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author | Alexander Harkness <bearbin@gmail.com> | 2013-07-29 13:13:03 +0200 |
---|---|---|
committer | Alexander Harkness <bearbin@gmail.com> | 2013-07-29 13:13:03 +0200 |
commit | 53e22b11857fed62e2313d6d84d90f88ed412ffb (patch) | |
tree | c61e56725da7dff0154d566722651e2c39c9d6c6 /source/Generating/MineShafts.cpp | |
parent | WebAdmin: Removed the duplicate memory usage querying (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Generating/MineShafts.cpp | 2846 |
1 files changed, 1423 insertions, 1423 deletions
diff --git a/source/Generating/MineShafts.cpp b/source/Generating/MineShafts.cpp index 0f7f78e19..3131b5429 100644 --- a/source/Generating/MineShafts.cpp +++ b/source/Generating/MineShafts.cpp @@ -1,1423 +1,1423 @@ -
-// MineShafts.cpp
-
-// Implements the cStructGenMineShafts class representing the structure generator for abandoned mineshafts
-
-/*
-Algorithm:
-The cStructGenMineShafts::cMineShaftSystem class is the main controller, which knows what mineshaft
-classes there are and their random weights. It gets asked to produce a new class everytime a connection is to be made.
-The cMineShaft class is a base class for each mineshaft structure.
-Each cMineShaft descendant knows how large it is, how to imprint itself into the chunk data and where to connect to
-other descendants. Its PivotPoint is always a walkable column. Its Direction determines in which direction the structure
-is facing.
-
-The generation starts with the central dirt room, from there corridors, crossings and staircases are added
-in a depth-first processing. Each of the descendants will branch randomly, if not beyond the allowed recursion level
-*/
-
-#include "Globals.h"
-#include "MineShafts.h"
-#include "../Cuboid.h"
-#include "../BlockEntities/ChestEntity.h"
-
-
-
-
-
-static const int NEIGHBORHOOD_SIZE = 3;
-
-
-
-
-
-class cMineShaft abstract
-{
-public:
- enum eKind
- {
- mskDirtRoom,
- mskCorridor,
- mskCrossing,
- mskStaircase,
- } ;
-
-
- enum eDirection
- {
- dirXP,
- dirZP,
- dirXM,
- dirZM,
- } ;
-
-
- cStructGenMineShafts::cMineShaftSystem & m_ParentSystem;
- eKind m_Kind;
- cCuboid m_BoundingBox;
-
-
- cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) :
- m_ParentSystem(a_ParentSystem),
- m_Kind(a_Kind)
- {
- }
-
- cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) :
- m_ParentSystem(a_ParentSystem),
- m_Kind(a_Kind),
- m_BoundingBox(a_BoundingBox)
- {
- }
-
- /// Returns true if this mineshaft intersects the specified cuboid
- bool DoesIntersect(const cCuboid & a_Other)
- {
- return m_BoundingBox.DoesIntersect(a_Other);
- }
-
- /** If recursion level is not too large, appends more branches to the parent system,
- using exit points specific to this class.
- */
- virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0;
-
- /// Imprints this shape into the specified chunk's data
- virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0;
-} ;
-
-typedef std::vector<cMineShaft *> cMineShafts;
-
-
-
-
-
-class cMineShaftDirtRoom :
- public cMineShaft
-{
- typedef cMineShaft super;
-
-public:
- cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise);
-
- // cMineShaft overrides:
- virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
- virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
-} ;
-
-
-
-
-
-class cMineShaftCorridor :
- public cMineShaft
-{
- typedef cMineShaft super;
-
-public:
- /** Creates a new Corridor attached to the specified pivot point and direction.
- Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
- May return NULL if cannot fit.
- */
- static cMineShaft * CreateAndFit(
- cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
- int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
- cNoise & a_Noise
- );
-
-protected:
- static const int MAX_SEGMENTS = 5;
-
- int m_NumSegments;
- eDirection m_Direction;
- bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block)
- int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
- int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
- bool m_HasTracks; ///< If true, random tracks will be placed on the floor
-
- cMineShaftCorridor(
- cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
- const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction,
- cNoise & a_Noise
- );
-
- // cMineShaft overrides:
- virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
- virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
-
- /// Places a chest, if the corridor has one
- void PlaceChest(cChunkDesc & a_ChunkDesc);
-
- /// If this corridor has tracks, places them randomly
- void PlaceTracks(cChunkDesc & a_ChunkDesc);
-
- /// If this corridor has a spawner, places the spawner
- void PlaceSpawner(cChunkDesc & a_ChunkDesc);
-
- /// Randomly places torches around the central beam block
- void PlaceTorches(cChunkDesc & a_ChunkDesc);
-} ;
-
-
-
-
-
-class cMineShaftCrossing :
- public cMineShaft
-{
- typedef cMineShaft super;
-
-public:
- /** Creates a new Crossing attached to the specified pivot point and direction.
- Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
- May return NULL if cannot fit.
- */
- static cMineShaft * CreateAndFit(
- cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
- int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
- cNoise & a_Noise
- );
-
-protected:
- cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox);
-
- // cMineShaft overrides:
- virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
- virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
-} ;
-
-
-
-
-
-class cMineShaftStaircase :
- public cMineShaft
-{
- typedef cMineShaft super;
-
-public:
- enum eSlope
- {
- sUp,
- sDown,
- } ;
-
- /** Creates a new Staircase attached to the specified pivot point and direction.
- Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit.
- May return NULL if cannot fit.
- */
- static cMineShaft * CreateAndFit(
- cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
- int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction,
- cNoise & a_Noise
- );
-
-protected:
- eDirection m_Direction;
- eSlope m_Slope;
-
-
- cMineShaftStaircase(
- cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
- const cCuboid & a_BoundingBox,
- eDirection a_Direction,
- eSlope a_Slope
- );
-
- // cMineShaft overrides:
- virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
- virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
-} ;
-
-
-
-
-
-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
- int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing
- int m_ChanceChest; ///< Chance [0 .. 250] that a corridor has a chest in it
- int m_ChanceSpawner; ///< Chance [0 .. 250] that a corridor has a spawner in it
- int m_ChanceTorch; ///< Chance [0 .. 10k] for a torch appearing attached to a corridor's beam
- cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system
- cCuboid m_BoundingBox; ///< Bounding box into which all of the components need to fit
-
- /// Creates and generates the entire system
- cMineShaftSystem(
- int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise,
- int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase
- );
-
- ~cMineShaftSystem();
-
- /// Carves the system into the chunk data
- void ProcessChunk(cChunkDesc & a_Chunk);
-
- /** Creates new cMineShaft descendant connected at the specified point, heading the specified direction,
- if it fits, appends it to the list and calls its AppendBranches()
- */
- void AppendBranch(
- int a_BlockX, int a_BlockY, int a_BlockZ,
- cMineShaft::eDirection a_Direction, cNoise & a_Noise,
- int a_RecursionLevel
- );
-
- /// Returns true if none of the objects in m_MineShafts intersect with the specified bounding box and the bounding box is valid
- bool CanAppend(const cCuboid & a_BoundingBox);
-} ;
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cStructGenMineShafts::cMineShaftSystem:
-
-cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem(
- 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),
- m_ProbLevelStaircase(a_ProbLevelStaircase + 1),
- m_ChanceChest(12), // TODO: settable
- m_ChanceSpawner(12), // TODO: settable
- m_ChanceTorch(1000) // TODO: settable
-{
- 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)
- {
- ASSERT((*itr)->m_BoundingBox.IsSorted());
- } // for itr - m_MineShafts[]
-}
-
-
-
-
-
-cStructGenMineShafts::cMineShaftSystem::~cMineShaftSystem()
-{
- for (cMineShafts::iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
- {
- delete *itr;
- } // for itr - m_MineShafts[]
- m_MineShafts.clear();
-}
-
-
-
-
-
-void cStructGenMineShafts::cMineShaftSystem::ProcessChunk(cChunkDesc & a_Chunk)
-{
- for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
- {
- (*itr)->ProcessChunk(a_Chunk);
- } // for itr - m_MineShafts[]
-}
-
-
-
-
-
-void cStructGenMineShafts::cMineShaftSystem::AppendBranch(
- int a_PivotX, int a_PivotY, int a_PivotZ,
- cMineShaft::eDirection a_Direction, cNoise & a_Noise,
- int a_RecursionLevel
-)
-{
- if (a_RecursionLevel > m_MaxRecursion)
- {
- return;
- }
-
- cMineShaft * Next = NULL;
- int rnd = (a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_RecursionLevel * 16, a_PivotZ) / 13) % m_ProbLevelStaircase;
- if (rnd < m_ProbLevelCorridor)
- {
- Next = cMineShaftCorridor::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
- }
- else if (rnd < m_ProbLevelCrossing)
- {
- Next = cMineShaftCrossing::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
- }
- else
- {
- Next = cMineShaftStaircase::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise);
- }
- if (Next == NULL)
- {
- return;
- }
- m_MineShafts.push_back(Next);
- Next->AppendBranches(a_RecursionLevel + 1, a_Noise);
-}
-
-
-
-
-
-bool cStructGenMineShafts::cMineShaftSystem::CanAppend(const cCuboid & a_BoundingBox)
-{
- if (!a_BoundingBox.IsCompletelyInside(m_BoundingBox))
- {
- // Too far away, or too low / too high
- return false;
- }
-
- // Check intersections:
- for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr)
- {
- if ((*itr)->DoesIntersect(a_BoundingBox))
- {
- return false;
- }
- } // for itr - m_MineShafts[]
- return true;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cMineShaftDirtRoom:
-
-cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise) :
- super(a_Parent, mskDirtRoom)
-{
- // 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;
- 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 + 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;
-}
-
-
-
-
-
-void cMineShaftDirtRoom::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
-{
- int Height = m_BoundingBox.DifY() - 3;
- for (int x = m_BoundingBox.p1.x + 1; x < m_BoundingBox.p2.x; x += 4)
- {
- int rnd = a_Noise.IntNoise3DInt(x, a_RecursionLevel, m_BoundingBox.p1.z) / 7;
- m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel);
- rnd >>= 4;
- m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel);
- }
-
- for (int z = m_BoundingBox.p1.z + 1; z < m_BoundingBox.p2.z; z += 4)
- {
- int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, a_RecursionLevel, z) / 13;
- m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXM, a_Noise, a_RecursionLevel);
- rnd >>= 4;
- m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXP, a_Noise, a_RecursionLevel);
- }
-}
-
-
-
-
-
-void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc)
-{
- int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
- int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
- if (
- (m_BoundingBox.p1.x > BlockX + cChunkDef::Width) ||
- (m_BoundingBox.p1.z > BlockZ + cChunkDef::Width) ||
- (m_BoundingBox.p2.x < BlockX) ||
- (m_BoundingBox.p2.z < BlockZ)
- )
- {
- // Early bailout - cannot intersect this chunk
- return;
- }
-
- // Chunk-relative coords of the boundaries:
- int MinX = std::max(BlockX, m_BoundingBox.p1.x) - BlockX;
- int MaxX = std::min(BlockX + cChunkDef::Width, m_BoundingBox.p2.x + 1) - BlockX;
- int MinZ = std::max(BlockZ, m_BoundingBox.p1.z) - BlockZ;
- int MaxZ = std::min(BlockZ + cChunkDef::Width, m_BoundingBox.p2.z + 1) - BlockZ;
-
- // Carve the room out:
- for (int z = MinZ; z < MaxZ; z++)
- {
- for (int x = MinX; x < MaxX; x++)
- {
- for (int y = m_BoundingBox.p1.y + 1; y < m_BoundingBox.p2.y; y++)
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
- }
- if (a_ChunkDesc.GetBlockType(x, m_BoundingBox.p1.y, z) != E_BLOCK_AIR)
- {
- a_ChunkDesc.SetBlockType(x, m_BoundingBox.p1.y, z, E_BLOCK_DIRT);
- }
- } // for x
- } // for z
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// 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;
- cCuboid RelBoundingBox(m_BoundingBox);
- RelBoundingBox.Move(-BlockX, 0, -BlockZ);
- RelBoundingBox.p1.y += 1;
- RelBoundingBox.p2.y -= 1;
- cCuboid Top(RelBoundingBox);
- Top.p2.y += 1;
- Top.p1.y = Top.p2.y;
- a_ChunkDesc.FillRelCuboid(RelBoundingBox, E_BLOCK_AIR, 0);
- a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_AIR, 0, BlockX ^ BlockZ + BlockX, 8000);
- if (m_SpawnerPosition >= 0)
- {
- // Cobwebs around the spider spawner
- a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockZ, 8000);
- a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX, 5000);
- }
- a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX + 10, 500);
- 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);
- PlaceSpawner(a_ChunkDesc); // (must be after Tracks!)
- PlaceTorches(a_ChunkDesc);
-}
-
-
-
-
-
-void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc)
-{
- static const cLootProbab LootProbab[] =
- {
- // Item, MinAmount, MaxAmount, Weight
- { cItem(E_ITEM_IRON), 1, 5, 10 },
- { cItem(E_ITEM_GOLD), 1, 3, 5 },
- { cItem(E_ITEM_REDSTONE_DUST), 4, 9, 5 },
- { cItem(E_ITEM_DIAMOND), 1, 2, 3 },
- { cItem(E_ITEM_DYE, 1, 4), 4, 9, 5 }, // lapis lazuli dye
- { cItem(E_ITEM_COAL), 3, 8, 10 },
- { cItem(E_ITEM_BREAD), 1, 3, 15 },
- { cItem(E_ITEM_IRON_PICKAXE), 1, 1, 1 },
- { cItem(E_BLOCK_MINECART_TRACKS), 4, 8, 1 },
- { cItem(E_ITEM_MELON_SEEDS), 2, 4, 10 },
- { cItem(E_ITEM_PUMPKIN_SEEDS), 2, 4, 10 },
- } ;
-
- if (m_ChestPosition < 0)
- {
- return;
- }
-
- int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
- int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
- int x, z;
- NIBBLETYPE Meta = 0;
- switch (m_Direction)
- {
- case dirXM:
- case dirXP:
- {
- x = m_BoundingBox.p1.x + m_ChestPosition - BlockX;
- z = m_BoundingBox.p1.z - BlockZ;
- Meta = E_META_CHEST_FACING_ZP;
- break;
- }
-
- case dirZM:
- case dirZP:
- {
- x = m_BoundingBox.p1.x - BlockX;
- z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ;
- Meta = E_META_CHEST_FACING_XP;
- break;
- }
- } // switch (Dir)
-
- if (
- (x >= 0) && (x < cChunkDef::Width) &&
- (z >= 0) && (z < cChunkDef::Width)
- )
- {
- a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, Meta);
- cChestEntity * ChestEntity = new cChestEntity(BlockX + x, m_BoundingBox.p1.y + 1, BlockZ + z);
- cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ());
- int NumSlots = 3 + ((Noise.IntNoise3DInt(x, m_BoundingBox.p1.y, z) / 11) % 4);
- int Seed = Noise.IntNoise2DInt(x, z);
- ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed);
- a_ChunkDesc.AddBlockEntity(ChestEntity);
- }
-}
-
-
-
-
-
-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::PlaceSpawner(cChunkDesc & a_ChunkDesc)
-{
- if (m_SpawnerPosition < 0)
- {
- // No spawner in this corridor
- return;
- }
- int SpawnerRelX = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
- int SpawnerRelZ = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
- switch (m_Direction)
- {
- case dirXM:
- case dirXP:
- {
- SpawnerRelX += m_SpawnerPosition - 1;
- break;
- }
- case dirZM:
- case dirZP:
- {
- SpawnerRelZ += m_SpawnerPosition - 1;
- break;
- }
- }
- if (
- (SpawnerRelX >= 0) && (SpawnerRelX < cChunkDef::Width) &&
- (SpawnerRelZ >= 0) && (SpawnerRelZ < cChunkDef::Width)
- )
- {
- a_ChunkDesc.SetBlockTypeMeta(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ, E_BLOCK_MOB_SPAWNER, 0);
- // TODO: The spawner needs its accompanying cMobSpawnerEntity, when implemented
- }
-}
-
-
-
-
-
-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();
-}
-
-
-
-
-
-void cStructGenMineShafts::GetMineShaftSystemsForChunk(
- int a_ChunkX, int a_ChunkZ,
- cStructGenMineShafts::cMineShaftSystems & a_MineShafts
-)
-{
- int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize;
- int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize;
- if (BaseX < 0)
- {
- --BaseX;
- }
- if (BaseZ < 0)
- {
- --BaseZ;
- }
- BaseX -= NEIGHBORHOOD_SIZE / 2;
- BaseZ -= NEIGHBORHOOD_SIZE / 2;
-
- // Walk the cache, move each cave system that we want into a_Caves:
- int StartX = BaseX * m_GridSize;
- int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
- int StartZ = BaseZ * m_GridSize;
- int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
- for (cMineShaftSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;)
- {
- if (
- ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) &&
- ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ)
- )
- {
- // want
- a_MineShafts.push_back(*itr);
- itr = m_Cache.erase(itr);
- }
- else
- {
- // don't want
- ++itr;
- }
- } // for itr - m_Cache[]
-
- for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
- {
- int RealX = (BaseX + x) * m_GridSize;
- for (int z = 0; z < NEIGHBORHOOD_SIZE; z++)
- {
- int RealZ = (BaseZ + z) * m_GridSize;
- bool Found = false;
- for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr)
- {
- if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ))
- {
- Found = true;
- break;
- }
- } // for itr - a_Mineshafts
- if (!Found)
- {
- a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase));
- }
- } // for z
- } // for x
-
- // Copy a_MineShafts into m_Cache to the beginning:
- cMineShaftSystems MineShaftsCopy(a_MineShafts);
- m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end());
-
- // Trim the cache if it's too long:
- if (m_Cache.size() > 100)
- {
- cMineShaftSystems::iterator itr = m_Cache.begin();
- std::advance(itr, 100);
- for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr)
- {
- delete *itr;
- }
- itr = m_Cache.begin();
- std::advance(itr, 100);
- m_Cache.erase(itr, m_Cache.end());
- }
-}
-
-
-
-
-
-
-void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc)
-{
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
- cMineShaftSystems MineShafts;
- GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts);
- for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr)
- {
- (*itr)->ProcessChunk(a_ChunkDesc);
- } // for itr - MineShafts[]
-}
-
-
-
-
+ +// MineShafts.cpp + +// Implements the cStructGenMineShafts class representing the structure generator for abandoned mineshafts + +/* +Algorithm: +The cStructGenMineShafts::cMineShaftSystem class is the main controller, which knows what mineshaft +classes there are and their random weights. It gets asked to produce a new class everytime a connection is to be made. +The cMineShaft class is a base class for each mineshaft structure. +Each cMineShaft descendant knows how large it is, how to imprint itself into the chunk data and where to connect to +other descendants. Its PivotPoint is always a walkable column. Its Direction determines in which direction the structure +is facing. + +The generation starts with the central dirt room, from there corridors, crossings and staircases are added +in a depth-first processing. Each of the descendants will branch randomly, if not beyond the allowed recursion level +*/ + +#include "Globals.h" +#include "MineShafts.h" +#include "../Cuboid.h" +#include "../BlockEntities/ChestEntity.h" + + + + + +static const int NEIGHBORHOOD_SIZE = 3; + + + + + +class cMineShaft abstract +{ +public: + enum eKind + { + mskDirtRoom, + mskCorridor, + mskCrossing, + mskStaircase, + } ; + + + enum eDirection + { + dirXP, + dirZP, + dirXM, + dirZM, + } ; + + + cStructGenMineShafts::cMineShaftSystem & m_ParentSystem; + eKind m_Kind; + cCuboid m_BoundingBox; + + + cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind) : + m_ParentSystem(a_ParentSystem), + m_Kind(a_Kind) + { + } + + cMineShaft(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, eKind a_Kind, const cCuboid & a_BoundingBox) : + m_ParentSystem(a_ParentSystem), + m_Kind(a_Kind), + m_BoundingBox(a_BoundingBox) + { + } + + /// Returns true if this mineshaft intersects the specified cuboid + bool DoesIntersect(const cCuboid & a_Other) + { + return m_BoundingBox.DoesIntersect(a_Other); + } + + /** If recursion level is not too large, appends more branches to the parent system, + using exit points specific to this class. + */ + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0; + + /// Imprints this shape into the specified chunk's data + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0; +} ; + +typedef std::vector<cMineShaft *> cMineShafts; + + + + + +class cMineShaftDirtRoom : + public cMineShaft +{ + typedef cMineShaft super; + +public: + cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cMineShaftCorridor : + public cMineShaft +{ + typedef cMineShaft super; + +public: + /** Creates a new Corridor attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + static const int MAX_SEGMENTS = 5; + + int m_NumSegments; + eDirection m_Direction; + bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block) + int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction + int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction + bool m_HasTracks; ///< If true, random tracks will be placed on the floor + + cMineShaftCorridor( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, int a_NumSegments, eDirection a_Direction, + cNoise & a_Noise + ); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; + + /// Places a chest, if the corridor has one + void PlaceChest(cChunkDesc & a_ChunkDesc); + + /// If this corridor has tracks, places them randomly + void PlaceTracks(cChunkDesc & a_ChunkDesc); + + /// If this corridor has a spawner, places the spawner + void PlaceSpawner(cChunkDesc & a_ChunkDesc); + + /// Randomly places torches around the central beam block + void PlaceTorches(cChunkDesc & a_ChunkDesc); +} ; + + + + + +class cMineShaftCrossing : + public cMineShaft +{ + typedef cMineShaft super; + +public: + /** Creates a new Crossing attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + cMineShaftCrossing(cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, const cCuboid & a_BoundingBox); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +class cMineShaftStaircase : + public cMineShaft +{ + typedef cMineShaft super; + +public: + enum eSlope + { + sUp, + sDown, + } ; + + /** Creates a new Staircase attached to the specified pivot point and direction. + Checks all ParentSystem's objects and disallows intersecting. Initializes the new object to fit. + May return NULL if cannot fit. + */ + static cMineShaft * CreateAndFit( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + int a_PivotX, int a_PivotY, int a_PivotZ, eDirection a_Direction, + cNoise & a_Noise + ); + +protected: + eDirection m_Direction; + eSlope m_Slope; + + + cMineShaftStaircase( + cStructGenMineShafts::cMineShaftSystem & a_ParentSystem, + const cCuboid & a_BoundingBox, + eDirection a_Direction, + eSlope a_Slope + ); + + // cMineShaft overrides: + virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override; + virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override; +} ; + + + + + +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 + int m_ProbLevelStaircase; ///< Probability level of a branch object being the staircase, minus Crossing + int m_ChanceChest; ///< Chance [0 .. 250] that a corridor has a chest in it + int m_ChanceSpawner; ///< Chance [0 .. 250] that a corridor has a spawner in it + int m_ChanceTorch; ///< Chance [0 .. 10k] for a torch appearing attached to a corridor's beam + cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system + cCuboid m_BoundingBox; ///< Bounding box into which all of the components need to fit + + /// Creates and generates the entire system + cMineShaftSystem( + int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxSystemSize, cNoise & a_Noise, + int a_ProbLevelCorridor, int a_ProbLevelCrossing, int a_ProbLevelStaircase + ); + + ~cMineShaftSystem(); + + /// Carves the system into the chunk data + void ProcessChunk(cChunkDesc & a_Chunk); + + /** Creates new cMineShaft descendant connected at the specified point, heading the specified direction, + if it fits, appends it to the list and calls its AppendBranches() + */ + void AppendBranch( + int a_BlockX, int a_BlockY, int a_BlockZ, + cMineShaft::eDirection a_Direction, cNoise & a_Noise, + int a_RecursionLevel + ); + + /// Returns true if none of the objects in m_MineShafts intersect with the specified bounding box and the bounding box is valid + bool CanAppend(const cCuboid & a_BoundingBox); +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenMineShafts::cMineShaftSystem: + +cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem( + 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), + m_ProbLevelStaircase(a_ProbLevelStaircase + 1), + m_ChanceChest(12), // TODO: settable + m_ChanceSpawner(12), // TODO: settable + m_ChanceTorch(1000) // TODO: settable +{ + 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) + { + ASSERT((*itr)->m_BoundingBox.IsSorted()); + } // for itr - m_MineShafts[] +} + + + + + +cStructGenMineShafts::cMineShaftSystem::~cMineShaftSystem() +{ + for (cMineShafts::iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + delete *itr; + } // for itr - m_MineShafts[] + m_MineShafts.clear(); +} + + + + + +void cStructGenMineShafts::cMineShaftSystem::ProcessChunk(cChunkDesc & a_Chunk) +{ + for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + (*itr)->ProcessChunk(a_Chunk); + } // for itr - m_MineShafts[] +} + + + + + +void cStructGenMineShafts::cMineShaftSystem::AppendBranch( + int a_PivotX, int a_PivotY, int a_PivotZ, + cMineShaft::eDirection a_Direction, cNoise & a_Noise, + int a_RecursionLevel +) +{ + if (a_RecursionLevel > m_MaxRecursion) + { + return; + } + + cMineShaft * Next = NULL; + int rnd = (a_Noise.IntNoise3DInt(a_PivotX, a_PivotY + a_RecursionLevel * 16, a_PivotZ) / 13) % m_ProbLevelStaircase; + if (rnd < m_ProbLevelCorridor) + { + Next = cMineShaftCorridor::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + else if (rnd < m_ProbLevelCrossing) + { + Next = cMineShaftCrossing::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + else + { + Next = cMineShaftStaircase::CreateAndFit(*this, a_PivotX, a_PivotY, a_PivotZ, a_Direction, a_Noise); + } + if (Next == NULL) + { + return; + } + m_MineShafts.push_back(Next); + Next->AppendBranches(a_RecursionLevel + 1, a_Noise); +} + + + + + +bool cStructGenMineShafts::cMineShaftSystem::CanAppend(const cCuboid & a_BoundingBox) +{ + if (!a_BoundingBox.IsCompletelyInside(m_BoundingBox)) + { + // Too far away, or too low / too high + return false; + } + + // Check intersections: + for (cMineShafts::const_iterator itr = m_MineShafts.begin(), end = m_MineShafts.end(); itr != end; ++itr) + { + if ((*itr)->DoesIntersect(a_BoundingBox)) + { + return false; + } + } // for itr - m_MineShafts[] + return true; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cMineShaftDirtRoom: + +cMineShaftDirtRoom::cMineShaftDirtRoom(cStructGenMineShafts::cMineShaftSystem & a_Parent, cNoise & a_Noise) : + super(a_Parent, mskDirtRoom) +{ + // 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; + 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 + 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; +} + + + + + +void cMineShaftDirtRoom::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) +{ + int Height = m_BoundingBox.DifY() - 3; + for (int x = m_BoundingBox.p1.x + 1; x < m_BoundingBox.p2.x; x += 4) + { + int rnd = a_Noise.IntNoise3DInt(x, a_RecursionLevel, m_BoundingBox.p1.z) / 7; + m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); + rnd >>= 4; + m_ParentSystem.AppendBranch(x, m_BoundingBox.p1.y + (rnd % Height), m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); + } + + for (int z = m_BoundingBox.p1.z + 1; z < m_BoundingBox.p2.z; z += 4) + { + int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, a_RecursionLevel, z) / 13; + m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXM, a_Noise, a_RecursionLevel); + rnd >>= 4; + m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, m_BoundingBox.p1.y + (rnd % Height), z, dirXP, a_Noise, a_RecursionLevel); + } +} + + + + + +void cMineShaftDirtRoom::ProcessChunk(cChunkDesc & a_ChunkDesc) +{ + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + if ( + (m_BoundingBox.p1.x > BlockX + cChunkDef::Width) || + (m_BoundingBox.p1.z > BlockZ + cChunkDef::Width) || + (m_BoundingBox.p2.x < BlockX) || + (m_BoundingBox.p2.z < BlockZ) + ) + { + // Early bailout - cannot intersect this chunk + return; + } + + // Chunk-relative coords of the boundaries: + int MinX = std::max(BlockX, m_BoundingBox.p1.x) - BlockX; + int MaxX = std::min(BlockX + cChunkDef::Width, m_BoundingBox.p2.x + 1) - BlockX; + int MinZ = std::max(BlockZ, m_BoundingBox.p1.z) - BlockZ; + int MaxZ = std::min(BlockZ + cChunkDef::Width, m_BoundingBox.p2.z + 1) - BlockZ; + + // Carve the room out: + for (int z = MinZ; z < MaxZ; z++) + { + for (int x = MinX; x < MaxX; x++) + { + for (int y = m_BoundingBox.p1.y + 1; y < m_BoundingBox.p2.y; y++) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + } + if (a_ChunkDesc.GetBlockType(x, m_BoundingBox.p1.y, z) != E_BLOCK_AIR) + { + a_ChunkDesc.SetBlockType(x, m_BoundingBox.p1.y, z, E_BLOCK_DIRT); + } + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + cCuboid RelBoundingBox(m_BoundingBox); + RelBoundingBox.Move(-BlockX, 0, -BlockZ); + RelBoundingBox.p1.y += 1; + RelBoundingBox.p2.y -= 1; + cCuboid Top(RelBoundingBox); + Top.p2.y += 1; + Top.p1.y = Top.p2.y; + a_ChunkDesc.FillRelCuboid(RelBoundingBox, E_BLOCK_AIR, 0); + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_AIR, 0, BlockX ^ BlockZ + BlockX, 8000); + if (m_SpawnerPosition >= 0) + { + // Cobwebs around the spider spawner + a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockZ, 8000); + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX, 5000); + } + a_ChunkDesc.RandomFillRelCuboid(Top, E_BLOCK_COBWEB, 0, BlockX ^ BlockZ + BlockX + 10, 500); + 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); + PlaceSpawner(a_ChunkDesc); // (must be after Tracks!) + PlaceTorches(a_ChunkDesc); +} + + + + + +void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc) +{ + static const cLootProbab LootProbab[] = + { + // Item, MinAmount, MaxAmount, Weight + { cItem(E_ITEM_IRON), 1, 5, 10 }, + { cItem(E_ITEM_GOLD), 1, 3, 5 }, + { cItem(E_ITEM_REDSTONE_DUST), 4, 9, 5 }, + { cItem(E_ITEM_DIAMOND), 1, 2, 3 }, + { cItem(E_ITEM_DYE, 1, 4), 4, 9, 5 }, // lapis lazuli dye + { cItem(E_ITEM_COAL), 3, 8, 10 }, + { cItem(E_ITEM_BREAD), 1, 3, 15 }, + { cItem(E_ITEM_IRON_PICKAXE), 1, 1, 1 }, + { cItem(E_BLOCK_MINECART_TRACKS), 4, 8, 1 }, + { cItem(E_ITEM_MELON_SEEDS), 2, 4, 10 }, + { cItem(E_ITEM_PUMPKIN_SEEDS), 2, 4, 10 }, + } ; + + if (m_ChestPosition < 0) + { + return; + } + + int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int x, z; + NIBBLETYPE Meta = 0; + switch (m_Direction) + { + case dirXM: + case dirXP: + { + x = m_BoundingBox.p1.x + m_ChestPosition - BlockX; + z = m_BoundingBox.p1.z - BlockZ; + Meta = E_META_CHEST_FACING_ZP; + break; + } + + case dirZM: + case dirZP: + { + x = m_BoundingBox.p1.x - BlockX; + z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ; + Meta = E_META_CHEST_FACING_XP; + break; + } + } // switch (Dir) + + if ( + (x >= 0) && (x < cChunkDef::Width) && + (z >= 0) && (z < cChunkDef::Width) + ) + { + a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, Meta); + cChestEntity * ChestEntity = new cChestEntity(BlockX + x, m_BoundingBox.p1.y + 1, BlockZ + z); + cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ()); + int NumSlots = 3 + ((Noise.IntNoise3DInt(x, m_BoundingBox.p1.y, z) / 11) % 4); + int Seed = Noise.IntNoise2DInt(x, z); + ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed); + a_ChunkDesc.AddBlockEntity(ChestEntity); + } +} + + + + + +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::PlaceSpawner(cChunkDesc & a_ChunkDesc) +{ + if (m_SpawnerPosition < 0) + { + // No spawner in this corridor + return; + } + int SpawnerRelX = m_BoundingBox.p1.x + 1 - a_ChunkDesc.GetChunkX() * cChunkDef::Width; + int SpawnerRelZ = m_BoundingBox.p1.z + 1 - a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + switch (m_Direction) + { + case dirXM: + case dirXP: + { + SpawnerRelX += m_SpawnerPosition - 1; + break; + } + case dirZM: + case dirZP: + { + SpawnerRelZ += m_SpawnerPosition - 1; + break; + } + } + if ( + (SpawnerRelX >= 0) && (SpawnerRelX < cChunkDef::Width) && + (SpawnerRelZ >= 0) && (SpawnerRelZ < cChunkDef::Width) + ) + { + a_ChunkDesc.SetBlockTypeMeta(SpawnerRelX, m_BoundingBox.p1.y + 1, SpawnerRelZ, E_BLOCK_MOB_SPAWNER, 0); + // TODO: The spawner needs its accompanying cMobSpawnerEntity, when implemented + } +} + + + + + +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(); +} + + + + + +void cStructGenMineShafts::GetMineShaftSystemsForChunk( + int a_ChunkX, int a_ChunkZ, + cStructGenMineShafts::cMineShaftSystems & a_MineShafts +) +{ + int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize; + int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize; + if (BaseX < 0) + { + --BaseX; + } + if (BaseZ < 0) + { + --BaseZ; + } + BaseX -= NEIGHBORHOOD_SIZE / 2; + BaseZ -= NEIGHBORHOOD_SIZE / 2; + + // Walk the cache, move each cave system that we want into a_Caves: + int StartX = BaseX * m_GridSize; + int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize; + int StartZ = BaseZ * m_GridSize; + int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize; + for (cMineShaftSystems::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) + { + if ( + ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && + ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) + ) + { + // want + a_MineShafts.push_back(*itr); + itr = m_Cache.erase(itr); + } + else + { + // don't want + ++itr; + } + } // for itr - m_Cache[] + + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) + { + int RealX = (BaseX + x) * m_GridSize; + for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) + { + int RealZ = (BaseZ + z) * m_GridSize; + bool Found = false; + for (cMineShaftSystems::const_iterator itr = a_MineShafts.begin(), end = a_MineShafts.end(); itr != end; ++itr) + { + if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) + { + Found = true; + break; + } + } // for itr - a_Mineshafts + if (!Found) + { + a_MineShafts.push_back(new cMineShaftSystem(RealX, RealZ, m_GridSize, m_MaxSystemSize, m_Noise, m_ProbLevelCorridor, m_ProbLevelCrossing, m_ProbLevelStaircase)); + } + } // for z + } // for x + + // Copy a_MineShafts into m_Cache to the beginning: + cMineShaftSystems MineShaftsCopy(a_MineShafts); + m_Cache.splice(m_Cache.begin(), MineShaftsCopy, MineShaftsCopy.begin(), MineShaftsCopy.end()); + + // Trim the cache if it's too long: + if (m_Cache.size() > 100) + { + cMineShaftSystems::iterator itr = m_Cache.begin(); + std::advance(itr, 100); + for (cMineShaftSystems::iterator end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } + itr = m_Cache.begin(); + std::advance(itr, 100); + m_Cache.erase(itr, m_Cache.end()); + } +} + + + + + + +void cStructGenMineShafts::GenStructures(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + cMineShaftSystems MineShafts; + GetMineShaftSystemsForChunk(ChunkX, ChunkZ, MineShafts); + for (cMineShaftSystems::const_iterator itr = MineShafts.begin(); itr != MineShafts.end(); ++itr) + { + (*itr)->ProcessChunk(a_ChunkDesc); + } // for itr - MineShafts[] +} + + + + |