#include "map.h"
#include "nodedef.h"
#include "profiler.h"
-#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
+#include "settings.h"
-NoiseParams nparams_dungeon_rarity =
- {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
-NoiseParams nparams_dungeon_wetness =
- {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
-NoiseParams nparams_dungeon_density =
- {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
+//#define DGEN_USE_TORCHES
+
+NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
///////////////////////////////////////////////////////////////////////////////
-DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
- this->ndef = ndef;
- this->mapseed = seed;
- this->water_level = waterlevel;
-
- np_rarity = &nparams_dungeon_rarity;
- np_wetness = &nparams_dungeon_wetness;
- np_density = &nparams_dungeon_density;
- /*
- cid_water_source = ndef->getId("mapgen_water_source");
- cid_cobble = ndef->getId("mapgen_cobble");
- cid_mossycobble = ndef->getId("mapgen_mossycobble");
- cid_torch = ndef->getId("default:torch");
- */
+DungeonGen::DungeonGen(INodeDefManager *ndef,
+ GenerateNotifier *gennotify, DungeonParams *dparams)
+{
+ assert(ndef);
+
+ this->ndef = ndef;
+ this->gennotify = gennotify;
+
+#ifdef DGEN_USE_TORCHES
+ c_torch = ndef->getId("default:torch");
+#endif
+
+ if (dparams) {
+ memcpy(&dp, dparams, sizeof(dp));
+ } else {
+ // Default dungeon parameters
+ dp.seed = 0;
+
+ dp.c_water = ndef->getId("mapgen_water_source");
+ dp.c_river_water = ndef->getId("mapgen_river_water_source");
+ dp.c_wall = ndef->getId("mapgen_cobble");
+ dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
+ dp.c_stair = ndef->getId("mapgen_stair_cobble");
+
+ if (dp.c_river_water == CONTENT_IGNORE)
+ dp.c_river_water = ndef->getId("mapgen_water_source");
+
+ 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.rooms_min = 2;
+ dp.rooms_max = 16;
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
+ dp.notifytype = GENNOTIFY_DUNGEON;
+
+ dp.np_density = nparams_dungeon_density;
+ dp.np_alt_wall = nparams_dungeon_alt_wall;
+ }
}
-void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
- v3s16 nmin, v3s16 nmax) {
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
+{
+ assert(vm);
+
//TimeTaker t("gen dungeons");
- int approx_groundlevel = 10 + water_level;
+ if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
+ return;
- if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
- NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
+ float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
+ if (nval_density < 1.0f)
return;
-
- this->vmanip = vm;
+
+ this->vm = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
- cid_water_source = ndef->getId("mapgen_water_source");
- cid_cobble = ndef->getId("mapgen_cobble");
- cid_mossycobble = ndef->getId("mapgen_mossycobble");
- //cid_torch = ndef->getId("default:torch");
- cid_cobblestair = ndef->getId("stairs:stair_cobble");
-
// Dungeon generator doesn't modify places which have this set
- vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
-
- // Set all air and water to be untouchable to make dungeons open
- // to caves and open air
- for (s16 z = nmin.Z; z <= nmax.Z; z++) {
- for (s16 y = nmin.Y; y <= nmax.Y; y++) {
- u32 i = vmanip->m_area.index(nmin.X, y, z);
- for (s16 x = nmin.X; x <= nmax.X; x++) {
- content_t c = vmanip->m_data[i].getContent();
- if (c == CONTENT_AIR || c == cid_water_source)
- vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- i++;
+ vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
+
+ if (dp.only_in_ground) {
+ // Set all air and water to be untouchable
+ // to make dungeons open to caves and open air
+ 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++) {
+ content_t c = vm->m_data[i].getContent();
+ if (c == CONTENT_AIR || c == dp.c_water ||
+ c == dp.c_river_water)
+ vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+ i++;
+ }
}
}
}
-
- // Add it
- makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
-
- // Convert some cobble to mossy cobble
- for (s16 z = nmin.Z; z <= nmax.Z; z++) {
- for (s16 y = nmin.Y; y <= nmax.Y; y++) {
- u32 i = vmanip->m_area.index(nmin.X, y, z);
- for (s16 x = nmin.X; x <= nmax.X; x++) {
- if (vmanip->m_data[i].getContent() == cid_cobble) {
- float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
- float density = NoisePerlin3D(np_density, x, y, z, blockseed);
- if (density < wetness / 3.0)
- vmanip->m_data[i].setContent(cid_mossycobble);
- }
- i++;
+
+ // Add them
+ for (u32 i = 0; i < floor(nval_density); i++)
+ makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
+
+ // Optionally convert some structure to alternative structure
+ if (dp.c_alt_wall == CONTENT_IGNORE)
+ 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++;
}
}
-
+
//printf("== gen dungeons: %dms\n", t.stop());
}
void DungeonGen::makeDungeon(v3s16 start_padding)
{
- v3s16 areasize = vmanip->m_area.getExtent();
+ v3s16 areasize = vm->m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
/*
- Find place for first room
+ Find place for first room.
+ There is a 1 in 4 chance of the first room being 'large',
+ all other rooms are not 'large'.
*/
bool fits = false;
- for (u32 i = 0; i < 100; i++)
- {
+ for (u32 i = 0; i < 100 && !fits; i++) {
bool is_large_room = ((random.next() & 3) == 1);
- roomsize = is_large_room ?
- v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
- v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
-
+ if (is_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);
+ } 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);
+ roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
+ }
+
// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
- roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
- random.range(0,areasize.X-roomsize.X-1-start_padding.X),
- random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
- random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
-
+ roomplace = vm->m_area.MinEdge + start_padding;
+ roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
+ roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
+ roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
+
/*
Check that we're not putting the room to an unknown place,
otherwise it might end up floating in the air
*/
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++)
- {
+ 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 = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
- {
- fits = false;
- break;
- }
- if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
- {
+ 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;
}
}
- if (fits)
- break;
}
// No place found
if (fits == false)
*/
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
- u32 room_count = random.range(2, 16);
- for (u32 i = 0; i < room_count; i++)
- {
+ u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
+ for (u32 i = 0; i < room_count; i++) {
// Make a room to the determined place
makeRoom(roomsize, roomplace);
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+ if (gennotify)
+ gennotify->addEvent(dp.notifytype, room_center);
+#ifdef DGEN_USE_TORCHES
// Place torch at room center (for testing)
- //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
+ vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
+#endif
// Quit if last room
if (i == room_count - 1)
v3s16 walker_start_place;
- if(start_in_last_room)
- {
+ if (start_in_last_room) {
walker_start_place = last_room_center;
- }
- else
- {
+ } else {
walker_start_place = room_center;
// Store center of current room as the last one
last_room_center = room_center;
// Create walker and find a place for a door
v3s16 doorplace;
v3s16 doordir;
-
+
m_pos = walker_start_place;
- bool r = findPlaceForDoor(doorplace, doordir);
- if (r == false)
+ if (!findPlaceForDoor(doorplace, doordir))
return;
- if (random.range(0,1) == 0)
+ if (random.range(0, 1) == 0)
// Make the door
makeDoor(doorplace, doordir);
else
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
- roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+ 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);
+ roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
+
m_pos = corridor_end;
m_dir = corridor_end_dir;
- r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
- if (r == false)
+ if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
return;
- if (random.range(0,1) == 0)
+ if (random.range(0, 1) == 0)
// Make the door
makeDoor(doorplace, doordir);
else
void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
- MapNode n_cobble(cid_cobble);
+ MapNode n_wall(dp.c_wall);
MapNode n_air(CONTENT_AIR);
-
+
// Make +-X walls
for (s16 z = 0; z < roomsize.Z; z++)
- for (s16 y = 0; y < roomsize.Y; y++)
- {
+ for (s16 y = 0; y < roomsize.Y; y++) {
{
v3s16 p = roomplace + v3s16(0, y, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ vm->m_data[vi] = n_wall;
}
{
v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ 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++)
- {
+ for (s16 y = 0; y < roomsize.Y; y++) {
{
v3s16 p = roomplace + v3s16(x, y, 0);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ vm->m_data[vi] = n_wall;
}
{
v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ 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++)
- {
+ for (s16 x = 0; x < roomsize.X; x++) {
{
v3s16 p = roomplace + v3s16(x, 0, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ vm->m_data[vi] = n_wall;
}
{
v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip->m_data[vi] = n_cobble;
+ 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++)
- {
+ for (s16 x = 1; x < roomsize.X - 1; x++) {
v3s16 p = roomplace + v3s16(x, y, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
- vmanip->m_data[vi] = n_air;
+ 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)
+ 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++)
- {
+ for (s16 x = 0; x < size.X; x++) {
v3s16 p = place + v3s16(x, y, z);
- if (vmanip->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
- u32 vi = vmanip->m_area.index(p);
- if (vmanip->m_flags[vi] & avoid_flags)
+ u32 vi = vm->m_area.index(p);
+ if (vm->m_flags[vi] & avoid_flags)
continue;
- vmanip->m_flags[vi] |= or_flags;
- vmanip->m_data[vi] = n;
+ vm->m_flags[vi] |= or_flags;
+ vm->m_data[vi] = n;
}
}
void DungeonGen::makeHole(v3s16 place)
{
- makeFill(place, v3s16(1, 2, 1), 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);
+
+#ifdef DGEN_USE_TORCHES
// Place torch (for testing)
- //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
+ vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
+#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;
v3s16 dir = doordir;
- u32 length;
- /*if (random.next() % 2)
- length = random.range(1, 13);
- else
- length = random.range(1, 6);*/
- length = random.range(1, 13);
- u32 partlength = random.range(1, 13);
+ u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
+ u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
u32 partcount = 0;
s16 make_stairs = 0;
-
+
if (random.next() % 2 == 0 && partlength >= 3)
make_stairs = random.next() % 2 ? 1 : -1;
-
+
for (u32 i = 0; i < length; i++) {
v3s16 p = p0 + dir;
if (partcount != 0)
p.Y += make_stairs;
- if (vmanip->m_area.contains(p) == true &&
- vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+ // Check segment of minimum size corridor is in voxelmanip
+ if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
if (make_stairs) {
- makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+ makeFill(p + v3s16(-1, -1, -1),
+ dp.holesize + v3s16(2, 3, 2),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+ MapNode(dp.c_wall),
+ 0);
makeHole(p);
makeHole(p - dir);
-
- // TODO: fix stairs code so it works 100% (quite difficult)
+
+ // TODO: fix stairs code so it works 100%
+ // (quite difficult)
// exclude stairs from the bottom step
- if (((make_stairs == 1) && i != 0) ||
- ((make_stairs == -1) && i != length - 1)) {
- // rotate face 180 deg if making stairs backwards
+ // exclude stairs from diagonal steps
+ if (((dir.X ^ dir.Z) & 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);
-
- u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
- if (vmanip->m_data[vi].getContent() == cid_cobble)
- vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
-
- vi = vmanip->m_area.index(p.X, p.Y, p.Z);
- if (vmanip->m_data[vi].getContent() == cid_cobble)
- vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+ v3s16 ps = p;
+ 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);
+
+ for (u16 st = 0; st < stair_width; st++) {
+ 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_data[vi] = MapNode(dp.c_stair, 0, facedir);
+
+ vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
+ if (vm->m_area.contains(ps) &&
+ vm->m_data[vi].getContent() == dp.c_wall)
+ vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
+
+ ps += swv;
+ }
}
} else {
- makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+ makeFill(p + v3s16(-1, -1, -1),
+ dp.holesize + v3s16(2, 2, 2),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+ MapNode(dp.c_wall),
+ 0);
makeHole(p);
}
dir = random_turn(random, dir);
- partlength = random.range(1,length);
+ partlength = random.range(1, length);
make_stairs = 0;
if (random.next() % 2 == 0 && partlength >= 3)
bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
- for (u32 i = 0; i < 100; i++)
- {
+ for (u32 i = 0; i < 100; i++) {
v3s16 p = m_pos + m_dir;
v3s16 p1 = p + v3s16(0, 1, 0);
- if (vmanip->m_area.contains(p) == false
- || vmanip->m_area.contains(p1) == false
- || i % 4 == 0)
- {
+ if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
randomizeDir();
continue;
}
- if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble
- && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
- {
+ if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
+ vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
// Found wall, this is a good place!
result_place = p;
result_dir = m_dir;
Determine where to move next
*/
// Jump one up if the actual space is there
- if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
- && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
- && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
+ 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 (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
- && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
- && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
- p += v3s16(0,-1,0);
+ 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 (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
- || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
- {
+ if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
+ vm->getNodeNoExNoEmerge(p +
+ v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
// Cannot continue walking here
randomizeDir();
continue;
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++)
- {
+ for (s16 trycount = 0; trycount < 30; trycount++) {
v3s16 doorplace;
v3s16 doordir;
bool r = findPlaceForDoor(doorplace, doordir);
continue;
v3s16 roomplace;
// X east, Z north, Y up
-#if 1
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);
-#endif
-#if 0
- if (doordir == v3s16(1, 0, 0)) // X+
- roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
- if (doordir == v3s16(-1, 0, 0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
- if (doordir == v3s16(0, 0, 1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
- if (doordir == v3s16(0, 0, -1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
-#endif
+ 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++)
- {
+ for (s16 x = 1; x < roomsize.X - 1; x++) {
v3s16 p = roomplace + v3s16(x, y, z);
- if (vmanip->m_area.contains(p) == false)
- {
+ if (!vm->m_area.contains(p)) {
fits = false;
break;
}
- if (vmanip->m_flags[vmanip->m_area.index(p)]
- & VMANIP_FLAG_DUNGEON_INSIDE)
- {
+ if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
fits = false;
break;
}
}
- if(fits == false)
- {
+ if (fits == false) {
// Find new place
continue;
}
}
-v3s16 rand_ortho_dir(PseudoRandom &random)
+v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
{
- if (random.next() % 2 == 0)
- return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
- else
- return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+ // Make diagonal directions somewhat rare
+ if (diagonal_dirs && (random.next() % 4 == 0)) {
+ v3s16 dir;
+ int trycount = 0;
+
+ do {
+ trycount++;
+
+ dir.Z = random.next() % 3 - 1;
+ dir.Y = 0;
+ dir.X = random.next() % 3 - 1;
+ } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
+
+ return dir;
+ } else {
+ if (random.next() % 2 == 0)
+ return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
+ else
+ return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+ }
}
v3s16 turn_xz(v3s16 olddir, int t)
{
v3s16 dir;
- if (t == 0)
- {
+ if (t == 0) {
// Turn right
dir.X = olddir.Z;
dir.Z = -olddir.X;
dir.Y = olddir.Y;
- }
- else
- {
+ } else {
// Turn left
dir.X = -olddir.Z;
dir.Z = olddir.X;
int turn = random.range(0, 2);
v3s16 dir;
if (turn == 0)
- {
// Go straight
dir = olddir;
- }
else if (turn == 1)
// Turn right
dir = turn_xz(olddir, 0);
}
-int dir_to_facedir(v3s16 d) {
+int dir_to_facedir(v3s16 d)
+{
if (abs(d.X) > abs(d.Z))
return d.X < 0 ? 3 : 1;
else