#pragma once #include "StructurePiece.h" class StrongholdPieces { private: static const int SMALL_DOOR_WIDTH = 3; static const int SMALL_DOOR_HEIGHT = 3; static const int MAX_DEPTH = 50; // the dungeon starts at 64 and traverses downwards to this point static const int LOWEST_Y_POSITION = 10; static const bool CHECK_AIR; // 4J - added to replace use of Class within this // class enum EPieceClass { EPieceClass_NULL, EPieceClass_Straight, EPieceClass_PrisonHall, EPieceClass_LeftTurn, EPieceClass_RightTurn, EPieceClass_RoomCrossing, EPieceClass_StraightStairsDown, EPieceClass_StairsDown, EPieceClass_FiveCrossing, EPieceClass_ChestCorridor, EPieceClass_Library, EPieceClass_PortalRoom }; public: static void loadStatic(); private: class PieceWeight { public: EPieceClass pieceClass; // 4J - was Class const int weight; int placeCount; int maxPlaceCount; PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount); virtual bool doPlace(int depth); bool isValid(); }; // 4J - added, java uses a local specialisation of these classes when // instancing to achieve the same thing class PieceWeight_Library : public PieceWeight { public: PieceWeight_Library(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 4; } }; class PieceWeight_PortalRoom : public PieceWeight { public: PieceWeight_PortalRoom(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {} virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; } }; static std::list currentPieces; static EPieceClass imposedPiece; static int totalWeight; public: static void resetPieces(); class StartPiece; private: class StrongholdPiece; static bool updatePieceWeight(); static StrongholdPiece* findAndCreatePieceFactory( EPieceClass pieceClass, std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int depth); static StrongholdPiece* generatePieceFromSmallDoor( StartPiece* startPiece, std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int depth); static StructurePiece* generateAndAddPiece( StartPiece* startPiece, std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int depth); /** * * */ private: class StrongholdPiece : public StructurePiece { protected: enum SmallDoorType { OPENING, WOOD_DOOR, GRATES, IRON_DOOR, }; SmallDoorType entryDoor; public: StrongholdPiece(); protected: StrongholdPiece(int genDepth); virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); void generateSmallDoor(Level* level, Random* random, BoundingBox* chunkBB, SmallDoorType doorType, int footX, int footY, int footZ); SmallDoorType randomSmallDoor(Random* random); StructurePiece* generateSmallDoorChildForward( StartPiece* startPiece, std::list* pieces, Random* random, int xOff, int yOff); StructurePiece* generateSmallDoorChildLeft( StartPiece* startPiece, std::list* pieces, Random* random, int yOff, int zOff); StructurePiece* generateSmallDoorChildRight( StartPiece* startPiece, std::list* pieces, Random* random, int yOff, int zOff); static bool isOkBox(BoundingBox* box, StartPiece* startRoom); // 4J added startRoom param }; /** * Corridor pieces that connects unconnected ends. * */ public: class FillerCorridor : public StrongholdPiece { public: static StructurePiece* Create() { return new FillerCorridor(); } virtual EStructurePiece GetType() { return eStructurePiece_FillerCorridor; } private: int steps; public: FillerCorridor(); FillerCorridor(int genDepth, Random* random, BoundingBox* corridorBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: static BoundingBox* findPieceBox(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class StairsDown : public StrongholdPiece { public: static StructurePiece* Create() { return new StairsDown(); } virtual EStructurePiece GetType() { return eStructurePiece_StairsDown; } private: static const int width = 5; static const int height = 11; static const int depth = 5; bool isSource; public: StairsDown(); StairsDown(int genDepth, Random* random, int west, int north); StairsDown(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static StairsDown* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; public: class PortalRoom; class StartPiece : public StairsDown { public: virtual EStructurePiece GetType() { return eStructurePiece_StrongholdStartPiece; } public: bool isLibraryAdded; PieceWeight* previousPiece; PortalRoom* portalRoomPiece; Level* m_level; // 4J added // this queue is used so that the addChildren calls are // called in a random order std::vector pendingChildren; StartPiece(); StartPiece(int genDepth, Random* random, int west, int north, Level* level); // 4J Added level param virtual TilePos* getLocatorPosition(); }; /** * * */ public: class Straight : public StrongholdPiece { public: static StructurePiece* Create() { return new Straight(); } virtual EStructurePiece GetType() { return eStructurePiece_Straight; } private: static const int width = 5; static const int height = 5; static const int depth = 7; bool leftChild; bool rightChild; public: Straight(); Straight(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static Straight* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ class ChestCorridor : public StrongholdPiece { public: static StructurePiece* Create() { return new ChestCorridor(); } virtual EStructurePiece GetType() { return eStructurePiece_ChestCorridor; } private: static const int width = 5; static const int height = 5; static const int depth = 7; static const int TREASURE_ITEMS_COUNT = 18; static WeighedTreasure* treasureItems[TREASURE_ITEMS_COUNT]; bool hasPlacedChest; public: ChestCorridor(); ChestCorridor(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static ChestCorridor* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class StraightStairsDown : public StrongholdPiece { public: static StructurePiece* Create() { return new StraightStairsDown(); } virtual EStructurePiece GetType() { return eStructurePiece_StraightStairsDown; } private: static const int width = 5; static const int height = 11; static const int depth = 8; public: StraightStairsDown(); StraightStairsDown(int genDepth, Random* random, BoundingBox* stairsBox, int direction); virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static StraightStairsDown* createPiece( std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class LeftTurn : public StrongholdPiece { public: static StructurePiece* Create() { return new LeftTurn(); } virtual EStructurePiece GetType() { return eStructurePiece_LeftTurn; } protected: static const int width = 5; static const int height = 5; static const int depth = 5; public: LeftTurn(); LeftTurn(int genDepth, Random* random, BoundingBox* stairsBox, int direction); virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static LeftTurn* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class RightTurn : public LeftTurn { public: static StructurePiece* Create() { return new RightTurn(); } virtual EStructurePiece GetType() { return eStructurePiece_RightTurn; } public: RightTurn(); RightTurn(int genDepth, Random* random, BoundingBox* stairsBox, int direction); virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class RoomCrossing : public StrongholdPiece { public: static StructurePiece* Create() { return new RoomCrossing(); } virtual EStructurePiece GetType() { return eStructurePiece_StrongholdRoomCrossing; } private: static const int SMALL_TREASURE_ITEMS_COUNT = 7; // 4J added static WeighedTreasure* smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT]; protected: static const int width = 11; static const int height = 7; static const int depth = 11; protected: int type; public: RoomCrossing(); RoomCrossing(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static RoomCrossing* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class PrisonHall : public StrongholdPiece { public: static StructurePiece* Create() { return new PrisonHall(); } virtual EStructurePiece GetType() { return eStructurePiece_PrisonHall; } protected: static const int width = 9; static const int height = 5; static const int depth = 11; public: PrisonHall(); PrisonHall(int genDepth, Random* random, BoundingBox* stairsBox, int direction); virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static PrisonHall* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class Library : public StrongholdPiece { public: static StructurePiece* Create() { return new Library(); } virtual EStructurePiece GetType() { return eStructurePiece_Library; } private: static const int LIBRARY_TREASURE_ITEMS_COUNT = 4; // 4J added static WeighedTreasure* libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT]; protected: static const int width = 14; static const int height = 6; static const int tallHeight = 11; static const int depth = 15; private: bool isTall; public: Library(); Library(int genDepth, Random* random, BoundingBox* roomBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: static Library* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ public: class FiveCrossing : public StrongholdPiece { public: static StructurePiece* Create() { return new FiveCrossing(); } virtual EStructurePiece GetType() { return eStructurePiece_FiveCrossing; } protected: static const int width = 10; static const int height = 9; static const int depth = 11; private: bool leftLow, leftHigh, rightLow, rightHigh; public: FiveCrossing(); FiveCrossing(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: virtual void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static FiveCrossing* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); virtual bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; /** * * */ class PortalRoom : public StrongholdPiece { public: static StructurePiece* Create() { return new PortalRoom(); } virtual EStructurePiece GetType() { return eStructurePiece_PortalRoom; } protected: static const int width = 11; static const int height = 8; static const int depth = 16; private: bool hasPlacedMobSpawner; public: PortalRoom(); PortalRoom(int genDepth, Random* random, BoundingBox* stairsBox, int direction); protected: virtual void addAdditonalSaveData(CompoundTag* tag); virtual void readAdditonalSaveData(CompoundTag* tag); public: void addChildren(StructurePiece* startPiece, std::list* pieces, Random* random); static PortalRoom* createPiece(std::list* pieces, Random* random, int footX, int footY, int footZ, int direction, int genDepth); bool postProcess(Level* level, Random* random, BoundingBox* chunkBB); }; private: class SmoothStoneSelector : public StructurePiece::BlockSelector { public: virtual void next(Random* random, int worldX, int worldY, int worldZ, bool isEdge); }; static const SmoothStoneSelector* smoothStoneSelector; };