Mineshafts: Added random loot to generated chests and fixed chest direction
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1365 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -9,6 +9,7 @@
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#include "World.h"
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#include "Root.h"
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#include "Pickup.h"
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#include "Noise.h"
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#include <json/json.h>
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@@ -22,11 +23,20 @@ class cRoot;
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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cBlockEntity(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World)
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ)
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{
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m_Content = new cItem[ c_ChestHeight * c_ChestWidth ];
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SetBlockEntity(this); // cBlockEntityWindowOwner
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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@@ -40,8 +50,6 @@ cChestEntity::~cChestEntity()
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{
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Window->OwnerDestroyed();
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}
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delete [] m_Content;
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}
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@@ -92,13 +100,37 @@ void cChestEntity::SetSlot(int a_Slot, const cItem & a_Item)
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#define READ(File, Var) \
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if (File.Read(&Var, sizeof(Var)) != sizeof(Var)) \
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{ \
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LOGERROR("ERROR READING cChestEntity %s FROM FILE (line %d)", #Var, __LINE__); \
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return false; \
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void cChestEntity::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
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{
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// Calculate the total weight:
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int TotalProbab = 1;
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for (int i = 0; i < a_CountLootProbabs; i++)
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{
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TotalProbab += a_LootProbabs[i].m_Weight;
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}
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// Pick the loot items:
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cNoise Noise(a_Seed);
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for (int i = 0; i < a_NumSlots; i++)
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{
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int Rnd = (Noise.IntNoise1DInt(i) / 7);
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int LootRnd = Rnd % TotalProbab;
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Rnd >>= 8;
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cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
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for (int j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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if (LootRnd < 0)
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{
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CurrentLoot = a_LootProbabs[i].m_Item;
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
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Rnd >>= 8;
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break;
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}
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} // for j - a_LootProbabs[]
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SetSlot(Rnd % ARRAYCOUNT(m_Content), CurrentLoot);
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} // for i - NumSlots
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}
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