diff options
Diffstat (limited to 'src/Generating/DungeonRoomsFinisher.cpp')
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 25 |
1 files changed, 17 insertions, 8 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index 3f328868d..7ab22c2c5 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -78,7 +78,8 @@ protected: - /** Decodes the position index along the room walls into a proper 2D position for a chest. */ + /** Decodes the position index along the room walls into a proper 2D position for a chest. + The Y coord of the returned vector specifies the chest's meta value*/ Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ) { if (a_PosIdx < a_SizeX) @@ -258,9 +259,9 @@ protected: //////////////////////////////////////////////////////////////////////////////// // cDungeonRoomsFinisher: -cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : +cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), - m_HeightGen(a_HeightGen), + m_ShapeGen(a_ShapeGen), m_MaxHalfSize((a_MaxSize + 1) / 2), m_MinHalfSize((a_MinSize + 1) / 2), m_HeightProbability(cChunkDef::Height) @@ -293,13 +294,21 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int 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 = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); + cChunkDesc::Shape shape; + m_ShapeGen->GenShape(ChunkX, ChunkZ, shape); + int height = 0; + int idx = RelX * 256 + RelZ * 16 * 256; + for (int y = 6; y < cChunkDef::Height; y++) + { + if (shape[idx + y] != 0) + { + continue; + } + height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, y - 5); + } // Create the dungeon room descriptor: - return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise)); + return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, height, m_Noise)); } |