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path: root/src/Generating/DungeonRoomsFinisher.cpp
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-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp49
1 files changed, 27 insertions, 22 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
index 4dbbb0a11..f4fb9b222 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -40,10 +40,22 @@ public:
m_EndX(a_OriginX + a_HalfSizeX),
m_StartZ(a_OriginZ - a_HalfSizeZ),
m_EndZ(a_OriginZ + a_HalfSizeZ),
- m_FloorHeight(a_FloorHeight),
- m_Chest1(SelectChestCoords(a_Noise, a_OriginX + 1, a_OriginZ)),
- m_Chest2(SelectChestCoords(a_Noise, a_OriginX + 2, a_OriginZ))
+ m_FloorHeight(a_FloorHeight)
{
+ /*
+ Pick coords next to the wall for the chests.
+ This is done by indexing the possible coords, picking any one for the first chest
+ and then picking another position for the second chest that is not adjacent to the first pos
+ */
+ int rnd = a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
+ int SizeX = m_EndX - m_StartX - 1;
+ int SizeZ = m_EndZ - m_StartZ - 1;
+ int NumPositions = 2 * SizeX + 2 * SizeZ;
+ int FirstChestPos = rnd % NumPositions; // The corner positions are a bit more likely, but we don't mind
+ rnd = rnd / 512;
+ int SecondChestPos = (FirstChestPos + 2 + (rnd % (NumPositions - 3))) % NumPositions;
+ m_Chest1 = DecodeChestCoords(FirstChestPos, SizeX, SizeZ);
+ m_Chest2 = DecodeChestCoords(SecondChestPos, SizeX, SizeZ);
}
protected:
@@ -65,36 +77,29 @@ protected:
- /** Selects the coords for the chest, using the noise and coords provided.
- Assumes that the room XZ ranges are already assigned. */
- Vector3i SelectChestCoords(cNoise & a_Noise, int a_X, int a_Z)
+ /** Decodes the position index along the room walls into a proper 2D position for a chest. */
+ Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ)
{
- // Pick a coord next to the wall:
- int rnd = a_Noise.IntNoise2DInt(a_X, a_Z) / 7;
- int SizeX = m_EndX - m_StartX - 1;
- int SizeZ = m_EndZ - m_StartZ - 1;
- rnd = rnd % (2 * SizeX + 2 * SizeZ);
-
- if (rnd < SizeX)
+ if (a_PosIdx < a_SizeX)
{
// Return a coord on the ZM side of the room:
- return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
+ return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZP, m_StartZ + 1);
}
- rnd -= SizeX;
- if (rnd < SizeZ)
+ a_PosIdx -= a_SizeX;
+ if (a_PosIdx < a_SizeZ)
{
// Return a coord on the XP side of the room:
- return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + rnd + 1);
+ return Vector3i(m_EndX - 1, E_META_CHEST_FACING_XM, m_StartZ + a_PosIdx + 1);
}
- rnd -= SizeZ;
- if (rnd < SizeX)
+ a_PosIdx -= a_SizeZ;
+ if (a_PosIdx < a_SizeX)
{
// Return a coord on the ZP side of the room:
- return Vector3i(m_StartX + rnd + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
+ return Vector3i(m_StartX + a_PosIdx + 1, E_META_CHEST_FACING_ZM, m_StartZ + 1);
}
- rnd -= SizeX;
+ a_PosIdx -= a_SizeX;
// Return a coord on the XM side of the room:
- return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + rnd + 1);
+ return Vector3i(m_StartX + 1, E_META_CHEST_FACING_XP, m_StartZ + a_PosIdx + 1);
}