225 lines
7.3 KiB
C++
225 lines
7.3 KiB
C++
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// DungeonRoomsFinisher.cpp
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// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
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#include "Globals.h"
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#include "DungeonRoomsFinisher.h"
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/** Height, in blocks, of the internal dungeon room open space. This many air blocks Y-wise. */
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static const int ROOM_HEIGHT = 4;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDungeonRoom:
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class cDungeonRoom :
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public cGridStructGen::cStructure
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{
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typedef cGridStructGen::cStructure super;
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public:
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cDungeonRoom(
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int a_GridX, int a_GridZ,
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int a_OriginX, int a_OriginZ,
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int a_HalfSizeX, int a_HalfSizeZ,
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int a_FloorHeight,
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cNoise & a_Noise
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) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_StartX(a_OriginX - a_HalfSizeX),
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m_EndX(a_OriginX + a_HalfSizeX),
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m_StartZ(a_OriginZ - a_HalfSizeZ),
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m_EndZ(a_OriginZ + a_HalfSizeZ),
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m_FloorHeight(a_FloorHeight),
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m_Chest1(SelectChestCoords(a_Noise, a_OriginX + 1, a_OriginZ)),
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m_Chest2(SelectChestCoords(a_Noise, a_OriginX + 2, a_OriginZ))
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{
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}
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protected:
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// The X range of the room, start inclusive, end exclusive:
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int m_StartX, m_EndX;
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// The Z range of the room, start inclusive, end exclusive:
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int m_StartZ, m_EndZ;
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/** The Y coord of the floor of the room */
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int m_FloorHeight;
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/** The (absolute) coords of the first chest. The Y coord represents the chest's Meta value (facing). */
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Vector3i m_Chest1;
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/** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */
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Vector3i m_Chest2;
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/** Selects the coords for the chest, using the noise and coords provided.
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Assumes that the room XZ ranges are already assigned. */
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Vector3i SelectChestCoords(cNoise & a_Noise, int a_X, int a_Z)
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{
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// Pick a coord next to the wall:
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int rnd = a_Noise.IntNoise2DInt(a_X, a_Z) / 7;
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int SizeX = m_EndX - m_StartX - 1;
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int SizeZ = m_EndZ - m_StartZ - 1;
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rnd = rnd % (2 * SizeX + 2 * SizeZ);
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if (rnd < SizeX)
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{
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// Return a coord on the ZM side of the room:
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return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
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}
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rnd -= SizeX;
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if (rnd < SizeZ)
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{
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// Return a coord on the XP side of the room:
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return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + rnd + 1);
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}
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rnd -= SizeZ;
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if (rnd < SizeX)
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{
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// Return a coord on the ZP side of the room:
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return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
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}
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rnd -= SizeX;
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// Return a coord on the XM side of the room:
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return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + rnd + 1);
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}
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/** Fills the specified area of blocks in the chunk with the specified blocktype if they are one of the overwritten block types.
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The coords are absolute, start coords are inclusive, end coords are exclusive. */
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void ReplaceCuboid(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType)
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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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int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1);
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int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1);
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int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width);
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int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width);
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for (int y = a_StartY; y < a_EndY; y++)
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{
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for (int z = RelStartZ; z < RelEndZ; z++)
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{
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for (int x = RelStartX; x < RelEndX; x++)
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{
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if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z)))
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{
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a_ChunkDesc.SetBlockType(x, y, z, a_DstBlockType);
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}
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} // for x
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} // for z
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} // for z
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}
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/** Tries to place a chest at the specified (absolute) coords.
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Does nothing if the coords are outside the chunk. */
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void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest)
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{
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int RelX = a_Chest.x - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int RelZ = a_Chest.z - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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if (
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(RelX < 0) || (RelX >= cChunkDef::Width) || // The X coord is not in this chunk
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(RelZ < 0) || (RelZ >= cChunkDef::Width) // The Z coord is not in this chunk
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)
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{
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return;
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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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}
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// cGridStructGen::cStructure override:
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virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
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{
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if (
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(m_EndX <= a_ChunkDesc.GetChunkX() * cChunkDef::Width) ||
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(m_StartX >= a_ChunkDesc.GetChunkX() * cChunkDef::Width + cChunkDef::Width) ||
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(m_EndZ <= a_ChunkDesc.GetChunkZ() * cChunkDef::Width) ||
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(m_StartZ >= a_ChunkDesc.GetChunkZ() * cChunkDef::Width + cChunkDef::Width)
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)
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{
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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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ReplaceCuboid(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE); // Floor
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ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall
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ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall
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ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall
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TryPlaceChest(a_ChunkDesc, m_Chest1);
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TryPlaceChest(a_ChunkDesc, m_Chest2);
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}
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDungeonRoomsFinisher:
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cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize) :
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super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024),
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m_HeightGen(a_HeightGen),
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m_MaxHalfSize((a_MaxSize + 1) / 2),
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m_MinHalfSize((a_MinSize + 1) / 2)
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{
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// Normalize the min and max size:
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if (m_MinHalfSize > m_MaxHalfSize)
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{
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std::swap(m_MinHalfSize, m_MaxHalfSize);
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}
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}
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cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
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{
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// Select a random room size in each direction:
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
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int HalfSizeX = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
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rnd = rnd / 32;
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int HalfSizeZ = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
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rnd = rnd / 32;
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// Select a random floor height for the room, based on the height generator:
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int ChunkX, ChunkZ;
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int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ;
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cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
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cChunkDef::HeightMap HeightMap;
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m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
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int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ}
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Height = 10 + (rnd % std::max(1, (Height - 14)));
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// Create the dungeon room descriptor:
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return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise));
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}
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