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