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refactor: unglob std::list
This commit is contained in:
parent
277e3a1e87
commit
e918160231
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@ -134,10 +134,10 @@ public:
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int m_primedTntCount;
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int m_fallingTileCount;
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CRITICAL_SECTION m_limiterCS;
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list< std::shared_ptr<Entity> > m_itemEntities;
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list< std::shared_ptr<Entity> > m_hangingEntities;
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list< std::shared_ptr<Entity> > m_arrowEntities;
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list< std::shared_ptr<Entity> > m_experienceOrbEntities;
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std::list< std::shared_ptr<Entity> > m_itemEntities;
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std::list< std::shared_ptr<Entity> > m_hangingEntities;
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std::list< std::shared_ptr<Entity> > m_arrowEntities;
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std::list< std::shared_ptr<Entity> > m_experienceOrbEntities;
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virtual bool addEntity(std::shared_ptr<Entity> e);
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void entityAddedExtra(std::shared_ptr<Entity> e);
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@ -21,7 +21,7 @@ public:
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MinecraftServer *server;
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ServerPlayerGameMode *gameMode;
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double lastMoveX, lastMoveZ;
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list<ChunkPos> chunksToSend;
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std::list<ChunkPos> chunksToSend;
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std::vector<int> entitiesToRemove;
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std::unordered_set<ChunkPos, ChunkPosKeyHash, ChunkPosKeyEq> seenChunks;
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int spewTimer;
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@ -111,7 +111,7 @@ bool StructureFeature::isInsideFeature(int cellX, int cellY, int cellZ)
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return true;
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}
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*/
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list<StructurePiece *> *pieces=pStructureStart->getPieces();
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std::list<StructurePiece *> *pieces=pStructureStart->getPieces();
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for ( AUTO_VAR(it2, pieces->begin()); it2 != pieces->end(); it2++ )
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{
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@ -89,7 +89,7 @@ VillageFeature::VillageStart::VillageStart(Level *level, Random *random, int chu
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valid = false; // 4J added initialiser
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m_iXZSize=iXZSize;
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list<VillagePieces::PieceWeight *> *pieceSet = VillagePieces::createPieceSet(random, villageSizeModifier);
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std::list<VillagePieces::PieceWeight *> *pieceSet = VillagePieces::createPieceSet(random, villageSizeModifier);
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VillagePieces::StartPiece *startRoom = new VillagePieces::StartPiece(level->getBiomeSource(), 0, random, (chunkX << 4) + 2, (chunkZ << 4) + 2, pieceSet, villageSizeModifier, level);
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pieces.push_back(startRoom);
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@ -27,7 +27,7 @@ void MineShaftPieces::staticCtor()
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smallTreasureItems[10] = new WeighedTreasure(Item::seeds_pumpkin_Id, 0, 2, 4, 10);
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}
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StructurePiece *MineShaftPieces::createRandomShaftPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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StructurePiece *MineShaftPieces::createRandomShaftPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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{
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int randomSelection = random->nextInt(100);
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if (randomSelection >= 80)
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@ -58,7 +58,7 @@ StructurePiece *MineShaftPieces::createRandomShaftPiece(list<StructurePiece *> *
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return NULL;
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}
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StructurePiece *MineShaftPieces::generateAndAddPiece(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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StructurePiece *MineShaftPieces::generateAndAddPiece(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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{
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if (depth > MAX_DEPTH)
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{
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@ -94,7 +94,7 @@ MineShaftPieces::MineShaftRoom::~MineShaftRoom()
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}
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}
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void MineShaftPieces::MineShaftRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void MineShaftPieces::MineShaftRoom::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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int depth = getGenDepth();
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@ -221,7 +221,7 @@ MineShaftPieces::MineShaftCorridor::MineShaftCorridor(int genDepth, Random *rand
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}
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}
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BoundingBox *MineShaftPieces::MineShaftCorridor::findCorridorSize(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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BoundingBox *MineShaftPieces::MineShaftCorridor::findCorridorSize(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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{
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BoundingBox *box = new BoundingBox(footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
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@ -270,7 +270,7 @@ BoundingBox *MineShaftPieces::MineShaftCorridor::findCorridorSize(list<Structure
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return NULL;
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}
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void MineShaftPieces::MineShaftCorridor::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void MineShaftPieces::MineShaftCorridor::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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int depth = getGenDepth();
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int endSelection = random->nextInt(4);
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@ -480,7 +480,7 @@ MineShaftPieces::MineShaftCrossing::MineShaftCrossing(int genDepth, Random *rand
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boundingBox = crossingBox;
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}
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BoundingBox *MineShaftPieces::MineShaftCrossing::findCrossing(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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BoundingBox *MineShaftPieces::MineShaftCrossing::findCrossing(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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{
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BoundingBox *box = new BoundingBox(footX, footY, footZ, footX, footY + (DEFAULT_SHAFT_HEIGHT - 1), footZ);
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@ -523,7 +523,7 @@ BoundingBox *MineShaftPieces::MineShaftCrossing::findCrossing(list<StructurePiec
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return box;
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}
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void MineShaftPieces::MineShaftCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void MineShaftPieces::MineShaftCrossing::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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int depth = getGenDepth();
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@ -616,7 +616,7 @@ MineShaftPieces::MineShaftStairs::MineShaftStairs(int genDepth, Random *random,
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boundingBox = stairsBox;
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}
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BoundingBox *MineShaftPieces::MineShaftStairs::findStairs(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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BoundingBox *MineShaftPieces::MineShaftStairs::findStairs(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
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{
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// stairs are two steps in, 5x5 steps down, two steps out
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@ -651,7 +651,7 @@ BoundingBox *MineShaftPieces::MineShaftStairs::findStairs(list<StructurePiece *>
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return box;
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}
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void MineShaftPieces::MineShaftStairs::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void MineShaftPieces::MineShaftStairs::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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int depth = getGenDepth();
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// crossings are coming from a direction and will generate children
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@ -11,8 +11,8 @@ private:
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static const int MAX_DEPTH = 8; // 1.2.3 change
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static StructurePiece *createRandomShaftPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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static StructurePiece *generateAndAddPiece(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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static StructurePiece *createRandomShaftPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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static StructurePiece *generateAndAddPiece(StructurePiece *startPiece, std::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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@ -22,13 +22,13 @@ public:
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class MineShaftRoom : public StructurePiece
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{
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private:
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list<BoundingBox *> childEntranceBoxes;
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std::list<BoundingBox *> childEntranceBoxes;
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public:
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MineShaftRoom(int genDepth, Random *random, int west, int north);
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~MineShaftRoom();
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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virtual void addChildren(StructurePiece *startPiece, std::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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@ -47,8 +47,8 @@ public:
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public:
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MineShaftCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction);
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static BoundingBox *findCorridorSize(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BoundingBox *findCorridorSize(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, std::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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@ -65,8 +65,8 @@ public:
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public:
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MineShaftCrossing(int genDepth, Random *random, BoundingBox *crossingBox, int direction);
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static BoundingBox *findCrossing(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BoundingBox *findCrossing(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, std::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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@ -79,8 +79,8 @@ public:
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public:
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MineShaftStairs(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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static BoundingBox *findStairs(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BoundingBox *findStairs(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
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virtual void addChildren(StructurePiece *startPiece, std::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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@ -54,7 +54,7 @@ NetherBridgePieces::PieceWeight *NetherBridgePieces::castlePieceWeights[NetherBr
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new PieceWeight(EPieceClass_CastleCorridorTBalconyPiece, 7, 2),
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};
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NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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{
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EPieceClass pieceClass = piece->pieceClass;
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NetherBridgePiece *structurePiece = NULL;
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@ -118,7 +118,7 @@ NetherBridgePieces::NetherBridgePiece::NetherBridgePiece(int genDepth) : Structu
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{
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}
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int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(list<PieceWeight *> *currentPieces)
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int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(std::list<PieceWeight *> *currentPieces)
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{
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bool hasAnyPieces = false;
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int totalWeight = 0;
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@ -135,7 +135,7 @@ int NetherBridgePieces::NetherBridgePiece::updatePieceWeight(list<PieceWeight *>
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return (hasAnyPieces ? totalWeight : -1);
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}
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NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::NetherBridgePiece::generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::NetherBridgePiece::generatePiece(StartPiece *startPiece, std::list<NetherBridgePieces::PieceWeight *> *currentPieces, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
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{
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int totalWeight = updatePieceWeight(currentPieces);
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boolean doStuff = totalWeight > 0 && depth <= MAX_DEPTH;
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@ -178,13 +178,13 @@ NetherBridgePieces::NetherBridgePiece *NetherBridgePieces::NetherBridgePiece::ge
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}
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle)
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle)
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{
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if (abs(footX - startPiece->getBoundingBox()->x0) > 7 * 16 || abs(footZ - startPiece->getBoundingBox()->z0) > 7 * 16)
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{
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return BridgeEndFiller::createPiece(pieces, random, footX, footY, footZ, direction, depth);
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}
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list<PieceWeight *> *availablePieces = &startPiece->availableBridgePieces;
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std::list<PieceWeight *> *availablePieces = &startPiece->availableBridgePieces;
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if (isCastle)
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{
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availablePieces = &startPiece->availableCastlePieces;
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@ -198,7 +198,7 @@ StructurePiece *NetherBridgePieces::NetherBridgePiece::generateAndAddPiece(Start
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return newPiece;
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}
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle)
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildForward(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle)
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{
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switch (orientation)
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{
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@ -214,7 +214,7 @@ StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildForward(Star
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return NULL;
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}
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
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{
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switch (orientation)
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{
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@ -230,7 +230,7 @@ StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildLeft(StartPi
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return NULL;
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}
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
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StructurePiece *NetherBridgePieces::NetherBridgePiece::generateChildRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle)
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{
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switch (orientation)
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{
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@ -316,12 +316,12 @@ NetherBridgePieces::BridgeStraight::BridgeStraight(int genDepth, Random *random,
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boundingBox = stairsBox;
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}
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void NetherBridgePieces::BridgeStraight::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void NetherBridgePieces::BridgeStraight::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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generateChildForward((StartPiece *) startPiece, pieces, random, 1, 3, false);
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}
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NetherBridgePieces::BridgeStraight *NetherBridgePieces::BridgeStraight::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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NetherBridgePieces::BridgeStraight *NetherBridgePieces::BridgeStraight::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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{
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BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
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@ -382,7 +382,7 @@ NetherBridgePieces::BridgeEndFiller::BridgeEndFiller(int genDepth, Random *rando
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selfSeed = random->nextInt();
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}
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NetherBridgePieces::BridgeEndFiller *NetherBridgePieces::BridgeEndFiller::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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NetherBridgePieces::BridgeEndFiller *NetherBridgePieces::BridgeEndFiller::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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{
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BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -3, 0, width, height, depth, direction);
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@ -464,14 +464,14 @@ NetherBridgePieces::BridgeCrossing::BridgeCrossing(Random *random, int west, int
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}
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}
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void NetherBridgePieces::BridgeCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
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void NetherBridgePieces::BridgeCrossing::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
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{
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generateChildForward((StartPiece *) startPiece, pieces, random, 8, 3, false);
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generateChildLeft((StartPiece *) startPiece, pieces, random, 3, 8, false);
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generateChildRight((StartPiece *) startPiece, pieces, random, 3, 8, false);
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}
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NetherBridgePieces::BridgeCrossing *NetherBridgePieces::BridgeCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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NetherBridgePieces::BridgeCrossing *NetherBridgePieces::BridgeCrossing::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
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{
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BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -8, -3, 0, width, height, depth, direction);
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|
|
@ -565,14 +565,14 @@ NetherBridgePieces::RoomCrossing::RoomCrossing(int genDepth, Random *random, Bou
|
|||
boundingBox = box;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::RoomCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::RoomCrossing::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 2, 0, false);
|
||||
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 2, false);
|
||||
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 2, false);
|
||||
}
|
||||
|
||||
NetherBridgePieces::RoomCrossing *NetherBridgePieces::RoomCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::RoomCrossing *NetherBridgePieces::RoomCrossing::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -632,12 +632,12 @@ NetherBridgePieces::StairsRoom::StairsRoom(int genDepth, Random *random, Boundin
|
|||
boundingBox = box;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::StairsRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::StairsRoom::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildRight((StartPiece *) startPiece, pieces, random, 6, 2, false);
|
||||
}
|
||||
|
||||
NetherBridgePieces::StairsRoom *NetherBridgePieces::StairsRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::StairsRoom *NetherBridgePieces::StairsRoom::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -707,7 +707,7 @@ NetherBridgePieces::MonsterThrone::MonsterThrone(int genDepth, Random *random, B
|
|||
hasPlacedMobSpawner = false;
|
||||
}
|
||||
|
||||
NetherBridgePieces::MonsterThrone *NetherBridgePieces::MonsterThrone::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::MonsterThrone *NetherBridgePieces::MonsterThrone::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -2, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -780,12 +780,12 @@ NetherBridgePieces::CastleEntrance::CastleEntrance(int genDepth, Random *random,
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleEntrance::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleEntrance::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleEntrance *NetherBridgePieces::CastleEntrance::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleEntrance *NetherBridgePieces::CastleEntrance::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -905,13 +905,13 @@ NetherBridgePieces::CastleStalkRoom::CastleStalkRoom(int genDepth, Random *rando
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleStalkRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleStalkRoom::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 3, true);
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 5, 11, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleStalkRoom *NetherBridgePieces::CastleStalkRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleStalkRoom *NetherBridgePieces::CastleStalkRoom::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -5, -3, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1067,12 +1067,12 @@ NetherBridgePieces::CastleSmallCorridorPiece::CastleSmallCorridorPiece(int genDe
|
|||
}
|
||||
|
||||
|
||||
void NetherBridgePieces::CastleSmallCorridorPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleSmallCorridorPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleSmallCorridorPiece *NetherBridgePieces::CastleSmallCorridorPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleSmallCorridorPiece *NetherBridgePieces::CastleSmallCorridorPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
|
||||
|
|
@ -1126,14 +1126,14 @@ NetherBridgePieces::CastleSmallCorridorCrossingPiece::CastleSmallCorridorCrossin
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleSmallCorridorCrossingPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleSmallCorridorCrossingPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
|
||||
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
|
||||
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleSmallCorridorCrossingPiece *NetherBridgePieces::CastleSmallCorridorCrossingPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleSmallCorridorCrossingPiece *NetherBridgePieces::CastleSmallCorridorCrossingPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1184,12 +1184,12 @@ NetherBridgePieces::CastleSmallCorridorRightTurnPiece::CastleSmallCorridorRightT
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleSmallCorridorRightTurnPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildRight((StartPiece *) startPiece, pieces, random, 0, 1, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleSmallCorridorRightTurnPiece *NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleSmallCorridorRightTurnPiece *NetherBridgePieces::CastleSmallCorridorRightTurnPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1245,12 +1245,12 @@ NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::CastleSmallCorridorLeftTur
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildLeft((StartPiece *) startPiece, pieces, random, 0, 1, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece *NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleSmallCorridorLeftTurnPiece *NetherBridgePieces::CastleSmallCorridorLeftTurnPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1306,12 +1306,12 @@ NetherBridgePieces::CastleCorridorStairsPiece::CastleCorridorStairsPiece(int gen
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleCorridorStairsPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleCorridorStairsPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateChildForward((StartPiece *) startPiece, pieces, random, 1, 0, true);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleCorridorStairsPiece *NetherBridgePieces::CastleCorridorStairsPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleCorridorStairsPiece *NetherBridgePieces::CastleCorridorStairsPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -7, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1376,7 +1376,7 @@ NetherBridgePieces::CastleCorridorTBalconyPiece::CastleCorridorTBalconyPiece(int
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
int zOff = 1;
|
||||
// compensate for weird negative-facing behaviour
|
||||
|
|
@ -1389,7 +1389,7 @@ void NetherBridgePieces::CastleCorridorTBalconyPiece::addChildren(StructurePiece
|
|||
generateChildRight((StartPiece *) startPiece, pieces, random, 0, zOff, random->nextInt(8) > 0);
|
||||
}
|
||||
|
||||
NetherBridgePieces::CastleCorridorTBalconyPiece *NetherBridgePieces::CastleCorridorTBalconyPiece::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
NetherBridgePieces::CastleCorridorTBalconyPiece *NetherBridgePieces::CastleCorridorTBalconyPiece::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -3, 0, 0, width, height, depth, direction);
|
||||
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ private:
|
|||
|
||||
private:
|
||||
class NetherBridgePiece;
|
||||
static NetherBridgePiece *findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static NetherBridgePiece *findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
|
||||
/**
|
||||
*
|
||||
|
|
@ -64,14 +64,14 @@ private:
|
|||
protected:
|
||||
NetherBridgePiece(int genDepth);
|
||||
private:
|
||||
int updatePieceWeight(list<PieceWeight *> *currentPieces);
|
||||
int updatePieceWeight(std::list<PieceWeight *> *currentPieces);
|
||||
|
||||
NetherBridgePiece *generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
|
||||
NetherBridgePiece *generatePiece(StartPiece *startPiece, std::list<NetherBridgePieces::PieceWeight *> *currentPieces, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
StructurePiece *generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
|
||||
protected:
|
||||
StructurePiece *generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle);
|
||||
StructurePiece *generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
|
||||
StructurePiece *generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
|
||||
StructurePiece *generateChildForward(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle);
|
||||
StructurePiece *generateChildLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
|
||||
StructurePiece *generateChildRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
|
||||
|
||||
static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
|
||||
void generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff);
|
||||
|
|
@ -95,8 +95,8 @@ private:
|
|||
|
||||
public:
|
||||
BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static BridgeStraight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static BridgeStraight *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -111,7 +111,7 @@ private:
|
|||
|
||||
public:
|
||||
BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static BridgeEndFiller *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static BridgeEndFiller *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -127,8 +127,8 @@ private:
|
|||
protected:
|
||||
BridgeCrossing(Random *random, int west, int north);
|
||||
public:
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static BridgeCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static BridgeCrossing *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -141,8 +141,8 @@ public:
|
|||
PieceWeight *previousPiece;
|
||||
Level *m_level;
|
||||
|
||||
list<PieceWeight *> availableBridgePieces;
|
||||
list<PieceWeight *> availableCastlePieces;
|
||||
std::list<PieceWeight *> availableBridgePieces;
|
||||
std::list<PieceWeight *> availableCastlePieces;
|
||||
|
||||
// this queue is used so that the addChildren calls are
|
||||
// called in a random order
|
||||
|
|
@ -162,8 +162,8 @@ private:
|
|||
|
||||
public:
|
||||
RoomCrossing(int genDepth, Random *random, BoundingBox *box, 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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static RoomCrossing *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -176,8 +176,8 @@ private:
|
|||
|
||||
public:
|
||||
StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static StairsRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static StairsRoom *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -192,7 +192,7 @@ private:
|
|||
|
||||
public:
|
||||
MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction);
|
||||
static MonsterThrone *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static MonsterThrone *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -208,8 +208,8 @@ private:
|
|||
static const int depth = 13;
|
||||
public:
|
||||
CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleEntrance *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleEntrance *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -226,8 +226,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleStalkRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleStalkRoom *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -244,8 +244,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -262,8 +262,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorCrossingPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorCrossingPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -280,8 +280,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorRightTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorRightTurnPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
|
|
@ -299,8 +299,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorLeftTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorLeftTurnPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -317,8 +317,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorStairsPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorStairsPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
|
|
@ -336,8 +336,8 @@ private:
|
|||
|
||||
public:
|
||||
CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorTBalconyPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorTBalconyPiece *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@
|
|||
#include "../../Util/Facing.h"
|
||||
|
||||
int StrongholdPieces::totalWeight = 0;
|
||||
list<StrongholdPieces::PieceWeight *> StrongholdPieces::currentPieces;
|
||||
std::list<StrongholdPieces::PieceWeight *> StrongholdPieces::currentPieces;
|
||||
StrongholdPieces::EPieceClass StrongholdPieces::imposedPiece;
|
||||
const bool StrongholdPieces::CHECK_AIR = true;
|
||||
|
||||
|
|
@ -71,7 +71,7 @@ bool StrongholdPieces::updatePieceWeight()
|
|||
return hasAnyPieces;
|
||||
}
|
||||
|
||||
StrongholdPieces::StrongholdPiece *StrongholdPieces::findAndCreatePieceFactory(EPieceClass pieceClass, list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
StrongholdPieces::StrongholdPiece *StrongholdPieces::findAndCreatePieceFactory(EPieceClass pieceClass, std::list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
StrongholdPiece *strongholdPiece = NULL;
|
||||
|
||||
|
|
@ -124,7 +124,7 @@ StrongholdPieces::StrongholdPiece *StrongholdPieces::findAndCreatePieceFactory(E
|
|||
return strongholdPiece;
|
||||
}
|
||||
|
||||
StrongholdPieces::StrongholdPiece *StrongholdPieces::generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
StrongholdPieces::StrongholdPiece *StrongholdPieces::generatePieceFromSmallDoor(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
if (!updatePieceWeight())
|
||||
{
|
||||
|
|
@ -186,7 +186,7 @@ StrongholdPieces::StrongholdPiece *StrongholdPieces::generatePieceFromSmallDoor(
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *StrongholdPieces::generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
StructurePiece *StrongholdPieces::generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
if (depth > MAX_DEPTH)
|
||||
{
|
||||
|
|
@ -305,7 +305,7 @@ StrongholdPieces::StrongholdPiece::SmallDoorType StrongholdPieces::StrongholdPie
|
|||
}
|
||||
}
|
||||
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff)
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildForward(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int xOff, int yOff)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
|
|
@ -321,7 +321,7 @@ StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildForward
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
|
|
@ -337,7 +337,7 @@ StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildLeft(St
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
StructurePiece *StrongholdPieces::StrongholdPiece::generateSmallDoorChildRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
|
|
@ -386,7 +386,7 @@ StrongholdPieces::FillerCorridor::FillerCorridor(int genDepth, Random *random, B
|
|||
boundingBox = corridorBox;
|
||||
}
|
||||
|
||||
BoundingBox *StrongholdPieces::FillerCorridor::findPieceBox(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
|
||||
BoundingBox *StrongholdPieces::FillerCorridor::findPieceBox(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
|
||||
{
|
||||
const int maxLength = 3;
|
||||
|
||||
|
|
@ -482,7 +482,7 @@ StrongholdPieces::StairsDown::StairsDown(int genDepth, Random *random, BoundingB
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::StairsDown::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::StairsDown::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
if( isSource )
|
||||
{
|
||||
|
|
@ -491,7 +491,7 @@ void StrongholdPieces::StairsDown::addChildren(StructurePiece *startPiece, list<
|
|||
generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1);
|
||||
}
|
||||
|
||||
StrongholdPieces::StairsDown *StrongholdPieces::StairsDown::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::StairsDown *StrongholdPieces::StairsDown::createPiece(std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -571,14 +571,14 @@ StrongholdPieces::Straight::Straight(int genDepth, Random *random, BoundingBox *
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::Straight::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::Straight::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1);
|
||||
if (leftChild) generateSmallDoorChildLeft((StartPiece *) startPiece, pieces, random, 1, 2);
|
||||
if (rightChild) generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, 1, 2);
|
||||
}
|
||||
|
||||
StrongholdPieces::Straight *StrongholdPieces::Straight::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::Straight *StrongholdPieces::Straight::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -649,12 +649,12 @@ StrongholdPieces::ChestCorridor::ChestCorridor(int genDepth, Random *random, Bou
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::ChestCorridor::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::ChestCorridor::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1);
|
||||
}
|
||||
|
||||
StrongholdPieces::ChestCorridor *StrongholdPieces::ChestCorridor::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::ChestCorridor *StrongholdPieces::ChestCorridor::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -715,12 +715,12 @@ StrongholdPieces::StraightStairsDown::StraightStairsDown(int genDepth, Random *r
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::StraightStairsDown::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::StraightStairsDown::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1);
|
||||
}
|
||||
|
||||
StrongholdPieces::StraightStairsDown *StrongholdPieces::StraightStairsDown::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::StraightStairsDown *StrongholdPieces::StraightStairsDown::createPiece(std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -774,7 +774,7 @@ StrongholdPieces::LeftTurn::LeftTurn(int genDepth, Random *random, BoundingBox *
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::LeftTurn::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::LeftTurn::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
if (orientation == Direction::NORTH || orientation == Direction::EAST)
|
||||
{
|
||||
|
|
@ -786,7 +786,7 @@ void StrongholdPieces::LeftTurn::addChildren(StructurePiece *startPiece, list<St
|
|||
}
|
||||
}
|
||||
|
||||
StrongholdPieces::LeftTurn *StrongholdPieces::LeftTurn::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::LeftTurn *StrongholdPieces::LeftTurn::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -830,7 +830,7 @@ StrongholdPieces::RightTurn::RightTurn(int genDepth, Random *random, BoundingBox
|
|||
{
|
||||
}
|
||||
|
||||
void StrongholdPieces::RightTurn::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::RightTurn::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
if (orientation == Direction::NORTH || orientation == Direction::EAST)
|
||||
{
|
||||
|
|
@ -873,14 +873,14 @@ StrongholdPieces::RoomCrossing::RoomCrossing(int genDepth, Random *random, Bound
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::RoomCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::RoomCrossing::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateSmallDoorChildForward((StartPiece*) startPiece, pieces, random, 4, 1);
|
||||
generateSmallDoorChildLeft((StartPiece*) startPiece, pieces, random, 1, 4);
|
||||
generateSmallDoorChildRight((StartPiece*) startPiece, pieces, random, 1, 4);
|
||||
}
|
||||
|
||||
StrongholdPieces::RoomCrossing *StrongholdPieces::RoomCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::RoomCrossing *StrongholdPieces::RoomCrossing::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1021,12 +1021,12 @@ StrongholdPieces::PrisonHall::PrisonHall(int genDepth, Random *random, BoundingB
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void StrongholdPieces::PrisonHall::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::PrisonHall::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
generateSmallDoorChildForward((StartPiece *) startPiece, pieces, random, 1, 1);
|
||||
}
|
||||
|
||||
StrongholdPieces::PrisonHall *StrongholdPieces::PrisonHall::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::PrisonHall *StrongholdPieces::PrisonHall::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -1, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1086,7 +1086,7 @@ StrongholdPieces::Library::Library(int genDepth, Random *random, BoundingBox *ro
|
|||
boundingBox = roomBox;
|
||||
}
|
||||
|
||||
StrongholdPieces::Library *StrongholdPieces::Library::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::Library *StrongholdPieces::Library::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
// attempt to make a tall library first
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, tallHeight, depth, direction);
|
||||
|
|
@ -1257,7 +1257,7 @@ StrongholdPieces::FiveCrossing::FiveCrossing(int genDepth, Random *random, Bound
|
|||
rightHigh = random->nextInt(3) > 0;
|
||||
}
|
||||
|
||||
void StrongholdPieces::FiveCrossing::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::FiveCrossing::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
int zOffA = 3;
|
||||
int zOffB = 5;
|
||||
|
|
@ -1275,7 +1275,7 @@ void StrongholdPieces::FiveCrossing::addChildren(StructurePiece *startPiece, lis
|
|||
if (rightHigh) generateSmallDoorChildRight((StartPiece *) startPiece, pieces, random, zOffB, 7);
|
||||
}
|
||||
|
||||
StrongholdPieces::FiveCrossing *StrongholdPieces::FiveCrossing::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::FiveCrossing *StrongholdPieces::FiveCrossing::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -3, 0, width, height, depth, direction);
|
||||
|
||||
|
|
@ -1345,7 +1345,7 @@ StrongholdPieces::PortalRoom::PortalRoom(int genDepth, Random *random, BoundingB
|
|||
boundingBox = box;
|
||||
}
|
||||
|
||||
void StrongholdPieces::PortalRoom::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void StrongholdPieces::PortalRoom::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
if (startPiece != NULL)
|
||||
{
|
||||
|
|
@ -1353,7 +1353,7 @@ void StrongholdPieces::PortalRoom::addChildren(StructurePiece *startPiece, list<
|
|||
}
|
||||
}
|
||||
|
||||
StrongholdPieces::PortalRoom *StrongholdPieces::PortalRoom::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
StrongholdPieces::PortalRoom *StrongholdPieces::PortalRoom::createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
{
|
||||
BoundingBox *box = BoundingBox::orientBox(footX, footY, footZ, -4, -1, 0, width, height, depth, direction);
|
||||
|
||||
|
|
|
|||
|
|
@ -58,7 +58,7 @@ private:
|
|||
virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; }
|
||||
};
|
||||
|
||||
static list<PieceWeight *> currentPieces;
|
||||
static std::list<PieceWeight *> currentPieces;
|
||||
static EPieceClass imposedPiece;
|
||||
static int totalWeight;
|
||||
|
||||
|
|
@ -68,9 +68,9 @@ public:
|
|||
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);
|
||||
static StrongholdPiece *findAndCreatePieceFactory(EPieceClass pieceClass, std::list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static StrongholdPiece *generatePieceFromSmallDoor(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static StructurePiece *generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
|
||||
|
||||
/**
|
||||
|
|
@ -91,9 +91,9 @@ private:
|
|||
|
||||
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);
|
||||
StructurePiece *generateSmallDoorChildForward(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int xOff, int yOff);
|
||||
StructurePiece *generateSmallDoorChildLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
StructurePiece *generateSmallDoorChildRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
|
||||
static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
|
||||
};
|
||||
|
|
@ -111,7 +111,7 @@ public:
|
|||
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);
|
||||
static BoundingBox *findPieceBox(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -134,8 +134,8 @@ 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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static StairsDown *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -176,8 +176,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static Straight *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
|
|
@ -201,8 +201,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static ChestCorridor *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -222,8 +222,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static StraightStairsDown *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -244,8 +244,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static LeftTurn *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -258,7 +258,7 @@ public:
|
|||
{
|
||||
public:
|
||||
RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -283,8 +283,8 @@ public:
|
|||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static RoomCrossing *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -304,8 +304,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static PrisonHall *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -332,7 +332,7 @@ public:
|
|||
|
||||
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);
|
||||
static Library *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
|
|
@ -356,8 +356,8 @@ public:
|
|||
|
||||
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 void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static FiveCrossing *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -378,8 +378,8 @@ public:
|
|||
|
||||
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);
|
||||
void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static PortalRoom *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -53,7 +53,7 @@ StructurePiece::~StructurePiece()
|
|||
if(boundingBox != NULL) delete boundingBox;
|
||||
}
|
||||
|
||||
void StructurePiece::addChildren( StructurePiece* startPiece, list< StructurePiece* > *pieces, Random* random )
|
||||
void StructurePiece::addChildren( StructurePiece* startPiece, std::list< StructurePiece* > *pieces, Random* random )
|
||||
{
|
||||
}
|
||||
|
||||
|
|
@ -75,7 +75,7 @@ bool StructurePiece::isInChunk( ChunkPos* pos )
|
|||
return boundingBox->intersects( cx, cz, cx + 15, cz + 15 );
|
||||
}
|
||||
|
||||
StructurePiece* StructurePiece::findCollisionPiece( list< StructurePiece* > *pieces, BoundingBox* box )
|
||||
StructurePiece* StructurePiece::findCollisionPiece( std::list< StructurePiece* > *pieces, BoundingBox* box )
|
||||
{
|
||||
for ( AUTO_VAR(it, pieces->begin()); it != pieces->end(); it++ )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ protected:
|
|||
public:
|
||||
virtual ~StructurePiece();
|
||||
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB) = 0;
|
||||
|
||||
virtual BoundingBox *getBoundingBox();
|
||||
|
|
@ -73,7 +73,7 @@ public:
|
|||
|
||||
public:
|
||||
bool isInChunk(ChunkPos *pos);
|
||||
static StructurePiece *findCollisionPiece(list<StructurePiece *> *pieces, BoundingBox *box);
|
||||
static StructurePiece *findCollisionPiece(std::list<StructurePiece *> *pieces, BoundingBox *box);
|
||||
virtual TilePos *getLocatorPosition();
|
||||
protected:
|
||||
bool edgesLiquid(Level *level, BoundingBox *chunkBB);
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ BoundingBox *StructureStart::getBoundingBox()
|
|||
return boundingBox;
|
||||
}
|
||||
|
||||
list<StructurePiece *> *StructureStart::getPieces()
|
||||
std::list<StructurePiece *> *StructureStart::getPieces()
|
||||
{
|
||||
return &pieces;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,14 +6,14 @@ class StructureStart
|
|||
{
|
||||
|
||||
protected:
|
||||
list<StructurePiece *> pieces;
|
||||
std::list<StructurePiece *> pieces;
|
||||
BoundingBox *boundingBox;
|
||||
|
||||
StructureStart();
|
||||
public:
|
||||
~StructureStart();
|
||||
BoundingBox *getBoundingBox();
|
||||
list<StructurePiece *> *getPieces();
|
||||
std::list<StructurePiece *> *getPieces();
|
||||
void postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
protected:
|
||||
void calculateBoundingBox();
|
||||
|
|
|
|||
|
|
@ -33,9 +33,9 @@ bool VillagePieces::PieceWeight::isValid()
|
|||
return maxPlaceCount == 0 || placeCount < maxPlaceCount;
|
||||
}
|
||||
|
||||
list<VillagePieces::PieceWeight *> *VillagePieces::createPieceSet(Random *random, int villageSize)
|
||||
std::list<VillagePieces::PieceWeight *> *VillagePieces::createPieceSet(Random *random, int villageSize)
|
||||
{
|
||||
list<PieceWeight *> *newPieces = new list<PieceWeight *>;
|
||||
std::list<PieceWeight *> *newPieces = new std::list<PieceWeight *>;
|
||||
|
||||
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)));
|
||||
|
|
@ -65,7 +65,7 @@ list<VillagePieces::PieceWeight *> *VillagePieces::createPieceSet(Random *random
|
|||
return newPieces;
|
||||
}
|
||||
|
||||
int VillagePieces::updatePieceWeight(list<PieceWeight *> *currentPieces)
|
||||
int VillagePieces::updatePieceWeight(std::list<PieceWeight *> *currentPieces)
|
||||
{
|
||||
bool hasAnyPieces = false;
|
||||
int totalWeight = 0;
|
||||
|
|
@ -81,7 +81,7 @@ int VillagePieces::updatePieceWeight(list<PieceWeight *> *currentPieces)
|
|||
return (hasAnyPieces ? totalWeight : -1);
|
||||
}
|
||||
|
||||
VillagePieces::VillagePiece *VillagePieces::findAndCreatePieceFactory(StartPiece *startPiece, VillagePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
VillagePieces::VillagePiece *VillagePieces::findAndCreatePieceFactory(StartPiece *startPiece, VillagePieces::PieceWeight *piece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
VillagePieces::EPieceClass pieceClass = piece->pieceClass;
|
||||
VillagePiece *villagePiece = NULL;
|
||||
|
|
@ -126,7 +126,7 @@ VillagePieces::VillagePiece *VillagePieces::findAndCreatePieceFactory(StartPiece
|
|||
return villagePiece;
|
||||
}
|
||||
|
||||
VillagePieces::VillagePiece *VillagePieces::generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
VillagePieces::VillagePiece *VillagePieces::generatePieceFromSmallDoor(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
int totalWeight = updatePieceWeight(startPiece->pieceSet);
|
||||
if (totalWeight <= 0)
|
||||
|
|
@ -181,7 +181,7 @@ VillagePieces::VillagePiece *VillagePieces::generatePieceFromSmallDoor(StartPiec
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *VillagePieces::generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
StructurePiece *VillagePieces::generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
if (depth > MAX_DEPTH)
|
||||
{
|
||||
|
|
@ -211,7 +211,7 @@ StructurePiece *VillagePieces::generateAndAddPiece(StartPiece *startPiece, list<
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *VillagePieces::generateAndAddRoadPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
StructurePiece *VillagePieces::generateAndAddRoadPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth)
|
||||
{
|
||||
if (depth > BASE_ROAD_DEPTH + startPiece->villageSize)
|
||||
{
|
||||
|
|
@ -254,7 +254,7 @@ VillagePieces::VillagePiece::VillagePiece(StartPiece *startPiece, int genDepth)
|
|||
this->startPiece = startPiece;
|
||||
}
|
||||
|
||||
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
|
|
@ -270,7 +270,7 @@ StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernLeft(StartPiec
|
|||
return NULL;
|
||||
}
|
||||
|
||||
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
StructurePiece *VillagePieces::VillagePiece::generateHouseNorthernRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff)
|
||||
{
|
||||
switch (orientation)
|
||||
{
|
||||
|
|
@ -464,7 +464,7 @@ VillagePieces::Well::Well(StartPiece *startPiece, int genDepth, Random *random,
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
void VillagePieces::Well::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void VillagePieces::Well::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *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());
|
||||
|
|
@ -472,7 +472,7 @@ void VillagePieces::Well::addChildren(StructurePiece *startPiece, list<Structure
|
|||
generateAndAddRoadPiece((StartPiece *) startPiece, pieces, random, boundingBox->x0 + 1, boundingBox->y1 - 4, boundingBox->z1 + 1, Direction::SOUTH, getGenDepth());
|
||||
}
|
||||
|
||||
//VillagePieces::Well *VillagePieces::Well::createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
//VillagePieces::Well *VillagePieces::Well::createPiece(std::list<StructurePiece *> *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);
|
||||
//
|
||||
|
|
@ -531,7 +531,7 @@ bool VillagePieces::Well::postProcess(Level *level, Random *random, BoundingBox
|
|||
|
||||
}
|
||||
|
||||
VillagePieces::StartPiece::StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, list<PieceWeight *> *pieceSet, int villageSize, Level *level) : Well(NULL, 0, random, west, north)
|
||||
VillagePieces::StartPiece::StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, std::list<PieceWeight *> *pieceSet, int villageSize, Level *level) : Well(NULL, 0, random, west, north)
|
||||
{
|
||||
isLibraryAdded = false; // 4J - added initialiser
|
||||
previousPiece = NULL; // 4J - added initialiser
|
||||
|
|
@ -566,7 +566,7 @@ VillagePieces::StraightRoad::StraightRoad(StartPiece *startPiece, int genDepth,
|
|||
length = Math::_max(stairsBox->getXSpan(), stairsBox->getZSpan());
|
||||
}
|
||||
|
||||
void VillagePieces::StraightRoad::addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random)
|
||||
void VillagePieces::StraightRoad::addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random)
|
||||
{
|
||||
bool hasHouses = false;
|
||||
|
||||
|
|
@ -634,7 +634,7 @@ void VillagePieces::StraightRoad::addChildren(StructurePiece *startPiece, list<S
|
|||
}
|
||||
}
|
||||
|
||||
BoundingBox *VillagePieces::StraightRoad::findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
|
||||
BoundingBox *VillagePieces::StraightRoad::findPieceBox(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
|
||||
{
|
||||
int length = 7 * (Mth::nextInt(random, 3, 5));
|
||||
|
||||
|
|
@ -682,7 +682,7 @@ VillagePieces::SimpleHouse::SimpleHouse(StartPiece *startPiece, int genDepth, Ra
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::SimpleHouse *VillagePieces::SimpleHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::SimpleHouse *VillagePieces::SimpleHouse::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -804,7 +804,7 @@ VillagePieces::SmallTemple::SmallTemple(StartPiece *startPiece, int genDepth, Ra
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::SmallTemple *VillagePieces::SmallTemple::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::SmallTemple *VillagePieces::SmallTemple::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -942,7 +942,7 @@ VillagePieces::BookHouse::BookHouse(StartPiece *startPiece, int genDepth, Random
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::BookHouse *VillagePieces::BookHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::BookHouse *VillagePieces::BookHouse::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1079,7 +1079,7 @@ VillagePieces::SmallHut::SmallHut(StartPiece *startPiece, int genDepth, Random *
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::SmallHut *VillagePieces::SmallHut::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::SmallHut *VillagePieces::SmallHut::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1180,7 +1180,7 @@ VillagePieces::PigHouse::PigHouse(StartPiece *startPiece, int genDepth, Random *
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::PigHouse *VillagePieces::PigHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::PigHouse *VillagePieces::PigHouse::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
|
@ -1321,7 +1321,7 @@ VillagePieces::TwoRoomHouse::TwoRoomHouse(StartPiece *startPiece, int genDepth,
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::TwoRoomHouse *VillagePieces::TwoRoomHouse::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::TwoRoomHouse *VillagePieces::TwoRoomHouse::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1501,7 +1501,7 @@ VillagePieces::Smithy::Smithy(StartPiece *startPiece, int genDepth, Random *rand
|
|||
boundingBox = stairsBox;
|
||||
}
|
||||
|
||||
VillagePieces::Smithy *VillagePieces::Smithy::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::Smithy *VillagePieces::Smithy::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1640,7 +1640,7 @@ int VillagePieces::Farmland::selectCrops(Random *random)
|
|||
}
|
||||
}
|
||||
|
||||
VillagePieces::Farmland *VillagePieces::Farmland::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::Farmland *VillagePieces::Farmland::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1725,7 +1725,7 @@ int VillagePieces::DoubleFarmland::selectCrops(Random *random)
|
|||
}
|
||||
}
|
||||
|
||||
VillagePieces::DoubleFarmland *VillagePieces::DoubleFarmland::createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth)
|
||||
VillagePieces::DoubleFarmland *VillagePieces::DoubleFarmland::createPiece(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
@ -1801,7 +1801,7 @@ VillagePieces::LightPost::LightPost(StartPiece *startPiece, int genDepth, Random
|
|||
boundingBox = box;
|
||||
}
|
||||
|
||||
BoundingBox *VillagePieces::LightPost::findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction)
|
||||
BoundingBox *VillagePieces::LightPost::findPieceBox(StartPiece *startPiece, std::list<StructurePiece *> *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);
|
||||
|
||||
|
|
|
|||
|
|
@ -43,16 +43,16 @@ public:
|
|||
bool isValid();
|
||||
};
|
||||
|
||||
static list<PieceWeight *> *createPieceSet(Random *random, int villageSize); // 4J - was ArrayList
|
||||
static std::list<PieceWeight *> *createPieceSet(Random *random, int villageSize); // 4J - was ArrayList
|
||||
|
||||
class StartPiece;
|
||||
private:
|
||||
class VillagePiece;
|
||||
static int updatePieceWeight(list<PieceWeight *> *currentPieces); // 4J = was array list
|
||||
static VillagePiece *findAndCreatePieceFactory(StartPiece *startPiece, PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static VillagePiece *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);
|
||||
static StructurePiece *generateAndAddRoadPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static int updatePieceWeight(std::list<PieceWeight *> *currentPieces); // 4J = was array list
|
||||
static VillagePiece *findAndCreatePieceFactory(StartPiece *startPiece, PieceWeight *piece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static VillagePiece *generatePieceFromSmallDoor(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static StructurePiece *generateAndAddPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
static StructurePiece *generateAndAddRoadPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
|
||||
|
||||
|
||||
/**
|
||||
|
|
@ -68,8 +68,8 @@ private:
|
|||
StartPiece *startPiece;
|
||||
|
||||
VillagePiece(StartPiece *startPiece, int genDepth);
|
||||
StructurePiece *generateHouseNorthernLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
StructurePiece *generateHouseNorthernRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
StructurePiece *generateHouseNorthernLeft(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
StructurePiece *generateHouseNorthernRight(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
|
||||
int getAverageGroundHeight(Level *level, BoundingBox *chunkBB);
|
||||
static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
|
||||
void spawnVillagers(Level *level, BoundingBox *chunkBB, int x, int y, int z, int count);
|
||||
|
|
@ -100,8 +100,8 @@ public:
|
|||
Well(StartPiece *startPiece, int genDepth, Random *random, int west, int north);
|
||||
|
||||
Well(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
//static Well *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
//static Well *createPiece(std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -115,7 +115,7 @@ public:
|
|||
int villageSize;
|
||||
bool isLibraryAdded;
|
||||
PieceWeight *previousPiece;
|
||||
list<PieceWeight *> *pieceSet; // 4J - was ArrayList
|
||||
std::list<PieceWeight *> *pieceSet; // 4J - was ArrayList
|
||||
Level *m_level;
|
||||
|
||||
// these queues are used so that the addChildren calls are
|
||||
|
|
@ -123,7 +123,7 @@ public:
|
|||
std::vector<StructurePiece *> pendingHouses; // 4J - was ArrayList
|
||||
std::vector<StructurePiece *> pendingRoads; // 4J - was ArrayList
|
||||
|
||||
StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, list<PieceWeight *> *pieceSet, int villageSize, Level *level); // 4J Added level param
|
||||
StartPiece(BiomeSource *biomeSource, int genDepth, Random *random, int west, int north, std::list<PieceWeight *> *pieceSet, int villageSize, Level *level); // 4J Added level param
|
||||
virtual ~StartPiece();
|
||||
|
||||
BiomeSource *getBiomeSource();
|
||||
|
|
@ -150,8 +150,8 @@ public:
|
|||
int length;
|
||||
public:
|
||||
StraightRoad(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static BoundingBox *findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, std::list<StructurePiece *> *pieces, Random *random);
|
||||
static BoundingBox *findPieceBox(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -174,7 +174,7 @@ public:
|
|||
public:
|
||||
SimpleHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
public:
|
||||
static SimpleHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static SimpleHouse *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -191,7 +191,7 @@ public:
|
|||
public:
|
||||
SmallTemple(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
|
||||
static SmallTemple *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static SmallTemple *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
virtual int getVillagerProfession(int villagerNumber);
|
||||
};
|
||||
|
|
@ -209,7 +209,7 @@ public:
|
|||
public:
|
||||
BookHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
|
||||
static BookHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static BookHouse *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
virtual int getVillagerProfession(int villagerNumber);
|
||||
};
|
||||
|
|
@ -229,7 +229,7 @@ public:
|
|||
|
||||
public:
|
||||
SmallHut(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static SmallHut *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static SmallHut *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -246,7 +246,7 @@ public:
|
|||
|
||||
public:
|
||||
PigHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static PigHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static PigHouse *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
virtual int getVillagerProfession(int villagerNumber);
|
||||
};
|
||||
|
|
@ -263,7 +263,7 @@ public:
|
|||
|
||||
public:
|
||||
TwoRoomHouse(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static TwoRoomHouse *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static TwoRoomHouse *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -285,7 +285,7 @@ public:
|
|||
static void staticCtor();
|
||||
|
||||
Smithy(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static Smithy *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static Smithy *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
virtual int getVillagerProfession(int villagerNumber);
|
||||
};
|
||||
|
|
@ -308,7 +308,7 @@ public:
|
|||
|
||||
public:
|
||||
Farmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static Farmland *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static Farmland *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -331,7 +331,7 @@ public:
|
|||
|
||||
public:
|
||||
DoubleFarmland(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
static DoubleFarmland *createPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
static DoubleFarmland *createPiece(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
|
|
@ -347,7 +347,7 @@ public:
|
|||
|
||||
public:
|
||||
LightPost(StartPiece *startPiece, int genDepth, Random *random, BoundingBox *box, int direction);
|
||||
static BoundingBox *findPieceBox(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
|
||||
static BoundingBox *findPieceBox(StartPiece *startPiece, std::list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
};
|
||||
|
|
|
|||
Loading…
Reference in a new issue