* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
507 lines
15 KiB
C++
507 lines
15 KiB
C++
#pragma once
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#include "StructurePiece.h"
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class StrongholdPieces
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{
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private:
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static const int SMALL_DOOR_WIDTH = 3;
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static const int SMALL_DOOR_HEIGHT = 3;
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static const int MAX_DEPTH = 50;
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// the dungeon starts at 64 and traverses downwards to this point
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static const int LOWEST_Y_POSITION = 10;
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static const bool CHECK_AIR;
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// 4J - added to replace use of Class<? extends StrongholdPiece> within this class
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enum EPieceClass
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{
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EPieceClass_NULL,
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EPieceClass_Straight,
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EPieceClass_PrisonHall,
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EPieceClass_LeftTurn,
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EPieceClass_RightTurn,
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EPieceClass_RoomCrossing,
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EPieceClass_StraightStairsDown,
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EPieceClass_StairsDown,
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EPieceClass_FiveCrossing,
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EPieceClass_ChestCorridor,
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EPieceClass_Library,
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EPieceClass_PortalRoom
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};
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public:
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static void loadStatic();
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private:
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class PieceWeight
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{
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public:
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EPieceClass pieceClass; // 4J - was Class<? extends StrongholdPiece>
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const int weight;
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int placeCount;
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int maxPlaceCount;
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
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virtual bool doPlace(int depth);
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bool isValid();
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};
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// 4J - added, java uses a local specialisation of these classes when instancing to achieve the same thing
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class PieceWeight_Library : public PieceWeight
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{
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public:
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PieceWeight_Library(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {}
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virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 4; }
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};
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class PieceWeight_PortalRoom : public PieceWeight
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{
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public:
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PieceWeight_PortalRoom(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {}
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virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; }
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};
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static list<PieceWeight *> currentPieces;
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static EPieceClass imposedPiece;
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static int totalWeight;
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public:
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static void resetPieces();
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class StartPiece;
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private:
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class StrongholdPiece;
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static bool updatePieceWeight();
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static StrongholdPiece *findAndCreatePieceFactory(EPieceClass pieceClass, list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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static StrongholdPiece *generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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static StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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/**
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*
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*
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*/
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private:
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class StrongholdPiece : public StructurePiece
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{
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protected:
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enum SmallDoorType
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{
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OPENING, WOOD_DOOR, GRATES, IRON_DOOR,
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};
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SmallDoorType entryDoor;
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public:
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StrongholdPiece();
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protected:
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StrongholdPiece(int genDepth);
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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void generateSmallDoor(Level *level, Random *random, BoundingBox *chunkBB, SmallDoorType doorType, int footX, int footY, int footZ);
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SmallDoorType randomSmallDoor(Random *random);
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StructurePiece *generateSmallDoorChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff);
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StructurePiece *generateSmallDoorChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
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StructurePiece *generateSmallDoorChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
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static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
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};
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/**
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* Corridor pieces that connects unconnected ends.
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*
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*/
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public:
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class FillerCorridor : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new FillerCorridor(); }
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virtual EStructurePiece GetType() { return eStructurePiece_FillerCorridor; }
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private:
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int steps;
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public:
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FillerCorridor();
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FillerCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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static BoundingBox *findPieceBox(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class StairsDown : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new StairsDown(); }
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virtual EStructurePiece GetType() { return eStructurePiece_StairsDown; }
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private:
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static const int width = 5;
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static const int height = 11;
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static const int depth = 5;
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bool isSource;
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public:
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StairsDown();
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StairsDown(int genDepth, Random *random, int west, int north);
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StairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static StairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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public:
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class PortalRoom;
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class StartPiece : public StairsDown
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{
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public:
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virtual EStructurePiece GetType() { return eStructurePiece_StrongholdStartPiece; }
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public:
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bool isLibraryAdded;
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PieceWeight *previousPiece;
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PortalRoom *portalRoomPiece;
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Level *m_level; // 4J added
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// this queue is used so that the addChildren calls are
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// called in a random order
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vector<StructurePiece *> pendingChildren;
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StartPiece();
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StartPiece(int genDepth, Random *random, int west, int north, Level *level); // 4J Added level param
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virtual TilePos *getLocatorPosition();
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};
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/**
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*
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*
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*/
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public:
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class Straight : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new Straight(); }
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virtual EStructurePiece GetType() { return eStructurePiece_Straight; }
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private:
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static const int width = 5;
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static const int height = 5;
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static const int depth = 7;
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bool leftChild;
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bool rightChild;
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public:
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Straight();
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Straight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static Straight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class ChestCorridor : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new ChestCorridor(); }
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virtual EStructurePiece GetType() { return eStructurePiece_ChestCorridor; }
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private:
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static const int width = 5;
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static const int height = 5;
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static const int depth = 7;
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static const int TREASURE_ITEMS_COUNT = 18;
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static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
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bool hasPlacedChest;
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public:
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ChestCorridor();
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ChestCorridor(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static ChestCorridor *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class StraightStairsDown : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new StraightStairsDown(); }
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virtual EStructurePiece GetType() { return eStructurePiece_StraightStairsDown; }
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private:
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static const int width = 5;
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static const int height = 11;
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static const int depth = 8;
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public:
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StraightStairsDown();
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StraightStairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static StraightStairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class LeftTurn : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new LeftTurn(); }
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virtual EStructurePiece GetType() { return eStructurePiece_LeftTurn; }
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protected:
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static const int width = 5;
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static const int height = 5;
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static const int depth = 5;
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public:
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LeftTurn();
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LeftTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static LeftTurn *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class RightTurn : public LeftTurn
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{
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public:
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static StructurePiece *Create() { return new RightTurn(); }
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virtual EStructurePiece GetType() { return eStructurePiece_RightTurn; }
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public:
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RightTurn();
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RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class RoomCrossing : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new RoomCrossing(); }
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virtual EStructurePiece GetType() { return eStructurePiece_StrongholdRoomCrossing; }
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private:
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static const int SMALL_TREASURE_ITEMS_COUNT = 7; // 4J added
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static WeighedTreasure *smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT];
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protected:
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static const int width = 11;
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static const int height = 7;
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static const int depth = 11;
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protected:
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int type;
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public:
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RoomCrossing();
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RoomCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class PrisonHall : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new PrisonHall(); }
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virtual EStructurePiece GetType() { return eStructurePiece_PrisonHall; }
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protected:
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static const int width = 9;
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static const int height = 5;
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static const int depth = 11;
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public:
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PrisonHall();
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PrisonHall(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static PrisonHall *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class Library : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new Library(); }
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virtual EStructurePiece GetType() { return eStructurePiece_Library; }
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private:
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static const int LIBRARY_TREASURE_ITEMS_COUNT = 4; // 4J added
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static WeighedTreasure *libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT];
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protected:
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static const int width = 14;
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static const int height = 6;
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static const int tallHeight = 11;
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static const int depth = 15;
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private:
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bool isTall;
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public:
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Library();
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Library(int genDepth, Random *random, BoundingBox *roomBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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static Library *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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public:
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class FiveCrossing : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new FiveCrossing(); }
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virtual EStructurePiece GetType() { return eStructurePiece_FiveCrossing; }
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protected:
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static const int width = 10;
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static const int height = 9;
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static const int depth = 11;
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private:
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bool leftLow, leftHigh, rightLow, rightHigh;
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public:
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FiveCrossing();
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FiveCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static FiveCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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/**
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*
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*
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*/
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class PortalRoom : public StrongholdPiece
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{
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public:
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static StructurePiece *Create() { return new PortalRoom(); }
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virtual EStructurePiece GetType() { return eStructurePiece_PortalRoom; }
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protected:
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static const int width = 11;
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static const int height = 8;
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static const int depth = 16;
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private:
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bool hasPlacedMobSpawner;
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public:
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PortalRoom();
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PortalRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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virtual void addAdditonalSaveData(CompoundTag *tag);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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public:
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void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static PortalRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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private:
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class SmoothStoneSelector : public StructurePiece::BlockSelector
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{
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public:
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virtual void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge);
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};
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static const SmoothStoneSelector *smoothStoneSelector;
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};
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