// 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 overrides: virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override { for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) { const cPrefab & Prefab = static_cast((*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)); }