the whole game
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176
src/world/level/levelgen/DungeonFeature.cpp
Executable file
176
src/world/level/levelgen/DungeonFeature.cpp
Executable file
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#if 0
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#include "DungeonFeature.h"
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#include "../Level.h"
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#include "../tile/Tile.h"
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#include "../../../util/Random.h"
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#include "../../../util/Mth.h"
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void DungeonFeature::addRoom( int xOffs, int zOffs, unsigned char* blocks, float xRoom, float yRoom, float zRoom )
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{
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addTunnel(xOffs, zOffs, blocks, xRoom, yRoom, zRoom, 1 + random.nextFloat() * 6, 0, 0, -1, -1, 0.5);
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}
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void DungeonFeature::addTunnel( int xOffs, int zOffs, unsigned char* blocks, float xCave, float yCave, float zCave, float thickness, float yRot, float xRot, int step, int dist, float yScale )
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{
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float xMid = xOffs * 16 + 8;
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float zMid = zOffs * 16 + 8;
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float yRota = 0;
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float xRota = 0;
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// int dist = CAVE_RADIUS * 16 - 16;
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// if (step>0) dist = step*2;
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Random random(this->random.nextLong());
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if (dist <= 0) {
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int max = radius * 16 - 16;
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dist = max - random.nextInt(max / 4);
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}
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bool singleStep = false;
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if (step == -1) {
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step = dist / 2;
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singleStep = true;
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}
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int splitPoint = random.nextInt(dist / 2) + dist / 4;
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bool steep = random.nextInt(6) == 0;
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for (; step < dist; step++) {
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float rad = 1.5 + (sin(step * Mth::PI / dist) * thickness) * 1;
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float yRad = rad * yScale;
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float xc = cos(xRot);
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float xs = sin(xRot);
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xCave += cos(yRot) * xc;
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yCave += xs;
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zCave += sin(yRot) * xc;
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if (steep) {
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xRot *= 0.92f;
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} else {
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xRot *= 0.7f;
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}
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xRot += xRota * 0.1f;
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yRot += yRota * 0.1f;
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xRota *= 0.90f;
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yRota *= 0.75f;
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xRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2;
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yRota += (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4;
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if (!singleStep && step == splitPoint && thickness > 1) {
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addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot - Mth::PI / 2, xRot / 3, step, dist, 1.0);
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addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, random.nextFloat() * 0.5f + 0.5f, yRot + Mth::PI / 2, xRot / 3, step, dist, 1.0);
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return;
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}
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if (!singleStep && random.nextInt(4) == 0) continue;
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{
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float xd = xCave - xMid;
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float zd = zCave - zMid;
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float remaining = dist - step;
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float rr = (thickness + 2) + 16;
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if (xd * xd + zd * zd - (remaining * remaining) > rr * rr) {
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return;
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}
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}
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if (xCave < xMid - 16 - rad * 2 || zCave < zMid - 16 - rad * 2 || xCave > xMid + 16 + rad * 2 || zCave > zMid + 16 + rad * 2) continue;
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int x0 = floor(xCave - rad) - xOffs * 16 - 1;
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int x1 = floor(xCave + rad) - xOffs * 16 + 1;
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int y0 = floor(yCave - yRad) - 1;
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int y1 = floor(yCave + yRad) + 1;
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int z0 = floor(zCave - rad) - zOffs * 16 - 1;
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int z1 = floor(zCave + rad) - zOffs * 16 + 1;
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if (x0 < 0) x0 = 0;
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if (x1 > 16) x1 = 16;
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if (y0 < 1) y0 = 1;
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if (y1 > 120) y1 = 120;
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if (z0 < 0) z0 = 0;
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if (z1 > 16) z1 = 16;
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bool detectedWater = false;
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for (int xx = x0; !detectedWater && xx < x1; xx++) {
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for (int zz = z0; !detectedWater && zz < z1; zz++) {
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for (int yy = y1 + 1; !detectedWater && yy >= y0 - 1; yy--) {
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int p = (xx * 16 + zz) * 128 + yy;
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if (yy < 0 || yy >= Level::DEPTH) continue;
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if (blocks[p] == Tile::water->id || blocks[p] == Tile::calmWater->id) {
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detectedWater = true;
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}
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if (yy != y0 - 1 && xx != x0 && xx != x1 - 1 && zz != z0 && zz != z1 - 1) {
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yy = y0;
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}
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}
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}
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}
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if (detectedWater) continue;
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for (int xx = x0; xx < x1; xx++) {
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float xd = ((xx + xOffs * 16 + 0.5) - xCave) / rad;
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for (int zz = z0; zz < z1; zz++) {
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float zd = ((zz + zOffs * 16 + 0.5) - zCave) / rad;
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int p = (xx * 16 + zz) * 128 + y1;
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bool hasGrass = false;
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for (int yy = y1 - 1; yy >= y0; yy--) {
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float yd = (yy + 0.5 - yCave) / yRad;
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if (yd > -0.7 && xd * xd + yd * yd + zd * zd < 1) {
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int block = blocks[p];
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if (block == Tile::grass->id) hasGrass = true;
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if (block == Tile::rock->id || block == Tile.dirt.id || block == Tile.grass.id) {
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if (yy < 10) {
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blocks[p] = (char) Tile.lava.id;
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} else {
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blocks[p] = (char) 0;
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if (hasGrass && blocks[p - 1] == Tile.dirt.id) blocks[p - 1] = (char) Tile.grass.id;
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}
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}
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}
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p--;
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}
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}
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}
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if (singleStep) break;
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}
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}
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void DungeonFeature::addFeature( Level level, int x, int z, int xOffs, int zOffs, unsigned char* blocks )
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{
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int caves = random.nextInt(random.nextInt(random.nextInt(40) + 1) + 1);
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if (random.nextInt(15) != 0) caves = 0;
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for (int cave = 0; cave < caves; cave++) {
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float xCave = x * 16 + random.nextInt(16);
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// float yCave = (random.nextInt(random.nextInt(120) + 8) + random.nextInt(128)) / 2;
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float yCave = random.nextInt(random.nextInt(120) + 8);
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//float yCave = random.nextInt(128);
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float zCave = z * 16 + random.nextInt(16);
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int tunnels = 1;
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if (random.nextInt(4) == 0) {
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addRoom(xOffs, zOffs, blocks, xCave, yCave, zCave);
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tunnels += random.nextInt(4);
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}
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for (int i = 0; i < tunnels; i++) {
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float yRot = random.nextFloat() * Mth::PI * 2;
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float xRot = ((random.nextFloat() - 0.5f) * 2) / 8;
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float thickness = random.nextFloat() * 2 + random.nextFloat();
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addTunnel(xOffs, zOffs, blocks, xCave, yCave, zCave, thickness, yRot, xRot, 0, 0, 1.0);
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}
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}
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}
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#endif
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