#pragma once #include "StructurePiece.h" class StrongholdPieces { private: static const int SMALL_DOOR_WIDTH = 3; static const int SMALL_DOOR_HEIGHT = 3; static const int MAX_DEPTH = 50; // the dungeon starts at 64 and traverses downwards to this point static const int LOWEST_Y_POSITION = 10; static const bool CHECK_AIR; // 4J - added to replace use of Class within this class enum EPieceClass { EPieceClass_NULL, EPieceClass_Straight, EPieceClass_PrisonHall, EPieceClass_LeftTurn, EPieceClass_RightTurn, EPieceClass_RoomCrossing, EPieceClass_StraightStairsDown, EPieceClass_StairsDown, EPieceClass_FiveCrossing, EPieceClass_ChestCorridor, EPieceClass_Library, EPieceClass_PortalRoom }; class PieceWeight { public: EPieceClass pieceClass; // 4J - was Class const int weight; int placeCount; int maxPlaceCount; PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount); virtual bool doPlace(int depth); bool isValid(); }; // 4J - added, java uses a local specialisation of these classes when instancing to achieve the same thing class PieceWeight_Library : public PieceWeight { public: PieceWeight_Library(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 4; } }; class PieceWeight_PortalRoom : public PieceWeight { public: PieceWeight_PortalRoom(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; } }; static list currentPieces; static EPieceClass imposedPiece; static int totalWeight; public: static void resetPieces(); class StartPiece; private: class StrongholdPiece; static bool updatePieceWeight(); static StrongholdPiece *findAndCreatePieceFactory(EPieceClass pieceClass, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); static StrongholdPiece *generatePieceFromSmallDoor(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); static StructurePiece *generateAndAddPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth); /** * * */ private: class StrongholdPiece : public StructurePiece { protected: StrongholdPiece(int genDepth); enum SmallDoorType { OPENING, WOOD_DOOR, GRATES, IRON_DOOR, }; void generateSmallDoor(Level *level, Random *random, BoundingBox *chunkBB, SmallDoorType doorType, int footX, int footY, int footZ); SmallDoorType randomSmallDoor(Random *random); StructurePiece *generateSmallDoorChildForward(StartPiece *startPiece, list *pieces, Random *random, int xOff, int yOff); StructurePiece *generateSmallDoorChildLeft(StartPiece *startPiece, list *pieces, Random *random, int yOff, int zOff); StructurePiece *generateSmallDoorChildRight(StartPiece *startPiece, list *pieces, Random *random, int yOff, int zOff); static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param }; /** * Corridor pieces that connects unconnected ends. * */ public: class FillerCorridor : public StrongholdPiece { private: const int steps; public: FillerCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction); static BoundingBox *findPieceBox(list *pieces, Random *random, int footX, int footY, int footZ, int direction); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class StairsDown : public StrongholdPiece { private: static const int width = 5; static const int height = 11; static const int depth = 5; const bool isSource; const SmallDoorType entryDoor; public: StairsDown(int genDepth, Random *random, int west, int north); StairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static StairsDown *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; public: class PortalRoom; class StartPiece : public StairsDown { public: bool isLibraryAdded; PieceWeight *previousPiece; PortalRoom *portalRoomPiece; Level *m_level; // 4J added // this queue is used so that the addChildren calls are // called in a random order vector pendingChildren; StartPiece(int genDepth, Random *random, int west, int north, Level *level); // 4J Added level param virtual TilePos *getLocatorPosition(); }; /** * * */ public: class Straight : public StrongholdPiece { private: static const int width = 5; static const int height = 5; static const int depth = 7; const SmallDoorType entryDoor; const bool leftChild; const bool rightChild; public: Straight(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static Straight *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ class ChestCorridor : public StrongholdPiece { private: static const int width = 5; static const int height = 5; static const int depth = 7; static const int TREASURE_ITEMS_COUNT = 14; static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT]; const SmallDoorType entryDoor; boolean hasPlacedChest; public: ChestCorridor(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static ChestCorridor *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class StraightStairsDown : public StrongholdPiece { private: static const int width = 5; static const int height = 11; static const int depth = 8; const SmallDoorType entryDoor; public: StraightStairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static StraightStairsDown *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class LeftTurn : public StrongholdPiece { protected: static const int width = 5; static const int height = 5; static const int depth = 5; const SmallDoorType entryDoor; public: LeftTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static LeftTurn *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class RightTurn : public LeftTurn { public: RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class RoomCrossing : public StrongholdPiece { private: static const int SMALL_TREASURE_ITEMS_COUNT = 7; // 4J added static WeighedTreasure *smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT]; protected: static const int width = 11; static const int height = 7; static const int depth = 11; protected: const SmallDoorType entryDoor; const int type; public: RoomCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static RoomCrossing *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class PrisonHall : public StrongholdPiece { protected: static const int width = 9; static const int height = 5; static const int depth = 11; const SmallDoorType entryDoor; public: PrisonHall(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static PrisonHall *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class Library : public StrongholdPiece { private: static const int LIBRARY_TREASURE_ITEMS_COUNT = 4; // 4J added static WeighedTreasure *libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT]; protected: static const int width = 14; static const int height = 6; static const int tallHeight = 11; static const int depth = 15; const SmallDoorType entryDoor; private: const bool isTall; public: Library(int genDepth, Random *random, BoundingBox *roomBox, int direction); static Library *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ public: class FiveCrossing : public StrongholdPiece { protected: static const int width = 10; static const int height = 9; static const int depth = 11; const SmallDoorType entryDoor; private: bool leftLow, leftHigh, rightLow, rightHigh; public: FiveCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction); virtual void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static FiveCrossing *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; /** * * */ class PortalRoom : public StrongholdPiece { protected: static const int width = 11; static const int height = 8; static const int depth = 16; private: bool hasPlacedMobSpawner; public: PortalRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction); void addChildren(StructurePiece *startPiece, list *pieces, Random *random); static PortalRoom *createPiece(list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth); bool postProcess(Level *level, Random *random, BoundingBox *chunkBB); }; private: class SmoothStoneSelector : public StructurePiece::BlockSelector { public: virtual void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge); }; static const SmoothStoneSelector *smoothStoneSelector; };