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authorSTRWarrior <niels.breuker@hotmail.nl>2014-06-11 19:12:29 +0200
committerSTRWarrior <niels.breuker@hotmail.nl>2014-06-11 19:12:29 +0200
commit7cf544079f910ac8068b67ad39178ad040816367 (patch)
tree829d541cadce83a94b26e4a51125e57378e36e7a
parentAPIDump: Documented cBlockArea:GetCoordRange(). (diff)
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-rw-r--r--src/Generating/VillageGen.cpp21
1 files changed, 17 insertions, 4 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index b9cb056ad..9917141ed 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -116,7 +116,8 @@ public:
int a_Density,
cPiecePool & a_Prefabs,
cTerrainHeightGen & a_HeightGen,
- BLOCKTYPE a_RoadBlock
+ BLOCKTYPE a_RoadBlock,
+ BLOCKTYPE a_WaterRoadBlock
) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
@@ -126,7 +127,8 @@ public:
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_RoadBlock(a_RoadBlock)
+ m_RoadBlock(a_RoadBlock),
+ m_WaterRoadBlock(a_WaterRoadBlock)
{
// Generate the pieces for this village; don't care about the Y coord:
cBFSPieceGenerator pg(*this, a_Seed);
@@ -179,6 +181,9 @@ protected:
/** The block to use for the roads. */
BLOCKTYPE m_RoadBlock;
+
+ /** The block used for the roads if the road is on water. */
+ BLOCKTYPE m_WaterRoadBlock;
// cGridStructGen::cStructure overrides:
@@ -239,7 +244,14 @@ protected:
{
for (int x = MinX; x <= MaxX; x++)
{
- a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
+ if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z)))
+ {
+ a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock);
+ }
+ else
+ {
+ a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
+ }
}
}
}
@@ -374,6 +386,7 @@ 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;
+ BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
@@ -422,7 +435,7 @@ 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, Density, *VillagePrefabs, m_HeightGen, RoadBlock));
+ return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock));
}