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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-06 23:53:28 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-06 23:53:28 +0200 |
commit | 34f93de4f968dac54010d98695d6ff25a957db34 (patch) | |
tree | d23b81dc68f8c1fd716d097f733ce532a18284fd /source/Generating/MineShafts.cpp | |
parent | Mineshafts: Added random loot to generated chests and fixed chest direction (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Generating/MineShafts.cpp | 44 |
1 files changed, 19 insertions, 25 deletions
diff --git a/source/Generating/MineShafts.cpp b/source/Generating/MineShafts.cpp index b4c17aa27..4a56b1f4a 100644 --- a/source/Generating/MineShafts.cpp +++ b/source/Generating/MineShafts.cpp @@ -236,6 +236,7 @@ class cStructGenMineShafts::cMineShaftSystem {
public:
int m_BlockX, m_BlockZ; ///< The pivot point on which the system is generated
+ int m_GridSize; ///< Maximum offset of the dirtroom from grid center, * 2, in each direction
int m_MaxRecursion; ///< Maximum recursion level (initialized from cStructGenMineShafts::m_MaxRecursion)
int m_ProbLevelCorridor; ///< Probability level of a branch object being the corridor
int m_ProbLevelCrossing; ///< Probability level of a branch object being the crossing, minus Corridor
@@ -248,7 +249,7 @@ public: /// Creates and generates the entire system
cMineShaftSystem(
- int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise,
+ int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise,
int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase
);
@@ -278,11 +279,12 @@ public: // cStructGenMineShafts::cMineShaftSystem:
cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem(
- int a_BlockX, int a_BlockZ, int a_MaxSystemSize, cNoise & a_Noise,
+ int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise,
int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase
) :
m_BlockX(a_BlockX),
m_BlockZ(a_BlockZ),
+ m_GridSize(a_GridSize),
m_MaxRecursion(8), // TODO: settable
m_ProbLevelCorridor(a_ProbLevelCorridor),
m_ProbLevelCrossing(a_ProbLevelCrossing),
@@ -291,15 +293,16 @@ cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( m_ChanceSpawner(12), // TODO: settable
m_ChanceTorch(1000) // TODO: settable
{
- m_BoundingBox.Assign(
- a_BlockX - a_MaxSystemSize / 2, 2, a_BlockZ - a_MaxSystemSize / 2,
- a_BlockX + a_MaxSystemSize / 2, 50, a_BlockZ + a_MaxSystemSize / 2
- );
-
m_MineShafts.reserve(100);
cMineShaft * Start = new cMineShaftDirtRoom(*this, a_Noise);
m_MineShafts.push_back(Start);
+
+ m_BoundingBox.Assign(
+ Start->m_BoundingBox.p1.x - a_MaxSystemSize / 2, 2, Start->m_BoundingBox.p1.z - a_MaxSystemSize / 2,
+ Start->m_BoundingBox.p2.x + a_MaxSystemSize / 2, 50, Start->m_BoundingBox.p2.z + a_MaxSystemSize / 2
+ );
+
Start->AppendBranches(0, a_Noise);
for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
@@ -405,11 +408,15 @@ cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & {
// Make the room of random size, min 10 x 4 x 10; max 18 x 12 x 18:
int rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 0, a_Parent.m_BlockZ) / 7;
- m_BoundingBox.p1.x = a_Parent.m_BlockX;
- m_BoundingBox.p2.x = a_Parent.m_BlockX + 10 + (rnd % 8);
+ int OfsX = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2;
+ rnd >>= 12;
+ int OfsZ = (rnd % a_Parent.m_GridSize) - a_Parent.m_GridSize / 2;
+ rnd = a_Noise.IntNoise3DInt(a_Parent.m_BlockX, 1000, a_Parent.m_BlockZ) / 11;
+ m_BoundingBox.p1.x = a_Parent.m_BlockX + OfsX;
+ m_BoundingBox.p2.x = m_BoundingBox.p1.x + 10 + (rnd % 8);
rnd >>= 4;
- m_BoundingBox.p1.z = a_Parent.m_BlockZ;
- m_BoundingBox.p2.z = a_Parent.m_BlockZ + 10 + (rnd % 8);
+ m_BoundingBox.p1.z = a_Parent.m_BlockZ + OfsZ;
+ m_BoundingBox.p2.z = m_BoundingBox.p1.z + 10 + (rnd % 8);
rnd >>= 4;
m_BoundingBox.p1.y = 20;
m_BoundingBox.p2.y = 24 + rnd % 8;
@@ -479,19 +486,6 @@ void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc) }
} // 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);
- }
- }
}
@@ -1383,7 +1377,7 @@ void cStructGenMineShafts::GetMineShaftSystemsForChunk( } // for itr - a_Mineshafts
if (!Found)
{
- a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase));
+ a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase));
}
} // for z
} // for x
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