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-rw-r--r--src/mapgen/dungeongen.cpp451
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))