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-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp30
1 files changed, 29 insertions, 1 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
index f213455d6..492bae129 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -6,6 +6,7 @@
#include "Globals.h"
#include "DungeonRoomsFinisher.h"
#include "../FastRandom.h"
+#include "../BlockEntities/ChestEntity.h"
@@ -175,7 +176,33 @@ protected:
}
a_ChunkDesc.SetBlockTypeMeta(RelX, m_FloorHeight + 1, RelZ, E_BLOCK_CHEST, (NIBBLETYPE)a_Chest.y);
- // TODO: Fill the chest with random loot
+ // Fill the chest with random loot
+ static const cLootProbab LootProbab[] =
+ {
+ // Item, MinAmount, MaxAmount, Weight
+ { cItem(E_ITEM_GOLDEN_APPLE), 1, 1, 1 },
+ { cItem(E_ITEM_DIAMOND_HORSE_ARMOR), 1, 1, 1 },
+ { cItem(E_ITEM_GOLD_HORSE_ARMOR), 1, 1, 2 },
+ { cItem(E_ITEM_13_DISC), 1, 1, 4 },
+ { cItem(E_ITEM_CAT_DISC), 1, 1, 4 },
+ { cItem(E_ITEM_IRON_HORSE_ARMOR), 1, 1, 5 },
+ { cItem(E_ITEM_IRON), 1, 4, 10 },
+ { cItem(E_ITEM_WHEAT), 1, 4, 10 },
+ { cItem(E_ITEM_GUNPOWDER), 1, 4, 10 },
+ { cItem(E_ITEM_STRING), 1, 4, 10 },
+ { cItem(E_ITEM_REDSTONE_DUST), 1, 4, 10 },
+ { cItem(E_ITEM_SADDLE), 1, 1, 10 },
+ { cItem(E_ITEM_BUCKET), 1, 1, 10 },
+ { cItem(E_ITEM_BREAD), 1, 1, 10 },
+ { cItem(E_ITEM_NAME_TAG), 1, 1, 10 },
+ } ;
+
+ cChestEntity * ChestEntity = (cChestEntity *)a_ChunkDesc.GetBlockEntity(RelX, m_FloorHeight + 1, RelZ);
+ ASSERT((ChestEntity != NULL) && (ChestEntity->GetBlockType() == E_BLOCK_CHEST));
+ cNoise Noise(a_ChunkDesc.GetChunkX() ^ a_ChunkDesc.GetChunkZ());
+ int NumSlots = 3 + ((Noise.IntNoise3DInt(a_Chest.x, a_Chest.y, a_Chest.z) / 11) % 4);
+ int Seed = Noise.IntNoise2DInt(RelX, RelZ);
+ ChestEntity->GetContents().GenerateRandomLootWithBooks(LootProbab, ARRAYCOUNT(LootProbab), NumSlots, Seed);
}
@@ -193,6 +220,7 @@ protected:
// The chunk is not intersecting the room at all, bail out
return;
}
+
int b = m_FloorHeight + 1; // Bottom
int t = m_FloorHeight + 1 + ROOM_HEIGHT; // Top
ReplaceCuboidRandom(a_ChunkDesc, m_StartX, m_FloorHeight, m_StartZ, m_EndX + 1, b, m_EndZ + 1, E_BLOCK_MOSSY_COBBLESTONE, E_BLOCK_COBBLESTONE); // Floor