2423fbf2ef
This was mostly done automatically and then visually inspected for obvious errors. All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
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// NetherFortGen.cpp
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// Implements the cNetherFortGen class representing the nether fortress generator
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#include "Globals.h"
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#include "NetherFortGen.h"
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#include "Prefabs/NetherFortPrefabs.h"
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////////////////////////////////////////////////////////////////////////////////
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// cNetherFortGen::cNetherFort:
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class cNetherFortGen::cNetherFort :
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public cGridStructGen::cStructure
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{
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typedef cGridStructGen::cStructure super;
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public:
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cNetherFortGen & m_ParentGen;
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int m_GridSize;
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int m_Seed;
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cPlacedPieces m_Pieces;
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cNetherFort(cNetherFortGen & a_ParentGen, int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_ParentGen(a_ParentGen),
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m_GridSize(a_GridSize),
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m_Seed(a_Seed)
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{
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// TODO: Proper Y-coord placement
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int BlockY = 64;
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// Generate pieces:
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for (int i = 0; m_Pieces.size() < (size_t)(a_MaxDepth * a_MaxDepth / 8 + a_MaxDepth); i++)
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{
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cBFSPieceGenerator pg(cNetherFortGen::m_PiecePool, a_Seed + i);
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pg.PlacePieces(a_OriginX, BlockY, a_OriginZ, a_MaxDepth, m_Pieces);
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}
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}
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~cNetherFort()
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{
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cPieceGenerator::FreePieces(m_Pieces);
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}
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/** Carves the system into the chunk data */
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virtual void DrawIntoChunk(cChunkDesc & a_Chunk)
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{
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for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
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{
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const cPrefab & Prefab = (const cPrefab &)((*itr)->GetPiece());
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Prefab.Draw(a_Chunk, *itr);
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} // for itr - m_PlacedPieces[]
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Performance test of the NetherFort generator:
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/*
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#include "OSSupport/Timer.h"
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static class cNetherFortPerfTest
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{
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public:
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cNetherFortPerfTest(void)
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{
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cTimer Timer;
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long long StartTime = Timer.GetNowTime();
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const int GridSize = 512;
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const int MaxDepth = 12;
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const int NumIterations = 100;
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for (int i = 0; i < NumIterations; i++)
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{
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cNetherFortGen FortGen(i, GridSize, MaxDepth);
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delete new cNetherFortGen::cNetherFort(FortGen, 0, 0, GridSize, MaxDepth, i);
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}
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long long EndTime = Timer.GetNowTime();
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printf("%d forts took %lld msec (%f sec) to generate\n", NumIterations, EndTime - StartTime, ((double)(EndTime - StartTime)) / 1000);
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exit(0);
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}
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} g_PerfTest;
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//*/
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////////////////////////////////////////////////////////////////////////////////
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// cNetherFortGen:
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cPrefabPiecePool cNetherFortGen::m_PiecePool(g_NetherFortPrefabs, g_NetherFortPrefabsCount, g_NetherFortStartingPrefabs, g_NetherFortStartingPrefabsCount);
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cNetherFortGen::cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth) :
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super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxDepth * 10, a_MaxDepth * 10, 200),
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m_MaxDepth(a_MaxDepth)
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{
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/*
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// DEBUG: Try one round of placement:
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cPlacedPieces Pieces;
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cBFSPieceGenerator pg(m_PiecePool, a_Seed);
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pg.PlacePieces(0, 64, 0, a_MaxDepth, Pieces);
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//*/
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}
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cGridStructGen::cStructurePtr cNetherFortGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
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{
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return cStructurePtr(new cNetherFort(*this, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_GridSizeX, m_MaxDepth, m_Seed));
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}
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