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-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp33
1 files changed, 32 insertions, 1 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
index c662ca6b4..4dbbb0a11 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -5,6 +5,7 @@
#include "Globals.h"
#include "DungeonRoomsFinisher.h"
+#include "../FastRandom.h"
@@ -125,6 +126,35 @@ protected:
+ /** Fills the specified area of blocks in the chunk with a random pattern of the specified blocktypes, if they are one of the overwritten block types.
+ The coords are absolute, start coords are inclusive, end coords are exclusive. The first blocktype uses 75% chance, the second 25% chance. */
+ void ReplaceCuboidRandom(cChunkDesc & a_ChunkDesc, int a_StartX, int a_StartY, int a_StartZ, int a_EndX, int a_EndY, int a_EndZ, BLOCKTYPE a_DstBlockType1, BLOCKTYPE a_DstBlockType2)
+ {
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width - 1);
+ int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width - 1);
+ int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width);
+ int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width);
+ cFastRandom rnd;
+ for (int y = a_StartY; y < a_EndY; y++)
+ {
+ for (int z = RelStartZ; z < RelEndZ; z++)
+ {
+ for (int x = RelStartX; x < RelEndX; x++)
+ {
+ if (cBlockInfo::CanBeTerraformed(a_ChunkDesc.GetBlockType(x, y, z)))
+ {
+ BLOCKTYPE BlockType = (rnd.NextInt(101) < 75) ? a_DstBlockType1 : a_DstBlockType2;
+ a_ChunkDesc.SetBlockType(x, y, z, BlockType);
+ }
+ } // for x
+ } // for z
+ } // for z
+ }
+
+
+
/** Tries to place a chest at the specified (absolute) coords.
Does nothing if the coords are outside the chunk. */
void TryPlaceChest(cChunkDesc & a_ChunkDesc, const Vector3i & a_Chest)
@@ -160,8 +190,9 @@ protected:
}
int b = m_FloorHeight + 1; // Bottom
int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
- ReplaceCuboid(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE); // Floor
+ ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor
ReplaceCuboid(a_ChunkDesc, m_StartX + 1, b, m_StartZ + 1, m_EndX, t, m_EndZ, E_BLOCK_AIR); // Insides
+ // Walls:
ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_StartX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XM wall
ReplaceCuboid(a_ChunkDesc, m_EndX, b, m_StartZ, m_EndX + 1, t, m_EndZ, E_BLOCK_COBBLESTONE); // XP wall
ReplaceCuboid(a_ChunkDesc, m_StartX, b, m_StartZ, m_EndX + 1, t, m_StartZ + 1, E_BLOCK_COBBLESTONE); // ZM wall