c1177929df
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1344 0a769ca7-a7f5-676a-18bf-c427514a06d6
1363 lines
42 KiB
C++
1363 lines
42 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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cStructGenMineShafts::cMineShaftSystem & m_ParentSystem;
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eKind m_Kind;
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cCuboid m_BoundingBox;
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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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cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) :
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m_ParentSystem(a_ParentSystem),
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m_Kind(a_Kind),
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m_BoundingBox(a_BoundingBox)
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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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{
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return m_BoundingBox.DoesIntersect(a_Other);
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}
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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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} ;
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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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protected:
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static const int MAX_SEGMENTS = 5;
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int m_NumSegments;
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eDirection m_Direction;
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bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block)
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int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
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int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
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bool m_HasTracks; ///< If true, random tracks will be placed on the floor
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cMineShaftCorridor(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction,
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cNoise & a_Noise
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);
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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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/// Places a chest, if the corridor has one
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void PlaceChest(cChunkDesc & a_ChunkDesc);
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/// If this corridor has tracks, places them randomly
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void PlaceTracks(cChunkDesc & a_ChunkDesc);
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/// Randomly places torches around the central beam block
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void PlaceTorches(cChunkDesc & a_ChunkDesc);
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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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protected:
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cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox);
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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 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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enum eSlope
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{
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sUp,
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sDown,
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} ;
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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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protected:
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eDirection m_Direction;
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eSlope m_Slope;
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cMineShaftStaircase(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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const cCuboid & a_BoundingBox,
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eDirection a_Direction,
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eSlope a_Slope
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);
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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 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_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion)
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int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor
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int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor
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int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing
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int m_ChanceChest; ///< Chance [0 .. 250] that a corridor has a chest in it
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int m_ChanceSpawner; ///< Chance [0 .. 250] that a corridor has a spawner in it
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int m_ChanceTorch; ///< Chance [0 .. 10k] for a torch appearing attached to a corridor's beam
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cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system
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cCuboid m_BoundingBox; ///< Bounding box into which all of the components need to fit
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/// Creates and generates the entire system
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cMineShaftSystem(
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int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise,
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int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase
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);
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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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/// Returns true if none of the objects in m_MineShafts intersect with the specified bounding box and the bounding box is valid
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bool CanAppend(const cCuboid & a_BoundingBox);
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenMineShafts::cMineShaftSystem:
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cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem(
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int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise,
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int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase
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) :
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m_BlockX(a_BlockX),
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m_BlockZ(a_BlockZ),
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m_MaxRecursion(8), // TODO: settable
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m_ProbLevelCorridor(a_ProbLevelCorridor),
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m_ProbLevelCrossing(a_ProbLevelCrossing),
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m_ProbLevelStaircase(a_ProbLevelStaircase + 1),
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m_ChanceChest(12), // TODO: settable
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m_ChanceSpawner(12), // TODO: settable
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m_ChanceTorch(1000) // TODO: settable
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{
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m_BoundingBox.Assign(
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a_BlockX - a_MaxSystemSize / 2, 2, a_BlockZ - a_MaxSystemSize / 2,
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a_BlockX + a_MaxSystemSize / 2, 50, a_BlockZ + a_MaxSystemSize / 2
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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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for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
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{
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ASSERT((*itr)->m_BoundingBox.IsSorted());
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} // for itr - m_MineShafts[]
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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) % m_ProbLevelStaircase;
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if (rnd < m_ProbLevelCorridor)
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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_ProbLevelCrossing)
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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
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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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bool cStructGenMineShafts::cMineShaftSystem::CanAppend(const cCuboid & a_BoundingBox)
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{
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if (!a_BoundingBox.IsCompletelyInside(m_BoundingBox))
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{
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// Too far away, or too low / too high
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return false;
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}
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// Check intersections:
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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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if ((*itr)->DoesIntersect(a_BoundingBox))
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{
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return false;
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}
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} // for itr - m_MineShafts[]
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return true;
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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 = 20;
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m_BoundingBox.p2.y = 24 + 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 - 1, 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 + 1, 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 - 1, 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 + 1, 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);
|
|
}
|
|
} // for x
|
|
} // for z
|
|
|
|
// DEBUG: To find the rooms easily, add a glass column to the top of the world:
|
|
if (
|
|
(m_BoundingBox.p1.x >= BlockX) && (m_BoundingBox.p1.x < BlockX + cChunkDef::Width) &&
|
|
(m_BoundingBox.p1.z >= BlockZ) && (m_BoundingBox.p1.z < BlockZ + cChunkDef::Width)
|
|
)
|
|
{
|
|
int Height = a_ChunkDesc.GetHeight(BlockX - m_BoundingBox.p1.x, BlockZ - m_BoundingBox.p1.z);
|
|
for (int y = m_BoundingBox.p2.y; y < 256; y++)
|
|
{
|
|
a_ChunkDesc.SetBlockType(BlockX - m_BoundingBox.p1.x, y, BlockZ - m_BoundingBox.p1.z, (y < Height) ? E_BLOCK_AIR : E_BLOCK_GLASS);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cMineShaftCorridor:
|
|
|
|
cMineShaftCorridor::cMineShaftCorridor(
|
|
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
|
|
const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction,
|
|
cNoise & a_Noise
|
|
) :
|
|
super(a_ParentSystem, mskCorridor, a_BoundingBox),
|
|
m_NumSegments(a_NumSegments),
|
|
m_Direction(a_Direction),
|
|
m_ChestPosition(-1),
|
|
m_SpawnerPosition(-1)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.x, a_BoundingBox.p1.y, a_BoundingBox.p1.z) / 7;
|
|
for (int i = 0; i < a_NumSegments; i++)
|
|
{
|
|
m_HasFullBeam[i] = (rnd % 4) < 3; // 75 % chance of full beam
|
|
rnd >>= 2;
|
|
}
|
|
m_HasTracks = ((rnd % 4) < 2); // 50 % chance of tracks
|
|
|
|
rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.z, a_BoundingBox.p1.x, a_BoundingBox.p1.y) / 7;
|
|
int ChestCheck = rnd % 250;
|
|
rnd >>= 8;
|
|
int SpawnerCheck = rnd % 250;
|
|
rnd >>= 8;
|
|
if (ChestCheck < a_ParentSystem.m_ChanceChest)
|
|
{
|
|
m_ChestPosition = rnd % (a_NumSegments * 5);
|
|
}
|
|
if ((a_NumSegments < 4) && (SpawnerCheck < a_ParentSystem.m_ChanceSpawner))
|
|
{
|
|
m_SpawnerPosition = rnd % (a_NumSegments * 5);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMineShaft * cMineShaftCorridor::CreateAndFit(
|
|
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
|
|
int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
|
|
cNoise & a_Noise
|
|
)
|
|
{
|
|
cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ);
|
|
BoundingBox.p2.y += 3;
|
|
int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7;
|
|
int NumSegments = 2 + (rnd) % (MAX_SEGMENTS - 1); // 2 .. MAX_SEGMENTS
|
|
switch (a_Direction)
|
|
{
|
|
case dirXP: BoundingBox.p2.x += NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break;
|
|
case dirXM: BoundingBox.p1.x -= NumSegments * 5 - 1; BoundingBox.p1.z -= 1; BoundingBox.p2.z += 1; break;
|
|
case dirZP: BoundingBox.p2.z += NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break;
|
|
case dirZM: BoundingBox.p1.z -= NumSegments * 5 - 1; BoundingBox.p1.x -= 1; BoundingBox.p2.x += 1; break;
|
|
}
|
|
if (!a_ParentSystem.CanAppend(BoundingBox))
|
|
{
|
|
return NULL;
|
|
}
|
|
return new cMineShaftCorridor(a_ParentSystem, BoundingBox, NumSegments, a_Direction, a_Noise);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 7;
|
|
// Prefer the same height, but allow for up to one block height displacement:
|
|
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2;
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
{
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel);
|
|
for (int i = m_NumSegments; i >= 0; i--)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
|
|
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2;
|
|
rnd >>= 6;
|
|
int Ofs = 1 + rnd % (m_NumSegments * 5 - 2);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirXP:
|
|
{
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel);
|
|
for (int i = m_NumSegments; i >= 0; i--)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
|
|
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2;
|
|
rnd >>= 6;
|
|
int Ofs = 1 + rnd % (m_NumSegments * 5 - 2);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Ofs, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
{
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel);
|
|
for (int i = m_NumSegments; i >= 0; i--)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
|
|
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2;
|
|
rnd >>= 6;
|
|
int Ofs = 1 + rnd % (m_NumSegments * 5 - 2);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirZP:
|
|
{
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel);
|
|
for (int i = m_NumSegments; i >= 0; i--)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
|
|
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2;
|
|
rnd >>= 6;
|
|
int Ofs = 1 + rnd % (m_NumSegments * 5 - 2);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + Ofs, dirXM, a_Noise, a_RecursionLevel);
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + Ofs, dirXP, a_Noise, a_RecursionLevel);
|
|
}
|
|
break;
|
|
}
|
|
} // switch (m_Direction)
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
BLOCKTYPE FillBlock = (m_SpawnerPosition >= 0) ? E_BLOCK_COBWEB : E_BLOCK_AIR;
|
|
cCuboid RelBoundingBox(m_BoundingBox);
|
|
RelBoundingBox.Move(-BlockX, 0, -BlockZ);
|
|
RelBoundingBox.p1.y += 1;
|
|
RelBoundingBox.p2.y -= 1;
|
|
a_ChunkDesc.FillRelCuboid(RelBoundingBox, FillBlock, 0);
|
|
RelBoundingBox.p2.y += 1;
|
|
RelBoundingBox.p1.y = RelBoundingBox.p2.y;
|
|
a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, FillBlock, 0, BlockX ^ BlockZ + BlockX, 8000);
|
|
RelBoundingBox.p1.y = m_BoundingBox.p1.y;
|
|
RelBoundingBox.p2.y = m_BoundingBox.p1.y;
|
|
a_ChunkDesc.FloorRelCuboid(RelBoundingBox, E_BLOCK_PLANKS, 0);
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
case dirXP:
|
|
{
|
|
int y1 = m_BoundingBox.p1.y + 1;
|
|
int y2 = m_BoundingBox.p1.y + 2;
|
|
int y3 = m_BoundingBox.p1.y + 3;
|
|
int z1 = m_BoundingBox.p1.z - BlockZ;
|
|
int z2 = m_BoundingBox.p2.z - BlockZ;
|
|
for (int i = 0; i < m_NumSegments; i++)
|
|
{
|
|
int x = m_BoundingBox.p1.x + i * 5 + 2 - BlockX;
|
|
if ((x < 0) || (x >= cChunkDef::Width))
|
|
{
|
|
continue;
|
|
}
|
|
if ((z1 >= 0) && (z1 < cChunkDef::Width))
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y1, z1, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y2, z1, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y3, z1, E_BLOCK_PLANKS, 0);
|
|
}
|
|
if ((z2 >= 0) && (z2 < cChunkDef::Width))
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y1, z2, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y2, z2, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y3, z2, E_BLOCK_PLANKS, 0);
|
|
}
|
|
if ((z1 >= -1) && (z1 < cChunkDef::Width - 1) && m_HasFullBeam[i])
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, y3, z1 + 1, E_BLOCK_PLANKS, 0);
|
|
}
|
|
} // for i - NumSegments
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
case dirZP:
|
|
{
|
|
int y1 = m_BoundingBox.p1.y + 1;
|
|
int y2 = m_BoundingBox.p1.y + 2;
|
|
int y3 = m_BoundingBox.p1.y + 3;
|
|
int x1 = m_BoundingBox.p1.x - BlockX;
|
|
int x2 = m_BoundingBox.p2.x - BlockX;
|
|
for (int i = 0; i < m_NumSegments; i++)
|
|
{
|
|
int z = m_BoundingBox.p1.z + i * 5 + 2 - BlockZ;
|
|
if ((z < 0) || (z >= cChunkDef::Width))
|
|
{
|
|
continue;
|
|
}
|
|
if ((x1 >= 0) && (x1 < cChunkDef::Width))
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x1, y1, z, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x1, y2, z, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x1, y3, z, E_BLOCK_PLANKS, 0);
|
|
}
|
|
if ((x2 >= 0) && (x2 < cChunkDef::Width))
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x2, y1, z, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x2, y2, z, E_BLOCK_FENCE, 0);
|
|
a_ChunkDesc.SetBlockTypeMeta(x2, y3, z, E_BLOCK_PLANKS, 0);
|
|
}
|
|
if ((x1 >= -1) && (x1 < cChunkDef::Width - 1) && m_HasFullBeam[i])
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x1 + 1, y3, z, E_BLOCK_PLANKS, 0);
|
|
}
|
|
} // for i - NumSegments
|
|
break;
|
|
} // case dirZ?
|
|
} // for i
|
|
|
|
PlaceChest(a_ChunkDesc);
|
|
PlaceTracks(a_ChunkDesc);
|
|
// TODO: Place spawner (must be after Tracks!
|
|
PlaceTorches(a_ChunkDesc);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
if (m_ChestPosition < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
case dirXP:
|
|
{
|
|
int x = m_BoundingBox.p1.x + m_ChestPosition - BlockX;
|
|
int z = m_BoundingBox.p1.z - BlockZ;
|
|
if (
|
|
(x >= 0) && (x < cChunkDef::Width) &&
|
|
(z >= 0) && (z < cChunkDef::Width)
|
|
)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, 0);
|
|
// TODO: Fill the chest with loot
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
case dirZP:
|
|
{
|
|
int x = m_BoundingBox.p1.x - BlockX;
|
|
int z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ;
|
|
if (
|
|
(x >= 0) && (x < cChunkDef::Width) &&
|
|
(z >= 0) && (z < cChunkDef::Width)
|
|
)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, 0);
|
|
// TODO: Fill the chest with loot
|
|
}
|
|
break;
|
|
}
|
|
} // switch (Dir)
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCorridor::PlaceTracks(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
if (!m_HasTracks)
|
|
{
|
|
return;
|
|
}
|
|
cCuboid Box(m_BoundingBox);
|
|
Box.Move(-a_ChunkDesc.GetChunkX() * cChunkDef::Width, 1, -a_ChunkDesc.GetChunkZ() * cChunkDef::Width);
|
|
Box.p2.y = Box.p1.y;
|
|
Box.p1.x += 1;
|
|
Box.p2.x -= 1;
|
|
Box.p1.z += 1;
|
|
Box.p2.z -= 1;
|
|
NIBBLETYPE Meta = 0;
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
case dirXP:
|
|
{
|
|
Meta = E_META_TRACKS_X;
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
case dirZP:
|
|
{
|
|
Meta = E_META_TRACKS_Z;
|
|
break;
|
|
}
|
|
} // switch (direction)
|
|
a_ChunkDesc.RandomFillRelCuboid(Box, E_BLOCK_MINECART_TRACKS, Meta, a_ChunkDesc.GetChunkX() + a_ChunkDesc.GetChunkZ(), 6000);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCorridor::PlaceTorches(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
cNoise Noise(m_BoundingBox.p1.x);
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
case dirXP:
|
|
{
|
|
int z = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
if ((z < 0) || (z >= cChunkDef::Width))
|
|
{
|
|
return;
|
|
}
|
|
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
for (int i = 0; i < m_NumSegments; i++)
|
|
{
|
|
if (!m_HasFullBeam[i])
|
|
{
|
|
continue;
|
|
}
|
|
int x = m_BoundingBox.p1.x + i * 5 + 1 - BlockX;
|
|
if ((x >= 0) && (x < cChunkDef::Width))
|
|
{
|
|
if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XP);
|
|
}
|
|
}
|
|
x += 2;
|
|
if ((x >= 0) && (x < cChunkDef::Width))
|
|
{
|
|
if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_XM);
|
|
}
|
|
}
|
|
} // for i
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
case dirZP:
|
|
{
|
|
int x = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
if ((x < 0) || (x >= cChunkDef::Width))
|
|
{
|
|
return;
|
|
}
|
|
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
for (int i = 0; i < m_NumSegments; i++)
|
|
{
|
|
if (!m_HasFullBeam[i])
|
|
{
|
|
continue;
|
|
}
|
|
int z = m_BoundingBox.p1.z + i * 5 + 1 - BlockZ;
|
|
if ((z >= 0) && (z < cChunkDef::Width))
|
|
{
|
|
if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZP);
|
|
}
|
|
}
|
|
z += 2;
|
|
if ((z >= 0) && (z < cChunkDef::Width))
|
|
{
|
|
if (((Noise.IntNoise2DInt(x, z) / 7) % 10000) < m_ParentSystem.m_ChanceTorch)
|
|
{
|
|
a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p2.y, z, E_BLOCK_TORCH, E_META_TORCH_ZM);
|
|
}
|
|
}
|
|
} // for i
|
|
break;
|
|
}
|
|
} // switch (direction)
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cMineShaftCrossing:
|
|
|
|
cMineShaftCrossing::cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox) :
|
|
super(a_ParentSystem, mskCrossing, a_BoundingBox)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMineShaft * cMineShaftCrossing::CreateAndFit(
|
|
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
|
|
int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
|
|
cNoise & a_Noise
|
|
)
|
|
{
|
|
cCuboid BoundingBox(a_PivotX, a_PivotY - 1, a_PivotZ);
|
|
int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7;
|
|
BoundingBox.p2.y += 3;
|
|
if ((rnd % 4) < 2)
|
|
{
|
|
// 2-level crossing:
|
|
BoundingBox.p2.y += 4;
|
|
rnd >>= 2;
|
|
if ((rnd % 4) < 2)
|
|
{
|
|
// This is the higher level:
|
|
BoundingBox.p1.y -= 4;
|
|
BoundingBox.p2.y -= 4;
|
|
}
|
|
}
|
|
rnd >>= 2;
|
|
switch (a_Direction)
|
|
{
|
|
case dirXP: BoundingBox.p2.x += 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break;
|
|
case dirXM: BoundingBox.p1.x -= 4; BoundingBox.p1.z -= 2; BoundingBox.p2.z += 2; break;
|
|
case dirZP: BoundingBox.p2.z += 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break;
|
|
case dirZM: BoundingBox.p1.z -= 4; BoundingBox.p1.x -= 2; BoundingBox.p2.x += 2; break;
|
|
}
|
|
if (!a_ParentSystem.CanAppend(BoundingBox))
|
|
{
|
|
return NULL;
|
|
}
|
|
return new cMineShaftCrossing(a_ParentSystem, BoundingBox);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCrossing::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
|
|
{
|
|
struct
|
|
{
|
|
int x, y, z;
|
|
eDirection dir;
|
|
} Exits[] =
|
|
{
|
|
// Bottom level:
|
|
{-1, 1, 2, dirXM},
|
|
{ 2, 1, -1, dirZM},
|
|
{ 5, 1, 2, dirXP},
|
|
{ 2, 1, 5, dirZP},
|
|
// Top level:
|
|
{-1, 5, 2, dirXM},
|
|
{ 2, 5, -1, dirZM},
|
|
{ 5, 5, 2, dirXP},
|
|
{ 2, 5, 5, dirZP},
|
|
} ;
|
|
for (int i = 0; i < ARRAYCOUNT(Exits); i++)
|
|
{
|
|
if (m_BoundingBox.p1.y + Exits[i].y >= m_BoundingBox.p2.y)
|
|
{
|
|
// This exit is not available (two-level exit on a one-level crossing)
|
|
continue;
|
|
}
|
|
|
|
int Height = m_BoundingBox.p1.y + Exits[i].y;
|
|
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + Exits[i].x, Height, m_BoundingBox.p1.z + Exits[i].z, Exits[i].dir, a_Noise, a_RecursionLevel);
|
|
} // for i
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftCrossing::ProcessChunk(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
cCuboid box(m_BoundingBox);
|
|
box.Move(-BlockX, 0, -BlockZ);
|
|
if ((box.p2.x < 0) || (box.p2.z < 0) || (box.p1.x >= cChunkDef::Width) || (box.p1.z > cChunkDef::Width))
|
|
{
|
|
// Does not intersect this chunk
|
|
return;
|
|
}
|
|
int Floor = box.p1.y + 1;
|
|
int Ceil = box.p2.y;
|
|
|
|
// The supports:
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 1, box.p1.z + 1, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p1.x + 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p2.x - 1, box.p2.x - 1, Floor, Ceil, box.p2.z - 1, box.p2.z - 1, E_BLOCK_PLANKS, 0);
|
|
|
|
// The air in between:
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 2, box.p1.x + 2, Floor, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Ceil, box.p1.z + 2, box.p1.z + 2, E_BLOCK_AIR, 0);
|
|
|
|
// The air on the edges:
|
|
int Mid = Floor + 2;
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Floor, Mid, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p1.z, box.p1.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Floor, Mid, box.p2.z, box.p2.z, E_BLOCK_AIR, 0);
|
|
Mid += 2;
|
|
if (Mid < Ceil)
|
|
{
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x, box.p1.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p2.x, box.p2.x, Mid, Ceil, box.p1.z + 1, box.p2.z - 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p1.z, box.p1.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid(box.p1.x + 1, box.p2.x - 1, Mid, Ceil, box.p2.z, box.p2.z, E_BLOCK_AIR, 0);
|
|
}
|
|
|
|
// The floor, if needed:
|
|
box.p2.y = box.p1.y;
|
|
a_ChunkDesc.FloorRelCuboid(box, E_BLOCK_PLANKS, 0);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cMineShaftStaircase:
|
|
|
|
cMineShaftStaircase::cMineShaftStaircase(
|
|
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
|
|
const cCuboid & a_BoundingBox,
|
|
eDirection a_Direction,
|
|
eSlope a_Slope
|
|
) :
|
|
super(a_ParentSystem, mskStaircase, a_BoundingBox),
|
|
m_Direction(a_Direction),
|
|
m_Slope(a_Slope)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMineShaft * cMineShaftStaircase::CreateAndFit(
|
|
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
|
|
int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
|
|
cNoise & a_Noise
|
|
)
|
|
{
|
|
int rnd = a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_ParentSystem.m_MineShafts.size(), a_PivotZ) / 7;
|
|
cCuboid Box;
|
|
switch (a_Direction)
|
|
{
|
|
case dirXM:
|
|
{
|
|
Box.Assign(a_PivotX - 7, a_PivotY - 1, a_PivotZ - 1, a_PivotX, a_PivotY + 6, a_PivotZ + 1);
|
|
break;
|
|
}
|
|
case dirXP:
|
|
{
|
|
Box.Assign(a_PivotX, a_PivotY - 1, a_PivotZ - 1, a_PivotX + 7, a_PivotY + 6, a_PivotZ + 1);
|
|
break;
|
|
}
|
|
case dirZM:
|
|
{
|
|
Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ - 7, a_PivotX + 1, a_PivotY + 6, a_PivotZ);
|
|
break;
|
|
}
|
|
case dirZP:
|
|
{
|
|
Box.Assign(a_PivotX - 1, a_PivotY - 1, a_PivotZ, a_PivotX + 1, a_PivotY + 6, a_PivotZ + 7);
|
|
break;
|
|
}
|
|
}
|
|
eSlope Slope = sUp;
|
|
if ((rnd % 4) < 2) // 50 %
|
|
{
|
|
Slope = sDown;
|
|
Box.Move(0, -4, 0);
|
|
}
|
|
if (!a_ParentSystem.CanAppend(Box))
|
|
{
|
|
return NULL;
|
|
}
|
|
return new cMineShaftStaircase(a_ParentSystem, Box, a_Direction, Slope);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftStaircase::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
|
|
{
|
|
int Height = m_BoundingBox.p1.y + ((m_Slope == sDown) ? 1 : 5);
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); break;
|
|
case dirXP: m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); break;
|
|
case dirZM: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); break;
|
|
case dirZP: m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMineShaftStaircase::ProcessChunk(cChunkDesc & a_ChunkDesc)
|
|
{
|
|
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
|
|
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
|
|
cCuboid RelB(m_BoundingBox);
|
|
RelB.Move(-BlockX, 0, -BlockZ);
|
|
if (
|
|
(RelB.p1.x >= cChunkDef::Width) ||
|
|
(RelB.p1.z >= cChunkDef::Width) ||
|
|
(RelB.p2.x < 0) ||
|
|
(RelB.p2.z < 0)
|
|
)
|
|
{
|
|
// No intersection between this staircase and this chunk
|
|
return;
|
|
}
|
|
|
|
int SFloor = RelB.p1.y + ((m_Slope == sDown) ? 5 : 1);
|
|
int DFloor = RelB.p1.y + ((m_Slope == sDown) ? 1 : 5);
|
|
int Add = (m_Slope == sDown) ? -1 : 1;
|
|
int InitAdd = (m_Slope == sDown) ? -1 : 0;
|
|
cCuboid Box;
|
|
switch (m_Direction)
|
|
{
|
|
case dirXM:
|
|
{
|
|
a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Assign(RelB.p2.x - 2, SFloor + InitAdd, RelB.p1.z, RelB.p2.x - 2, SFloor + 3 + InitAdd, RelB.p2.z);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Move(-1, Add, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirXP:
|
|
{
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p1.x + 1, SFloor, SFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid (RelB.p2.x - 1, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p1.x + 1, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p2.x - 1, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Assign(RelB.p1.x + 2, SFloor + InitAdd, RelB.p1.z, RelB.p1.x + 2, SFloor + 3 + InitAdd, RelB.p2.z);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Move(1, Add, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirZM:
|
|
{
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0);
|
|
Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p2.z - 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p2.z - 2);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Move(0, Add, -1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case dirZP:
|
|
{
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, SFloor, SFloor + 2, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FillRelCuboid (RelB.p1.x, RelB.p2.x, DFloor, DFloor + 2, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, SFloor - 1, SFloor - 1, RelB.p1.z, RelB.p1.z + 1, E_BLOCK_PLANKS, 0);
|
|
a_ChunkDesc.FloorRelCuboid(RelB.p1.x, RelB.p2.x, DFloor - 1, DFloor - 1, RelB.p2.z - 1, RelB.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Assign(RelB.p1.x, SFloor + InitAdd, RelB.p1.z + 2, RelB.p2.x, SFloor + 3 + InitAdd, RelB.p1.z + 2);
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
a_ChunkDesc.FillRelCuboid(Box, E_BLOCK_AIR, 0);
|
|
a_ChunkDesc.FloorRelCuboid(Box.p1.x, Box.p2.x, Box.p1.y - 1, Box.p1.y - 1, Box.p1.z, Box.p2.z, E_BLOCK_PLANKS, 0);
|
|
Box.Move(0, Add, 1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
} // switch (m_Direction)
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cStructGenMineShafts:
|
|
|
|
cStructGenMineShafts::cStructGenMineShafts(
|
|
int a_Seed, int a_GridSize, int a_MaxSystemSize,
|
|
int a_ChanceCorridor, int a_ChanceCrossing, int a_ChanceStaircase
|
|
) :
|
|
m_Noise(a_Seed),
|
|
m_GridSize(a_GridSize),
|
|
m_MaxSystemSize(a_MaxSystemSize),
|
|
m_ProbLevelCorridor(std::max(0, a_ChanceCorridor)),
|
|
m_ProbLevelCrossing(std::max(0, a_ChanceCorridor + a_ChanceCrossing)),
|
|
m_ProbLevelStaircase(std::max(0, a_ChanceCorridor + a_ChanceCrossing + a_ChanceStaircase))
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cStructGenMineShafts::~cStructGenMineShafts()
|
|
{
|
|
ClearCache();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cStructGenMineShafts::ClearCache(void)
|
|
{
|
|
for (cMineShaftSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr)
|
|
{
|
|
delete *itr;
|
|
} // for itr - m_Cache[]
|
|
m_Cache.clear();
|
|
}
|
|
|
|
|
|
|
|
|
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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)
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)
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{
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// want
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a_MineShafts.push_back(*itr);
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itr = m_Cache.erase(itr);
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}
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else
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{
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// don't want
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++itr;
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}
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} // for itr - m_Cache[]
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for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
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{
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int RealX = (BaseX + x) * m_GridSize;
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for (int z = 0; z < NEIGHBORHOOD_SIZE; z++)
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{
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int RealZ = (BaseZ + z) * m_GridSize;
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bool Found = false;
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for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr)
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{
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if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ))
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{
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Found = true;
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break;
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}
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} // for itr - a_Mineshafts
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if (!Found)
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{
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a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase));
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}
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} // for z
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} // for x
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// Copy a_MineShafts into m_Cache to the beginning:
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cMineShaftSystems MineShaftsCopy(a_MineShafts);
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m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end());
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// Trim the cache if it's too long:
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if (m_Cache.size() > 100)
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{
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cMineShaftSystems::iterator itr = m_Cache.begin();
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std::advance(itr, 100);
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for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr)
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{
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delete *itr;
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}
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itr = m_Cache.begin();
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std::advance(itr, 100);
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m_Cache.erase(itr, m_Cache.end());
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}
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}
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void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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cMineShaftSystems MineShafts;
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GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts);
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for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr)
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|
{
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(*itr)->ProcessChunk(a_ChunkDesc);
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} // for itr - MineShafts[]
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}
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