From a7e52e51dc3665ac2c2f27ed52e732ef7bbad32e Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sat, 17 May 2014 22:26:09 +0200 Subject: Village roads are drawn properly. --- src/Generating/VillageGen.cpp | 39 +++++++++++++++++++++++++++++++++------ 1 file changed, 33 insertions(+), 6 deletions(-) (limited to 'src/Generating/VillageGen.cpp') diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index db81fb521..520d63029 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -104,7 +104,8 @@ public: int a_MaxRoadDepth, int a_MaxSize, cPrefabPiecePool & a_Prefabs, - cTerrainHeightGen & a_HeightGen + cTerrainHeightGen & a_HeightGen, + BLOCKTYPE a_RoadBlock ) : super(a_OriginX, a_OriginZ), m_Seed(a_Seed), @@ -112,7 +113,8 @@ public: m_MaxSize(a_MaxSize), m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize), m_Prefabs(a_Prefabs), - m_HeightGen(a_HeightGen) + m_HeightGen(a_HeightGen), + m_RoadBlock(a_RoadBlock) { cBFSPieceGenerator pg(m_Prefabs, a_Seed); // Generate the pieces at very negative Y coords, so that we can later test @@ -142,6 +144,9 @@ protected: /** The village pieces, placed by the generator. */ cPlacedPieces m_Pieces; + /** The block to use for the roads. */ + BLOCKTYPE m_RoadBlock; + // cGrdStructGen::cStructure overrides: virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override @@ -156,9 +161,8 @@ protected: cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece()); if ((*itr)->GetPiece().GetSize().y == 1) { - // It's a road, special handling (change top terrain blocks - // TODO - Prefab.Draw(a_Chunk, (*itr)->GetCoords() + Vector3i(0, 1100, 0), (*itr)->GetNumCCWRotations()); + // It's a road, special handling (change top terrain blocks to m_RoadBlock) + DrawRoad(a_Chunk, **itr, HeightMap); continue; } if ((*itr)->GetCoords().y < 0) @@ -185,6 +189,27 @@ protected: int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ); a_Piece.GetCoords().y += TerrainHeight - FirstConnector.m_Pos.y + 1; } + + + /** Draws the road into the chunk. + The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just + once for all roads in a chunk. */ + void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap) + { + cCuboid RoadCoords = a_Road.GetHitBox(); + RoadCoords.Sort(); + int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0); + int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1); + int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0); + int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1); + for (int z = MinZ; z <= MaxZ; z++) + { + for (int x = MinX; x <= MaxX; x++) + { + a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock); + } + } + } } ; @@ -228,6 +253,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ // Check if all the biomes are village-friendly: // 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; for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++) { switch (Biomes[i]) @@ -237,6 +263,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ { // These biomes allow sand villages VillagePrefabs = &g_SandVillage; + RoadBlock = E_BLOCK_SANDSTONE; break; } case biPlains: @@ -261,7 +288,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ { return cStructurePtr(); } - return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen)); + return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen, RoadBlock)); } -- cgit v1.2.3