Dungeon generation: Fix code style issues in dungeongen.cpp

This commit is contained in:
paramat 2015-07-31 01:10:53 +01:00
parent e29b61ecd4
commit cfed682d04

@ -38,7 +38,8 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0
/////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////
DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
{
this->mg = mapgen; this->mg = mapgen;
this->vm = mapgen->vm; this->vm = mapgen->vm;
@ -55,10 +56,10 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
dp.c_stair = mg->ndef->getId("mapgen_stair_cobble"); dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
dp.diagonal_dirs = false; dp.diagonal_dirs = false;
dp.mossratio = 3.0; dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1); dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0,0,0); dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON; dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_rarity = nparams_dungeon_rarity; dp.np_rarity = nparams_dungeon_rarity;
dp.np_wetness = nparams_dungeon_wetness; dp.np_wetness = nparams_dungeon_wetness;
@ -67,7 +68,8 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
} }
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) { void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
{
//TimeTaker t("gen dungeons"); //TimeTaker t("gen dungeons");
if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2) if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
return; return;
@ -87,8 +89,8 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
u32 i = vm->m_area.index(nmin.X, y, z); u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) { for (s16 x = nmin.X; x <= nmax.X; x++) {
content_t c = vm->m_data[i].getContent(); content_t c = vm->m_data[i].getContent();
if (c == CONTENT_AIR || c == dp.c_water if (c == CONTENT_AIR || c == dp.c_water ||
|| (no_float && c == CONTENT_IGNORE)) (no_float && c == CONTENT_IGNORE))
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++; i++;
} }
@ -96,7 +98,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
} }
// Add it // Add it
makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Convert some cobble to mossy cobble // Convert some cobble to mossy cobble
if (dp.mossratio != 0.0) { if (dp.mossratio != 0.0) {
@ -129,20 +131,19 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
Find place for first room Find place for first room
*/ */
bool fits = false; 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); bool is_large_room = ((random.next() & 3) == 1);
roomsize = is_large_room ? roomsize = is_large_room ?
v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) : 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)); v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
roomsize += dp.roomsize; roomsize += dp.roomsize;
// start_padding is used to disallow starting the generation of // start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk // a dungeon in a neighboring generation chunk
roomplace = vm->m_area.MinEdge + start_padding + v3s16( roomplace = vm->m_area.MinEdge + start_padding + v3s16(
random.range(0,areasize.X-roomsize.X-1-start_padding.X), 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.Y - roomsize.Y - 1 - start_padding.Y),
random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z)); random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z));
/* /*
Check that we're not putting the room to an unknown place, Check that we're not putting the room to an unknown place,
@ -151,12 +152,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
fits = true; fits = true;
for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 z = 1; z < roomsize.Z - 1; z++)
for (s16 y = 1; y < roomsize.Y - 1; y++) 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); v3s16 p = roomplace + v3s16(x, y, z);
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) || if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
vm->m_data[vi].getContent() == CONTENT_IGNORE) { vm->m_data[vi].getContent() == CONTENT_IGNORE) {
fits = false; fits = false;
break; break;
} }
@ -174,8 +174,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
u32 room_count = random.range(2, 16); u32 room_count = random.range(2, 16);
for (u32 i = 0; i < room_count; i++) for (u32 i = 0; i < room_count; i++) {
{
// Make a room to the determined place // Make a room to the determined place
makeRoom(roomsize, roomplace); makeRoom(roomsize, roomplace);
@ -213,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
if (!findPlaceForDoor(doorplace, doordir)) if (!findPlaceForDoor(doorplace, doordir))
return; return;
if (random.range(0,1) == 0) if (random.range(0, 1) == 0)
// Make the door // Make the door
makeDoor(doorplace, doordir); makeDoor(doorplace, doordir);
else else
@ -226,7 +225,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir); makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room // Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
roomsize += dp.roomsize; roomsize += dp.roomsize;
m_pos = corridor_end; m_pos = corridor_end;
@ -234,7 +233,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace)) if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
return; return;
if (random.range(0,1) == 0) if (random.range(0, 1) == 0)
// Make the door // Make the door
makeDoor(doorplace, doordir); makeDoor(doorplace, doordir);
else else
@ -252,11 +251,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
// Make +-X walls // Make +-X walls
for (s16 z = 0; z < roomsize.Z; z++) 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); v3s16 p = roomplace + v3s16(0, y, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -265,7 +263,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
} }
{ {
v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -276,11 +274,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
// Make +-Z walls // Make +-Z walls
for (s16 x = 0; x < roomsize.X; x++) 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); v3s16 p = roomplace + v3s16(x, y, 0);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -289,7 +286,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
} }
{ {
v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -300,11 +297,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
// Make +-Y walls (floor and ceiling) // Make +-Y walls (floor and ceiling)
for (s16 z = 0; z < roomsize.Z; z++) 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); v3s16 p = roomplace + v3s16(x, 0, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -313,7 +309,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
} }
{ {
v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@ -325,41 +321,39 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
// Fill with air // Fill with air
for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 z = 1; z < roomsize.Z - 1; z++)
for (s16 y = 1; y < roomsize.Y - 1; y++) 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); v3s16 p = roomplace + v3s16(x, y, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; 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, 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 z = 0; z < size.Z; z++)
for (s16 y = 0; y < size.Y; y++) 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); v3s16 p = place + v3s16(x, y, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p))
continue; continue;
u32 vi = vm->m_area.index(p); u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & avoid_flags) if (vm->m_flags[vi] & avoid_flags)
continue; continue;
vm->m_flags[vi] |= or_flags; vm->m_flags[vi] |= or_flags;
vm->m_data[vi] = n; vm->m_data[vi] = n;
} }
} }
void DungeonGen::makeHole(v3s16 place) void DungeonGen::makeHole(v3s16 place)
{ {
makeFill(place, dp.holesize, 0, makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); VMANIP_FLAG_DUNGEON_INSIDE);
} }
@ -374,8 +368,8 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
} }
void DungeonGen::makeCorridor(v3s16 doorplace, void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) v3s16 &result_place, v3s16 &result_dir)
{ {
makeHole(doorplace); makeHole(doorplace);
v3s16 p0 = doorplace; v3s16 p0 = doorplace;
@ -398,22 +392,26 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
if (partcount != 0) if (partcount != 0)
p.Y += make_stairs; p.Y += make_stairs;
if (vm->m_area.contains(p) == true && if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
if (make_stairs) { if (make_stairs) {
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), makeFill(p + v3s16(-1, -1, -1),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); dp.holesize + v3s16(2, 3, 2),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
MapNode(dp.c_cobble),
0);
makeHole(p); makeHole(p);
makeHole(p - dir); 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 the bottom step
// exclude stairs from diagonal steps // exclude stairs from diagonal steps
if (((dir.X ^ dir.Z) & 1) && if (((dir.X ^ dir.Z) & 1) &&
(((make_stairs == 1) && i != 0) || (((make_stairs == 1) && i != 0) ||
((make_stairs == -1) && i != length - 1))) { ((make_stairs == -1) && i != length - 1))) {
// rotate face 180 deg if making stairs backwards // rotate face 180 deg if
// making stairs backwards
int facedir = dir_to_facedir(dir * make_stairs); 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); u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
@ -425,8 +423,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
} }
} else { } else {
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2), makeFill(p + v3s16(-1, -1, -1),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); dp.holesize + v3s16(2, 2, 2),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
MapNode(dp.c_cobble),
0);
makeHole(p); makeHole(p);
} }
@ -446,7 +447,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
dir = random_turn(random, dir); dir = random_turn(random, dir);
partlength = random.range(1,length); partlength = random.range(1, length);
make_stairs = 0; make_stairs = 0;
if (random.next() % 2 == 0 && partlength >= 3) if (random.next() % 2 == 0 && partlength >= 3)
@ -460,20 +461,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) 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 p = m_pos + m_dir;
v3s16 p1 = p + v3s16(0, 1, 0); v3s16 p1 = p + v3s16(0, 1, 0);
if (vm->m_area.contains(p) == false if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
|| vm->m_area.contains(p1) == false
|| i % 4 == 0)
{
randomizeDir(); randomizeDir();
continue; continue;
} }
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
&& vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
{
// Found wall, this is a good place! // Found wall, this is a good place!
result_place = p; result_place = p;
result_dir = m_dir; result_dir = m_dir;
@ -485,19 +481,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
Determine where to move next Determine where to move next
*/ */
// Jump one up if the actual space is there // Jump one up if the actual space is there
if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble if (vm->getNodeNoExNoEmerge(p +
&& vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
&& vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) 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); p += v3s16(0,1,0);
// Jump one down if the actual space is there // Jump one down if the actual space is there
if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble if (vm->getNodeNoExNoEmerge(p +
&& vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
&& vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) vm->getNodeNoExNoEmerge(p +
p += v3s16(0,-1,0); 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 // Check if walking is now possible
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR 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 // Cannot continue walking here
randomizeDir(); randomizeDir();
continue; continue;
@ -510,10 +512,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, 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 doorplace;
v3s16 doordir; v3s16 doordir;
bool r = findPlaceForDoor(doorplace, doordir); bool r = findPlaceForDoor(doorplace, doordir);
@ -524,16 +525,16 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
#if 1 #if 1
if (doordir == v3s16(1, 0, 0)) // X+ if (doordir == v3s16(1, 0, 0)) // X+
roomplace = doorplace + 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- if (doordir == v3s16(-1, 0, 0)) // X-
roomplace = doorplace + 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+ if (doordir == v3s16(0, 0, 1)) // Z+
roomplace = doorplace + 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- if (doordir == v3s16(0, 0, -1)) // Z-
roomplace = doorplace + roomplace = doorplace +
v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1); v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
#endif #endif
#if 0 #if 0
if (doordir == v3s16(1, 0, 0)) // X+ if (doordir == v3s16(1, 0, 0)) // X+
@ -550,23 +551,18 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
bool fits = true; bool fits = true;
for (s16 z = 1; z < roomsize.Z - 1; z++) for (s16 z = 1; z < roomsize.Z - 1; z++)
for (s16 y = 1; y < roomsize.Y - 1; y++) 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); v3s16 p = roomplace + v3s16(x, y, z);
if (vm->m_area.contains(p) == false) if (!vm->m_area.contains(p)) {
{
fits = false; fits = false;
break; break;
} }
if (vm->m_flags[vm->m_area.index(p)] if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
& VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false; fits = false;
break; break;
} }
} }
if(fits == false) if (fits == false) {
{
// Find new place // Find new place
continue; continue;
} }
@ -604,15 +600,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
v3s16 turn_xz(v3s16 olddir, int t) v3s16 turn_xz(v3s16 olddir, int t)
{ {
v3s16 dir; v3s16 dir;
if (t == 0) if (t == 0) {
{
// Turn right // Turn right
dir.X = olddir.Z; dir.X = olddir.Z;
dir.Z = -olddir.X; dir.Z = -olddir.X;
dir.Y = olddir.Y; dir.Y = olddir.Y;
} } else {
else
{
// Turn left // Turn left
dir.X = -olddir.Z; dir.X = -olddir.Z;
dir.Z = olddir.X; dir.Z = olddir.X;
@ -627,10 +620,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
int turn = random.range(0, 2); int turn = random.range(0, 2);
v3s16 dir; v3s16 dir;
if (turn == 0) if (turn == 0)
{
// Go straight // Go straight
dir = olddir; dir = olddir;
}
else if (turn == 1) else if (turn == 1)
// Turn right // Turn right
dir = turn_xz(olddir, 0); dir = turn_xz(olddir, 0);
@ -641,7 +632,8 @@ 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)) if (abs(d.X) > abs(d.Z))
return d.X < 0 ? 3 : 1; return d.X < 0 ? 3 : 1;
else else