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-rw-r--r--src/cavegen.cpp67
-rw-r--r--src/dungeongen.cpp29
2 files changed, 47 insertions, 49 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 1beac6f27..5728c1337 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -133,11 +133,9 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5;
+ orp.X = (float)(ps->next() % ar.X) + 0.5;
// Add generation notify begin event
if (gennotify) {
@@ -164,11 +162,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
void CavesRandomWalk::makeTunnel(bool dirswitch)
{
if (dirswitch && !large_cave) {
- main_direction = v3f(
- ((float)(ps->next() % 20) - (float)10) / 10,
- ((float)(ps->next() % 20) - (float)10) / 30,
- ((float)(ps->next() % 20) - (float)10) / 10
- );
+ main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
main_direction *= (float)ps->range(0, 10) / 10;
}
@@ -196,17 +193,13 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
v3f vec;
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
} else {
- vec = v3f(
- (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
- (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
}
// Do not make caves that are above ground.
@@ -446,11 +439,9 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5;
+ orp.X = (float)(ps->next() % ar.X) + 0.5;
// Add generation notify begin event
if (gennotify != NULL) {
@@ -477,11 +468,10 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
void CavesV6::makeTunnel(bool dirswitch)
{
if (dirswitch && !large_cave) {
- main_direction = v3f(
- ((float)(ps->next() % 20) - (float)10) / 10,
- ((float)(ps->next() % 20) - (float)10) / 30,
- ((float)(ps->next() % 20) - (float)10) / 10
- );
+ main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
main_direction *= (float)ps->range(0, 10) / 10;
}
@@ -506,19 +496,16 @@ void CavesV6::makeTunnel(bool dirswitch)
);
}
- v3f vec(
- (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
- (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
- (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
- );
+ v3f vec;
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
}
// Do not make caves that are entirely above ground, to fix shadow bugs
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index 5bfc320c9..f7f9b8b50 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -135,17 +135,23 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
bool is_large_room = ((random.next() & 3) == 1);
- roomsize = is_large_room ?
- 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));
+ if (is_large_room) {
+ roomsize.Z = random.range(8, 16);
+ roomsize.Y = random.range(8, 16);
+ roomsize.X = random.range(8, 16);
+ } else {
+ roomsize.Z = random.range(4, 8);
+ roomsize.Y = random.range(4, 6);
+ roomsize.X = random.range(4, 8);
+ }
roomsize += dp.roomsize;
// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
- roomplace = vm->m_area.MinEdge + start_padding + v3s16(
- random.range(0, areasize.X - roomsize.X - start_padding.X),
- random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
- random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
+ roomplace = vm->m_area.MinEdge + start_padding;
+ roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
+ roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
+ roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
/*
Check that we're not putting the room to an unknown place,
@@ -227,7 +233,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
- roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
+ roomsize.Z = random.range(4, 8);
+ roomsize.Y = random.range(4, 6);
+ roomsize.X = random.range(4, 8);
roomsize += dp.roomsize;
m_pos = corridor_end;
@@ -587,7 +595,10 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
do {
trycount++;
- dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
+
+ dir.Z = random.next() % 3 - 1;
+ dir.Y = 0;
+ dir.X = random.next() % 3 - 1;
} while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
return dir;