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-rw-r--r--src/dungeongen.cpp126
1 files changed, 66 insertions, 60 deletions
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index 78573da04..6cef3f88d 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -52,6 +52,7 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
if (dparams) {
memcpy(&dp, dparams, sizeof(dp));
} else {
+ // Default dungeon parameters
dp.seed = 0;
dp.c_water = ndef->getId("mapgen_water_source");
@@ -63,14 +64,20 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
if (dp.c_river_water == CONTENT_IGNORE)
dp.c_river_water = ndef->getId("mapgen_water_source");
- dp.diagonal_dirs = false;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- 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.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;
@@ -97,16 +104,19 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
// 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 || c == dp.c_river_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++;
+ }
}
}
}
@@ -142,21 +152,25 @@ 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++) {
bool is_large_room = ((random.next() & 3) == 1);
if (is_large_room) {
- roomsize.Z = random.range(8, 16);
- roomsize.Y = random.range(8, 16);
- roomsize.X = random.range(8, 16);
+ 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(4, 8);
- roomsize.Y = random.range(4, 6);
- roomsize.X = 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);
}
- roomsize += dp.roomsize;
// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
@@ -246,10 +260,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
- roomsize.Z = random.range(4, 8);
- roomsize.Y = random.range(4, 6);
- roomsize.X = 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;
@@ -397,13 +410,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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;
@@ -415,8 +423,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
if (partcount != 0)
p.Y += make_stairs;
- if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
- vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
+ // 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),
@@ -437,14 +445,24 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
// 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_wall)
- 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_wall)
- 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),
@@ -546,7 +564,6 @@ 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));
@@ -559,17 +576,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
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;
@@ -612,7 +618,7 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
dir.Z = random.next() % 3 - 1;
dir.Y = 0;
dir.X = random.next() % 3 - 1;
- } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
+ } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
return dir;
} else {