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-rw-r--r--src/mapgen/dungeongen.cpp35
1 files changed, 14 insertions, 21 deletions
diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/dungeongen.cpp
index 1cb46f140..497fe0368 100644
--- a/src/mapgen/dungeongen.cpp
+++ b/src/mapgen/dungeongen.cpp
@@ -64,10 +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_min = v3s16(8, 8, 8);
- dp.room_size_large_max = v3s16(16, 16, 16);
- dp.rooms_min = 2;
- dp.rooms_max = 16;
+ dp.room_size_large = v3s16(16, 16, 16);
+ dp.first_room_large = true;
+ dp.num_rooms = 16;
+ dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_alt_wall =
@@ -76,10 +76,9 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
}
-void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
- u16 num_dungeons)
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
- if (num_dungeons == 0)
+ if (dp.num_dungeons == 0)
return;
assert(vm);
@@ -119,7 +118,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
}
// Add them
- for (u32 i = 0; i < num_dungeons; i++)
+ for (u32 i = 0; i < dp.num_dungeons; i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure
@@ -150,19 +149,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
/*
Find place for first room.
- There is a 1 in 4 chance of the first room being 'large',
- all other rooms are not 'large'.
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
- bool is_large_room = ((random.next() & 3) == 1);
- if (is_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);
+ // 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;
} 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);
@@ -204,8 +198,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
- u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
- for (u32 i = 0; i < room_count; i++) {
+ for (u32 i = 0; i < dp.num_rooms; i++) {
// Make a room to the determined place
makeRoom(roomsize, roomplace);
@@ -219,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
#endif
// Quit if last room
- if (i == room_count - 1)
+ if (i + 1 == dp.num_rooms)
break;
// Determine walker start position