diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index f213455d6..492bae129 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "DungeonRoomsFinisher.h" #include "../FastRandom.h" +#include "../BlockEntities/ChestEntity.h" @@ -175,7 +176,33 @@ protected: } 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_GOLDEN_APPLE), 1, 1, 1 }, + { cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 }, + { cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 }, + { cItem(E_ITEM_13_DISC), 1, 1, 4 }, + { cItem(E_ITEM_CAT_DISC), 1, 1, 4 }, + { cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 }, + { 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 }, + } ; + + 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); } @@ -193,6 +220,7 @@ protected: // The chunk is not intersecting the room at all, bail out return; } + int b = m_FloorHeight + 1; // Bottom int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp index 7ebc419cb..0bd44bb0d 100644 --- a/src/ItemGrid.cpp +++ b/src/ItemGrid.cpp @@ -654,17 +654,17 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s for (size_t j = 0; j < a_CountLootProbabs; j++) { - LootRnd -= a_LootProbabs[i].m_Weight; + LootRnd -= a_LootProbabs[j].m_Weight; if (LootRnd < 0) { - CurrentLoot = a_LootProbabs[i].m_Item; - if ((a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount) > 0) + CurrentLoot = a_LootProbabs[j].m_Item; + if ((a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount) > 0) { - CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount)); + CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount + (Rnd % (a_LootProbabs[j].m_MaxAmount - a_LootProbabs[j].m_MinAmount)); } else { - CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount; + CurrentLoot.m_ItemCount = a_LootProbabs[j].m_MinAmount; } Rnd >>= 8; break;