diff options
Diffstat (limited to 'src/dungeongen.cpp')
-rw-r--r-- | src/dungeongen.cpp | 29 |
1 files changed, 20 insertions, 9 deletions
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; |