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