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-rw-r--r--MCServer/profile_run.cmd17
-rw-r--r--MCServer/profile_run_debug.cmd2
-rw-r--r--MCServer/profile_run_x64.cmd5
-rw-r--r--src/Generating/CMakeLists.txt2
-rw-r--r--src/Generating/ComposableGenerator.cpp8
-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp232
-rw-r--r--src/Generating/DungeonRoomsFinisher.h47
7 files changed, 306 insertions, 7 deletions
diff --git a/MCServer/profile_run.cmd b/MCServer/profile_run.cmd
index 58efea64a..6137e9d4d 100644
--- a/MCServer/profile_run.cmd
+++ b/MCServer/profile_run.cmd
@@ -12,7 +12,8 @@
:: It expects the MS Performance tools installed in C:\Program Files\Microsoft Visual Studio 9.0\Team Tools\Performance Tools
:: You can override this path by setting the pt environment variable prior to launching this script
::
-:: By default it will launch the release version of MCServer; set the app environment variable to another executable to run that instead.
+:: By default it will launch the 32-bit release version of MCServer; set the app environment variable to another executable to run that instead.
+:: Set the IsExecutablex64 env variable to \x64 to profile a 64-bit executable instead (available as the profile_run_x64.cmd script)
:: Note that the app needs to be compiled with the "/PROFILE" flag in order for the profiling to work
@@ -45,7 +46,7 @@ if %outputdir%n == n (
-::Create the output directory, if it didn't exist
+:: Create the output directory, if it didn't exist
mkdir %outputdir%
@@ -55,15 +56,15 @@ mkdir %outputdir%
:: Start the profiler
set outputname=profile.vsp
set output=%outputdir%\%outputname%
-%pt%\vsperfcmd /start:sample /output:%output%
+%pt%%IsExecutablex64%\vsperfcmd /start:sample /output:%output%
if errorlevel 1 goto haderror
:: Launch the application via the profiler
-%pt%\vsperfcmd /launch:%app%
-if errorlevel 1 goto haderror
+%pt%%IsExecutablex64%\vsperfcmd /launch:%app%
+if errorlevel 1 goto haderrorshutdown
:: Shut down the profiler (this command waits, until the application is terminated)
-%pt%\vsperfcmd /shutdown
+%pt%%IsExecutablex64%\vsperfcmd /shutdown
if errorlevel 1 goto haderror
@@ -86,6 +87,10 @@ goto finished
+:haderrorshutdown
+echo An error was encountered, shutting down the profiler
+%pt%%IsExecutablex64%\vsperfcmd /shutdown
+
:haderror
echo An error was encountered
pause
diff --git a/MCServer/profile_run_debug.cmd b/MCServer/profile_run_debug.cmd
index 8bf85f049..a9792541a 100644
--- a/MCServer/profile_run_debug.cmd
+++ b/MCServer/profile_run_debug.cmd
@@ -2,4 +2,4 @@
:: This script uses the profile_run.cmd script to run profiling on the DebugProfile executable
set app=MCServer_debug_profile.exe
-call profile_run.cmd \ No newline at end of file
+call profile_run.cmd
diff --git a/MCServer/profile_run_x64.cmd b/MCServer/profile_run_x64.cmd
new file mode 100644
index 000000000..242136f4b
--- /dev/null
+++ b/MCServer/profile_run_x64.cmd
@@ -0,0 +1,5 @@
+@echo off
+:: This script uses the profile_run.cmd script to run profiling on a x64 release executable
+
+set IsExecutablex64=\x64
+call profile_run.cmd
diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt
index 58df9d421..33d622b42 100644
--- a/src/Generating/CMakeLists.txt
+++ b/src/Generating/CMakeLists.txt
@@ -12,6 +12,7 @@ SET (SRCS
CompoGen.cpp
ComposableGenerator.cpp
DistortedHeightmap.cpp
+ DungeonRoomsFinisher.cpp
EndGen.cpp
FinishGen.cpp
GridStructGen.cpp
@@ -40,6 +41,7 @@ SET (HDRS
CompoGen.h
ComposableGenerator.h
DistortedHeightmap.h
+ DungeonRoomsFinisher.h
EndGen.h
FinishGen.h
GridStructGen.h
diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp
index 2f575fe27..a3a9f170d 100644
--- a/src/Generating/ComposableGenerator.cpp
+++ b/src/Generating/ComposableGenerator.cpp
@@ -19,6 +19,7 @@
#include "Caves.h"
#include "DistortedHeightmap.h"
+#include "DungeonRoomsFinisher.h"
#include "EndGen.h"
#include "MineShafts.h"
#include "NetherFortGen.h"
@@ -343,6 +344,13 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
float Threshold = (float)a_IniFile.GetValueSetF("Generator", "DualRidgeCavesThreshold", 0.3);
m_FinishGens.push_back(new cStructGenDualRidgeCaves(Seed, Threshold));
}
+ else if (NoCaseCompare(*itr, "DungeonRooms") == 0)
+ {
+ int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
+ int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
+ int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
+ m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize));
+ }
else if (NoCaseCompare(*itr, "Ice") == 0)
{
m_FinishGens.push_back(new cFinishGenIce);
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
new file mode 100644
index 000000000..37409d486
--- /dev/null
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -0,0 +1,232 @@
+
+// DungeonRoomsFinisher.cpp
+
+// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
+
+#include "Globals.h"
+#include "DungeonRoomsFinisher.h"
+
+
+
+
+
+/** Height, in blocks, of the internal dungeon room open space. This many air blocks Y-wise. */
+static const int ROOM_HEIGHT = 4;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDungeonRoom:
+
+class cDungeonRoom :
+ public cGridStructGen::cStructure
+{
+ typedef cGridStructGen::cStructure super;
+
+public:
+
+ cDungeonRoom(
+ int a_GridX, int a_GridZ,
+ int a_OriginX, int a_OriginZ,
+ int a_HalfSizeX, int a_HalfSizeZ,
+ int a_FloorHeight,
+ cNoise & a_Noise
+ ) :
+ super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
+ m_StartX(a_OriginX - a_HalfSizeX),
+ m_EndX(a_OriginX + a_HalfSizeX),
+ m_StartZ(a_OriginZ - a_HalfSizeZ),
+ m_EndZ(a_OriginZ + a_HalfSizeZ),
+ m_FloorHeight(a_FloorHeight),
+ m_Chest1(SelectChestCoords(a_Noise, a_OriginX + 1, a_OriginZ)),
+ m_Chest2(SelectChestCoords(a_Noise, a_OriginX + 2, a_OriginZ))
+ {
+ }
+
+protected:
+
+ // The X range of the room, start inclusive, end exclusive:
+ int m_StartX, m_EndX;
+
+ // The Z range of the room, start inclusive, end exclusive:
+ int m_StartZ, m_EndZ;
+
+ /** The Y coord of the floor of the room */
+ int m_FloorHeight;
+
+ /** The (absolute) coords of the first chest. The Y coord represents the chest's Meta value (facing). */
+ Vector3i m_Chest1;
+
+ /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */
+ Vector3i m_Chest2;
+
+
+
+ /** Selects the coords for the chest, using the noise and coords provided.
+ Assumes that the room XZ ranges are already assigned. */
+ Vector3i SelectChestCoords(cNoise & a_Noise, int a_X, int a_Z)
+ {
+ // Pick a coord next to the wall:
+ int rnd = a_Noise.IntNoise2DInt(a_X, a_Z) / 7;
+ int SizeX = m_EndX - m_StartX - 1;
+ int SizeZ = m_EndZ - m_StartZ - 1;
+ rnd = rnd % (2 * SizeX + 2 * SizeZ);
+
+ if (rnd < SizeX)
+ {
+ // Return a coord on the ZM side of the room:
+ return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
+ }
+ rnd -= SizeX;
+ if (rnd < SizeZ)
+ {
+ // Return a coord on the XP side of the room:
+ return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + rnd + 1);
+ }
+ rnd -= SizeZ;
+ if (rnd < SizeX)
+ {
+ // Return a coord on the ZP side of the room:
+ return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
+ }
+ rnd -= SizeX;
+ // Return a coord on the XM side of the room:
+ return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + rnd + 1);
+ }
+
+
+
+ /** Fills the specified area of blocks in the chunk with the specified blocktype if they are one of the overwritten block types.
+ The coords are absolute, start coords are inclusive, end coords are exclusive. */
+ void ReplaceCuboid(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType)
+ {
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1);
+ int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1);
+ int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width);
+ int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width);
+ for (int y = a_StartY; y < a_EndY; y++)
+ {
+ for (int z = RelStartZ; z < RelEndZ; z++)
+ {
+ for (int x = RelStartX; x < RelEndX; x++)
+ {
+ switch (a_ChunkDesc.GetBlockType(x, y, z))
+ {
+ case E_BLOCK_STONE:
+ case E_BLOCK_DIRT:
+ case E_BLOCK_GRASS:
+ case E_BLOCK_GRAVEL:
+ case E_BLOCK_SAND:
+ {
+ a_ChunkDesc.SetBlockType(x, y, z, a_DstBlockType);
+ break;
+ }
+ } // switch (GetBlockType)
+ } // for x
+ } // for z
+ } // for z
+ }
+
+
+
+ /** Tries to place a chest at the specified (absolute) coords.
+ Does nothing if the coords are outside the chunk. */
+ void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest)
+ {
+ int RelX = a_Chest.x - a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int RelZ = a_Chest.z - a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ if (
+ (RelX < 0) || (RelX >= cChunkDef::Width) || // The X coord is not in this chunk
+ (RelZ < 0) || (RelZ >= cChunkDef::Width) // The Z coord is not in this chunk
+ )
+ {
+ return;
+ }
+ a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
+
+ // TODO: Fill the chest with random loot
+ }
+
+
+
+ // cGridStructGen::cStructure override:
+ virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
+ {
+ if (
+ (m_EndX <= a_ChunkDesc.GetChunkX() * cChunkDef::Width) ||
+ (m_StartX >= a_ChunkDesc.GetChunkX() * cChunkDef::Width + cChunkDef::Width) ||
+ (m_EndZ <= a_ChunkDesc.GetChunkZ() * cChunkDef::Width) ||
+ (m_StartZ >= a_ChunkDesc.GetChunkZ() * cChunkDef::Width + cChunkDef::Width)
+ )
+ {
+ // The chunk is not intersecting the room at all, bail out
+ return;
+ }
+ int b = m_FloorHeight + 1; // Bottom
+ int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
+ ReplaceCuboid(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE); // Floor
+ ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall
+ ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall
+ ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_EndZ, m_EndX + 1, t, m_EndZ + 1, E_BLOCK_COBBLESTONE); // ZP wall
+ TryPlaceChest(a_ChunkDesc, m_Chest1);
+ TryPlaceChest(a_ChunkDesc, m_Chest2);
+ }
+} ;
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDungeonRoomsFinisher:
+
+cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize) :
+ super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024),
+ m_HeightGen(a_HeightGen),
+ m_MaxHalfSize((a_MaxSize + 1) / 2),
+ m_MinHalfSize((a_MinSize + 1) / 2)
+{
+ // Normalize the min and max size:
+ if (m_MinHalfSize > m_MaxHalfSize)
+ {
+ std::swap(m_MinHalfSize, m_MaxHalfSize);
+ }
+}
+
+
+
+
+
+
+cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
+{
+ // Select a random room size in each direction:
+ int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
+ int HalfSizeX = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
+ rnd = rnd / 32;
+ int HalfSizeZ = m_MinHalfSize + (rnd % (m_MaxHalfSize - m_MinHalfSize + 1));
+ rnd = rnd / 32;
+
+ // Select a random floor height for the room, based on the height generator:
+ int ChunkX, ChunkZ;
+ int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ;
+ cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
+ cChunkDef::HeightMap HeightMap;
+ m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
+ int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ}
+ Height = 10 + (rnd % std::max(1, (Height - 14)));
+
+ // Create the dungeon room descriptor:
+ return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise));
+}
+
+
+
+
diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h
new file mode 100644
index 000000000..542a39682
--- /dev/null
+++ b/src/Generating/DungeonRoomsFinisher.h
@@ -0,0 +1,47 @@
+
+// DungeonRoomsFinisher.h
+
+// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
+
+
+
+
+
+#pragma once
+
+#include "GridStructGen.h"
+
+
+
+
+
+class cDungeonRoomsFinisher :
+ public cGridStructGen
+{
+ typedef cGridStructGen super;
+
+public:
+ /** Creates a new dungeon room finisher.
+ a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain.
+ a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across. */
+ cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize);
+
+protected:
+
+ /** The height gen that is used for limiting the rooms' Y coords */
+ cTerrainHeightGen & m_HeightGen;
+
+ /** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */
+ int m_MaxHalfSize;
+
+ /** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
+ int m_MinHalfSize;
+
+
+ // cGridStructGen overrides:
+ virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
+} ;
+
+
+
+