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-rw-r--r--Minecraft.World/StrongholdPieces.h395
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diff --git a/Minecraft.World/StrongholdPieces.h b/Minecraft.World/StrongholdPieces.h
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+#pragma once
+#include "StructurePiece.h"
+
+class StrongholdPieces
+{
+
+private:
+ static const int SMALL_DOOR_WIDTH = 3;
+ static const int SMALL_DOOR_HEIGHT = 3;
+
+ static const int MAX_DEPTH = 50;
+ // the dungeon starts at 64 and traverses downwards to this point
+ static const int LOWEST_Y_POSITION = 10;
+ static const bool CHECK_AIR;
+
+ // 4J - added to replace use of Class<? extends StrongholdPiece> within this class
+ enum EPieceClass
+ {
+ EPieceClass_NULL,
+ EPieceClass_Straight,
+ EPieceClass_PrisonHall,
+ EPieceClass_LeftTurn,
+ EPieceClass_RightTurn,
+ EPieceClass_RoomCrossing,
+ EPieceClass_StraightStairsDown,
+ EPieceClass_StairsDown,
+ EPieceClass_FiveCrossing,
+ EPieceClass_ChestCorridor,
+ EPieceClass_Library,
+ EPieceClass_PortalRoom
+ };
+
+ class PieceWeight
+ {
+ public:
+ EPieceClass pieceClass; // 4J - was Class<? extends StrongholdPiece>
+ const int weight;
+ int placeCount;
+ int maxPlaceCount;
+
+ PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
+ virtual bool doPlace(int depth);
+ bool isValid();
+ };
+
+ // 4J - added, java uses a local specialisation of these classes when instancing to achieve the same thing
+ class PieceWeight_Library : public PieceWeight
+ {
+ public:
+ PieceWeight_Library(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {}
+ virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 4; }
+ };
+
+ class PieceWeight_PortalRoom : public PieceWeight
+ {
+ public:
+ PieceWeight_PortalRoom(EPieceClass pieceClass, int weight, int maxPlaceCount) : PieceWeight(pieceClass, weight, maxPlaceCount) {}
+ virtual bool doPlace(int depth) { return PieceWeight::doPlace(depth) && depth > 5; }
+ };
+
+ static list<PieceWeight *> currentPieces;
+ static EPieceClass imposedPiece;
+ static int totalWeight;
+
+public:
+ static void resetPieces();
+ class StartPiece;
+private:
+ class StrongholdPiece;
+ static bool updatePieceWeight();
+ static StrongholdPiece *findAndCreatePieceFactory(EPieceClass pieceClass, list<StructurePiece*> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
+ static StrongholdPiece *generatePieceFromSmallDoor(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
+ static StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
+
+
+ /**
+ *
+ *
+ */
+private:
+ class StrongholdPiece : public StructurePiece
+ {
+
+ protected:
+ StrongholdPiece(int genDepth);
+
+ enum SmallDoorType
+ {
+ OPENING, WOOD_DOOR, GRATES, IRON_DOOR,
+ };
+
+ void generateSmallDoor(Level *level, Random *random, BoundingBox *chunkBB, SmallDoorType doorType, int footX, int footY, int footZ);
+ SmallDoorType randomSmallDoor(Random *random);
+ StructurePiece *generateSmallDoorChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff);
+ StructurePiece *generateSmallDoorChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
+ StructurePiece *generateSmallDoorChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff);
+
+ static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
+ };
+
+ /**
+ * Corridor pieces that connects unconnected ends.
+ *
+ */
+public:
+ class FillerCorridor : public StrongholdPiece
+ {
+ private:
+ const int steps;
+
+ public:
+ FillerCorridor(int genDepth, Random *random, BoundingBox *corridorBox, int direction);
+
+ static BoundingBox *findPieceBox(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class StairsDown : public StrongholdPiece
+ {
+ private:
+ static const int width = 5;
+ static const int height = 11;
+ static const int depth = 5;
+
+ const bool isSource;
+ const SmallDoorType entryDoor;
+
+ public:
+ StairsDown(int genDepth, Random *random, int west, int north);
+ StairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static StairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+public:
+ class PortalRoom;
+
+ class StartPiece : public StairsDown
+ {
+ public:
+ bool isLibraryAdded;
+ PieceWeight *previousPiece;
+ PortalRoom *portalRoomPiece;
+ Level *m_level; // 4J added
+
+ // this queue is used so that the addChildren calls are
+ // called in a random order
+ vector<StructurePiece *> pendingChildren;
+
+ StartPiece(int genDepth, Random *random, int west, int north, Level *level); // 4J Added level param
+ virtual TilePos *getLocatorPosition();
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class Straight : public StrongholdPiece
+ {
+ private:
+ static const int width = 5;
+ static const int height = 5;
+ static const int depth = 7;
+
+ const SmallDoorType entryDoor;
+ const bool leftChild;
+ const bool rightChild;
+
+ public:
+ Straight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static Straight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+
+ };
+
+ /**
+ *
+ *
+ */
+
+ class ChestCorridor : public StrongholdPiece
+ {
+ private:
+ static const int width = 5;
+ static const int height = 5;
+ static const int depth = 7;
+ static const int TREASURE_ITEMS_COUNT = 14;
+ static WeighedTreasure *treasureItems[TREASURE_ITEMS_COUNT];
+
+ const SmallDoorType entryDoor;
+ boolean hasPlacedChest;
+
+ public:
+ ChestCorridor(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static ChestCorridor *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class StraightStairsDown : public StrongholdPiece
+ {
+ private:
+ static const int width = 5;
+ static const int height = 11;
+ static const int depth = 8;
+
+ const SmallDoorType entryDoor;
+
+ public:
+ StraightStairsDown(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static StraightStairsDown *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class LeftTurn : public StrongholdPiece
+ {
+
+ protected:
+ static const int width = 5;
+ static const int height = 5;
+ static const int depth = 5;
+
+ const SmallDoorType entryDoor;
+
+ public:
+ LeftTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static LeftTurn *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class RightTurn : public LeftTurn
+ {
+ public:
+ RightTurn(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class RoomCrossing : public StrongholdPiece
+ {
+ private:
+ static const int SMALL_TREASURE_ITEMS_COUNT = 7; // 4J added
+ static WeighedTreasure *smallTreasureItems[SMALL_TREASURE_ITEMS_COUNT];
+
+ protected:
+ static const int width = 11;
+ static const int height = 7;
+ static const int depth = 11;
+
+ protected:
+ const SmallDoorType entryDoor;
+ const int type;
+ public:
+ RoomCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class PrisonHall : public StrongholdPiece
+ {
+ protected:
+ static const int width = 9;
+ static const int height = 5;
+ static const int depth = 11;
+
+ const SmallDoorType entryDoor;
+
+ public:
+ PrisonHall(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static PrisonHall *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class Library : public StrongholdPiece
+ {
+ private:
+ static const int LIBRARY_TREASURE_ITEMS_COUNT = 4; // 4J added
+ static WeighedTreasure *libraryTreasureItems[LIBRARY_TREASURE_ITEMS_COUNT];
+
+ protected:
+ static const int width = 14;
+ static const int height = 6;
+ static const int tallHeight = 11;
+ static const int depth = 15;
+
+ const SmallDoorType entryDoor;
+ private:
+ const bool isTall;
+
+ public:
+ Library(int genDepth, Random *random, BoundingBox *roomBox, int direction);
+ static Library *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+
+ };
+
+ /**
+ *
+ *
+ */
+public:
+ class FiveCrossing : public StrongholdPiece
+ {
+ protected:
+ static const int width = 10;
+ static const int height = 9;
+ static const int depth = 11;
+
+ const SmallDoorType entryDoor;
+
+ private:
+ bool leftLow, leftHigh, rightLow, rightHigh;
+
+ public:
+ FiveCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static FiveCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+ /**
+ *
+ *
+ */
+
+ class PortalRoom : public StrongholdPiece
+ {
+ protected:
+ static const int width = 11;
+ static const int height = 8;
+ static const int depth = 16;
+
+ private:
+ bool hasPlacedMobSpawner;
+
+ public:
+ PortalRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
+ void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
+ static PortalRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
+ bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
+ };
+
+private:
+
+ class SmoothStoneSelector : public StructurePiece::BlockSelector
+ {
+ public:
+ virtual void next(Random *random, int worldX, int worldY, int worldZ, bool isEdge);
+ };
+
+ static const SmoothStoneSelector *smoothStoneSelector;
+};