a4963b69ef
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1321 0a769ca7-a7f5-676a-18bf-c427514a06d6
576 lines
15 KiB
C++
576 lines
15 KiB
C++
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// MineShafts.cpp
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// Implements the cStructGenMineShafts class representing the structure generator for abandoned mineshafts
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/*
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Algorithm:
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The cStructGenMineShafts::cMineShaftSystem class is the main controller, which knows what mineshaft
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classes there are and their random weights. It gets asked to produce a new class everytime a connection is to be made.
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The cMineShaft class is a base class for each mineshaft structure.
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Each cMineShaft descendant knows how large it is, how to imprint itself into the chunk data and where to connect to
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other descendants. Its PivotPoint is always a walkable column. Its Direction determines in which direction the structure
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is facing.
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The generation starts with the central dirt room, from there corridors, crossings and staircases are added
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in a depth-first processing. Each of the descendants will branch randomly, if not beyond the allowed recursion level
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*/
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#include "Globals.h"
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#include "MineShafts.h"
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#include "../Cuboid.h"
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static const int NEIGHBORHOOD_SIZE = 3;
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class cMineShaft abstract
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{
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public:
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enum eKind
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{
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mskDirtRoom,
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mskCorridor,
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mskCrossing,
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mskStaircase,
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} ;
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enum eDirection
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{
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dirXP,
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dirZP,
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dirXM,
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dirZM,
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} ;
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cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) :
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m_ParentSystem(a_ParentSystem),
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m_Kind(a_Kind)
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{
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}
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/// Returns true if this mineshaft intersects the specified cuboid
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bool DoesIntersect(const cCuboid & a_Other);
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/** If recursion level is not too large, appends more branches to the parent system,
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using exit points specific to this class.
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*/
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virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0;
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/// Imprints this shape into the specified chunk's data
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virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0;
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protected:
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eKind m_Kind;
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cCuboid m_BoundingBox;
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int m_PivotX, m_PivotZ;
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cStructGenMineShafts::cMineShaftSystem & m_ParentSystem;
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} ;
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typedef std::vector<cMineShaft *> cMineShafts;
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class cMineShaftDirtRoom :
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public cMineShaft
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{
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typedef cMineShaft super;
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public:
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cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise);
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// cMineShaft overrides:
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virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
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virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
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} ;
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class cMineShaftCorridor :
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public cMineShaft
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{
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typedef cMineShaft super;
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public:
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/** Creates a new Corridor attached to the specified pivot point and direction.
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Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
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May return NULL if cannot fit.
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*/
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static cMineShaft * CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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);
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// TODO
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} ;
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class cMineShaftCrossing :
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public cMineShaft
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{
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typedef cMineShaft super;
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public:
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/** Creates a new Crossing attached to the specified pivot point and direction.
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Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
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May return NULL if cannot fit.
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*/
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static cMineShaft * CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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);
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// TODO
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} ;
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class cMineShaftStaircase :
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public cMineShaft
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{
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typedef cMineShaft super;
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public:
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/** Creates a new Staircase attached to the specified pivot point and direction.
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Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
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May return NULL if cannot fit.
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*/
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static cMineShaft * CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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);
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// TODO
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} ;
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class cStructGenMineShafts::cMineShaftSystem
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{
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public:
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int m_BlockX, m_BlockZ; ///< The pivot point on which the system is generated
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int m_MaxSystemSize; ///< Maximum size of a system (initialized from cStructGenMineShafts::m_MaxSystemSize)
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int m_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion)
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int m_ChanceCorridor; ///< Chance (out of 1000) of the next branch object being the corridor
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int m_ChanceCrossing; ///< Chance (out of 1000) of the next branch object being the crossing
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int m_ChanceStaircase; ///< Chance (out of 1000) of the next branch object being the staircase
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cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system
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/// Creates and generates the entire system
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cMineShaftSystem(int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise);
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~cMineShaftSystem();
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/// Carves the system into the chunk data
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void ProcessChunk(cChunkDesc & a_Chunk);
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/** Creates new cMineShaft descendant connected at the specified point, heading the specified direction,
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if it fits, appends it to the list and calls its AppendBranches()
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*/
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void AppendBranch(
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int a_BlockX, int a_BlockY, int a_BlockZ,
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cMineShaft::eDirection a_Direction, cNoise & a_Noise,
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int a_RecursionLevel
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);
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenMineShafts::cMineShaftSystem:
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cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem(int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise) :
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m_BlockX(a_BlockX),
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m_BlockZ(a_BlockZ),
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m_MaxSystemSize(a_MaxSystemSize)
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{
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m_MineShafts.reserve(100);
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cMineShaft * Start = new cMineShaftDirtRoom(*this, a_Noise);
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m_MineShafts.push_back(Start);
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Start->AppendBranches(0, a_Noise);
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}
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cStructGenMineShafts::cMineShaftSystem::~cMineShaftSystem()
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{
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for (cMineShafts::iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
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{
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delete *itr;
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} // for itr - m_MineShafts[]
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m_MineShafts.clear();
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}
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void cStructGenMineShafts::cMineShaftSystem::ProcessChunk(cChunkDesc & a_Chunk)
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{
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for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
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{
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(*itr)->ProcessChunk(a_Chunk);
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} // for itr - m_MineShafts[]
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}
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void cStructGenMineShafts::cMineShaftSystem::AppendBranch(
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int a_PivotX, int a_PivotY, int a_PivotZ,
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cMineShaft::eDirection a_Direction, cNoise & a_Noise,
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int a_RecursionLevel
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)
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{
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if (a_RecursionLevel > m_MaxRecursion)
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{
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return;
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}
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cMineShaft * Next = NULL;
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int rnd = (a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_RecursionLevel * 16, a_PivotZ) / 13) % 1000;
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if (rnd < m_ChanceCorridor)
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{
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Next = cMineShaftCorridor::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
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}
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else if (rnd < m_ChanceCrossing)
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{
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Next = cMineShaftCrossing::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
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}
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else if (rnd < m_ChanceStaircase)
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{
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Next = cMineShaftStaircase::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
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}
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if (Next == NULL)
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{
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return;
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}
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m_MineShafts.push_back(Next);
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Next->AppendBranches(a_RecursionLevel + 1, a_Noise);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMineShaftDirtRoom:
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cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise) :
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super(a_Parent, mskDirtRoom)
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{
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// Make the room of random size, min 10 x 4 x 10; max 18 x 12 x 18:
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int rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 0, a_Parent.m_BlockZ) / 7;
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m_BoundingBox.p1.x = a_Parent.m_BlockX;
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m_BoundingBox.p2.x = a_Parent.m_BlockX + 10 + (rnd % 8);
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rnd >>= 4;
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m_BoundingBox.p1.z = a_Parent.m_BlockZ;
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m_BoundingBox.p2.z = a_Parent.m_BlockZ + 10 + (rnd % 8);
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rnd >>= 4;
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m_BoundingBox.p1.y = 50;
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m_BoundingBox.p2.y = 54 + rnd % 8;
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}
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void cMineShaftDirtRoom::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
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{
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int Height = m_BoundingBox.DifY() - 3;
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for (int x = m_BoundingBox.p1.x + 1; x < m_BoundingBox.p2.x; x += 4)
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{
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int rnd = a_Noise.IntNoise3DInt(x, a_RecursionLevel, m_BoundingBox.p1.z) / 7;
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m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p1.z, dirZM, a_Noise, a_RecursionLevel);
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rnd >>= 4;
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m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p2.z, dirZP, a_Noise, a_RecursionLevel);
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}
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for (int z = m_BoundingBox.p1.z + 1; z < m_BoundingBox.p2.z; z += 4)
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{
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int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, a_RecursionLevel, z) / 13;
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m_ParentSystem.AppendBranch(m_BoundingBox.p1.x, m_BoundingBox.p1.y + (rnd % Height), z, dirXM, a_Noise, a_RecursionLevel);
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rnd >>= 4;
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m_ParentSystem.AppendBranch(m_BoundingBox.p2.x, m_BoundingBox.p1.y + (rnd % Height), z, dirXP, a_Noise, a_RecursionLevel);
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}
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}
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void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc)
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{
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int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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if (
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(m_BoundingBox.p1.x > BlockX + cChunkDef::Width) ||
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(m_BoundingBox.p1.z > BlockZ + cChunkDef::Width) ||
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(m_BoundingBox.p2.x < BlockX) ||
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(m_BoundingBox.p2.z < BlockZ)
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)
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{
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// Early bailout - cannot intersect this chunk
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return;
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}
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// Chunk-relative coords of the boundaries:
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int MinX = std::max(BlockX, m_BoundingBox.p1.x) - BlockX;
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int MaxX = std::min(BlockX + cChunkDef::Width, m_BoundingBox.p2.x + 1) - BlockX;
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int MinZ = std::max(BlockZ, m_BoundingBox.p1.z) - BlockZ;
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int MaxZ = std::min(BlockZ + cChunkDef::Width, m_BoundingBox.p2.z + 1) - BlockZ;
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// Carve the room out:
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for (int z = MinZ; z < MaxZ; z++)
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{
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for (int x = MinX; x < MaxX; x++)
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{
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for (int y = m_BoundingBox.p1.y + 1; y < m_BoundingBox.p2.y; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
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}
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if (a_ChunkDesc.GetBlockType(x, m_BoundingBox.p1.y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetBlockType(x, m_BoundingBox.p1.y, z, E_BLOCK_DIRT);
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}
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} // for x
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} // for z
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// DEBUG: To find the rooms easily, add a glass column to the top of the world:
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if (
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(m_BoundingBox.p1.x >= BlockX) && (m_BoundingBox.p1.x < BlockX + cChunkDef::Width) &&
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(m_BoundingBox.p1.z >= BlockZ) && (m_BoundingBox.p1.z < BlockZ + cChunkDef::Width)
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)
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{
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int Height = a_ChunkDesc.GetHeight(BlockX - m_BoundingBox.p1.x, BlockZ - m_BoundingBox.p1.z);
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for (int y = m_BoundingBox.p2.y; y < 256; y++)
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{
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a_ChunkDesc.SetBlockType(BlockX - m_BoundingBox.p1.x, y, BlockZ - m_BoundingBox.p1.z, (y < Height) ? E_BLOCK_AIR : E_BLOCK_GLASS);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMineShaftCorridor:
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cMineShaft * cMineShaftCorridor::CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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)
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{
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// TODO
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return NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMineShaftCrossing:
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cMineShaft * cMineShaftCrossing::CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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)
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{
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// TODO
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return NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMineShaftStaircase:
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cMineShaft * cMineShaftStaircase::CreateAndFit(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
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cNoise & a_Noise
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)
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{
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// TODO
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return NULL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenMineShafts:
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cStructGenMineShafts::cStructGenMineShafts(int a_Seed, int a_GridSize, int a_MaxSystemSize) :
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m_Noise(a_Seed),
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m_GridSize(a_GridSize),
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m_MaxSystemSize(a_MaxSystemSize)
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{
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}
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cStructGenMineShafts::~cStructGenMineShafts()
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{
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ClearCache();
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}
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void cStructGenMineShafts::ClearCache(void)
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{
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for (cMineShaftSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr)
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{
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delete *itr;
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} // for itr - m_Cache[]
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m_Cache.clear();
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}
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void cStructGenMineShafts::GetMineShaftSystemsForChunk(
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int a_ChunkX, int a_ChunkZ,
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cStructGenMineShafts::cMineShaftSystems & a_MineShafts
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)
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{
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int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize;
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int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize;
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if (BaseX < 0)
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{
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--BaseX;
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}
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if (BaseZ < 0)
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{
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--BaseZ;
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}
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BaseX -= NEIGHBORHOOD_SIZE / 2;
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BaseZ -= NEIGHBORHOOD_SIZE / 2;
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// Walk the cache, move each cave system that we want into a_Caves:
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int StartX = BaseX * m_GridSize;
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int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
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int StartZ = BaseZ * m_GridSize;
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int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
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for (cMineShaftSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;)
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{
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if (
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((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) &&
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((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ)
|
|
)
|
|
{
|
|
// want
|
|
a_MineShafts.push_back(*itr);
|
|
itr = m_Cache.erase(itr);
|
|
}
|
|
else
|
|
{
|
|
// don't want
|
|
++itr;
|
|
}
|
|
} // for itr - m_Cache[]
|
|
|
|
for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
|
|
{
|
|
int RealX = (BaseX + x) * m_GridSize;
|
|
for (int z = 0; z < NEIGHBORHOOD_SIZE; z++)
|
|
{
|
|
int RealZ = (BaseZ + z) * m_GridSize;
|
|
bool Found = false;
|
|
for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr)
|
|
{
|
|
if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ))
|
|
{
|
|
Found = true;
|
|
break;
|
|
}
|
|
} // for itr - a_Mineshafts
|
|
if (!Found)
|
|
{
|
|
a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_MaxSystemSize, m_Noise));
|
|
}
|
|
} // for z
|
|
} // for x
|
|
|
|
// Copy a_MineShafts into m_Cache to the beginning:
|
|
cMineShaftSystems MineShaftsCopy(a_MineShafts);
|
|
m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end());
|
|
|
|
// Trim the cache if it's too long:
|
|
if (m_Cache.size() > 100)
|
|
{
|
|
cMineShaftSystems::iterator itr = m_Cache.begin();
|
|
std::advance(itr, 100);
|
|
for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr)
|
|
{
|
|
delete *itr;
|
|
}
|
|
itr = m_Cache.begin();
|
|
std::advance(itr, 100);
|
|
m_Cache.erase(itr, m_Cache.end());
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
int ChunkX = a_ChunkDesc.GetChunkX();
|
|
int ChunkZ = a_ChunkDesc.GetChunkZ();
|
|
cMineShaftSystems MineShafts;
|
|
GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts);
|
|
for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr)
|
|
{
|
|
(*itr)->ProcessChunk(a_ChunkDesc);
|
|
} // for itr - MineShafts[]
|
|
}
|
|
|
|
|
|
|
|
|