diff --git a/src/cavegen.cpp b/src/cavegen.cpp index 1beac6f27..5728c1337 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -133,11 +133,9 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position - orp = v3f( - (float)(ps->next() % ar.X) + 0.5, - (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5, - (float)(ps->next() % ar.Z) + 0.5 - ); + orp.Z = (float)(ps->next() % ar.Z) + 0.5; + orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5; + orp.X = (float)(ps->next() % ar.X) + 0.5; // Add generation notify begin event if (gennotify) { @@ -164,11 +162,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, void CavesRandomWalk::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { - main_direction = v3f( - ((float)(ps->next() % 20) - (float)10) / 10, - ((float)(ps->next() % 20) - (float)10) / 30, - ((float)(ps->next() % 20) - (float)10) / 10 - ); + main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10; + main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30; + main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10; + main_direction *= (float)ps->range(0, 10) / 10; } @@ -196,17 +193,13 @@ void CavesRandomWalk::makeTunnel(bool dirswitch) v3f vec; // Jump downward sometimes if (!large_cave && ps->range(0, 12) == 0) { - vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 - ); + vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2; + vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y; + vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2; } else { - vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 - ); + vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2; + vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2; + vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2; } // Do not make caves that are above ground. @@ -446,11 +439,9 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position - orp = v3f( - (float)(ps->next() % ar.X) + 0.5, - (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5, - (float)(ps->next() % ar.Z) + 0.5 - ); + orp.Z = (float)(ps->next() % ar.Z) + 0.5; + orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5; + orp.X = (float)(ps->next() % ar.X) + 0.5; // Add generation notify begin event if (gennotify != NULL) { @@ -477,11 +468,10 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, void CavesV6::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { - main_direction = v3f( - ((float)(ps->next() % 20) - (float)10) / 10, - ((float)(ps->next() % 20) - (float)10) / 30, - ((float)(ps->next() % 20) - (float)10) / 10 - ); + main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10; + main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30; + main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10; + main_direction *= (float)ps->range(0, 10) / 10; } @@ -506,19 +496,16 @@ void CavesV6::makeTunnel(bool dirswitch) ); } - v3f vec( - (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, - (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2, - (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 - ); + v3f vec; + vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2; + vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2; + vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2; // Jump downward sometimes if (!large_cave && ps->range(0, 12) == 0) { - vec = v3f( - (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y, - (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 - ); + vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2; + vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y; + vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2; } // Do not make caves that are entirely above ground, to fix shadow bugs diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 5bfc320c9..f7f9b8b50 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -135,17 +135,23 @@ void DungeonGen::makeDungeon(v3s16 start_padding) bool fits = false; 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(8, 16); + roomsize.Y = random.range(8, 16); + roomsize.X = random.range(8, 16); + } else { + roomsize.Z = random.range(4, 8); + roomsize.Y = random.range(4, 6); + roomsize.X = random.range(4, 8); + } roomsize += dp.roomsize; // 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 - start_padding.X), - random.range(0, areasize.Y - roomsize.Y - start_padding.Y), - random.range(0, areasize.Z - roomsize.Z - 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, @@ -227,7 +233,9 @@ 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.Z = random.range(4, 8); + roomsize.Y = random.range(4, 6); + roomsize.X = random.range(4, 8); roomsize += dp.roomsize; m_pos = corridor_end; @@ -587,7 +595,10 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) do { trycount++; - dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1); + + 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;