MineShafts: Added tracks to corridors
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1342 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -131,6 +131,7 @@ protected:
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bool m_HasFullBeam[MAX_SEGMENTS]; ///< If true, segment at that index has a full beam support (planks in the top center block)
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int m_ChestPosition; ///< If <0, no chest; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
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int m_SpawnerPosition; ///< If <0, no spawner; otherwise an offset from m_BoundingBox's p1.x or p1.z, depenging on m_Direction
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bool m_HasTracks; ///< If true, random tracks will be placed on the floor
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cMineShaftCorridor(
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cStructGenMineShafts::cMineShaftSystem & a_ParentSystem,
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@@ -144,6 +145,9 @@ protected:
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/// Places a chest, if the corridor has one
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void PlaceChest(cChunkDesc & a_ChunkDesc);
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/// If this corridor has tracks, places them randomly
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void PlaceTracks(cChunkDesc & a_ChunkDesc);
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} ;
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@@ -505,6 +509,7 @@ cMineShaftCorridor::cMineShaftCorridor(
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m_HasFullBeam[i] = (rnd % 4) < 3; // 75 % chance of full beam
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rnd >>= 2;
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}
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m_HasTracks = ((rnd % 4) < 2); // 50 % chance of tracks
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rnd = a_Noise.IntNoise3DInt(a_BoundingBox.p1.z, a_BoundingBox.p1.x, a_BoundingBox.p1.y) / 7;
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int ChestCheck = rnd % 250;
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@@ -630,13 +635,17 @@ void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
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{
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int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
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BLOCKTYPE FillBlock = (m_SpawnerPosition >= 0) ? E_BLOCK_COBWEB : E_BLOCK_AIR;
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cCuboid RelBoundingBox(m_BoundingBox);
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RelBoundingBox.Move(-BlockX, 0, -BlockZ);
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RelBoundingBox.p1.y += 1;
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BLOCKTYPE FillBlock = (m_SpawnerPosition >= 0) ? E_BLOCK_COBWEB : E_BLOCK_AIR;
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RelBoundingBox.p2.y -= 1;
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a_ChunkDesc.FillRelCuboid(RelBoundingBox, FillBlock, 0);
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RelBoundingBox.p1.y -= 1;
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RelBoundingBox.p2.y = RelBoundingBox.p1.y;
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RelBoundingBox.p2.y += 1;
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RelBoundingBox.p1.y = RelBoundingBox.p2.y;
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a_ChunkDesc.RandomFillRelCuboid(RelBoundingBox, FillBlock, 0, BlockX ^ BlockZ + BlockX, 8000);
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RelBoundingBox.p1.y = m_BoundingBox.p1.y;
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RelBoundingBox.p2.y = m_BoundingBox.p1.y;
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a_ChunkDesc.FloorRelCuboid(RelBoundingBox, E_BLOCK_PLANKS, 0);
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switch (m_Direction)
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{
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@@ -711,8 +720,9 @@ void cMineShaftCorridor::ProcessChunk(cChunkDesc & a_ChunkDesc)
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} // case dirZ?
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} // for i
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// Place the chest, if present:
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PlaceChest(a_ChunkDesc);
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PlaceTracks(a_ChunkDesc);
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// TODO: Place spawner (must be after Tracks!
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}
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@@ -768,6 +778,43 @@ void cMineShaftCorridor::PlaceChest(cChunkDesc & a_ChunkDesc)
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void cMineShaftCorridor::PlaceTracks(cChunkDesc & a_ChunkDesc)
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{
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if (!m_HasTracks)
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{
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return;
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}
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cCuboid Box(m_BoundingBox);
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Box.Move(-a_ChunkDesc.GetChunkX() * cChunkDef::Width, 1, -a_ChunkDesc.GetChunkZ() * cChunkDef::Width);
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Box.p2.y = Box.p1.y;
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Box.p1.x += 1;
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Box.p2.x -= 1;
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Box.p1.z += 1;
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Box.p2.z -= 1;
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NIBBLETYPE Meta = 0;
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switch (m_Direction)
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{
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case dirXM:
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case dirXP:
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{
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Meta = E_META_TRACKS_X;
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break;
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}
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case dirZM:
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case dirZP:
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{
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Meta = E_META_TRACKS_Z;
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break;
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}
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} // switch (direction)
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a_ChunkDesc.RandomFillRelCuboid(Box, E_BLOCK_MINECART_TRACKS, Meta, a_ChunkDesc.GetChunkX() + a_ChunkDesc.GetChunkZ(), 6000);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMineShaftCrossing:
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