#include "stdafx.h" #include "net.minecraft.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.storage.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.levelgen.h" #include "net.minecraft.world.item.h" #include "net.minecraft.world.level.dimension.h" #include "net.minecraft.world.entity.npc.h" #include "WeighedTreasure.h" #include "VillagePieces.h" #include "VillageFeature.h" #include "Direction.h" #include "JavaMath.h" #include "BiomeSource.h" WeighedTreasureArray VillagePieces::Smithy::treasureItems; VillagePieces::PieceWeight::PieceWeight(VillagePieces::EPieceClass pieceClass, int weight, int maxPlaceCount) : weight(weight) { this->placeCount = 0; // 4J added initialiser this->pieceClass = pieceClass; this->maxPlaceCount = maxPlaceCount; } bool VillagePieces::PieceWeight::doPlace(int depth) { return maxPlaceCount == 0 || placeCount < maxPlaceCount; } bool VillagePieces::PieceWeight::isValid() { return maxPlaceCount == 0 || placeCount < maxPlaceCount; } list *VillagePieces::createPieceSet(Random *random, int villageSize) { list *newPieces = new list; newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SimpleHouse, 4, Mth::nextInt(random, 2 + villageSize, 4 + villageSize * 2))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SmallTemple, 20, Mth::nextInt(random, 0 + villageSize, 1 + villageSize))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_BookHouse, 20, Mth::nextInt(random, 0 + villageSize, 2 + villageSize))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_SmallHut, 3, Mth::nextInt(random, 2 + villageSize, 5 + villageSize * 3))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_PigHouse, 15, Mth::nextInt(random, 0 + villageSize, 2 + villageSize))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_DoubleFarmland, 3, Mth::nextInt(random, 1 + villageSize, 4 + villageSize))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_Farmland, 3, Mth::nextInt(random, 2 + villageSize, 4 + villageSize * 2))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_Smithy, 15, Mth::nextInt(random, 0, 1 + villageSize))); newPieces->push_back(new PieceWeight(VillagePieces::EPieceClass_TwoRoomHouse, 8, Mth::nextInt(random, 0 + villageSize, 3 + villageSize * 2))); // silly way of filtering "infinite" buildings AUTO_VAR(it, newPieces->begin()); while( it != newPieces->end() ) { if( (*it)->maxPlaceCount == 0 ) { delete (*it); it = newPieces->erase(it); } else { it++; } } return newPieces; } int VillagePieces::updatePieceWeight(list *currentPieces) { bool hasAnyPieces = false; int 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 ? totalWeight : -1); } VillagePieces::VillagePiece *VillagePieces::findAndCreatePieceFactory(StartPiece *startPiece, VillagePieces::PieceWeight *piece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { VillagePieces::EPieceClass pieceClass = piece->pieceClass; VillagePiece *villagePiece = NULL; if (pieceClass == VillagePieces::EPieceClass_SimpleHouse) { villagePiece = SimpleHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_SmallTemple) { villagePiece = SmallTemple::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_BookHouse) { villagePiece = BookHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_SmallHut) { villagePiece = SmallHut::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_PigHouse) { villagePiece = PigHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_DoubleFarmland) { villagePiece = DoubleFarmland::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_Farmland) { villagePiece = Farmland::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_Smithy) { villagePiece = Smithy::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } else if (pieceClass == VillagePieces::EPieceClass_TwoRoomHouse) { villagePiece = TwoRoomHouse::createPiece(startPiece, pieces, random, footX, footY, footZ, direction, depth); } return villagePiece; } VillagePieces::VillagePiece *VillagePieces::generatePieceFromSmallDoor(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { int totalWeight = updatePieceWeight(startPiece->pieceSet); if (totalWeight <= 0) { return NULL; } int numAttempts = 0; while (numAttempts < 5) { numAttempts++; int weightSelection = random->nextInt(totalWeight); for( AUTO_VAR(it, startPiece->pieceSet->begin()); it != startPiece->pieceSet->end(); it++ ) { PieceWeight *piece = *it; weightSelection -= piece->weight; if (weightSelection < 0) { if (!piece->doPlace(depth) || (piece == startPiece->previousPiece && startPiece->pieceSet->size() > 1)) { break; } VillagePiece *villagePiece = findAndCreatePieceFactory(startPiece, piece, pieces, random, footX, footY, footZ, direction, depth); if (villagePiece != NULL) { piece->placeCount++; startPiece->previousPiece = piece; if (!piece->isValid()) { startPiece->pieceSet->remove(piece); } return villagePiece; } } } } // attempt to place a light post instead { BoundingBox *box = LightPost::findPieceBox(startPiece, pieces, random, footX, footY, footZ, direction); if (box != NULL) { return new LightPost(startPiece, depth, random, box, direction); } delete box; } return NULL; } StructurePiece *VillagePieces::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) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16) { return NULL; } StructurePiece *newPiece = generatePieceFromSmallDoor(startPiece, pieces, random, footX, footY, footZ, direction, depth + 1); if (newPiece != NULL) { int x = (newPiece->boundingBox->x0 + newPiece->boundingBox->x1) / 2; int z = (newPiece->boundingBox->z0 + newPiece->boundingBox->z1) / 2; int xs = newPiece->boundingBox->x1 - newPiece->boundingBox->x0; int zs = newPiece->boundingBox->z1 - newPiece->boundingBox->z0; int r = xs > zs ? xs : zs; if (startPiece->getBiomeSource()->containsOnly(x, z, r / 2 + 4, VillageFeature::allowedBiomes)) { pieces->push_back(newPiece); startPiece->pendingHouses.push_back(newPiece); return newPiece; } delete newPiece; } return NULL; } StructurePiece *VillagePieces::generateAndAddRoadPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth) { if (depth > BASE_ROAD_DEPTH + startPiece->villageSize) { return NULL; } if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16) { return NULL; } BoundingBox *box = StraightRoad::findPieceBox(startPiece, pieces, random, footX, footY, footZ, direction); if (box != NULL && box->y0 > LOWEST_Y_POSITION) { StructurePiece *newPiece = new StraightRoad(startPiece, depth, random, box, direction); int x = (newPiece->boundingBox->x0 + newPiece->boundingBox->x1) / 2; int z = (newPiece->boundingBox->z0 + newPiece->boundingBox->z1) / 2; int xs = newPiece->boundingBox->x1 - newPiece->boundingBox->x0; int zs = newPiece->boundingBox->z1 - newPiece->boundingBox->z0; int r = xs > zs ? xs : zs; if (startPiece->getBiomeSource()->containsOnly(x, z, r / 2 + 4, VillageFeature::allowedBiomes)) { pieces->push_back(newPiece); startPiece->pendingRoads.push_back(newPiece); return newPiece; } // 4J Stu - The dtor for newPiece will destroy box delete newPiece; } else if(box != NULL) { delete box; } return NULL; } VillagePieces::VillagePiece::VillagePiece(StartPiece *startPiece, int genDepth) : StructurePiece(genDepth) { spawnedVillagerCount = 0; this->startPiece = startPiece; } StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernLeft(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 *VillagePieces::VillagePiece::generateHouseNorthernRight(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; } int VillagePieces::VillagePiece::getAverageGroundHeight(Level *level, BoundingBox *chunkBB) { int total = 0; int count = 0; for (int z = boundingBox->z0; z <= boundingBox->z1; z++) { for (int x = boundingBox->x0; x <= boundingBox->x1; x++) { if (chunkBB->isInside(x, 64, z)) { total += Math::_max(level->getTopSolidBlock(x, z), level->dimension->getSpawnYPosition()); count++; } } } if (count == 0) { return -1; } return total / count; } bool VillagePieces::VillagePiece::isOkBox(BoundingBox *box, StartPiece *startRoom) { bool bIsOk = false; if(box != NULL) { if( box->y0 > LOWEST_Y_POSITION ) bIsOk = true; 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; } void VillagePieces::VillagePiece::spawnVillagers(Level *level, BoundingBox *chunkBB, int x, int y, int z, int count) { if (spawnedVillagerCount >= count) { return; } for (int i = spawnedVillagerCount; i < count; i++) { int worldX = getWorldX(x + i, z); int worldY = getWorldY(y); int worldZ = getWorldZ(x + i, z); if (chunkBB->isInside(worldX, worldY, worldZ)) { spawnedVillagerCount++; shared_ptr villager = shared_ptr(new Villager(level, getVillagerProfession(i))); villager->moveTo(worldX + 0.5, worldY, worldZ + 0.5, 0, 0); level->addEntity(villager); } else { // try again later break; } } } int VillagePieces::VillagePiece::getVillagerProfession(int villagerNumber) { return Villager::PROFESSION_FARMER; } int VillagePieces::VillagePiece::biomeBlock(int tile, int data) { if (startPiece->isDesertVillage) { if (tile == Tile::treeTrunk_Id) { return Tile::sandStone_Id; } else if (tile == Tile::stoneBrick_Id) { return Tile::sandStone_Id; } else if (tile == Tile::wood_Id) { return Tile::sandStone_Id; } else if (tile == Tile::stairs_wood_Id) { return Tile::stairs_sandstone_Id; } else if (tile == Tile::stairs_stone_Id) { return Tile::stairs_sandstone_Id; } else if (tile == Tile::gravel_Id) { return Tile::sandStone_Id; } } return tile; } int VillagePieces::VillagePiece::biomeData(int tile, int data) { if (startPiece->isDesertVillage) { if (tile == Tile::treeTrunk_Id) { return 0; } else if (tile == Tile::stoneBrick_Id) { return SandStoneTile::TYPE_DEFAULT; } else if (tile == Tile::wood_Id) { return SandStoneTile::TYPE_SMOOTHSIDE; } } return data; } void VillagePieces::VillagePiece::placeBlock(Level *level, int block, int data, int x, int y, int z, BoundingBox *chunkBB) { int bblock = biomeBlock(block, data); int bdata = biomeData(block, data); StructurePiece::placeBlock(level, bblock, bdata, x, y, z, chunkBB); } void VillagePieces::VillagePiece::generateBox(Level *level, BoundingBox *chunkBB, int x0, int y0, int z0, int x1, int y1, int z1, int edgeTile, int fillTile, bool skipAir) { int bEdge = biomeBlock(edgeTile, 0); int bEdgeData = biomeData(edgeTile, 0); int bFill = biomeBlock(fillTile, 0); int bFillData = biomeData(fillTile, 0); StructurePiece::generateBox(level, chunkBB, x0, y0, z0, x1, y1, z1, bEdge, bEdgeData, bFill, bFillData, skipAir); } void VillagePieces::VillagePiece::fillColumnDown(Level *level, int block, int data, int x, int startY, int z, BoundingBox *chunkBB) { int bblock = biomeBlock(block, data); int bdata = biomeData(block, data); StructurePiece::fillColumnDown(level, bblock, bdata, x, startY, z, chunkBB); } VillagePieces::Well::Well(StartPiece *startPiece, int genDepth, Random *random, int west, int north) : VillagePiece(startPiece, genDepth), isSource(true) { heightPosition = -1; // 4J added initialiser 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; } } VillagePieces::Well::Well(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth), isSource(false) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } void VillagePieces::Well::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y1 - 4, boundingBox->z0 + 1, Direction::WEST, getGenDepth()); generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y1 - 4, boundingBox->z0 + 1, Direction::EAST, getGenDepth()); generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y1 - 4, boundingBox->z0 - 1, Direction::NORTH, getGenDepth()); generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y1 - 4, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth()); } //VillagePieces::Well *VillagePieces::Well::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); // // if (!isOkBox(box) || StructurePiece::findCollisionPiece(pieces, box) != NULL) // { // delete box; // return NULL; // } // // return new Well(genDepth, random, box, direction); //} bool VillagePieces::Well::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + 3, 0); } generateBox(level, chunkBB, 1, 0, 1, 4, height - 3, 4, Tile::stoneBrick_Id, Tile::water_Id, false); placeBlock(level, 0, 0, 2, height - 3, 2, chunkBB); placeBlock(level, 0, 0, 3, height - 3, 2, chunkBB); placeBlock(level, 0, 0, 2, height - 3, 3, chunkBB); placeBlock(level, 0, 0, 3, height - 3, 3, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, height - 2, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, height - 1, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, height - 2, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, height - 1, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, height - 2, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, height - 1, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, height - 2, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, height - 1, 4, chunkBB); generateBox(level, chunkBB, 1, height, 1, 4, height, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); for (int z = 0; z <= 5; z++) { for (int x = 0; x <= 5; x++) { // only do the frame if (x != 0 && x != 5 && z != 0 && z != 5) { continue; } placeBlock(level, Tile::gravel_Id, 0, x, height - 4, z, chunkBB); generateAirColumnUp(level, x, height - 3, z, chunkBB); } } return true; } VillagePieces::StartPiece::StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, list *pieceSet, int villageSize, Level *level) : Well(NULL, 0, random, west, north) { isLibraryAdded = false; // 4J - added initialiser previousPiece = NULL; // 4J - added initialiser this->biomeSource = biomeSource; this->pieceSet = pieceSet; this->villageSize = villageSize; m_level = level; Biome *biome = biomeSource->getBiome(west, north); this->isDesertVillage = biome == Biome::desert || biome == Biome::desertHills; this->startPiece = this; } VillagePieces::StartPiece::~StartPiece() { for(AUTO_VAR(it, pieceSet->begin()); it != pieceSet->end(); it++ ) { delete (*it); } delete pieceSet; } BiomeSource *VillagePieces::StartPiece::getBiomeSource() { return biomeSource; } VillagePieces::StraightRoad::StraightRoad(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillageRoadPiece(startPiece, genDepth) { orientation = direction; boundingBox = stairsBox; length = Math::_max(stairsBox->getXSpan(), stairsBox->getZSpan()); } void VillagePieces::StraightRoad::addChildren(StructurePiece *startPiece, list *pieces, Random *random) { bool hasHouses = false; // place left houses int depth = random->nextInt(5); while (depth < length - 8) { StructurePiece *piece = generateHouseNorthernLeft((StartPiece *) startPiece, pieces, random, 0, depth); if (piece != NULL) { depth += Math::_max(piece->boundingBox->getXSpan(), piece->boundingBox->getZSpan()); hasHouses = true; } depth += 2 + random->nextInt(5); } // place right houses depth = random->nextInt(5); while (depth < length - 8) { StructurePiece *piece = generateHouseNorthernRight((StartPiece *) startPiece, pieces, random, 0, depth); if (piece != NULL) { depth += Math::_max(piece->boundingBox->getXSpan(), piece->boundingBox->getZSpan()); hasHouses = true; } depth += 2 + random->nextInt(5); } if (hasHouses && random->nextInt(3) > 0) { switch (orientation) { case Direction::NORTH: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z0, Direction::WEST, getGenDepth()); break; case Direction::SOUTH: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 - 1, boundingBox->y0, boundingBox->z1 - 2, Direction::WEST, getGenDepth()); break; case Direction::EAST: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 - 2, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, getGenDepth()); break; case Direction::WEST: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z0 - 1, Direction::NORTH, getGenDepth()); break; } } if (hasHouses && random->nextInt(3) > 0) { switch (orientation) { case Direction::NORTH: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z0, Direction::EAST, getGenDepth()); break; case Direction::SOUTH: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 + 1, boundingBox->y0, boundingBox->z1 - 2, Direction::EAST, getGenDepth()); break; case Direction::EAST: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x1 - 2, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth()); break; case Direction::WEST: generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0, boundingBox->y0, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth()); break; } } } BoundingBox *VillagePieces::StraightRoad::findPieceBox(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction) { int length = 7 * (Mth::nextInt(random, 3, 5)); while (length >= 7) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, 3, length, direction); if (isOkBox(box, startPiece) && StructurePiece::findCollisionPiece(pieces, box) == NULL) { return box; } delete box; length -= 7; } return NULL; } bool VillagePieces::StraightRoad::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { int tile = biomeBlock(Tile::gravel_Id, 0); for (int x = boundingBox->x0; x <= boundingBox->x1; x++) { for (int z = boundingBox->z0; z <= boundingBox->z1; z++) { if (chunkBB->isInside(x, 64, z)) { int y = level->getTopSolidBlock(x, z) - 1; level->setTileNoUpdate(x, y, z,tile); } } } return true; } /* int heightPosition; const bool hasTerrace;*/ VillagePieces::SimpleHouse::SimpleHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth), hasTerrace(random->nextBoolean()) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::SimpleHouse *VillagePieces::SimpleHouse::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new SimpleHouse(startPiece, genDepth, random, box, direction); } bool VillagePieces::SimpleHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // floor generateBox(level, chunkBB, 0, 0, 0, 4, 0, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // roof generateBox(level, chunkBB, 0, 4, 0, 4, 4, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 1, 4, 1, 3, 4, 3, Tile::wood_Id, Tile::wood_Id, false); // window walls placeBlock(level, Tile::stoneBrick_Id, 0, 0, 1, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 2, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 3, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 1, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 2, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 3, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 1, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 2, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 3, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 1, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 2, 4, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 3, 4, chunkBB); generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 4, 1, 1, 4, 3, 3, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 1, 4, 3, 3, 4, Tile::wood_Id, Tile::wood_Id, false); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 2, chunkBB); // door wall placeBlock(level, Tile::wood_Id, 0, 1, 1, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 1, 2, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 1, 3, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 2, 3, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 3, 3, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 3, 2, 0, chunkBB); placeBlock(level, Tile::wood_Id, 0, 3, 1, 0, chunkBB); if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB); } // fill room with air generateBox(level, chunkBB, 1, 1, 1, 3, 3, 3, 0, 0, false); // roof fence if (hasTerrace) { placeBlock(level, Tile::fence_Id, 0, 0, 5, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, 5, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 2, 5, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 3, 5, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 5, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 0, 5, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, 5, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 2, 5, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 3, 5, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 5, 4, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 5, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 5, 2, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 5, 3, chunkBB); placeBlock(level, Tile::fence_Id, 0, 0, 5, 1, chunkBB); placeBlock(level, Tile::fence_Id, 0, 0, 5, 2, chunkBB); placeBlock(level, Tile::fence_Id, 0, 0, 5, 3, chunkBB); } // ladder if (hasTerrace) { int orientationData = getOrientationData(Tile::ladder_Id, 3); placeBlock(level, Tile::ladder_Id, orientationData, 3, 1, 3, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, 3, 2, 3, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, 3, 3, 3, chunkBB); placeBlock(level, Tile::ladder_Id, orientationData, 3, 4, 3, chunkBB); } // torch placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB); for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 1, 1, 2, 1); return true; } VillagePieces::SmallTemple::SmallTemple(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::SmallTemple *VillagePieces::SmallTemple::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new SmallTemple(startPiece, genDepth, random, box, direction); } bool VillagePieces::SmallTemple::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 1, 1, 1, 3, 3, 7, 0, 0, false); generateBox(level, chunkBB, 1, 5, 1, 3, 9, 3, 0, 0, false); // floor generateBox(level, chunkBB, 1, 0, 0, 3, 0, 8, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // front wall generateBox(level, chunkBB, 1, 1, 0, 3, 10, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // left tall wall generateBox(level, chunkBB, 0, 1, 1, 0, 10, 3, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // right tall wall generateBox(level, chunkBB, 4, 1, 1, 4, 10, 3, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // left low wall generateBox(level, chunkBB, 0, 0, 4, 0, 4, 7, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // right low wall generateBox(level, chunkBB, 4, 0, 4, 4, 4, 7, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // far low wall generateBox(level, chunkBB, 1, 1, 8, 3, 4, 8, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // far upper wall generateBox(level, chunkBB, 1, 5, 4, 3, 10, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // low roof generateBox(level, chunkBB, 1, 5, 5, 3, 5, 7, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // high roof generateBox(level, chunkBB, 0, 9, 0, 4, 9, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // middle floor / roof generateBox(level, chunkBB, 0, 4, 0, 4, 4, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); placeBlock(level, Tile::stoneBrick_Id, 0, 0, 11, 2, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 4, 11, 2, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 2, 11, 0, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 2, 11, 4, chunkBB); // altar pieces placeBlock(level, Tile::stoneBrick_Id, 0, 1, 1, 6, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 1, 1, 7, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 2, 1, 7, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 3, 1, 6, chunkBB); placeBlock(level, Tile::stoneBrick_Id, 0, 3, 1, 7, chunkBB); placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 1, 5, chunkBB); placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 1, 6, chunkBB); placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 3, 1, 5, chunkBB); placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 1), 1, 2, 7, chunkBB); placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 0), 3, 2, 7, chunkBB); // windows placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 6, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 7, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 6, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 7, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 6, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 7, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 6, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 7, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 6, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 6, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 3, 8, chunkBB); // torches placeBlock(level, Tile::torch_Id, 0, 2, 4, 7, chunkBB); placeBlock(level, Tile::torch_Id, 0, 1, 4, 6, chunkBB); placeBlock(level, Tile::torch_Id, 0, 3, 4, 6, chunkBB); placeBlock(level, Tile::torch_Id, 0, 2, 4, 5, chunkBB); // ladder int orientationData = getOrientationData(Tile::ladder_Id, 4); for (int y = 1; y <= 9; y++) { placeBlock(level, Tile::ladder_Id, orientationData, 3, y, 3, chunkBB); } // entrance placeBlock(level, 0, 0, 2, 1, 0, chunkBB); placeBlock(level, 0, 0, 2, 2, 0, chunkBB); createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1)); if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB); } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 2, 1, 2, 1); return true; } int VillagePieces::SmallTemple::getVillagerProfession(int villagerNumber) { return Villager::PROFESSION_PRIEST; } VillagePieces::BookHouse::BookHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::BookHouse *VillagePieces::BookHouse::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new BookHouse(startPiece, genDepth, random, box, direction); } bool VillagePieces::BookHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 1, 1, 1, 7, 5, 4, 0, 0, false); // floor generateBox(level, chunkBB, 0, 0, 0, 8, 0, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // roof generateBox(level, chunkBB, 0, 5, 0, 8, 5, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 0, 6, 1, 8, 6, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 0, 7, 2, 8, 7, 3, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); int southStairs = getOrientationData(Tile::stairs_wood_Id, 3); int northStairs = getOrientationData(Tile::stairs_wood_Id, 2); for (int d = -1; d <= 2; d++) { for (int w = 0; w <= 8; w++) { placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 6 + d, d, chunkBB); placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 6 + d, 5 - d, chunkBB); } } // rock supports generateBox(level, chunkBB, 0, 1, 0, 0, 1, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 1, 5, 8, 1, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 8, 1, 0, 8, 1, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 2, 1, 0, 7, 1, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 0, 2, 0, 0, 4, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 0, 2, 5, 0, 4, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 8, 2, 5, 8, 4, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 8, 2, 0, 8, 4, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // wooden walls generateBox(level, chunkBB, 0, 2, 1, 0, 4, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 2, 5, 7, 4, 5, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 8, 2, 1, 8, 4, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 2, 0, 7, 4, 0, Tile::wood_Id, Tile::wood_Id, false); // windows placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 3, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 3, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 6, 3, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 3, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 3, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 3, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 5, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 5, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 5, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 5, chunkBB); // roof inside and bookshelf generateBox(level, chunkBB, 1, 4, 1, 7, 4, 1, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 4, 4, 7, 4, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 3, 4, 7, 3, 4, Tile::bookshelf_Id, Tile::bookshelf_Id, false); // couch placeBlock(level, Tile::wood_Id, 0, 7, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 0), 7, 1, 3, chunkBB); int orientationData = getOrientationData(Tile::stairs_wood_Id, 3); placeBlock(level, Tile::stairs_wood_Id, orientationData, 6, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, orientationData, 5, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, orientationData, 4, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, orientationData, 3, 1, 4, chunkBB); // tables placeBlock(level, Tile::fence_Id, 0, 6, 1, 3, chunkBB); placeBlock(level, Tile::pressurePlate_wood_Id, 0, 6, 2, 3, chunkBB); placeBlock(level, Tile::fence_Id, 0, 4, 1, 3, chunkBB); placeBlock(level, Tile::pressurePlate_wood_Id, 0, 4, 2, 3, chunkBB); placeBlock(level, Tile::workBench_Id, 0, 7, 1, 1, chunkBB); // entrance placeBlock(level, 0, 0, 1, 1, 0, chunkBB); placeBlock(level, 0, 0, 1, 2, 0, chunkBB); createDoor(level, chunkBB, random, 1, 1, 0, getOrientationData(Tile::door_wood_Id, 1)); if (getBlock(level, 1, 0, -1, chunkBB) == 0 && getBlock(level, 1, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 0, -1, chunkBB); } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 2, 1, 2, 1); return true; } int VillagePieces::BookHouse::getVillagerProfession(int villagerNumber) { return Villager::PROFESSION_LIBRARIAN; } VillagePieces::SmallHut::SmallHut(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth), lowCeiling(random->nextBoolean()), tablePlacement(random->nextInt(3)) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::SmallHut *VillagePieces::SmallHut::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new SmallHut(startPiece, genDepth, random, box, direction); } bool VillagePieces::SmallHut::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 1, 1, 1, 3, 5, 4, 0, 0, false); // floor generateBox(level, chunkBB, 0, 0, 0, 3, 0, 4, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 0, 1, 2, 0, 3, Tile::dirt_Id, Tile::dirt_Id, false); // roof if (lowCeiling) { generateBox(level, chunkBB, 1, 4, 1, 2, 4, 3, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); } else { generateBox(level, chunkBB, 1, 5, 1, 2, 5, 3, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); } placeBlock(level, Tile::treeTrunk_Id, 0, 1, 4, 0, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 2, 4, 0, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 1, 4, 4, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 2, 4, 4, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 1, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 2, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 0, 4, 3, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 1, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 2, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 3, 4, 3, chunkBB); // corners generateBox(level, chunkBB, 0, 1, 0, 0, 3, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 3, 1, 0, 3, 3, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 0, 1, 4, 0, 3, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 3, 1, 4, 3, 3, 4, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); // wooden walls generateBox(level, chunkBB, 0, 1, 1, 0, 3, 3, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 3, 1, 1, 3, 3, 3, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 1, 0, 2, 3, 0, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 1, 4, 2, 3, 4, Tile::wood_Id, Tile::wood_Id, false); // windows placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 2, chunkBB); // table if (tablePlacement > 0) { placeBlock(level, Tile::fence_Id, 0, tablePlacement, 1, 3, chunkBB); placeBlock(level, Tile::pressurePlate_wood_Id, 0, tablePlacement, 2, 3, chunkBB); } // entrance placeBlock(level, 0, 0, 1, 1, 0, chunkBB); placeBlock(level, 0, 0, 1, 2, 0, chunkBB); createDoor(level, chunkBB, random, 1, 1, 0, getOrientationData(Tile::door_wood_Id, 1)); if (getBlock(level, 1, 0, -1, chunkBB) == 0 && getBlock(level, 1, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 1, 0, -1, chunkBB); } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 1, 1, 2, 1); return true; } VillagePieces::PigHouse::PigHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::PigHouse *VillagePieces::PigHouse::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new PigHouse(startPiece, genDepth, random, box, direction); } bool VillagePieces::PigHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 1, 1, 1, 7, 4, 4, 0, 0, false); generateBox(level, chunkBB, 2, 1, 6, 8, 4, 10, 0, 0, false); // pig floor generateBox(level, chunkBB, 2, 0, 6, 8, 0, 10, Tile::dirt_Id, Tile::dirt_Id, false); placeBlock(level, Tile::stoneBrick_Id, 0, 6, 0, 6, chunkBB); // pig fence generateBox(level, chunkBB, 2, 1, 6, 2, 1, 10, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, 8, 1, 6, 8, 1, 10, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, 3, 1, 10, 7, 1, 10, Tile::fence_Id, Tile::fence_Id, false); // floor generateBox(level, chunkBB, 1, 0, 1, 7, 0, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 0, 0, 0, 3, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 8, 0, 0, 8, 3, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 0, 0, 7, 1, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 0, 5, 7, 1, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // roof generateBox(level, chunkBB, 1, 2, 0, 7, 3, 0, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 2, 5, 7, 3, 5, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 4, 1, 8, 4, 1, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 4, 4, 8, 4, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 5, 2, 8, 5, 3, Tile::wood_Id, Tile::wood_Id, false); placeBlock(level, Tile::wood_Id, 0, 0, 4, 2, chunkBB); placeBlock(level, Tile::wood_Id, 0, 0, 4, 3, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 4, 2, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 4, 3, chunkBB); int southStairs = getOrientationData(Tile::stairs_wood_Id, 3); int northStairs = getOrientationData(Tile::stairs_wood_Id, 2); for (int d = -1; d <= 2; d++) { for (int w = 0; w <= 8; w++) { placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 4 + d, d, chunkBB); placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 4 + d, 5 - d, chunkBB); } } // windows etc placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 1, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 4, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 1, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 5, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 3, 2, 5, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 6, 2, 5, chunkBB); // table placeBlock(level, Tile::fence_Id, 0, 2, 1, 3, chunkBB); placeBlock(level, Tile::pressurePlate_wood_Id, 0, 2, 2, 3, chunkBB); placeBlock(level, Tile::wood_Id, 0, 1, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 3), 2, 1, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 1), 1, 1, 3, chunkBB); // butcher table generateBox(level, chunkBB, 5, 0, 1, 7, 0, 3, Tile::stoneSlab_Id, Tile::stoneSlab_Id, false); placeBlock(level, Tile::stoneSlab_Id, 0, 6, 1, 1, chunkBB); placeBlock(level, Tile::stoneSlab_Id, 0, 6, 1, 2, chunkBB); // entrance placeBlock(level, 0, 0, 2, 1, 0, chunkBB); placeBlock(level, 0, 0, 2, 2, 0, chunkBB); placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB); createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1)); if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB); } // pig entrance placeBlock(level, 0, 0, 6, 1, 5, chunkBB); placeBlock(level, 0, 0, 6, 2, 5, chunkBB); placeBlock(level, Tile::torch_Id, 0, 6, 3, 4, chunkBB); createDoor(level, chunkBB, random, 6, 1, 5, getOrientationData(Tile::door_wood_Id, 1)); for (int z = 0; z < 5; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 4, 1, 2, 2); return true; } int VillagePieces::PigHouse::getVillagerProfession(int villagerNumber) { if (villagerNumber == 0) { return Villager::PROFESSION_BUTCHER; } return Villager::PROFESSION_FARMER; } VillagePieces::TwoRoomHouse::TwoRoomHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; } VillagePieces::TwoRoomHouse *VillagePieces::TwoRoomHouse::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new TwoRoomHouse(startPiece, genDepth, random, box, direction); } bool VillagePieces::TwoRoomHouse::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 1, 1, 1, 7, 4, 4, 0, 0, false); generateBox(level, chunkBB, 2, 1, 6, 8, 4, 10, 0, 0, false); // floor generateBox(level, chunkBB, 2, 0, 5, 8, 0, 10, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 0, 1, 7, 0, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 0, 0, 0, 3, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 8, 0, 0, 8, 3, 10, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 0, 0, 7, 2, 0, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 1, 0, 5, 2, 1, 5, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 2, 0, 6, 2, 3, 10, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 3, 0, 10, 7, 3, 10, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // room 1 roof generateBox(level, chunkBB, 1, 2, 0, 7, 3, 0, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 2, 5, 2, 3, 5, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 4, 1, 8, 4, 1, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 4, 4, 3, 4, 4, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 5, 2, 8, 5, 3, Tile::wood_Id, Tile::wood_Id, false); placeBlock(level, Tile::wood_Id, 0, 0, 4, 2, chunkBB); placeBlock(level, Tile::wood_Id, 0, 0, 4, 3, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 4, 2, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 4, 3, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 4, 4, chunkBB); int southStairs = getOrientationData(Tile::stairs_wood_Id, 3); int northStairs = getOrientationData(Tile::stairs_wood_Id, 2); for (int d = -1; d <= 2; d++) { for (int w = 0; w <= 8; w++) { placeBlock(level, Tile::stairs_wood_Id, southStairs, w, 4 + d, d, chunkBB); if ((d > -1 || w <= 1) && (d > 0 || w <= 3) && (d > 1 || w <= 4 || w >= 6)) { placeBlock(level, Tile::stairs_wood_Id, northStairs, w, 4 + d, 5 - d, chunkBB); } } } // room 2 roof generateBox(level, chunkBB, 3, 4, 5, 3, 4, 10, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 7, 4, 2, 7, 4, 10, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 4, 5, 4, 4, 5, 10, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 6, 5, 4, 6, 5, 10, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 5, 6, 3, 5, 6, 10, Tile::wood_Id, Tile::wood_Id, false); int westStairs = getOrientationData(Tile::stairs_wood_Id, 0); for (int w = 4; w >= 1; w--) { placeBlock(level, Tile::wood_Id, 0, w, 2 + w, 7 - w, chunkBB); for (int d = 8 - w; d <= 10; d++) { placeBlock(level, Tile::stairs_wood_Id, westStairs, w, 2 + w, d, chunkBB); } } int eastStairs = getOrientationData(Tile::stairs_wood_Id, 1); placeBlock(level, Tile::wood_Id, 0, 6, 6, 3, chunkBB); placeBlock(level, Tile::wood_Id, 0, 7, 5, 4, chunkBB); placeBlock(level, Tile::stairs_wood_Id, eastStairs, 6, 6, 4, chunkBB); for (int w = 6; w <= 8; w++) { for (int d = 5; d <= 10; d++) { placeBlock(level, Tile::stairs_wood_Id, eastStairs, w, 12 - w, d, chunkBB); } } // windows etc placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 1, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 0, 2, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 3, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 4, 2, 0, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 2, 0, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 6, 2, 0, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 1, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 3, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 4, chunkBB); placeBlock(level, Tile::wood_Id, 0, 8, 2, 5, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 6, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 7, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 8, 2, 8, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 8, 2, 9, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 2, 2, 6, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 7, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 8, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 2, 2, 9, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 4, 4, 10, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 5, 4, 10, chunkBB); placeBlock(level, Tile::treeTrunk_Id, 0, 6, 4, 10, chunkBB); placeBlock(level, Tile::wood_Id, 0, 5, 5, 10, chunkBB); // entrance placeBlock(level, 0, 0, 2, 1, 0, chunkBB); placeBlock(level, 0, 0, 2, 2, 0, chunkBB); placeBlock(level, Tile::torch_Id, 0, 2, 3, 1, chunkBB); createDoor(level, chunkBB, random, 2, 1, 0, getOrientationData(Tile::door_wood_Id, 1)); generateBox(level, chunkBB, 1, 0, -1, 3, 2, -1, 0, 0, false); if (getBlock(level, 2, 0, -1, chunkBB) == 0 && getBlock(level, 2, -1, -1, chunkBB) != 0) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), 2, 0, -1, chunkBB); } for (int z = 0; z < 5; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } for (int z = 5; z < depth - 1; z++) { for (int x = 2; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 4, 1, 2, 2); return true; } void VillagePieces::Smithy::staticCtor() { treasureItems = WeighedTreasureArray(13); treasureItems[0] = new WeighedTreasure(Item::diamond_Id, 0, 1, 3, 3); treasureItems[1] = new WeighedTreasure(Item::ironIngot_Id, 0, 1, 5, 10); treasureItems[2] = new WeighedTreasure(Item::goldIngot_Id, 0, 1, 3, 5); treasureItems[3] = new WeighedTreasure(Item::bread_Id, 0, 1, 3, 15); treasureItems[4] = new WeighedTreasure(Item::apple_Id, 0, 1, 3, 15); treasureItems[5] = new WeighedTreasure(Item::pickAxe_iron_Id, 0, 1, 1, 5); treasureItems[6] = new WeighedTreasure(Item::sword_iron_Id, 0, 1, 1, 5); treasureItems[7] = new WeighedTreasure(Item::chestplate_iron_Id, 0, 1, 1, 5); treasureItems[8] = new WeighedTreasure(Item::helmet_iron_Id, 0, 1, 1, 5); treasureItems[9] = new WeighedTreasure(Item::leggings_iron_Id, 0, 1, 1, 5); treasureItems[10] = new WeighedTreasure(Item::boots_iron_Id, 0, 1, 1, 5); treasureItems[11] = new WeighedTreasure(Tile::obsidian_Id, 0, 3, 7, 5); treasureItems[12] = new WeighedTreasure(Tile::sapling_Id, 0, 3, 7, 5); } VillagePieces::Smithy::Smithy(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser hasPlacedChest = false; orientation = direction; boundingBox = stairsBox; } VillagePieces::Smithy *VillagePieces::Smithy::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new Smithy(startPiece, genDepth, random, box, direction); } bool VillagePieces::Smithy::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 0, 1, 0, 9, 4, 6, 0, 0, false); // floor generateBox(level, chunkBB, 0, 0, 0, 9, 0, 6, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); // roof generateBox(level, chunkBB, 0, 4, 0, 9, 4, 6, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); generateBox(level, chunkBB, 0, 5, 0, 9, 5, 6, Tile::stoneSlabHalf_Id, Tile::stoneSlabHalf_Id, false); generateBox(level, chunkBB, 1, 5, 1, 8, 5, 5, 0, 0, false); // room walls generateBox(level, chunkBB, 1, 1, 0, 2, 3, 0, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 1, 0, 0, 4, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 3, 1, 0, 3, 4, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 0, 1, 6, 0, 4, 6, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); placeBlock(level, Tile::wood_Id, 0, 3, 3, 1, chunkBB); generateBox(level, chunkBB, 3, 1, 2, 3, 3, 2, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 4, 1, 3, 5, 3, 3, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 0, 1, 1, 0, 3, 5, Tile::wood_Id, Tile::wood_Id, false); generateBox(level, chunkBB, 1, 1, 6, 5, 3, 6, Tile::wood_Id, Tile::wood_Id, false); // pillars generateBox(level, chunkBB, 5, 1, 0, 5, 3, 0, Tile::fence_Id, Tile::fence_Id, false); generateBox(level, chunkBB, 9, 1, 0, 9, 3, 0, Tile::fence_Id, Tile::fence_Id, false); // furnace generateBox(level, chunkBB, 6, 1, 4, 9, 4, 6, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false); placeBlock(level, Tile::lava_Id, 0, 7, 1, 5, chunkBB); placeBlock(level, Tile::lava_Id, 0, 8, 1, 5, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 5, chunkBB); placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 4, chunkBB); generateBox(level, chunkBB, 7, 2, 4, 8, 2, 5, 0, 0, false); placeBlock(level, Tile::stoneBrick_Id, 0, 6, 1, 3, chunkBB); placeBlock(level, Tile::furnace_Id, 0, 6, 2, 3, chunkBB); placeBlock(level, Tile::furnace_Id, 0, 6, 3, 3, chunkBB); placeBlock(level, Tile::stoneSlab_Id, 0, 8, 1, 1, chunkBB); // windows etc placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 2, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 0, 2, 4, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 2, 2, 6, chunkBB); placeBlock(level, Tile::thinGlass_Id, 0, 4, 2, 6, chunkBB); // table placeBlock(level, Tile::fence_Id, 0, 2, 1, 4, chunkBB); placeBlock(level, Tile::pressurePlate_wood_Id, 0, 2, 2, 4, chunkBB); placeBlock(level, Tile::wood_Id, 0, 1, 1, 5, chunkBB); placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 3), 2, 1, 5, chunkBB); placeBlock(level, Tile::stairs_wood_Id, getOrientationData(Tile::stairs_wood_Id, 1), 1, 1, 4, chunkBB); if (!hasPlacedChest) { int y = getWorldY(1); int x = getWorldX(5, 5), z = getWorldZ(5, 5); if (chunkBB->isInside(x, y, z)) { hasPlacedChest = true; createChest(level, chunkBB, random, 5, 1, 5, treasureItems, 3 + random->nextInt(6)); } } // entrance for (int x = 6; x <= 8; x++) { if (getBlock(level, x, 0, -1, chunkBB) == 0 && getBlock(level, x, -1, -1, chunkBB) != 0 ) { placeBlock(level, Tile::stairs_stone_Id, getOrientationData(Tile::stairs_stone_Id, 3), x, 0, -1, chunkBB); } } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::stoneBrick_Id, 0, x, -1, z, chunkBB); } } spawnVillagers(level, chunkBB, 7, 1, 1, 1); return true; } int VillagePieces::Smithy::getVillagerProfession(int villagerNumber) { return Villager::PROFESSION_SMITH; } VillagePieces::Farmland::Farmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; cropsA = selectCrops(random); cropsB = selectCrops(random); } int VillagePieces::Farmland::selectCrops(Random *random) { switch (random->nextInt(5)) { default: return Tile::crops_Id; case 0: return Tile::carrots_Id; case 1: return Tile::potatoes_Id; } } VillagePieces::Farmland *VillagePieces::Farmland::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new Farmland(startPiece, genDepth, random, box, direction); } bool VillagePieces::Farmland::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 0, 1, 0, 6, 4, 8, 0, 0, false); // farmlands generateBox(level, chunkBB, 1, 0, 1, 2, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); generateBox(level, chunkBB, 4, 0, 1, 5, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); // walkpaths generateBox(level, chunkBB, 0, 0, 0, 0, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 6, 0, 0, 6, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 1, 0, 0, 5, 0, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 1, 0, 8, 5, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); // water generateBox(level, chunkBB, 3, 0, 1, 3, 0, 7, Tile::water_Id, Tile::water_Id, false); // crops for (int d = 1; d <= 7; d++) { placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 1, 1, d, chunkBB); placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 2, 1, d, chunkBB); placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 4, 1, d, chunkBB); placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 5, 1, d, chunkBB); } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::dirt_Id, 0, x, -1, z, chunkBB); } } return true; } VillagePieces::DoubleFarmland::DoubleFarmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J added initialiser orientation = direction; boundingBox = stairsBox; cropsA = selectCrops(random); cropsB = selectCrops(random); cropsC = selectCrops(random); cropsD = selectCrops(random); } int VillagePieces::DoubleFarmland::selectCrops(Random *random) { switch (random->nextInt(5)) { default: return Tile::crops_Id; case 0: return Tile::carrots_Id; case 1: return Tile::potatoes_Id; } } VillagePieces::DoubleFarmland *VillagePieces::DoubleFarmland::createPiece(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return new DoubleFarmland(startPiece, genDepth, random, box, direction); } bool VillagePieces::DoubleFarmland::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill inside with air generateBox(level, chunkBB, 0, 1, 0, 12, 4, 8, 0, 0, false); // farmlands generateBox(level, chunkBB, 1, 0, 1, 2, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); generateBox(level, chunkBB, 4, 0, 1, 5, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); generateBox(level, chunkBB, 7, 0, 1, 8, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); generateBox(level, chunkBB, 10, 0, 1, 11, 0, 7, Tile::farmland_Id, Tile::farmland_Id, false); // walkpaths generateBox(level, chunkBB, 0, 0, 0, 0, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 6, 0, 0, 6, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 12, 0, 0, 12, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 1, 0, 0, 11, 0, 0, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); generateBox(level, chunkBB, 1, 0, 8, 11, 0, 8, Tile::treeTrunk_Id, Tile::treeTrunk_Id, false); // water generateBox(level, chunkBB, 3, 0, 1, 3, 0, 7, Tile::water_Id, Tile::water_Id, false); generateBox(level, chunkBB, 9, 0, 1, 9, 0, 7, Tile::water_Id, Tile::water_Id, false); // crops for (int d = 1; d <= 7; d++) { placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 1, 1, d, chunkBB); placeBlock(level, cropsA, Mth::nextInt(random, 2, 7), 2, 1, d, chunkBB); placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 4, 1, d, chunkBB); placeBlock(level, cropsB, Mth::nextInt(random, 2, 7), 5, 1, d, chunkBB); placeBlock(level, cropsC, Mth::nextInt(random, 2, 7), 7, 1, d, chunkBB); placeBlock(level, cropsC, Mth::nextInt(random, 2, 7), 8, 1, d, chunkBB); placeBlock(level, cropsD, Mth::nextInt(random, 2, 7), 10, 1, d, chunkBB); placeBlock(level, cropsD, Mth::nextInt(random, 2, 7), 11, 1, d, chunkBB); } for (int z = 0; z < depth; z++) { for (int x = 0; x < width; x++) { generateAirColumnUp(level, x, height, z, chunkBB); fillColumnDown(level, Tile::dirt_Id, 0, x, -1, z, chunkBB); } } return true; } VillagePieces::LightPost::LightPost(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *box, int direction) : VillagePiece(startPiece, genDepth) { heightPosition = -1; // 4J - added initialiser orientation = direction; boundingBox = box; } BoundingBox *VillagePieces::LightPost::findPieceBox(StartPiece *startPiece, list *pieces, Random *random, int footX, int footY, int footZ, int direction) { BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, 0, 0, 0, width, height, depth, direction); if (!isOkBox(box, startPiece) || StructurePiece::findCollisionPiece(pieces, box) != NULL) { delete box; return NULL; } return box; } bool VillagePieces::LightPost::postProcess(Level *level, Random *random, BoundingBox *chunkBB) { if (heightPosition < 0) { heightPosition = getAverageGroundHeight(level, chunkBB); if (heightPosition < 0) { return true; } boundingBox->move(0, heightPosition - boundingBox->y1 + height - 1, 0); } // fill with air generateBox(level, chunkBB, 0, 0, 0, 2, 3, 1, 0, 0, false); // pillar placeBlock(level, Tile::fence_Id, 0, 1, 0, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, 1, 0, chunkBB); placeBlock(level, Tile::fence_Id, 0, 1, 2, 0, chunkBB); // head placeBlock(level, Tile::cloth_Id, DyePowderItem::WHITE, 1, 3, 0, chunkBB); // torches placeBlock(level, Tile::torch_Id, 0, 0, 3, 0, chunkBB); placeBlock(level, Tile::torch_Id, 0, 1, 3, 1, chunkBB); placeBlock(level, Tile::torch_Id, 0, 2, 3, 0, chunkBB); placeBlock(level, Tile::torch_Id, 0, 1, 3, -1, chunkBB); return true; }