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-rw-r--r--src/Generating/UnderwaterBaseGen.cpp143
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+
+// UnderwaterBaseGen.cpp
+
+// Implements the cUnderwaterBaseGen class representing the underwater base generator
+
+#include "Globals.h"
+#include "UnderwaterBaseGen.h"
+#include "Prefabs/UnderwaterBasePrefabs.h"
+#include "PieceGenerator.h"
+
+
+
+
+
+static cPrefabPiecePool g_UnderwaterBase(g_UnderwaterBasePrefabs, g_UnderwaterBasePrefabsCount, g_UnderwaterBaseStartingPrefabs, g_UnderwaterBaseStartingPrefabsCount);
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cUnderwaterBaseGen::cUnderwaterBase:
+
+class cUnderwaterBaseGen::cUnderwaterBase :
+ public cGridStructGen::cStructure
+{
+ typedef cGridStructGen::cStructure super;
+
+public:
+ cUnderwaterBase(
+ 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_UnderwaterBase, a_Seed);
+ pg.PlacePieces(a_OriginX, 50, a_OriginZ, a_MaxDepth, m_Pieces);
+ if (m_Pieces.empty())
+ {
+ return;
+ }
+ }
+
+ ~cUnderwaterBase()
+ {
+ 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)
+ {
+ cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
+ Prefab.Draw(a_Chunk, *itr);
+ } // for itr - m_PlacedPieces[]
+ }
+} ;
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cUnderwaterBaseGen:
+
+
+
+
+
+cUnderwaterBaseGen::cUnderwaterBaseGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen) :
+ 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),
+ m_MaxSize(a_MaxSize),
+ m_BiomeGen(a_BiomeGen)
+{
+}
+
+
+
+
+
+cGridStructGen::cStructurePtr cUnderwaterBaseGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
+{
+ // Generate the biomes for the chunk surrounding the origin:
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
+ cChunkDef::BiomeMap Biomes;
+ m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
+
+ // Check if all the biomes are ocean:
+ // If just one is not, no base is created, because it's likely that an unfriendly biome is too close
+ for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
+ {
+ switch (Biomes[i])
+ {
+ case biOcean:
+ case biDeepOcean:
+ {
+ // These biomes allow underwater bases
+ break;
+ }
+ default:
+ {
+ // base-unfriendly biome, bail out with zero structure:
+ return cStructurePtr();
+ }
+ } // switch (Biomes[i])
+ } // for i - Biomes[]
+
+ // Create a base based on the chosen prefabs:
+ return cStructurePtr(new cUnderwaterBase(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize));
+}
+
+
+
+