#include "stdafx.h" #include "StrongholdPieces.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.tile.entity.h" #include "net.minecraft.world.level.storage.h" #include "net.minecraft.world.level.levelgen.h" #include "net.minecraft.world.item.h" #include "WeighedTreasure.h" #include "FileHeader.h" #include "Facing.h" int StrongholdPieces::totalWeight = 0; list StrongholdPieces::currentPieces; StrongholdPieces::EPieceClass StrongholdPieces::imposedPiece; const bool StrongholdPieces::CHECK_AIR = true; StrongholdPieces::PieceWeight::PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount) : weight(weight) { this->placeCount = 0; // 4J added initialiser this->pieceClass = pieceClass; this->maxPlaceCount = maxPlaceCount; } bool StrongholdPieces::PieceWeight::doPlace(int depth) { return maxPlaceCount == 0 || placeCount < maxPlaceCount; } bool StrongholdPieces::PieceWeight::isValid() { return maxPlaceCount == 0 || placeCount < maxPlaceCount; } void StrongholdPieces::resetPieces() { for( AUTO_VAR(it, currentPieces.begin()); it != currentPieces.end(); it++ ) { delete (*it); } currentPieces.clear(); currentPieces.push_back( new PieceWeight(EPieceClass_Straight, 40, 0) ); currentPieces.push_back( new PieceWeight(EPieceClass_PrisonHall, 5, 5) ); currentPieces.push_back( new PieceWeight(EPieceClass_LeftTurn, 20, 0) ); currentPieces.push_back( new PieceWeight(EPieceClass_RightTurn, 20, 0) ); currentPieces.push_back( new PieceWeight(EPieceClass_RoomCrossing, 10, 6) ); currentPieces.push_back( new PieceWeight(EPieceClass_StraightStairsDown, 5, 5) ); currentPieces.push_back( new PieceWeight(EPieceClass_StairsDown, 5, 5) ); currentPieces.push_back( new PieceWeight(EPieceClass_FiveCrossing, 5, 4) ); currentPieces.push_back( new PieceWeight(EPieceClass_ChestCorridor, 5, 4) ); currentPieces.push_back( new PieceWeight_Library(EPieceClass_Library, 10, 2) ); currentPieces.push_back( new PieceWeight_PortalRoom(EPieceClass_PortalRoom, 20, 1) ); imposedPiece = EPieceClass_NULL; } bool StrongholdPieces::updatePieceWeight() { bool hasAnyPieces = false; totalWeight = 0; for( AUTO_VAR(it, currentPieces.begin()); it != currentPieces.end(); it++ ) { PieceWeight *piece = *it; if (piece->maxPlaceCount > 0 && piece->placeCount < piece->maxPlaceCount) { hasAnyPieces = true; } totalWeight += piece->weight; } return hasAnyPieces; } StrongholdPieces::StrongholdPiece *StrongholdPieces::findAndCreatePieceFactory(EPieceClass pieceClass, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { StrongholdPiece *strongholdPiece = NULL; if (pieceClass == EPieceClass_Straight) { strongholdPiece = Straight::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_PrisonHall) { strongholdPiece = PrisonHall::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_LeftTurn) { strongholdPiece = LeftTurn::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_RightTurn) { strongholdPiece = RightTurn::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_RoomCrossing) { strongholdPiece = RoomCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_StraightStairsDown) { strongholdPiece = StraightStairsDown::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_StairsDown) { strongholdPiece = StairsDown::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_FiveCrossing) { strongholdPiece = FiveCrossing::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_ChestCorridor) { strongholdPiece = ChestCorridor::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_Library) { strongholdPiece = Library::createPiece(pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == EPieceClass_PortalRoom) { strongholdPiece = PortalRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth); } return strongholdPiece; } StrongholdPieces::StrongholdPiece *StrongholdPieces::generatePieceFromSmallDoor(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { if (!updatePieceWeight()) { return NULL; } if (imposedPiece != EPieceClass_NULL) { StrongholdPiece *strongholdPiece = findAndCreatePieceFactory(imposedPiece, pieces, random, footX, footY, footZ, direction, depth); imposedPiece = EPieceClass_NULL; if (strongholdPiece != NULL) { return strongholdPiece; } } int numAttempts = 0; while (numAttempts < 5) { numAttempts++; int weightSelection = random->nextInt(totalWeight); for( AUTO_VAR(it, currentPieces.begin()); it != currentPieces.end(); it++ ) { PieceWeight *piece = *it; weightSelection -= piece->weight; if (weightSelection < 0) { if (!piece->doPlace(depth) || piece == startPiece->previousPiece) { break; } StrongholdPiece *strongholdPiece = findAndCreatePieceFactory(piece->pieceClass, pieces, random, footX, footY, footZ, direction, depth); if (strongholdPiece != NULL) { piece->placeCount++; startPiece->previousPiece = piece; if (!piece->isValid()) { currentPieces.remove(piece); } return strongholdPiece; } } } } { BoundingBox *box = FillerCorridor::findPieceBox(pieces, random, footX, footY, footZ, direction); if (box != NULL && box->y0 > 1) { return new FillerCorridor(depth, random, box, direction); } if(box != NULL) delete box; } return NULL; } StructurePiece *StrongholdPieces::generateAndAddPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { if (depth > MAX_DEPTH) { return NULL; } if (abs(footX - startPiece->getBoundingBox()->x0) > 3 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 3 * 16) { // Force attempt at spawning a portal room if(startPiece->m_level->getOriginalSaveVersion() >= SAVE_FILE_VERSION_MOVED_STRONGHOLD && !startPiece->m_level->getLevelData()->getHasStrongholdEndPortal()) { for( AUTO_VAR(it, currentPieces.begin()); it != currentPieces.end(); it++ ) { PieceWeight *piece = *it; if(piece->pieceClass != EPieceClass_PortalRoom) continue; #ifndef _CONTENT_PACKAGE printf("Portal room forcing attempt\n"); #endif StrongholdPiece *strongholdPiece = PortalRoom::createPiece(pieces, random, footX, footY, footZ, direction, depth); if (strongholdPiece != NULL) { piece->placeCount++; startPiece->previousPiece = piece; if (!piece->isValid()) { currentPieces.remove(piece); } #ifndef _CONTENT_PACKAGE printf("Success\n"); #endif return strongholdPiece; } } } return NULL; } StructurePiece *newPiece = generatePieceFromSmallDoor(startPiece, pieces, random, footX, footY, footZ, direction, depth + 1); if (newPiece != NULL) { pieces->push_back(newPiece); startPiece->pendingChildren.push_back(newPiece); // newPiece.addChildren(startPiece, pieces, random, depth + 1); } return newPiece; } StrongholdPieces::StrongholdPiece::StrongholdPiece(int genDepth) : StructurePiece(genDepth) { } void StrongholdPieces::StrongholdPiece::generateSmallDoor(Level *level, Random *random, BoundingBox *chunkBB, StrongholdPieces::StrongholdPiece::SmallDoorType doorType, int footX, int footY, int footZ) { switch (doorType) { default: case OPENING: generateBox(level, chunkBB, footX, footY, footZ, footX + SMALL_DOOR_WIDTH - 1, footY + SMALL_DOOR_HEIGHT - 1, footZ, 0, 0, false); break; case WOOD_DOOR: placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY + 1, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 1, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY + 1, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY, footZ, chunkBB); placeBlock(level, Tile::door_wood_Id, 0, footX + 1, footY, footZ, chunkBB); placeBlock(level, Tile::door_wood_Id, DoorTile::UPPER_BIT, footX + 1, footY + 1, footZ, chunkBB); break; case GRATES: placeBlock(level, 0, 0, footX + 1, footY, footZ, chunkBB); placeBlock(level, 0, 0, footX + 1, footY + 1, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX, footY, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX, footY + 1, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX, footY + 2, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX + 1, footY + 2, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY + 2, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY + 1, footZ, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY, footZ, chunkBB); break; case IRON_DOOR: placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY + 1, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 1, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY + 2, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY + 1, footZ, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX + 2, footY, footZ, chunkBB); placeBlock(level, Tile::door_iron_Id, 0, footX + 1, footY, footZ, chunkBB); placeBlock(level, Tile::door_iron_Id, DoorTile::UPPER_BIT, footX + 1, footY + 1, footZ, chunkBB); placeBlock(level, Tile::button_stone_Id, getOrientationData(Tile::button_stone_Id, 4), footX + 2, footY + 1, footZ + 1, chunkBB); placeBlock(level, Tile::button_stone_Id, getOrientationData(Tile::button_stone_Id, 3), footX + 2, footY + 1, footZ - 1, chunkBB); break; } } StrongholdPieces::StrongholdPiece::SmallDoorType StrongholdPieces::StrongholdPiece::randomSmallDoor(Random *random) { int selection = random->nextInt(5); switch (selection) { default: case 0: case 1: return OPENING; case 2: return WOOD_DOOR; case 3: return GRATES; case 4: return IRON_DOOR; } } StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildForward(StartPiece *startPiece, list *pieces, Random *random, int xOff, int yOff) { switch (orientation) { case Direction::NORTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, orientation, getGenDepth()); case Direction::SOUTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + xOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, orientation, getGenDepth()); case Direction::WEST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth()); case Direction::EAST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + xOff, orientation, getGenDepth()); } return NULL; } StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildLeft(StartPiece *startPiece, list *pieces, Random *random, int yOff, int zOff) { switch (orientation) { case Direction::NORTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth()); case Direction::SOUTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::WEST, getGenDepth()); case Direction::WEST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth()); case Direction::EAST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z0 - 1, Direction::NORTH, getGenDepth()); } return NULL; } StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildRight(StartPiece *startPiece, list *pieces, Random *random, int yOff, int zOff) { switch (orientation) { case Direction::NORTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth()); case Direction::SOUTH: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0 + yOff, boundingBox->z0 + zOff, Direction::EAST, getGenDepth()); case Direction::WEST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth()); case Direction::EAST: return generateAndAddPiece(startPiece, pieces, random, boundingBox->x0 + zOff, boundingBox->y0 + yOff, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth()); } return NULL; } bool StrongholdPieces::StrongholdPiece::isOkBox(BoundingBox *box, StartPiece *startRoom) { //return box != NULL && box->y0 > LOWEST_Y_POSITION; bool bIsOk = false; if(box != NULL) { if( box->y0 > LOWEST_Y_POSITION ) bIsOk = true; if( startRoom != NULL && startRoom->m_level->getOriginalSaveVersion() >= SAVE_FILE_VERSION_MOVED_STRONGHOLD ) { int xzSize = startRoom->m_level->getLevelData()->getXZSize(); int blockMin = -( (xzSize << 4) / 2) + 1; int blockMax = ( (xzSize << 4) / 2 ) - 1; if(box->x0 <= blockMin) bIsOk = false; if(box->z0 <= blockMin) bIsOk = false; if(box->x1 >= blockMax) bIsOk = false; if(box->z1 >= blockMax) bIsOk = false; } } return bIsOk; } StrongholdPieces::FillerCorridor::FillerCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction) : StrongholdPiece(genDepth), steps((direction == Direction::NORTH || direction == Direction::SOUTH) ? corridorBox->getZSpan() : corridorBox->getXSpan()) { orientation = direction; boundingBox = corridorBox; } BoundingBox *StrongholdPieces::FillerCorridor::findPieceBox(list *pieces, Random *random, int footX, int footY, int footZ, int direction) { const int maxLength = 3; BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, 5, 5, maxLength + 1, direction); StructurePiece *collisionPiece = StructurePiece::findCollisionPiece(pieces, box); if (collisionPiece == NULL) { delete box; // the filler must collide with something in order to be // generated return NULL; } if (collisionPiece->getBoundingBox()->y0 == box->y0) { delete box; // attempt to make a smaller piece until it fits for (int depth = maxLength; depth >= 1; depth--) { box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, 5, 5, depth - 1, direction); if (!collisionPiece->getBoundingBox()->intersects(box)) { delete box; // the corridor has shrunk enough to fit, but make it // one step too big to build an entrance into the other // block return BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, 5, 5, depth, direction); } delete box; } } return NULL; } bool StrongholdPieces::FillerCorridor::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // filler corridor for (int i = 0; i < steps; i++) { // row 0 placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 0, 0, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 0, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, 0, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 0, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 4, 0, i, chunkBB); // row 1-3 for (int y = 1; y <= 3; y++) { placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 0, y, i, chunkBB); placeBlock(level, 0, 0, 1, y, i, chunkBB); placeBlock(level, 0, 0, 2, y, i, chunkBB); placeBlock(level, 0, 0, 3, y, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 4, y, i, chunkBB); } // row 4 placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 0, 4, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 4, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, 4, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 4, i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 4, 4, i, chunkBB); } return true; } StrongholdPieces::StairsDown::StairsDown(int genDepth, Random *random, int west, int north) : StrongholdPiece(genDepth), isSource(true), entryDoor(OPENING) { orientation = random->nextInt(4); switch (orientation) { case Direction::NORTH: case Direction::SOUTH: boundingBox = new BoundingBox(west, 64, north, west + width - 1, 64 + height - 1, north + depth - 1); break; default: boundingBox = new BoundingBox(west, 64, north, west + depth - 1, 64 + height - 1, north + width - 1); break; } } StrongholdPieces::StairsDown::StairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), isSource(false), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::StairsDown::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { if( isSource ) { imposedPiece = EPieceClass_FiveCrossing; } generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1); } StrongholdPieces::StairsDown *StrongholdPieces::StairsDown::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 4 - height, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new StairsDown(genDepth, random, box, direction); } bool StrongholdPieces::StairsDown::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit door generateSmallDoor(level, random, chunkBB, OPENING, 1, 1, depth - 1); // stair steps placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, 6, 1, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 5, 1, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 1, 6, 1, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 5, 2, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 4, 3, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 1, 5, 3, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, 4, 3, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 3, 3, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 3, 4, 3, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 3, 2, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 2, 1, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 3, 3, 1, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, 2, 1, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 1, 1, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 1, 2, 1, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, 1, 2, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::STONE_SLAB, 1, 1, 3, chunkBB); return true; } StrongholdPieces::StartPiece::StartPiece(int genDepth, Random *random, int west, int north, Level *level) : StairsDown(0, random, west, north) { // 4J added initialisers isLibraryAdded = false; previousPiece = NULL; portalRoomPiece = NULL; m_level = level; } TilePos *StrongholdPieces::StartPiece::getLocatorPosition() { if( portalRoomPiece != NULL ) { return portalRoomPiece->getLocatorPosition(); } return StairsDown::getLocatorPosition(); } StrongholdPieces::Straight::Straight(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)), leftChild(random->nextInt(2) == 0), rightChild(random->nextInt(2) == 0) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::Straight::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1); if (leftChild) generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, 1, 2); if (rightChild) generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, 1, 2); } StrongholdPieces::Straight *StrongholdPieces::Straight::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new Straight(genDepth, random, box, direction); } bool StrongholdPieces::Straight::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit door generateSmallDoor(level, random, chunkBB, OPENING, 1, 1, depth - 1); maybeGenerateBlock(level, chunkBB, random, .1f, 1, 2, 1, Tile::torch_Id, 0); maybeGenerateBlock(level, chunkBB, random, .1f, 3, 2, 1, Tile::torch_Id, 0); maybeGenerateBlock(level, chunkBB, random, .1f, 1, 2, 5, Tile::torch_Id, 0); maybeGenerateBlock(level, chunkBB, random, .1f, 3, 2, 5, Tile::torch_Id, 0); if (leftChild) { generateBox(level, chunkBB, 0, 1, 2, 0, 3, 4, 0, 0, false); } if (rightChild) { generateBox(level, chunkBB, 4, 1, 2, 4, 3, 4, 0, 0, false); } return true; } WeighedTreasure *StrongholdPieces::ChestCorridor::treasureItems[TREASURE_ITEMS_COUNT] = { new WeighedTreasure(Item::enderPearl_Id, 0, 1, 1, 10), new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 3), new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10), new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5), new WeighedTreasure(Item::redStone_Id, 0, 4, 9, 5), new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15), new WeighedTreasure(Item::apple_Id, 0, 1, 3, 15), new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::sword_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::chestplate_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::helmet_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::leggings_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::boots_iron_Id, 0, 1, 1, 5), new WeighedTreasure(Item::apple_gold_Id, 0, 1, 1, 1) }; StrongholdPieces::ChestCorridor::ChestCorridor(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::ChestCorridor::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1); } StrongholdPieces::ChestCorridor *StrongholdPieces::ChestCorridor::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new ChestCorridor(genDepth, random, box, direction); } bool StrongholdPieces::ChestCorridor::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit door generateSmallDoor(level, random, chunkBB, OPENING, 1, 1, depth - 1); // chest placement generateBox(level, chunkBB, 3, 1, 2, 3, 1, 4, Tile::stoneBrickSmooth_Id, Tile::stoneBrickSmooth_Id, false); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SMOOTHBRICK_SLAB, 3, 1, 1, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SMOOTHBRICK_SLAB, 3, 1, 5, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SMOOTHBRICK_SLAB, 3, 2, 2, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SMOOTHBRICK_SLAB, 3, 2, 4, chunkBB); for (int z = 2; z <= 4; z++) { placeBlock(level, Tile::stoneSlabHalf_Id, StoneSlabTile::SMOOTHBRICK_SLAB, 2, 1, z, chunkBB); } if (!hasPlacedChest) { int y = getWorldY(2); int x = getWorldX(3, 3), z = getWorldZ(3, 3); if (chunkBB->isInside(x, y, z)) { hasPlacedChest = true; createChest(level, chunkBB, random, 3, 2, 3, WeighedTreasure::addToTreasure(WeighedTreasureArray(treasureItems,TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random)), 2 + random->nextInt(2)); } } return true; } StrongholdPieces::StraightStairsDown::StraightStairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::StraightStairsDown::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1); } StrongholdPieces::StraightStairsDown *StrongholdPieces::StraightStairsDown::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 4 - height, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new StraightStairsDown(genDepth, random, box, direction); } bool StrongholdPieces::StraightStairsDown::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit door generateSmallDoor(level, random, chunkBB, OPENING, 1, 1, depth - 1); // stairs int orientationData = getOrientationData(Tile::stairs_stone_Id, 2); for (int i = 0; i < 6; i++) { placeBlock(level, Tile::stairs_stone_Id, orientationData, 1, height - 5 - i, 1 + i, chunkBB); placeBlock(level, Tile::stairs_stone_Id, orientationData, 2, height - 5 - i, 1 + i, chunkBB); placeBlock(level, Tile::stairs_stone_Id, orientationData, 3, height - 5 - i, 1 + i, chunkBB); if (i < 5) { placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 1, height - 6 - i, 1 + i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 2, height - 6 - i, 1 + i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, height - 6 - i, 1 + i, chunkBB); } } return true; } StrongholdPieces::LeftTurn::LeftTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::LeftTurn::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { if (orientation == Direction::NORTH || orientation == Direction::EAST) { generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, 1, 1); } else { generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, 1, 1); } } StrongholdPieces::LeftTurn *StrongholdPieces::LeftTurn::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new LeftTurn(genDepth, random, box, direction); } bool StrongholdPieces::LeftTurn::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit opening if (orientation == Direction::NORTH || orientation == Direction::EAST) { generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, 0, 0, false); } else { generateBox(level, chunkBB, 4, 1, 1, 4, 3, 3, 0, 0, false); } return true; } StrongholdPieces::RightTurn::RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : LeftTurn(genDepth, random, stairsBox, direction) { } void StrongholdPieces::RightTurn::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { if (orientation == Direction::NORTH || orientation == Direction::EAST) { generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, 1, 1); } else { generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, 1, 1); } } bool StrongholdPieces::RightTurn::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, height - SMALL_DOOR_HEIGHT - 1, 0); // exit opening if (orientation == Direction::NORTH || orientation == Direction::EAST) { generateBox(level, chunkBB, 4, 1, 1, 4, 3, 3, 0, 0, false); } else { generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, 0, 0, false); } return true; } StrongholdPieces::RoomCrossing::RoomCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)), type(random->nextInt(5)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::RoomCrossing::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateSmallDoorChildForward((StartPiece*) startPiece, pieces, random, 4, 1); generateSmallDoorChildLeft((StartPiece*) startPiece, pieces, random, 1, 4); generateSmallDoorChildRight((StartPiece*) startPiece, pieces, random, 1, 4); } StrongholdPieces::RoomCrossing *StrongholdPieces::RoomCrossing::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new RoomCrossing(genDepth, random, box, direction); } WeighedTreasure *StrongholdPieces::RoomCrossing::smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT] = { new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10), new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5), new WeighedTreasure(Item::redStone_Id, 0, 4, 9, 5), new WeighedTreasure(Item::coal_Id, CoalItem::STONE_COAL, 3, 8, 10), new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15), new WeighedTreasure(Item::apple_Id, 0, 1, 3, 15), new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 1), }; bool StrongholdPieces::RoomCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 4, 1, 0); // exit openings generateBox(level, chunkBB, 4, 1, depth - 1, 6, 3, depth - 1, 0, 0, false); generateBox(level, chunkBB, 0, 1, 4, 0, 3, 6, 0, 0, false); generateBox(level, chunkBB, width - 1, 1, 4, width - 1, 3, 6, 0, 0, false); switch (type) { default: break; case 0: // middle torch pillar placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 1, 5, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 2, 5, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 3, 5, chunkBB); placeBlock(level, Tile::torch_Id, 0, 4, 3, 5, chunkBB); placeBlock(level, Tile::torch_Id, 0, 6, 3, 5, chunkBB); placeBlock(level, Tile::torch_Id, 0, 5, 3, 4, chunkBB); placeBlock(level, Tile::torch_Id, 0, 5, 3, 6, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 4, 1, 4, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 4, 1, 5, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 4, 1, 6, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 6, 1, 4, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 6, 1, 5, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 6, 1, 6, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 5, 1, 4, chunkBB); placeBlock(level, Tile::stoneSlabHalf_Id, 0, 5, 1, 6, chunkBB); break; case 1: { for (int i = 0; i < 5; i++) { placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3, 1, 3 + i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 7, 1, 3 + i, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3 + i, 1, 3, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 3 + i, 1, 7, chunkBB); } placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 1, 5, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 2, 5, chunkBB); placeBlock(level, Tile::stoneBrickSmooth_Id, 0, 5, 3, 5, chunkBB); placeBlock(level, Tile::water_Id, 0, 5, 4, 5, chunkBB); } break; case 2: { for (int z = 1; z <= 9; z++) { placeBlock(level, Tile::stoneBrick_Id, 0, 1, 3, z, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 9, 3, z, chunkBB); } for (int x = 1; x <= 9; x++) { placeBlock(level, Tile::stoneBrick_Id, 0, x, 3, 1, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, x, 3, 9, chunkBB); } placeBlock(level, Tile::stoneBrick_Id, 0, 5, 1, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 5, 1, 6, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 5, 3, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 5, 3, 6, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 1, 5, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 6, 1, 5, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 3, 5, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 6, 3, 5, chunkBB); for (int y = 1; y <= 3; y++) { placeBlock(level, Tile::stoneBrick_Id, 0, 4, y, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 6, y, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, y, 6, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 6, y, 6, chunkBB); } placeBlock(level, Tile::torch_Id, 0, 5, 3, 5, chunkBB); for (int z = 2; z <= 8; z++) { placeBlock(level, Tile::wood_Id, 0, 2, 3, z, chunkBB); placeBlock(level, Tile::wood_Id, 0, 3, 3, z, chunkBB); if (z <= 3 || z >= 7) { placeBlock(level, Tile::wood_Id, 0, 4, 3, z, chunkBB); placeBlock(level, Tile::wood_Id, 0, 5, 3, z, chunkBB); placeBlock(level, Tile::wood_Id, 0, 6, 3, z, chunkBB); } placeBlock(level, Tile::wood_Id, 0, 7, 3, z, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 3, z, chunkBB); } placeBlock(level, Tile::ladder_Id, getOrientationData(Tile::ladder_Id, Facing::WEST), 9, 1, 3, chunkBB); placeBlock(level, Tile::ladder_Id, getOrientationData(Tile::ladder_Id, Facing::WEST), 9, 2, 3, chunkBB); placeBlock(level, Tile::ladder_Id, getOrientationData(Tile::ladder_Id, Facing::WEST), 9, 3, 3, chunkBB); createChest(level, chunkBB, random, 3, 4, 8, WeighedTreasure::addToTreasure(WeighedTreasureArray(smallTreasureItems,SMALL_TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random)), 1 + random->nextInt(4)); // System.out.println("Created chest at " + getWorldX(3, 8) + // "," + getWorldY(4) + "," + getWorldZ(3, 8)); } break; } return true; } StrongholdPieces::PrisonHall::PrisonHall(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; } void StrongholdPieces::PrisonHall::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1); } StrongholdPieces::PrisonHall *StrongholdPieces::PrisonHall::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new PrisonHall(genDepth, random, box, direction); } bool StrongholdPieces::PrisonHall::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 1, 1, 0); // exit openings generateBox(level, chunkBB, 1, 1, depth - 1, 3, 3, depth - 1, 0, 0, false); // door pillars generateBox(level, chunkBB, 4, 1, 1, 4, 3, 1, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 1, 3, 4, 3, 3, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 1, 7, 4, 3, 7, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 1, 9, 4, 3, 9, false, random, (BlockSelector *)smoothStoneSelector); // grates generateBox(level, chunkBB, 4, 1, 4, 4, 3, 6, Tile::ironFence_Id, Tile::ironFence_Id, false); generateBox(level, chunkBB, 5, 1, 5, 7, 3, 5, Tile::ironFence_Id, Tile::ironFence_Id, false); // doors placeBlock(level, Tile::ironFence_Id, 0, 4, 3, 2, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, 4, 3, 8, chunkBB); placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3), 4, 1, 2, chunkBB); placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3) + DoorTile::UPPER_BIT, 4, 2, 2, chunkBB); placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3), 4, 1, 8, chunkBB); placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3) + DoorTile::UPPER_BIT, 4, 2, 8, chunkBB); return true; } StrongholdPieces::Library::Library(int genDepth, Random *random, BoundingBox *roomBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)), isTall(roomBox->getYSpan() > height) { orientation = direction; boundingBox = roomBox; } StrongholdPieces::Library *StrongholdPieces::Library::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { // attempt to make a tall library first BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, tallHeight, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; // make a short library box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } } return new Library(genDepth, random, box, direction); } WeighedTreasure *StrongholdPieces::Library::libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT] = { new WeighedTreasure(Item::book_Id, 0, 1, 3, 20), new WeighedTreasure(Item::paper_Id, 0, 2, 7, 20), new WeighedTreasure(Item::map_Id, 0, 1, 1, 1), new WeighedTreasure(Item::compass_Id, 0, 1, 1, 1), }; bool StrongholdPieces::Library::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } int currentHeight = tallHeight; if (!isTall) { currentHeight = height; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, currentHeight - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 4, 1, 0); // place sparse cob webs generateMaybeBox(level, chunkBB, random, .07f, 2, 1, 1, width - 1 - 2, height - 2, depth - 2, Tile::web_Id, Tile::web_Id, false); const int bookLeft = 1; const int bookRight = width - 2; // place library walls for (int d = 1; d <= depth - 2; d++) { if (((d - 1) % 4) == 0) { generateBox(level, chunkBB, bookLeft, 1, d, bookLeft, 4, d, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, bookRight, 1, d, bookRight, 4, d, Tile::wood_Id, Tile::wood_Id, false); placeBlock(level, Tile::torch_Id, 0, 2, 3, d, chunkBB); placeBlock(level, Tile::torch_Id, 0, width - 3, 3, d, chunkBB); if (isTall) { generateBox(level, chunkBB, bookLeft, 6, d, bookLeft, 9, d, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, bookRight, 6, d, bookRight, 9, d, Tile::wood_Id, Tile::wood_Id, false); } } else { generateBox(level, chunkBB, bookLeft, 1, d, bookLeft, 4, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); generateBox(level, chunkBB, bookRight, 1, d, bookRight, 4, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); if (isTall) { generateBox(level, chunkBB, bookLeft, 6, d, bookLeft, 9, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); generateBox(level, chunkBB, bookRight, 6, d, bookRight, 9, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); } } } // place book shelves for (int d = 3; d < depth - 3; d += 2) { generateBox(level, chunkBB, 3, 1, d, 4, 3, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); generateBox(level, chunkBB, 6, 1, d, 7, 3, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); generateBox(level, chunkBB, 9, 1, d, 10, 3, d, Tile::bookshelf_Id, Tile::bookshelf_Id, false); } if (isTall) { // create balcony generateBox(level, chunkBB, 1, 5, 1, 3, 5, depth - 2, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, width - 4, 5, 1, width - 2, 5, depth - 2, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 4, 5, 1, width - 5, 5, 2, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 4, 5, depth - 3, width - 5, 5, depth - 2, Tile::wood_Id, Tile::wood_Id, false); placeBlock(level, Tile::wood_Id, 0, width - 5, 5, depth - 4, chunkBB); placeBlock(level, Tile::wood_Id, 0, width - 6, 5, depth - 4, chunkBB); placeBlock(level, Tile::wood_Id, 0, width - 5, 5, depth - 5, chunkBB); // balcony fences generateBox(level, chunkBB, 3, 6, 2, 3, 6, depth - 3, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, width - 4, 6, 2, width - 4, 6, depth - 5, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, 4, 6, 2, width - 5, 6, 2, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, 4, 6, depth - 3, 8, 6, depth - 3, Tile::fence_Id, Tile::fence_Id, false); placeBlock(level, Tile::fence_Id, 0, width - 5, 6, depth - 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, width - 6, 6, depth - 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, width - 5, 6, depth - 5, chunkBB); // ladder int orientationData = getOrientationData(Tile::ladder_Id, 3); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 1, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 2, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 3, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 4, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 5, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 6, depth - 2, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, width - 4, 7, depth - 2, chunkBB); // chandelier int x = width / 2; int z = depth / 2; placeBlock(level, Tile::fence_Id, 0, x - 1, tallHeight - 2, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x, tallHeight - 2, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x - 1, tallHeight - 3, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x, tallHeight - 3, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x - 1, tallHeight - 4, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x, tallHeight - 4, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x - 2, tallHeight - 4, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x + 1, tallHeight - 4, z, chunkBB); placeBlock(level, Tile::fence_Id, 0, x - 1, tallHeight - 4, z - 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, x - 1, tallHeight - 4, z + 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, x, tallHeight - 4, z - 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, x, tallHeight - 4, z + 1, chunkBB); placeBlock(level, Tile::torch_Id, 0, x - 2, tallHeight - 3, z, chunkBB); placeBlock(level, Tile::torch_Id, 0, x + 1, tallHeight - 3, z, chunkBB); placeBlock(level, Tile::torch_Id, 0, x - 1, tallHeight - 3, z - 1, chunkBB); placeBlock(level, Tile::torch_Id, 0, x - 1, tallHeight - 3, z + 1, chunkBB); placeBlock(level, Tile::torch_Id, 0, x, tallHeight - 3, z - 1, chunkBB); placeBlock(level, Tile::torch_Id, 0, x, tallHeight - 3, z + 1, chunkBB); } // place chests createChest(level, chunkBB, random, 3, 3, 5, WeighedTreasure::addToTreasure(WeighedTreasureArray(libraryTreasureItems,LIBRARY_TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random, 1, 5, 2)), 1 + random->nextInt(4)); if (isTall) { placeBlock(level, 0, 0, width - 2, tallHeight - 2, 1, chunkBB); createChest(level, chunkBB, random, width - 2, tallHeight - 3, 1, WeighedTreasure::addToTreasure(WeighedTreasureArray(libraryTreasureItems,LIBRARY_TREASURE_ITEMS_COUNT), Item::enchantedBook->createForRandomTreasure(random, 1, 5, 2)), 1 + random->nextInt(4)); } return true; } StrongholdPieces::FiveCrossing::FiveCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction) : StrongholdPiece(genDepth), entryDoor(randomSmallDoor(random)) { orientation = direction; boundingBox = stairsBox; leftLow = random->nextBoolean(); leftHigh = random->nextBoolean(); rightLow = random->nextBoolean(); rightHigh = random->nextInt(3) > 0; } void StrongholdPieces::FiveCrossing::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { int zOffA = 3; int zOffB = 5; // compensate for weird negative-facing behaviour if (orientation == Direction::WEST || orientation == Direction::NORTH) { zOffA = depth - 3 - zOffA; zOffB = depth - 3 - zOffB; } generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 5, 1); if (leftLow) generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, zOffA, 1); if (leftHigh) generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, zOffB, 7); if (rightLow) generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, zOffA, 1); if (rightHigh) generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, zOffB, 7); } StrongholdPieces::FiveCrossing *StrongholdPieces::FiveCrossing::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -3, 0, width, height, depth, direction); StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new FiveCrossing(genDepth, random, box, direction); } bool StrongholdPieces::FiveCrossing::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (edgesLiquid(level, chunkBB)) { return false; } // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, CHECK_AIR, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, entryDoor, 4, 3, 0); // exit openings if (leftLow) generateBox(level, chunkBB, 0, 3, 1, 0, 5, 3, 0, 0, false); if (rightLow) generateBox(level, chunkBB, 9, 3, 1, 9, 5, 3, 0, 0, false); if (leftHigh) generateBox(level, chunkBB, 0, 5, 7, 0, 7, 9, 0, 0, false); if (rightHigh) generateBox(level, chunkBB, 9, 5, 7, 9, 7, 9, 0, 0, false); generateBox(level, chunkBB, 5, 1, 10, 7, 3, 10, 0, 0, false); // main floor generateBox(level, chunkBB, 1, 2, 1, 8, 2, 6, false, random, (BlockSelector *)smoothStoneSelector); // side walls generateBox(level, chunkBB, 4, 1, 5, 4, 4, 9, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 8, 1, 5, 8, 4, 9, false, random, (BlockSelector *)smoothStoneSelector); // upper floor generateBox(level, chunkBB, 1, 4, 7, 3, 4, 9, false, random, (BlockSelector *)smoothStoneSelector); // left stairs generateBox(level, chunkBB, 1, 3, 5, 3, 3, 6, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 1, 3, 4, 3, 3, 4, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); generateBox(level, chunkBB, 1, 4, 6, 3, 4, 6, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); // lower stairs generateBox(level, chunkBB, 5, 1, 7, 7, 1, 8, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 5, 1, 9, 7, 1, 9, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); generateBox(level, chunkBB, 5, 2, 7, 7, 2, 7, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); // bridge generateBox(level, chunkBB, 4, 5, 7, 4, 5, 9, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); generateBox(level, chunkBB, 8, 5, 7, 8, 5, 9, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); generateBox(level, chunkBB, 5, 5, 7, 7, 5, 9, Tile::stoneSlab_Id, Tile::stoneSlab_Id, false); placeBlock(level, Tile::torch_Id, 0, 6, 5, 6, chunkBB); return true; } StrongholdPieces::PortalRoom::PortalRoom(int genDepth, Random *random, BoundingBox *box, int direction) : StrongholdPiece(genDepth) { hasPlacedMobSpawner = false; orientation = direction; boundingBox = box; } void StrongholdPieces::PortalRoom::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { if (startPiece != NULL) { ((StartPiece *) startPiece)->portalRoomPiece = this; } } StrongholdPieces::PortalRoom *StrongholdPieces::PortalRoom::createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, height, depth, direction); // 4J Added so that we can check that Portals stay within the bounds of the world (which they ALWAYS should anyway) StartPiece *startPiece = NULL; if(pieces != NULL) startPiece = ((StrongholdPieces::StartPiece *) pieces->front()); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new PortalRoom(genDepth, random, box, direction); } bool StrongholdPieces::PortalRoom::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { // bounding walls generateBox(level, chunkBB, 0, 0, 0, width - 1, height - 1, depth - 1, false, random, (BlockSelector *)smoothStoneSelector); // entry door generateSmallDoor(level, random, chunkBB, GRATES, 4, 1, 0); // inner roof row int y = height - 2; generateBox(level, chunkBB, 1, y, 1, 1, y, depth - 2, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, width - 2, y, 1, width - 2, y, depth - 2, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 2, y, 1, width - 3, y, 2, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 2, y, depth - 2, width - 3, y, depth - 2, false, random, (BlockSelector *)smoothStoneSelector); // entrance lava pools generateBox(level, chunkBB, 1, 1, 1, 2, 1, 4, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, width - 3, 1, 1, width - 2, 1, 4, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 1, 1, 1, 1, 1, 3, Tile::lava_Id, Tile::lava_Id, false); generateBox(level, chunkBB, width - 2, 1, 1, width - 2, 1, 3, Tile::lava_Id, Tile::lava_Id, false); // portal lava pool generateBox(level, chunkBB, 3, 1, 8, 7, 1, 12, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 1, 9, 6, 1, 11, Tile::lava_Id, Tile::lava_Id, false); // wall decorations for (int z = 3; z < depth - 2; z += 2) { generateBox(level, chunkBB, 0, 3, z, 0, 4, z, Tile::ironFence_Id, Tile::ironFence_Id, false); generateBox(level, chunkBB, width - 1, 3, z, width - 1, 4, z, Tile::ironFence_Id, Tile::ironFence_Id, false); } for (int x = 2; x < width - 2; x += 2) { generateBox(level, chunkBB, x, 3, depth - 1, x, 4, depth - 1, Tile::ironFence_Id, Tile::ironFence_Id, false); } // stair int orientationData = getOrientationData(Tile::stairs_stoneBrickSmooth_Id, 3); generateBox(level, chunkBB, 4, 1, 5, 6, 1, 7, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 2, 6, 6, 2, 7, false, random, (BlockSelector *)smoothStoneSelector); generateBox(level, chunkBB, 4, 3, 7, 6, 3, 7, false, random, (BlockSelector *)smoothStoneSelector); for (int x = 4; x <= 6; x++) { placeBlock(level, Tile::stairs_stoneBrickSmooth_Id, orientationData, x, 1, 4, chunkBB); placeBlock(level, Tile::stairs_stoneBrickSmooth_Id, orientationData, x, 2, 5, chunkBB); placeBlock(level, Tile::stairs_stoneBrickSmooth_Id, orientationData, x, 3, 6, chunkBB); } int north = Direction::NORTH; int south = Direction::SOUTH; int east = Direction::EAST; int west = Direction::WEST; switch (orientation) { case Direction::SOUTH: north = Direction::SOUTH; south = Direction::NORTH; break; case Direction::EAST: north = Direction::EAST; south = Direction::WEST; east = Direction::SOUTH; west = Direction::NORTH; break; case Direction::WEST: north = Direction::WEST; south = Direction::EAST; east = Direction::SOUTH; west = Direction::NORTH; break; } // 4J-PB - Removed for Christmas update since we don't have The End // 4J-PB - not going to remove it, so that maps generated will have it in, but it can't be activated placeBlock(level, Tile::endPortalFrameTile_Id, north + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 4, 3, 8, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, north + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 5, 3, 8, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, north + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 6, 3, 8, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, south + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 4, 3, 12, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, south + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 5, 3, 12, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, south + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 6, 3, 12, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, east + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 3, 3, 9, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, east + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 3, 3, 10, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, east + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 3, 3, 11, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, west + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 7, 3, 9, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, west + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 7, 3, 10, chunkBB); placeBlock(level, Tile::endPortalFrameTile_Id, west + ((random->nextFloat() > 0.9f) ? TheEndPortalFrameTile::EYE_BIT : 0), 7, 3, 11, chunkBB); if (!hasPlacedMobSpawner) { y = getWorldY(3); int x = getWorldX(5, 6), z = getWorldZ(5, 6); if (chunkBB->isInside(x, y, z)) { // 4J Stu - The mob spawner location is close enough for the map icon display, and this ensures that we only need to set the position once app.AddTerrainFeaturePosition(eTerrainFeature_StrongholdEndPortal,x,z); level->getLevelData()->setXStrongholdEndPortal(x); level->getLevelData()->setZStrongholdEndPortal(z); level->getLevelData()->setHasStrongholdEndPortal(); hasPlacedMobSpawner = true; level->setTile(x, y, z, Tile::mobSpawner_Id); shared_ptr entity = dynamic_pointer_cast(level->getTileEntity(x, y, z)); if (entity != NULL) entity->setEntityId(L"Silverfish"); } } return true; } void StrongholdPieces::SmoothStoneSelector::next(Random *random, int worldX, int worldY, int worldZ, bool isEdge) { if (isEdge) { nextId = Tile::stoneBrickSmooth_Id; float selection = random->nextFloat(); if (selection < 0.2f) { nextData = SmoothStoneBrickTile::TYPE_CRACKED; } else if (selection < 0.5f) { nextData = SmoothStoneBrickTile::TYPE_MOSSY; } else if (selection < 0.55f) { nextId = Tile::monsterStoneEgg_Id; nextData = StoneMonsterTile::HOST_STONEBRICK; } else { nextData = 0; } } else { nextId = 0; nextData = 0; } } const StrongholdPieces::SmoothStoneSelector *StrongholdPieces::smoothStoneSelector = new SmoothStoneSelector();