diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 49 |
1 files changed, 27 insertions, 22 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index 4dbbb0a11..f4fb9b222 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -40,10 +40,22 @@ public: 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)) + m_FloorHeight(a_FloorHeight) { + /* + Pick coords next to the wall for the chests. + This is done by indexing the possible coords, picking any one for the first chest + and then picking another position for the second chest that is not adjacent to the first pos + */ + int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; + int SizeX = m_EndX - m_StartX - 1; + int SizeZ = m_EndZ - m_StartZ - 1; + int NumPositions = 2 * SizeX + 2 * SizeZ; + int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind + rnd = rnd / 512; + int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions; + m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ); + m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ); } protected: @@ -65,36 +77,29 @@ protected: - /** 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) + /** Decodes the position index along the room walls into a proper 2D position for a chest. */ + Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ) { - // 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) + if (a_PosIdx < a_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); + return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1); } - rnd -= SizeX; - if (rnd < SizeZ) + a_PosIdx -= a_SizeX; + if (a_PosIdx < a_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); + return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + a_PosIdx + 1); } - rnd -= SizeZ; - if (rnd < SizeX) + a_PosIdx -= a_SizeZ; + if (a_PosIdx < a_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); + return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1); } - rnd -= SizeX; + a_PosIdx -= a_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); + return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + a_PosIdx + 1); } |