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Added loot to dungeons.

This commit is contained in:
STRWarrior 2014-10-15 21:15:12 +02:00
parent 06b466471f
commit 08676128b0

View File

@ -6,6 +6,7 @@
#include "Globals.h" #include "Globals.h"
#include "DungeonRoomsFinisher.h" #include "DungeonRoomsFinisher.h"
#include "../FastRandom.h" #include "../FastRandom.h"
#include "../BlockEntities/ChestEntity.h"
@ -175,7 +176,32 @@ protected:
} }
a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y); a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
// TODO: Fill the chest with random loot // Fill the chest with random loot
static const cLootProbab LootProbab[] =
{
// Item, MinAmount, MaxAmount, Weight
{ cItem(E_ITEM_IRON), 1, 4, 10 },
{ cItem(E_ITEM_WHEAT), 1, 4, 10 },
{ cItem(E_ITEM_GUNPOWDER), 1, 4, 10 },
{ cItem(E_ITEM_STRING), 1, 4, 10 },
{ cItem(E_ITEM_REDSTONE_DUST), 1, 4, 10 },
{ cItem(E_ITEM_SADDLE), 1, 1, 10 },
{ cItem(E_ITEM_BUCKET), 1, 1, 10 },
{ cItem(E_ITEM_BREAD), 1, 1, 10 },
{ cItem(E_ITEM_NAME_TAG), 1, 1, 10 },
{ cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 },
{ cItem(E_ITEM_13_DISC), 1, 1, 4 },
{ cItem(E_ITEM_CAT_DISC), 1, 1, 4 },
{ cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 },
{ cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 },
} ;
cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ);
ASSERT((ChestEntity != NULL) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST));
cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ());
int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4);
int Seed = Noise.IntNoise2DInt(RelX, RelZ);
ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed);
} }