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7452d5399b
Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains
648 lines
16 KiB
C++
648 lines
16 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "dungeongen.h"
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "nodedef.h"
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#include "profiler.h"
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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//#define DGEN_USE_TORCHES
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NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
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NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
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NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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this->mg = mapgen;
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this->vm = mapgen->vm;
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#ifdef DGEN_USE_TORCHES
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c_torch = ndef->getId("default:torch");
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#endif
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if (dparams) {
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memcpy(&dp, dparams, sizeof(dp));
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} else {
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dp.c_water = mg->ndef->getId("mapgen_water_source");
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dp.c_cobble = mg->ndef->getId("mapgen_cobble");
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dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
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dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0,0,0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.np_density = nparams_dungeon_density;
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}
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}
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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return;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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// Dungeon generator doesn't modify places which have this set
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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// Set all air and water to be untouchable to make dungeons open
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// to caves and open air
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water)
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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}
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}
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// Add it
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makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
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// Convert some cobble to mossy cobble
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if (dp.mossratio != 0.0) {
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vm->m_data[i].getContent() == dp.c_cobble) {
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
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float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
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if (density < wetness / dp.mossratio)
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vm->m_data[i].setContent(dp.c_moss);
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}
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i++;
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}
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}
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}
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//printf("== gen dungeons: %dms\n", t.stop());
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}
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void DungeonGen::makeDungeon(v3s16 start_padding)
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{
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v3s16 areasize = vm->m_area.getExtent();
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v3s16 roomsize;
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v3s16 roomplace;
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/*
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Find place for first room
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*/
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++)
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{
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bool is_large_room = ((random.next() & 3) == 1);
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roomsize = is_large_room ?
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v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
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v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
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roomsize += dp.roomsize;
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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random.range(0,areasize.X-roomsize.X-1-start_padding.X),
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random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
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random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
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/*
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Check that we're not putting the room to an unknown place,
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otherwise it might end up floating in the air
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*/
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fits = true;
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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v3s16 p = roomplace + v3s16(x, y, z);
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u32 vi = vm->m_area.index(p);
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
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vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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fits = false;
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break;
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}
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}
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}
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// No place found
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if (fits == false)
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return;
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/*
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Stores the center position of the last room made, so that
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a new corridor can be started from the last room instead of
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the new room, if chosen so.
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*/
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v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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u32 room_count = random.range(2, 16);
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for (u32 i = 0; i < room_count; i++)
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{
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// Make a room to the determined place
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makeRoom(roomsize, roomplace);
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v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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mg->gennotify.addEvent(dp.notifytype, room_center);
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#ifdef DGEN_USE_TORCHES
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// Place torch at room center (for testing)
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vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
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#endif
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// Quit if last room
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if (i == room_count - 1)
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break;
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// Determine walker start position
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bool start_in_last_room = (random.range(0, 2) != 0);
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v3s16 walker_start_place;
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if (start_in_last_room) {
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walker_start_place = last_room_center;
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} else {
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walker_start_place = room_center;
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// Store center of current room as the last one
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last_room_center = room_center;
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}
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// Create walker and find a place for a door
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v3s16 doorplace;
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v3s16 doordir;
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m_pos = walker_start_place;
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if (!findPlaceForDoor(doorplace, doordir))
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return;
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if (random.range(0,1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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doorplace -= doordir;
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// Make a random corridor starting from the door
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v3s16 corridor_end;
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v3s16 corridor_end_dir;
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
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roomsize += dp.roomsize;
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
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return;
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if (random.range(0,1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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roomplace -= doordir;
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}
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}
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void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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{
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MapNode n_cobble(dp.c_cobble);
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MapNode n_air(CONTENT_AIR);
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// Make +-X walls
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(0, y, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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}
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// Make +-Z walls
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for (s16 x = 0; x < roomsize.X; x++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(x, y, 0);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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}
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// Make +-Y walls (floor and ceiling)
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 x = 0; x < roomsize.X; x++)
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{
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{
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v3s16 p = roomplace + v3s16(x, 0, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_cobble;
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}
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}
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// Fill with air
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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v3s16 p = roomplace + v3s16(x, y, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vm->m_data[vi] = n_air;
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}
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}
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void DungeonGen::makeFill(v3s16 place, v3s16 size,
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u8 avoid_flags, MapNode n, u8 or_flags)
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{
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for (s16 z = 0; z < size.Z; z++)
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for (s16 y = 0; y < size.Y; y++)
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for (s16 x = 0; x < size.X; x++)
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{
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v3s16 p = place + v3s16(x, y, z);
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if (vm->m_area.contains(p) == false)
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & avoid_flags)
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continue;
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vm->m_flags[vi] |= or_flags;
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vm->m_data[vi] = n;
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}
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}
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void DungeonGen::makeHole(v3s16 place)
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{
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makeFill(place, dp.holesize, 0,
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MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
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}
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void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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{
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makeHole(doorplace);
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#ifdef DGEN_USE_TORCHES
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// Place torch (for testing)
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vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
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#endif
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}
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void DungeonGen::makeCorridor(v3s16 doorplace,
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v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
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{
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makeHole(doorplace);
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v3s16 p0 = doorplace;
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v3s16 dir = doordir;
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u32 length;
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/*if (random.next() % 2)
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length = random.range(1, 13);
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else
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length = random.range(1, 6);*/
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length = random.range(1, 13);
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u32 partlength = random.range(1, 13);
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u32 partcount = 0;
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s16 make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
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make_stairs = random.next() % 2 ? 1 : -1;
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for (u32 i = 0; i < length; i++) {
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v3s16 p = p0 + dir;
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if (partcount != 0)
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p.Y += make_stairs;
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if (vm->m_area.contains(p) == true &&
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vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeHole(p);
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makeHole(p - dir);
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// TODO: fix stairs code so it works 100% (quite difficult)
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// exclude stairs from the bottom step
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// exclude stairs from diagonal steps
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if (((dir.X ^ dir.Z) & 1) &&
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(((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1))) {
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// rotate face 180 deg if making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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if (vm->m_data[vi].getContent() == dp.c_cobble)
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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vi = vm->m_area.index(p.X, p.Y, p.Z);
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if (vm->m_data[vi].getContent() == dp.c_cobble)
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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}
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} else {
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeHole(p);
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}
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p0 = p;
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} else {
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// Can't go here, turn away
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dir = turn_xz(dir, random.range(0, 1));
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make_stairs = -make_stairs;
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partcount = 0;
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partlength = random.range(1, length);
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continue;
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}
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partcount++;
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if (partcount >= partlength) {
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partcount = 0;
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dir = random_turn(random, dir);
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partlength = random.range(1,length);
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make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
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make_stairs = random.next() % 2 ? 1 : -1;
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}
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}
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result_place = p0;
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result_dir = dir;
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}
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bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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{
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for (u32 i = 0; i < 100; i++)
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{
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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)
|
|
{
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
|
|
&& vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
|
|
{
|
|
// Found wall, this is a good place!
|
|
result_place = p;
|
|
result_dir = m_dir;
|
|
// Randomize next direction
|
|
randomizeDir();
|
|
return true;
|
|
}
|
|
/*
|
|
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)
|
|
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);
|
|
// Check if walking is now possible
|
|
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
|
|
|| vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
|
|
{
|
|
// Cannot continue walking here
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
// Move there
|
|
m_pos = p;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
|
v3s16 &result_doordir, v3s16 &result_roomplace)
|
|
{
|
|
for (s16 trycount = 0; trycount < 30; trycount++)
|
|
{
|
|
v3s16 doorplace;
|
|
v3s16 doordir;
|
|
bool r = findPlaceForDoor(doorplace, doordir);
|
|
if (r == false)
|
|
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));
|
|
if (doordir == v3s16(-1, 0, 0)) // X-
|
|
roomplace = doorplace +
|
|
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);
|
|
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
|
|
|
|
// 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) == false)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
if (vm->m_flags[vm->m_area.index(p)]
|
|
& VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if(fits == false)
|
|
{
|
|
// Find new place
|
|
continue;
|
|
}
|
|
result_doorplace = doorplace;
|
|
result_doordir = doordir;
|
|
result_roomplace = roomplace;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
|
|
{
|
|
// Make diagonal directions somewhat rare
|
|
if (diagonal_dirs && (random.next() % 4 == 0)) {
|
|
v3s16 dir;
|
|
int trycount = 0;
|
|
|
|
do {
|
|
trycount++;
|
|
dir = v3s16(random.next() % 3 - 1, 0, 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)
|
|
{
|
|
// Turn right
|
|
dir.X = olddir.Z;
|
|
dir.Z = -olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
else
|
|
{
|
|
// Turn left
|
|
dir.X = -olddir.Z;
|
|
dir.Z = olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
return dir;
|
|
}
|
|
|
|
|
|
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);
|
|
else
|
|
// Turn left
|
|
dir = turn_xz(olddir, 1);
|
|
return dir;
|
|
}
|
|
|
|
|
|
int dir_to_facedir(v3s16 d) {
|
|
if (abs(d.X) > abs(d.Z))
|
|
return d.X < 0 ? 3 : 1;
|
|
else
|
|
return d.Z < 0 ? 2 : 0;
|
|
}
|