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-rw-r--r--src/dungeongen.cpp27
1 files changed, 12 insertions, 15 deletions
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index 2027b7f13..2a89c714e 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -46,7 +46,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
#ifdef DGEN_USE_TORCHES
c_torch = ndef->getId("default:torch");
#endif
-
+
if (dparams) {
memcpy(&dp, dparams, sizeof(dp));
} else {
@@ -95,7 +95,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
}
}
}
-
+
// Add it
makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
@@ -115,7 +115,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
}
}
}
-
+
//printf("== gen dungeons: %dms\n", t.stop());
}
@@ -144,7 +144,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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));
-
+
/*
Check that we're not putting the room to an unknown place,
otherwise it might end up floating in the air
@@ -181,10 +181,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeRoom(roomsize, roomplace);
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
- if (mg->gennotify & (1 << dp.notifytype)) {
- std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
- nvec->push_back(room_center);
- }
+ mg->gennotify.addEvent(dp.notifytype, room_center);
#ifdef DGEN_USE_TORCHES
// Place torch at room center (for testing)
@@ -212,7 +209,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
// Create walker and find a place for a door
v3s16 doorplace;
v3s16 doordir;
-
+
m_pos = walker_start_place;
if (!findPlaceForDoor(doorplace, doordir))
return;
@@ -253,7 +250,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
MapNode n_cobble(dp.c_cobble);
MapNode n_air(CONTENT_AIR);
-
+
// Make +-X walls
for (s16 z = 0; z < roomsize.Z; z++)
for (s16 y = 0; y < roomsize.Y; y++)
@@ -393,10 +390,10 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
u32 partlength = random.range(1, 13);
u32 partcount = 0;
s16 make_stairs = 0;
-
+
if (random.next() % 2 == 0 && partlength >= 3)
make_stairs = random.next() % 2 ? 1 : -1;
-
+
for (u32 i = 0; i < length; i++) {
v3s16 p = p0 + dir;
if (partcount != 0)
@@ -409,7 +406,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
makeHole(p);
makeHole(p - dir);
-
+
// TODO: fix stairs code so it works 100% (quite difficult)
// exclude stairs from the bottom step
@@ -419,11 +416,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
((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);