diff options
Diffstat (limited to 'src/mapgen/dungeongen.cpp')
-rw-r--r-- | src/mapgen/dungeongen.cpp | 451 |
1 files changed, 213 insertions, 238 deletions
diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/dungeongen.cpp index 521eb7f7b..acdb1a0f0 100644 --- a/src/mapgen/dungeongen.cpp +++ b/src/mapgen/dungeongen.cpp @@ -31,18 +31,20 @@ with this program; if not, write to the Free Software Foundation, Inc., //#define DGEN_USE_TORCHES + /////////////////////////////////////////////////////////////////////////////// -DungeonGen::DungeonGen(const NodeDefManager *ndef, GenerateNotifier *gennotify, - DungeonParams *dparams) + +DungeonGen::DungeonGen(const NodeDefManager *ndef, + GenerateNotifier *gennotify, DungeonParams *dparams) { assert(ndef); - this->ndef = ndef; + this->ndef = ndef; this->gennotify = gennotify; #ifdef DGEN_USE_TORCHES - c_torch = ndef->getId("default:torch"); + c_torch = ndef->getId("default:torch"); #endif if (dparams) { @@ -51,29 +53,30 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef, GenerateNotifier *gennotify, // Default dungeon parameters dp.seed = 0; - dp.c_wall = ndef->getId("mapgen_cobble"); + dp.c_wall = ndef->getId("mapgen_cobble"); dp.c_alt_wall = ndef->getId("mapgen_mossycobble"); - dp.c_stair = ndef->getId("mapgen_stair_cobble"); - - dp.diagonal_dirs = false; - dp.only_in_ground = true; - dp.holesize = v3s16(1, 2, 1); - dp.corridor_len_min = 1; - dp.corridor_len_max = 13; - dp.room_size_min = v3s16(4, 4, 4); - dp.room_size_max = v3s16(8, 6, 8); + dp.c_stair = ndef->getId("mapgen_stair_cobble"); + + dp.diagonal_dirs = false; + dp.only_in_ground = true; + dp.holesize = v3s16(1, 2, 1); + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); dp.room_size_large_min = v3s16(8, 8, 8); dp.room_size_large_max = v3s16(16, 16, 16); - dp.large_room_chance = 1; - dp.num_rooms = 8; - dp.num_dungeons = 1; - dp.notifytype = GENNOTIFY_DUNGEON; + dp.large_room_chance = 1; + dp.num_rooms = 8; + dp.num_dungeons = 1; + dp.notifytype = GENNOTIFY_DUNGEON; - dp.np_alt_wall = NoiseParams( - -0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); + dp.np_alt_wall = + NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); } } + void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) { if (dp.num_dungeons == 0) @@ -81,7 +84,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) assert(vm); - // TimeTaker t("gen dungeons"); + //TimeTaker t("gen dungeons"); this->vm = vm; this->blockseed = bseed; @@ -91,13 +94,13 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); if (dp.only_in_ground) { - // Set all air and liquid drawtypes to be untouchable to make dungeons - // generate in ground only. Set 'ignore' to be untouchable to prevent - // generation in ungenerated neighbor mapchunks, to avoid dungeon rooms - // generating outside ground. Like randomwalk caves, preserve nodes that - // have 'is_ground_content = false', to avoid dungeons that generate out - // beyond the edge of a mapchunk destroying nodes added by mods in - // 'register_on_generated()'. + // Set all air and liquid drawtypes to be untouchable to make dungeons generate + // in ground only. + // Set 'ignore' to be untouchable to prevent generation in ungenerated neighbor + // mapchunks, to avoid dungeon rooms generating outside ground. + // Like randomwalk caves, preserve nodes that have 'is_ground_content = false', + // to avoid dungeons that generate out beyond the edge of a mapchunk destroying + // nodes added by mods in 'register_on_generated()'. for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vm->m_area.index(nmin.X, y, z); @@ -105,10 +108,8 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) content_t c = vm->m_data[i].getContent(); NodeDrawType dtype = ndef->get(c).drawtype; if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID || - c == CONTENT_IGNORE || - !ndef->get(c).is_ground_content) - vm->m_flags[i] |= - VMANIP_FLAG_DUNGEON_PRESERVE; + c == CONTENT_IGNORE || !ndef->get(c).is_ground_content) + vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } } @@ -124,21 +125,21 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) return; for (s16 z = nmin.Z; z <= nmax.Z; z++) - for (s16 y = nmin.Y; y <= nmax.Y; y++) { - u32 i = vm->m_area.index(nmin.X, y, z); - for (s16 x = nmin.X; x <= nmax.X; x++) { - if (vm->m_data[i].getContent() == dp.c_wall) { - if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, - blockseed) > 0.0f) - vm->m_data[i].setContent(dp.c_alt_wall); - } - i++; + for (s16 y = nmin.Y; y <= nmax.Y; y++) { + u32 i = vm->m_area.index(nmin.X, y, z); + for (s16 x = nmin.X; x <= nmax.X; x++) { + if (vm->m_data[i].getContent() == dp.c_wall) { + if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f) + vm->m_data[i].setContent(dp.c_alt_wall); } + i++; } + } - // printf("== gen dungeons: %dms\n", t.stop()); + //printf("== gen dungeons: %dms\n", t.stop()); } + void DungeonGen::makeDungeon(v3s16 start_padding) { const v3s16 &areasize = vm->m_area.getExtent(); @@ -151,12 +152,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding) bool fits = false; for (u32 i = 0; i < 100 && !fits; i++) { if (dp.large_room_chance >= 1) { - roomsize.Z = random.range(dp.room_size_large_min.Z, - dp.room_size_large_max.Z); - roomsize.Y = random.range(dp.room_size_large_min.Y, - dp.room_size_large_max.Y); - roomsize.X = random.range(dp.room_size_large_min.X, - dp.room_size_large_max.X); + roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z); + roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y); + roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X); } else { roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z); roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y); @@ -176,18 +174,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding) */ fits = true; for (s16 z = 0; z < roomsize.Z; z++) - for (s16 y = 0; y < roomsize.Y; y++) - for (s16 x = 0; x < roomsize.X; x++) { - v3s16 p = roomplace + v3s16(x, y, z); - u32 vi = vm->m_area.index(p); - if ((vm->m_flags[vi] & - VMANIP_FLAG_DUNGEON_UNTOUCHABLE) || - vm->m_data[vi].getContent() == - CONTENT_IGNORE) { - fits = false; - break; - } - } + for (s16 y = 0; y < roomsize.Y; y++) + for (s16 x = 0; x < roomsize.X; x++) { + v3s16 p = roomplace + v3s16(x, y, z); + u32 vi = vm->m_area.index(p); + if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) || + vm->m_data[vi].getContent() == CONTENT_IGNORE) { + fits = false; + break; + } + } } // No place found if (!fits) @@ -252,15 +248,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding) makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir); // Find a place for a random sized room - if (dp.large_room_chance > 1 && - random.range(1, dp.large_room_chance) == 1) { + if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) { // Large room - roomsize.Z = random.range(dp.room_size_large_min.Z, - dp.room_size_large_max.Z); - roomsize.Y = random.range(dp.room_size_large_min.Y, - dp.room_size_large_max.Y); - roomsize.X = random.range(dp.room_size_large_min.X, - dp.room_size_large_max.X); + roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z); + roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y); + roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X); } else { roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z); roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y); @@ -281,6 +273,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) } } + void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { MapNode n_wall(dp.c_wall); @@ -288,107 +281,112 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) // Make +-X walls for (s16 z = 0; z < roomsize.Z; z++) - for (s16 y = 0; y < roomsize.Y; y++) { - { - v3s16 p = roomplace + v3s16(0, y, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } - { - v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } + for (s16 y = 0; y < roomsize.Y; y++) { + { + v3s16 p = roomplace + v3s16(0, y, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; + } + { + v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; } + } // Make +-Z walls for (s16 x = 0; x < roomsize.X; x++) - for (s16 y = 0; y < roomsize.Y; y++) { - { - v3s16 p = roomplace + v3s16(x, y, 0); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } - { - v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } + for (s16 y = 0; y < roomsize.Y; y++) { + { + v3s16 p = roomplace + v3s16(x, y, 0); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; + } + { + v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; } + } // Make +-Y walls (floor and ceiling) for (s16 z = 0; z < roomsize.Z; z++) - for (s16 x = 0; x < roomsize.X; x++) { - { - v3s16 p = roomplace + v3s16(x, 0, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } - { - v3s16 p = roomplace + v3s16(x, roomsize.Y - 1, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vm->m_data[vi] = n_wall; - } + for (s16 x = 0; x < roomsize.X; x++) { + { + v3s16 p = roomplace + v3s16(x, 0, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; } + { + v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vm->m_data[vi] = n_wall; + } + } // Fill with air for (s16 z = 1; z < roomsize.Z - 1; z++) - for (s16 y = 1; y < roomsize.Y - 1; y++) - for (s16 x = 1; x < roomsize.X - 1; x++) { - v3s16 p = roomplace + v3s16(x, y, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vm->m_data[vi] = n_air; - } + for (s16 y = 1; y < roomsize.Y - 1; y++) + for (s16 x = 1; x < roomsize.X - 1; x++) { + v3s16 p = roomplace + v3s16(x, y, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; + vm->m_data[vi] = n_air; + } } -void DungeonGen::makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags) + +void DungeonGen::makeFill(v3s16 place, v3s16 size, + u8 avoid_flags, MapNode n, u8 or_flags) { for (s16 z = 0; z < size.Z; z++) - for (s16 y = 0; y < size.Y; y++) - for (s16 x = 0; x < size.X; x++) { - v3s16 p = place + v3s16(x, y, z); - if (!vm->m_area.contains(p)) - continue; - u32 vi = vm->m_area.index(p); - if (vm->m_flags[vi] & avoid_flags) - continue; - vm->m_flags[vi] |= or_flags; - vm->m_data[vi] = n; - } + for (s16 y = 0; y < size.Y; y++) + for (s16 x = 0; x < size.X; x++) { + v3s16 p = place + v3s16(x, y, z); + if (!vm->m_area.contains(p)) + continue; + u32 vi = vm->m_area.index(p); + if (vm->m_flags[vi] & avoid_flags) + continue; + vm->m_flags[vi] |= or_flags; + vm->m_data[vi] = n; + } } + void DungeonGen::makeHole(v3s16 place) { - makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); + makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); } + void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) { makeHole(doorplace); @@ -399,8 +397,9 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) #endif } -void DungeonGen::makeCorridor( - v3s16 doorplace, v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) + +void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, + v3s16 &result_place, v3s16 &result_dir) { makeHole(doorplace); v3s16 p0 = doorplace; @@ -422,16 +421,14 @@ void DungeonGen::makeCorridor( if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) { if (make_stairs) { makeFill(p + v3s16(-1, -1, -1), - dp.holesize + v3s16(2, 3, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, - MapNode(dp.c_wall), 0); + dp.holesize + v3s16(2, 3, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, + MapNode(dp.c_wall), + 0); makeFill(p, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE, - MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); - makeFill(p - dir, dp.holesize, - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, - MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); + MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); + makeFill(p - dir, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE, + MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); // TODO: fix stairs code so it works 100% // (quite difficult) @@ -439,52 +436,30 @@ void DungeonGen::makeCorridor( // exclude stairs from the bottom step // exclude stairs from diagonal steps if (((dir.X ^ dir.Z) & 1) && - (((make_stairs == 1) && i != 0) || - ((make_stairs == -1) && - i != length - 1))) { + (((make_stairs == 1) && i != 0) || + ((make_stairs == -1) && i != length - 1))) { // rotate face 180 deg if // making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); v3s16 ps = p; - u16 stair_width = (dir.Z != 0) ? dp.holesize.X - : dp.holesize.Z; + u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z; // Stair width direction vector - v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) - : v3s16(0, 0, 1); + v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1); for (u16 st = 0; st < stair_width; st++) { if (make_stairs == -1) { - u32 vi = vm->m_area.index( - ps.X - dir.X, - ps.Y - 1, - ps.Z - dir.Z); - if (vm->m_area.contains( - ps + - v3s16(-dir.X, -1, - -dir.Z)) && - vm->m_data[vi].getContent() == - dp.c_wall) { - vm->m_flags[vi] |= - VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vm->m_data[vi] = MapNode( - dp.c_stair, - 0, - facedir); + u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z); + if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) && + vm->m_data[vi].getContent() == dp.c_wall) { + vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; + vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } else if (make_stairs == 1) { - u32 vi = vm->m_area.index(ps.X, - ps.Y - 1, ps.Z); - if (vm->m_area.contains( - ps + - v3s16(0, -1, 0)) && - vm->m_data[vi].getContent() == - dp.c_wall) { - vm->m_flags[vi] |= - VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vm->m_data[vi] = MapNode( - dp.c_stair, - 0, - facedir); + u32 vi = vm->m_area.index(ps.X, ps.Y - 1, ps.Z); + if (vm->m_area.contains(ps + v3s16(0, -1, 0)) && + vm->m_data[vi].getContent() == dp.c_wall) { + vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; + vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } ps += swv; @@ -492,9 +467,10 @@ void DungeonGen::makeCorridor( } } else { makeFill(p + v3s16(-1, -1, -1), - dp.holesize + v3s16(2, 2, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, - MapNode(dp.c_wall), 0); + dp.holesize + v3s16(2, 2, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, + MapNode(dp.c_wall), + 0); makeHole(p); } @@ -525,6 +501,7 @@ void DungeonGen::makeCorridor( result_dir = dir; } + bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { for (u32 i = 0; i < 100; i++) { @@ -547,30 +524,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) Determine where to move next */ // Jump one up if the actual space is there - if (vm->getNodeNoExNoEmerge(p + v3s16(0, 0, 0)).getContent() == - dp.c_wall && - vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)) - .getContent() == - CONTENT_AIR && - vm->getNodeNoExNoEmerge(p + v3s16(0, 2, 0)) - .getContent() == - CONTENT_AIR) - p += v3s16(0, 1, 0); + if (vm->getNodeNoExNoEmerge(p + + v3s16(0, 0, 0)).getContent() == dp.c_wall && + vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() == CONTENT_AIR && + vm->getNodeNoExNoEmerge(p + + v3s16(0, 2, 0)).getContent() == CONTENT_AIR) + p += v3s16(0,1,0); // Jump one down if the actual space is there - if (vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)).getContent() == - dp.c_wall && - vm->getNodeNoExNoEmerge(p + v3s16(0, 0, 0)) - .getContent() == - CONTENT_AIR && - vm->getNodeNoExNoEmerge(p + v3s16(0, -1, 0)) - .getContent() == - CONTENT_AIR) + if (vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() == dp.c_wall && + vm->getNodeNoExNoEmerge(p + + v3s16(0, 0, 0)).getContent() == CONTENT_AIR && + vm->getNodeNoExNoEmerge(p + + v3s16(0, -1, 0)).getContent() == CONTENT_AIR) p += v3s16(0, -1, 0); // Check if walking is now possible if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || - vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)) - .getContent() != - CONTENT_AIR) { + vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; @@ -581,8 +553,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) return false; } + bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, - v3s16 &result_doordir, v3s16 &result_roomplace) + v3s16 &result_doordir, v3s16 &result_roomplace) { for (s16 trycount = 0; trycount < 30; trycount++) { v3s16 doorplace; @@ -594,46 +567,45 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, // X east, Z north, Y up if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + - v3s16(0, -1, random.range(-roomsize.Z + 2, -2)); + v3s16(0, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(-1, 0, 0)) // X- roomplace = doorplace + - v3s16(-roomsize.X + 1, -1, - random.range(-roomsize.Z + 2, -2)); + v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2)); if (doordir == v3s16(0, 0, 1)) // Z+ roomplace = doorplace + - v3s16(random.range(-roomsize.X + 2, -2), -1, 0); + v3s16(random.range(-roomsize.X + 2, -2), -1, 0); if (doordir == v3s16(0, 0, -1)) // Z- - roomplace = doorplace + v3s16(random.range(-roomsize.X + 2, -2), - -1, -roomsize.Z + 1); + roomplace = doorplace + + v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1); // Check fit bool fits = true; for (s16 z = 1; z < roomsize.Z - 1; z++) - for (s16 y = 1; y < roomsize.Y - 1; y++) - for (s16 x = 1; x < roomsize.X - 1; x++) { - v3s16 p = roomplace + v3s16(x, y, z); - if (!vm->m_area.contains(p)) { - fits = false; - break; - } - if (vm->m_flags[vm->m_area.index(p)] & - VMANIP_FLAG_DUNGEON_INSIDE) { - fits = false; - break; - } - } + for (s16 y = 1; y < roomsize.Y - 1; y++) + for (s16 x = 1; x < roomsize.X - 1; x++) { + v3s16 p = roomplace + v3s16(x, y, z); + if (!vm->m_area.contains(p)) { + fits = false; + break; + } + if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) { + fits = false; + break; + } + } if (!fits) { // Find new place continue; } result_doorplace = doorplace; - result_doordir = doordir; + result_doordir = doordir; result_roomplace = roomplace; return true; } return false; } + v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) { // Make diagonal directions somewhat rare @@ -658,6 +630,7 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); } + v3s16 turn_xz(v3s16 olddir, int t) { v3s16 dir; @@ -675,6 +648,7 @@ v3s16 turn_xz(v3s16 olddir, int t) return dir; } + void random_turn(PseudoRandom &random, v3s16 &dir) { int turn = random.range(0, 2); @@ -690,6 +664,7 @@ void random_turn(PseudoRandom &random, v3s16 &dir) } } + int dir_to_facedir(v3s16 d) { if (abs(d.X) > abs(d.Z)) |