X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fdungeongen.cpp;h=6cef3f88dbd432c273ea2699db227ade13071ca4;hb=48cd217e3b6f53af32802c1897ddd1914d215078;hp=2a89c714e37936eed0828170dfc178dd82d05514;hpb=5062b99cb0d252d9e377ff4560f7ecc9e66fd558;p=minetest.git diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 2a89c714e..6cef3f88d 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -26,22 +26,24 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "nodedef.h" #include "profiler.h" -#include "settings.h" // For g_settings -#include "main.h" // For g_profiler +#include "settings.h" //#define DGEN_USE_TORCHES -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); +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(Mapgen *mapgen, DungeonParams *dparams) { - this->mg = mapgen; - this->vm = mapgen->vm; +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"); @@ -50,69 +52,92 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { if (dparams) { memcpy(&dp, dparams, sizeof(dp)); } else { - dp.c_water = mg->ndef->getId("mapgen_water_source"); - dp.c_cobble = mg->ndef->getId("mapgen_cobble"); - dp.c_moss = mg->ndef->getId("mapgen_mossycobble"); - dp.c_stair = mg->ndef->getId("mapgen_stair_cobble"); - - dp.diagonal_dirs = false; - dp.mossratio = 3.0; - dp.holesize = v3s16(1, 2, 1); - dp.roomsize = v3s16(0,0,0); - dp.notifytype = GENNOTIFY_DUNGEON; - - dp.np_rarity = nparams_dungeon_rarity; - dp.np_wetness = nparams_dungeon_wetness; - dp.np_density = nparams_dungeon_density; + // 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(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 + mg->water_level; + if (nmin.Y < dp.y_min || nmax.Y > dp.y_max) + return; - if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || - NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2) + float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed); + if (nval_density < 1.0f) return; + this->vm = vm; this->blockseed = bseed; random.seed(bseed + 2); // Dungeon generator doesn't modify places which have this set vm->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 = 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) - vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - i++; + 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 - if (dp.mossratio != 0.0) { - 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_cobble) { - float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed); - float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed); - if (density < wetness / dp.mossratio) - vm->m_data[i].setContent(dp.c_moss); - } - 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++; } } @@ -127,37 +152,45 @@ void DungeonGen::makeDungeon(v3s16 start_padding) 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 && !fits; 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)); - roomsize += dp.roomsize; + 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 = vm->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 = vm->m_area.index(p); - if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) || - vm->m_data[vi].getContent() == CONTENT_IGNORE) { + if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) || + vm->m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; } @@ -174,14 +207,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding) */ 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); - mg->gennotify.addEvent(dp.notifytype, room_center); + if (gennotify) + gennotify->addEvent(dp.notifytype, room_center); #ifdef DGEN_USE_TORCHES // Place torch at room center (for testing) @@ -214,7 +247,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) if (!findPlaceForDoor(doorplace, doordir)) return; - if (random.range(0,1) == 0) + if (random.range(0, 1) == 0) // Make the door makeDoor(doorplace, doordir); else @@ -227,15 +260,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding) 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 += dp.roomsize; + 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; 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 @@ -248,119 +282,114 @@ void DungeonGen::makeDungeon(v3s16 start_padding) void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { - MapNode n_cobble(dp.c_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 (vm->m_area.contains(p) == false) + 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_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); - if (vm->m_area.contains(p) == false) + 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_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 (vm->m_area.contains(p) == false) + 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_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); - if (vm->m_area.contains(p) == false) + 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_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 (vm->m_area.contains(p) == false) + 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_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); - if (vm->m_area.contains(p) == false) + 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_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 (vm->m_area.contains(p) == false) + 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; + 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 (vm->m_area.contains(p) == false) + 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; + 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); } @@ -375,19 +404,14 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) } -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; @@ -399,35 +423,53 @@ void DungeonGen::makeCorridor(v3s16 doorplace, if (partcount != 0) p.Y += make_stairs; - if (vm->m_area.contains(p) == true && - vm->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), dp.holesize + v3s16(2, 3, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_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 // 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 + (((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 = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); - if (vm->m_data[vi].getContent() == dp.c_cobble) - vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); - - vi = vm->m_area.index(p.X, p.Y, p.Z); - if (vm->m_data[vi].getContent() == dp.c_cobble) - vm->m_data[vi] = MapNode(dp.c_stair, 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), dp.holesize + v3s16(2, 2, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_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); } @@ -447,7 +489,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace, 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) @@ -461,20 +503,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace, 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 (vm->m_area.contains(p) == false - || vm->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 (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble - && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_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; @@ -486,19 +523,25 @@ 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_cobble - && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR - && vm->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 (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble - && 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); + 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) - { + if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || + vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; @@ -511,10 +554,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) 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); @@ -522,52 +564,35 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, 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 (vm->m_area.contains(p) == false) - { + if (!vm->m_area.contains(p)) { fits = false; break; } - if (vm->m_flags[vm->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; } @@ -589,8 +614,11 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) do { trycount++; - dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1); - } while ((dir.X == 0 && dir.Z == 0) && trycount < 10); + + 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 { @@ -605,15 +633,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) 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; @@ -628,10 +653,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir) 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); @@ -642,7 +665,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir) } -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