diff options
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r-- | src/mapgen.cpp | 552 |
1 files changed, 0 insertions, 552 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index ef5da6bf1..4be47689b 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -243,559 +243,7 @@ static void make_cactus(VoxelManipulator &vmanip, v3s16 p0, } #endif -#if 0 -/* - Dungeon making routines -*/ - -#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1 -#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2 -#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\ - VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE) - -static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace, - INodeDefManager *ndef) -{ - // Make +-X walls - for(s16 z=0; z<roomsize.Z; z++) - for(s16 y=0; y<roomsize.Y; y++) - { - { - v3s16 p = roomplace + v3s16(0,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - { - v3s16 p = roomplace + v3s16(roomsize.X-1,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - } - - // Make +-Z walls - for(s16 x=0; x<roomsize.X; x++) - for(s16 y=0; y<roomsize.Y; y++) - { - { - v3s16 p = roomplace + v3s16(x,y,0); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - { - v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - } - - // Make +-Y walls (floor and ceiling) - for(s16 z=0; z<roomsize.Z; z++) - for(s16 x=0; x<roomsize.X; x++) - { - { - v3s16 p = roomplace + v3s16(x,0,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - { - v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); - } - } - // Fill with air - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vmanip.m_data[vi] = MapNode(CONTENT_AIR); - } -} - -static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size, - u8 avoid_flags, MapNode n, u8 or_flags) -{ - for(s16 z=0; z<size.Z; z++) - for(s16 y=0; y<size.Y; y++) - for(s16 x=0; x<size.X; x++) - { - v3s16 p = place + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & avoid_flags) - continue; - vmanip.m_flags[vi] |= or_flags; - vmanip.m_data[vi] = n; - } -} - -static void make_hole1(VoxelManipulator &vmanip, v3s16 place, - INodeDefManager *ndef) -{ - make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); -} - -static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir, - INodeDefManager *ndef) -{ - make_hole1(vmanip, doorplace, ndef); - // Place torch (for testing) - //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch")); -} - -static v3s16 rand_ortho_dir(PseudoRandom &random) -{ - if(random.next()%2==0) - return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0); - else - return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1); -} - -static v3s16 turn_xz(v3s16 olddir, int t) -{ - v3s16 dir; - if(t == 0) - { - // Turn right - dir.X = olddir.Z; - dir.Z = -olddir.X; - dir.Y = olddir.Y; - } - else - { - // Turn left - dir.X = -olddir.Z; - dir.Z = olddir.X; - dir.Y = olddir.Y; - } - return dir; -} - -static v3s16 random_turn(PseudoRandom &random, v3s16 olddir) -{ - int turn = random.range(0,2); - v3s16 dir; - if(turn == 0) - { - // Go straight - dir = olddir; - } - else if(turn == 1) - // Turn right - dir = turn_xz(olddir, 0); - else - // Turn left - dir = turn_xz(olddir, 1); - return dir; -} - -static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, - v3s16 doordir, v3s16 &result_place, v3s16 &result_dir, - PseudoRandom &random, INodeDefManager *ndef) -{ - make_hole1(vmanip, doorplace, ndef); - 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 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) - p.Y += make_stairs; - - /*// If already empty - if(vmanip.getNodeNoExNoEmerge(p).getContent() - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() - == CONTENT_AIR) - { - }*/ - - if(vmanip.m_area.contains(p) == true - && vmanip.m_area.contains(p+v3s16(0,1,0)) == true) - { - if(make_stairs) - { - make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0); - make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); - make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); - } - else - { - make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0); - make_hole1(vmanip, p, ndef); - /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE);*/ - } - - p0 = p; - } - else - { - // Can't go here, turn away - dir = turn_xz(dir, random.range(0,1)); - make_stairs = -make_stairs; - partcount = 0; - partlength = random.range(1,length); - continue; - } - - partcount++; - if(partcount >= partlength) - { - partcount = 0; - - dir = random_turn(random, dir); - - partlength = random.range(1,length); - - make_stairs = 0; - if(random.next()%2 == 0 && partlength >= 3) - make_stairs = random.next()%2 ? 1 : -1; - } - } - result_place = p0; - result_dir = dir; -} - -class RoomWalker -{ -public: - - RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random, - INodeDefManager *ndef): - vmanip(vmanip_), - m_pos(pos), - m_random(random), - m_ndef(ndef) - { - randomizeDir(); - } - - void randomizeDir() - { - m_dir = rand_ortho_dir(m_random); - } - - void setPos(v3s16 pos) - { - m_pos = pos; - } - - void setDir(v3s16 dir) - { - m_dir = dir; - } - - bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) - { - for(u32 i=0; i<100; i++) - { - v3s16 p = m_pos + m_dir; - v3s16 p1 = p + v3s16(0,1,0); - if(vmanip.m_area.contains(p) == false - || vmanip.m_area.contains(p1) == false - || i % 4 == 0) - { - randomizeDir(); - continue; - } - if(vmanip.getNodeNoExNoEmerge(p).getContent() - == m_ndef->getId("mapgen_cobble") - && vmanip.getNodeNoExNoEmerge(p1).getContent() - == m_ndef->getId("mapgen_cobble")) - { - // Found wall, this is a good place! - result_place = p; - result_dir = m_dir; - // Randomize next direction - randomizeDir(); - return true; - } - /* - Determine where to move next - */ - // Jump one up if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() - == m_ndef->getId("mapgen_cobble") - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() - == CONTENT_AIR) - p += v3s16(0,1,0); - // Jump one down if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() - == m_ndef->getId("mapgen_cobble") - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() - == CONTENT_AIR) - p += v3s16(0,-1,0); - // Check if walking is now possible - if(vmanip.getNodeNoExNoEmerge(p).getContent() - != CONTENT_AIR - || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() - != CONTENT_AIR) - { - // Cannot continue walking here - randomizeDir(); - continue; - } - // Move there - m_pos = p; - } - return false; - } - - bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, - v3s16 &result_doordir, v3s16 &result_roomplace) - { - for(s16 trycount=0; trycount<30; trycount++) - { - v3s16 doorplace; - v3s16 doordir; - bool r = findPlaceForDoor(doorplace, doordir); - if(r == false) - continue; - v3s16 roomplace; - // X east, Z north, Y up -#if 1 - if(doordir == v3s16(1,0,0)) // X+ - roomplace = doorplace + - v3s16(0,-1,m_random.range(-roomsize.Z+2,-2)); - if(doordir == v3s16(-1,0,0)) // X- - roomplace = doorplace + - v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2)); - if(doordir == v3s16(0,0,1)) // Z+ - roomplace = doorplace + - v3s16(m_random.range(-roomsize.X+2,-2),-1,0); - if(doordir == v3s16(0,0,-1)) // Z- - roomplace = doorplace + - v3s16(m_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; - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - { - fits = false; - break; - } - if(vmanip.m_flags[vmanip.m_area.index(p)] - & VMANIP_FLAG_DUNGEON_INSIDE) - { - fits = false; - break; - } - } - if(fits == false) - { - // Find new place - continue; - } - result_doorplace = doorplace; - result_doordir = doordir; - result_roomplace = roomplace; - return true; - } - return false; - } - -private: - VoxelManipulator &vmanip; - v3s16 m_pos; - v3s16 m_dir; - PseudoRandom &m_random; - INodeDefManager *m_ndef; -}; - -static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, - INodeDefManager *ndef) -{ - v3s16 areasize = vmanip.m_area.getExtent(); - v3s16 roomsize; - v3s16 roomplace; - - /* - Find place for first room - */ - bool fits = false; - for(u32 i=0; i<100; i++) - { - roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); - roomplace = vmanip.m_area.MinEdge + v3s16( - random.range(0,areasize.X-roomsize.X-1), - random.range(0,areasize.Y-roomsize.Y-1), - random.range(0,areasize.Z-roomsize.Z-1)); - /* - Check that we're not putting the room to an unknown place, - otherwise it might end up floating in the air - */ - fits = true; - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) - { - fits = false; - break; - } - if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE) - { - fits = false; - break; - } - } - if(fits) - break; - } - // No place found - if(fits == false) - return; - - /* - Stores the center position of the last room made, so that - a new corridor can be started from the last room instead of - the new room, if chosen so. - */ - v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2); - - u32 room_count = random.range(2,7); - for(u32 i=0; i<room_count; i++) - { - // Make a room to the determined place - make_room1(vmanip, roomsize, roomplace, ndef); - - v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2); - - // Place torch at room center (for testing) - //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch")); - - // Quit if last room - if(i == room_count-1) - break; - - // Determine walker start position - - bool start_in_last_room = (random.range(0,2)!=0); - //bool start_in_last_room = true; - - v3s16 walker_start_place; - - if(start_in_last_room) - { - walker_start_place = last_room_center; - } - else - { - walker_start_place = room_center; - // Store center of current room as the last one - last_room_center = room_center; - } - - // Create walker and find a place for a door - RoomWalker walker(vmanip, walker_start_place, random, ndef); - v3s16 doorplace; - v3s16 doordir; - bool r = walker.findPlaceForDoor(doorplace, doordir); - if(r == false) - return; - - if(random.range(0,1)==0) - // Make the door - make_door1(vmanip, doorplace, doordir, ndef); - else - // Don't actually make a door - doorplace -= doordir; - - // Make a random corridor starting from the door - v3s16 corridor_end; - v3s16 corridor_end_dir; - make_corridor(vmanip, doorplace, doordir, corridor_end, - corridor_end_dir, random, ndef); - - // Find a place for a random sized room - roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); - walker.setPos(corridor_end); - walker.setDir(corridor_end_dir); - r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); - if(r == false) - return; - - if(random.range(0,1)==0) - // Make the door - make_door1(vmanip, doorplace, doordir, ndef); - else - // Don't actually make a door - roomplace -= doordir; - - } -} -#endif #if 0 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random, |