338 lines
12 KiB
C++
338 lines
12 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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#include "../FastRandom.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../BlockEntities/MobSpawnerEntity.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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{
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/*
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Pick coords next to the wall for the chests.
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This is done by indexing the possible coords, picking any one for the first chest
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and then picking another position for the second chest that is not adjacent to the first pos
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*/
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int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 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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int NumPositions = 2 * SizeX + 2 * SizeZ;
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int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind
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rnd = rnd / 512;
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int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions;
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m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ);
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m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ);
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// Choose what the mobspawner will spawn.
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// 25% chance for a spider, 25% for a skeleton and 50% chance to get a zombie spawer.
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int MobType = (a_Noise.IntNoise3DInt(a_OriginX, m_FloorHeight, a_OriginZ) / 7) % 100;
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if (MobType <= 25)
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{
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m_MonsterType = mtSkeleton;
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}
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else if (MobType <= 50)
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{
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m_MonsterType = mtSpider;
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}
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else
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{
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m_MonsterType = mtZombie;
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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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/** The monster type for the mobspawner entity. */
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eMonsterType m_MonsterType;
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/** Decodes the position index along the room walls into a proper 2D position for a chest.
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The Y coord of the returned vector specifies the chest's meta value. */
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Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ)
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{
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if (a_PosIdx < a_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 + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
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}
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a_PosIdx -= a_SizeX;
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if (a_PosIdx < a_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 + a_PosIdx + 1);
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}
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a_PosIdx -= a_SizeZ;
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if (a_PosIdx < a_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 + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
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}
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a_PosIdx -= a_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 + a_PosIdx + 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);
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int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width);
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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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/** Fills the specified area of blocks in the chunk with a random pattern of the specified blocktypes, 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. The first blocktype uses 75% chance, the second 25% chance. */
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void ReplaceCuboidRandom(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType1, BLOCKTYPE a_DstBlockType2)
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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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cFastRandom rnd;
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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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BLOCKTYPE BlockType = (rnd.NextInt(101) < 75) ? a_DstBlockType1 : a_DstBlockType2;
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a_ChunkDesc.SetBlockType(x, y, z, BlockType);
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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, static_cast<NIBBLETYPE>(a_Chest.y));
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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 = static_cast<cChestEntity *>(a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ));
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ASSERT((ChestEntity != nullptr) && (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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// 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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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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ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
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// Walls:
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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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// Place chests:
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TryPlaceChest(a_ChunkDesc, m_Chest1);
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TryPlaceChest(a_ChunkDesc, m_Chest2);
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// Place the spawner:
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int CenterX = (m_StartX + m_EndX) / 2 - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int CenterZ = (m_StartZ + m_EndZ) / 2 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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if (
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(CenterX >= 0) && (CenterX < cChunkDef::Width) &&
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(CenterZ >= 0) && (CenterZ < cChunkDef::Width)
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)
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{
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a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0);
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cMobSpawnerEntity * MobSpawner = static_cast<cMobSpawnerEntity *>(a_ChunkDesc.GetBlockEntity(CenterX, b, CenterZ));
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ASSERT((MobSpawner != nullptr) && (MobSpawner->GetBlockType() == E_BLOCK_MOB_SPAWNER));
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MobSpawner->SetEntity(m_MonsterType);
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}
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}
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cDungeonRoomsFinisher:
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cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) :
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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_ShapeGen(a_ShapeGen),
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m_MaxHalfSize((a_MaxSize + 1) / 2),
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m_MinHalfSize((a_MinSize + 1) / 2),
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m_HeightProbability(cChunkDef::Height)
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{
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// Initialize the height probability distribution:
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m_HeightProbability.SetDefString(a_HeightDistrib);
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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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cChunkDesc::Shape shape;
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m_ShapeGen->GenShape(ChunkX, ChunkZ, shape);
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int height = 0;
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int idx = RelX * 256 + RelZ * 16 * 256;
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for (int y = 6; y < cChunkDef::Height; y++)
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{
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if (shape[idx + y] != 0)
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{
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continue;
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}
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height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, y - 5);
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}
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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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