Merge pull request #1539 from mc-server/DungeonLoot
Added loot to dungeons.
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commit
3d05b46c60
@ -6,6 +6,7 @@
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#include "Globals.h"
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#include "DungeonRoomsFinisher.h"
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#include "../FastRandom.h"
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#include "../BlockEntities/ChestEntity.h"
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@ -175,7 +176,33 @@ protected:
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}
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a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
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// TODO: Fill the chest with random loot
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// Fill the chest with random loot
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static const cLootProbab LootProbab[] =
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{
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// Item, MinAmount, MaxAmount, Weight
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{ cItem(E_ITEM_GOLDEN_APPLE), 1, 1, 1 },
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{ cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 },
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{ cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 },
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{ cItem(E_ITEM_13_DISC), 1, 1, 4 },
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{ cItem(E_ITEM_CAT_DISC), 1, 1, 4 },
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{ cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 },
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{ cItem(E_ITEM_IRON), 1, 4, 10 },
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{ cItem(E_ITEM_WHEAT), 1, 4, 10 },
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{ cItem(E_ITEM_GUNPOWDER), 1, 4, 10 },
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{ cItem(E_ITEM_STRING), 1, 4, 10 },
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{ cItem(E_ITEM_REDSTONE_DUST), 1, 4, 10 },
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{ cItem(E_ITEM_SADDLE), 1, 1, 10 },
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{ cItem(E_ITEM_BUCKET), 1, 1, 10 },
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{ cItem(E_ITEM_BREAD), 1, 1, 10 },
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{ cItem(E_ITEM_NAME_TAG), 1, 1, 10 },
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} ;
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cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ);
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ASSERT((ChestEntity != NULL) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST));
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cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ());
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int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4);
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int Seed = Noise.IntNoise2DInt(RelX, RelZ);
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ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed);
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}
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@ -193,6 +220,7 @@ protected:
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// The chunk is not intersecting the room at all, bail out
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return;
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}
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int b = m_FloorHeight + 1; // Bottom
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int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
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ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor
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@ -654,17 +654,17 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
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for (size_t j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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LootRnd -= a_LootProbabs[j].m_Weight;
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if (LootRnd < 0)
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{
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CurrentLoot = a_LootProbabs[i].m_Item;
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if ((a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount) > 0)
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CurrentLoot = a_LootProbabs[j].m_Item;
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if ((a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount) > 0)
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{
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
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CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount + (Rnd % (a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount));
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}
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else
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{
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount;
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CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount;
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}
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Rnd >>= 8;
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break;
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