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Added second kind of desert village (FlatRoof).

This commit is contained in:
madmaxoft 2014-05-21 23:16:43 +02:00
parent e69a11012f
commit efcae77828
3 changed files with 1535 additions and 4 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// SandFlatRoofVillagePrefabs.h
// Declares the prefabs in the group SandFlatRoofVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_SandFlatRoofVillagePrefabs[];
extern const cPrefab::sDef g_SandFlatRoofVillageStartingPrefabs[];
extern const size_t g_SandFlatRoofVillagePrefabsCount;
extern const size_t g_SandFlatRoofVillageStartingPrefabsCount;

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@ -7,6 +7,7 @@
#include "VillageGen.h"
#include "Prefabs/PlainsVillagePrefabs.h"
#include "Prefabs/SandVillagePrefabs.h"
#include "Prefabs/SandFlatRoofVillagePrefabs.h"
#include "PieceGenerator.h"
@ -25,8 +26,8 @@ the roads and houses are then used as the following pieces. Only the houses are
though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool
class is used, so that the roads connect to each other and to the well only in predefined manners.
The well has connectors of type "1". The houses have connectors of type "-1". The roads have connectors of
both types, type "-1" at the far ends and type "1" on the long edges.
The well has connectors of type "2". The houses have connectors of type "-1". The roads have connectors of
both types' opposites, type "-2" at the far ends and type "1" on the long edges.
When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the
chunk. The pieces are shifted so that their pivot points lie on the surface, and the roads are drawn
@ -220,7 +221,10 @@ protected:
// cVillageGen:
/** The prefabs for the sand village. */
static cVillagePiecePool g_SandVillage (g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
static cVillagePiecePool g_SandVillage(g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
/** The prefabs for the flat-roofed sand village. */
static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_SandFlatRoofVillagePrefabsCount, g_SandFlatRoofVillageStartingPrefabs, g_SandFlatRoofVillageStartingPrefabsCount);
/** The prefabs for the plains village. */
static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
@ -254,6 +258,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
// If just one is not, no village is created, because it's likely that an unfriendly biome is too close
cVillagePiecePool * VillagePrefabs = NULL;
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
int rnd = (a_OriginX + 21 * a_OriginZ + 985) / 11;
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
@ -262,7 +267,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
case biDesertM:
{
// These biomes allow sand villages
VillagePrefabs = &g_SandVillage;
VillagePrefabs = (rnd % 2 == 0) ? &g_SandVillage : &g_SandFlatRoofVillage;
RoadBlock = E_BLOCK_SANDSTONE;
break;
}