diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/DungeonRoomsFinisher.cpp | 52 |
1 files changed, 41 insertions, 11 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index 3f328868d..c4bf8839e 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -7,6 +7,7 @@ #include "DungeonRoomsFinisher.h" #include "../FastRandom.h" #include "../BlockEntities/ChestEntity.h" +#include "../BlockEntities/MobSpawnerEntity.h" @@ -57,6 +58,22 @@ public: int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions; m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ); m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ); + + // Choose what the mobspawner will spawn. + // 25% chance for a spider, 25% for a skeleton and 50% chance to get a zombie spawer. + int MobType = (a_Noise.IntNoise3DInt(a_OriginX, m_FloorHeight, a_OriginZ) / 7) % 100; + if (MobType <= 25) + { + m_MonsterType = mtSkeleton; + } + else if (MobType <= 50) + { + m_MonsterType = mtSpider; + } + else + { + m_MonsterType = mtZombie; + } } protected: @@ -76,9 +93,12 @@ protected: /** The (absolute) coords of the second chest. The Y coord represents the chest's Meta value (facing). */ Vector3i m_Chest2; + /** The monster type for the mobspawner entity. */ + eMonsterType m_MonsterType; - /** Decodes the position index along the room walls into a proper 2D position for a chest. */ + /** Decodes the position index along the room walls into a proper 2D position for a chest. + The Y coord of the returned vector specifies the chest's meta value*/ Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ) { if (a_PosIdx < a_SizeX) @@ -111,8 +131,8 @@ protected: { 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 RelStartX = Clamp(a_StartX - BlockX, 0, cChunkDef::Width); + int RelStartZ = Clamp(a_StartZ - BlockZ, 0, cChunkDef::Width); int RelEndX = Clamp(a_EndX - BlockX, 0, cChunkDef::Width); int RelEndZ = Clamp(a_EndZ - BlockZ, 0, cChunkDef::Width); for (int y = a_StartY; y < a_EndY; y++) @@ -245,7 +265,9 @@ protected: ) { a_ChunkDesc.SetBlockTypeMeta(CenterX, b, CenterZ, E_BLOCK_MOB_SPAWNER, 0); - // TODO: Set the spawned mob + cMobSpawnerEntity * MobSpawner = static_cast<cMobSpawnerEntity *>(a_ChunkDesc.GetBlockEntity(CenterX, b, CenterZ)); + ASSERT((MobSpawner != nullptr) && (MobSpawner->GetBlockType() == E_BLOCK_MOB_SPAWNER)); + MobSpawner->SetEntity(m_MonsterType); } } } ; @@ -258,9 +280,9 @@ protected: //////////////////////////////////////////////////////////////////////////////// // cDungeonRoomsFinisher: -cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : +cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), - m_HeightGen(a_HeightGen), + m_ShapeGen(a_ShapeGen), m_MaxHalfSize((a_MaxSize + 1) / 2), m_MinHalfSize((a_MinSize + 1) / 2), m_HeightProbability(cChunkDef::Height) @@ -293,13 +315,21 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int int ChunkX, ChunkZ; int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ; cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); - cChunkDef::HeightMap HeightMap; - m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap); - int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ} - Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); + cChunkDesc::Shape shape; + m_ShapeGen->GenShape(ChunkX, ChunkZ, shape); + int height = 0; + int idx = RelX * 256 + RelZ * 16 * 256; + for (int y = 6; y < cChunkDef::Height; y++) + { + if (shape[idx + y] != 0) + { + continue; + } + height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, y - 5); + } // Create the dungeon room descriptor: - return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise)); + return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, height, m_Noise)); } |