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-rw-r--r--source/Generating/MineShafts.cpp86
1 files changed, 82 insertions, 4 deletions
diff --git a/source/Generating/MineShafts.cpp b/source/Generating/MineShafts.cpp
index 97a421bc8..a006b1521 100644
--- a/source/Generating/MineShafts.cpp
+++ b/source/Generating/MineShafts.cpp
@@ -128,7 +128,9 @@ protected:
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)
+ 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
cMineShaftCorridor(
cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
@@ -139,6 +141,9 @@ protected:
// 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);
} ;
@@ -225,6 +230,8 @@ public:
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
cMineShafts m_MineShafts; ///< List of cMineShaft descendants that comprise this system
/// Creates and generates the entire system
@@ -268,7 +275,9 @@ cStructGenMineShafts::cMineShaftSystem::cMineShaftSystem(
m_MaxRecursion(8), // TODO: settable
m_ProbLevelCorridor(a_ProbLevelCorridor),
m_ProbLevelCrossing(a_ProbLevelCrossing),
- m_ProbLevelStaircase(a_ProbLevelStaircase + 1)
+ m_ProbLevelStaircase(a_ProbLevelStaircase + 1),
+ m_ChanceChest(12), // TODO: settable
+ m_ChanceSpawner(12) // TODO: settable
{
m_MineShafts.reserve(100);
@@ -475,7 +484,9 @@ cMineShaftCorridor::cMineShaftCorridor(
) :
super(a_ParentSystem, mskCorridor, a_BoundingBox),
m_NumSegments(a_NumSegments),
- m_Direction(a_Direction)
+ 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++)
@@ -483,6 +494,20 @@ cMineShaftCorridor::cMineShaftCorridor(
m_HasFullBeam[i] = (rnd % 4) < 3; // 75 % chance of full beam
rnd >>= 2;
}
+
+ 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);
+ }
}
@@ -597,7 +622,8 @@ void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
cCuboid RelBoundingBox(m_BoundingBox);
RelBoundingBox.Move(-BlockX, 0, -BlockZ);
RelBoundingBox.p1.y += 1;
- a_ChunkDesc.FillRelCuboid(RelBoundingBox, E_BLOCK_AIR, 0);
+ BLOCKTYPE FillBlock = (m_SpawnerPosition >= 0) ? E_BLOCK_COBWEB : E_BLOCK_AIR;
+ a_ChunkDesc.FillRelCuboid(RelBoundingBox, FillBlock, 0);
RelBoundingBox.p1.y -= 1;
RelBoundingBox.p2.y = RelBoundingBox.p1.y;
a_ChunkDesc.FloorRelCuboid(RelBoundingBox, E_BLOCK_PLANKS, 0);
@@ -673,6 +699,58 @@ void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
break;
} // case dirZ?
} // for i
+
+ // Place the chest, if present:
+ PlaceChest(a_ChunkDesc);
+}
+
+
+
+
+
+void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc)
+{
+ if (m_ChestPosition < 0)
+ {
+ return;
+ }
+
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ switch (m_Direction)
+ {
+ case dirXM:
+ case dirXP:
+ {
+ int x = m_BoundingBox.p1.x + m_ChestPosition - BlockX;
+ int z = m_BoundingBox.p1.z - BlockZ;
+ if (
+ (x >= 0) && (x < cChunkDef::Width) &&
+ (z >= 0) && (z < cChunkDef::Width)
+ )
+ {
+ a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, 0);
+ // TODO: Fill the chest with loot
+ }
+ break;
+ }
+
+ case dirZM:
+ case dirZP:
+ {
+ int x = m_BoundingBox.p1.x - BlockX;
+ int z = m_BoundingBox.p1.z + m_ChestPosition - BlockZ;
+ if (
+ (x >= 0) && (x < cChunkDef::Width) &&
+ (z >= 0) && (z < cChunkDef::Width)
+ )
+ {
+ a_ChunkDesc.SetBlockTypeMeta(x, m_BoundingBox.p1.y + 1, z, E_BLOCK_CHEST, 0);
+ // TODO: Fill the chest with loot
+ }
+ break;
+ }
+ } // switch (Dir)
}