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author | Mattes D <github@xoft.cz> | 2014-08-26 14:16:33 +0200 |
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committer | Mattes D <github@xoft.cz> | 2014-08-26 14:16:33 +0200 |
commit | ac4d3a30ed76a7e139eac02de9edcb9fdbbf7957 (patch) | |
tree | e0df88b6e84d1b9412e3639ba439a7c50f721480 /src/Generating/DungeonRoomsFinisher.cpp | |
parent | Type warning fixes. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 232 |
1 files changed, 232 insertions, 0 deletions
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)); +} + + + + |