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-rw-r--r--src/mapgen/dungeongen.cpp30
1 files changed, 18 insertions, 12 deletions
diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/dungeongen.cpp
index 497fe0368..efc3acc51 100644
--- a/src/mapgen/dungeongen.cpp
+++ b/src/mapgen/dungeongen.cpp
@@ -64,9 +64,10 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
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 = v3s16(16, 16, 16);
- dp.first_room_large = true;
- dp.num_rooms = 16;
+ dp.room_size_large_min = v3s16(8, 8, 8);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.large_room_chance = 1;
+ dp.num_rooms = 8;
dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
@@ -152,11 +153,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
- // Only the first room can be 'large'
- if (dp.first_room_large) {
- roomsize.Z = dp.room_size_large.Z;
- roomsize.Y = dp.room_size_large.Y;
- roomsize.X = dp.room_size_large.X;
+ if (dp.large_room_chance >= 1) {
+ 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(dp.room_size_min.Z, dp.room_size_max.Z);
roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
@@ -250,9 +250,16 @@ 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(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);
+ if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
+ // Large room
+ 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(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;
@@ -265,7 +272,6 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
else
// Don't actually make a door
roomplace -= doordir;
-
}
}