
	int m_MaxSize;
	
	/** Borders of the vilalge - no item may reach out of this cuboid. */
	cCuboid m_Borders;
	
	/** The village pieces, placed by the generator. */
	cPlacedPieces m_Pieces;
	
	
	// cGridStructGen::cStructure /*override*/s:
	virtual void DrawIntoChunk(cChunkDesc & a_Chunk) /*override*/
	{
		for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
		{
			cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
			Prefab.Draw(a_Chunk, *itr);
		}  // for itr - m_PlacedPieces[]
	}
} ;





////////////////////////////////////////////////////////////////////////////////
// cRainbowRoadsGen:





cRainbowRoadsGen::cRainbowRoadsGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize) :
	super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100),
	m_Noise(a_Seed + 9000),
	m_MaxDepth(a_MaxDepth),
	m_MaxSize(a_MaxSize)
{
}





cGridStructGen::cStructurePtr cRainbowRoadsGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
{
	// Create a base based on the chosen prefabs:
	return cStructurePtr(new cRainbowRoads(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize));
}