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- #include "WorldGenerator.h"
- #include "StaticRegistry.h"
- #include "Game.h"
- #include "PerlinNoise.h"
- #include "AddChunkUpdate.h"
- using namespace Framework;
- WorldGenerator::WorldGenerator( int seed, Game *zGame )
- : Thread(),
- zGame( zGame ),
- noise( new PerlinNoise( seed ) ),
- exit( 0 )
- {
- start();
- }
- WorldGenerator::~WorldGenerator()
- {
- noise->release();
- }
- void WorldGenerator::thread()
- {
- while( !exit )
- {
- cs.Enter();
- Area next;
- bool hasNext = false;
- if( requestQueue.getEintragAnzahl() > 0 )
- {
- next = requestQueue.get( 0 );
- requestQueue.remove( 0 );
- }
- cs.Leave();
- if( !hasNext )
- {
- sleep( 1 );
- continue;
- }
- Punkt start = zGame->getChunkCenter( next.startX, next.startY );
- Punkt end = zGame->getChunkCenter( next.endX, next.endY );
- int xDir = start.x > end.x ? -1 : ( start.x < end.x ? 1 : 0 );
- int yDir = start.y > end.y ? -1 : ( start.y < end.y ? 1 : 0 );
- for( int x = start.x; x != end.x; x += CHUNK_SIZE * xDir )
- {
- for( int y = start.y; y != end.y; y += CHUNK_SIZE * yDir )
- {
- if( !zGame->doesChunkExist( x, y, next.dimensionId ) )
- {
- Chunk *generatedChunk = StaticRegistry<DimensionGenerator>::INSTANCE.zElement( next.dimensionId )->generateChunk( noise, zGame, x, y );
- zGame->requestWorldUpdate( new AddChunkUpdate( generatedChunk ) );
- }
- }
- }
- }
- }
- void WorldGenerator::requestGeneration( Area request )
- {
- cs.Enter();
- requestQueue.add( request );
- cs.Leave();
- }
- void WorldGenerator::exitAndWait()
- {
- exit = 1;
- warteAufThread( 10000 );
- ende();
- }
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