Previously only 'mapgen water source' and 'mapgen river water source' were checked for. Games can use multiple liquid nodes defined for biomes, many of which will not be aliased to those 2 mapgen aliases, causing floating dungeons to generate in some liquids. Now we check for liquid drawtype instead, so can remove liquid nodes from dungeonparams. Also check for 'airlike' drawtype instead of 'CONTENT_AIR' to avoid generation in 'airlike' nodes in some rare situations. This will also be needed for when we add definable biome air nodes.
674 lines
18 KiB
C++
674 lines
18 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2015-2018 paramat
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "dungeongen.h"
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "nodedef.h"
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#include "settings.h"
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//#define DGEN_USE_TORCHES
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NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
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NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(const NodeDefManager *ndef,
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GenerateNotifier *gennotify, DungeonParams *dparams)
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{
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assert(ndef);
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this->ndef = ndef;
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this->gennotify = gennotify;
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#ifdef DGEN_USE_TORCHES
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c_torch = ndef->getId("default:torch");
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#endif
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if (dparams) {
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memcpy(&dp, dparams, sizeof(dp));
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} else {
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// Default dungeon parameters
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dp.seed = 0;
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dp.c_wall = ndef->getId("mapgen_cobble");
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dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
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dp.c_stair = ndef->getId("mapgen_stair_cobble");
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dp.diagonal_dirs = false;
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dp.only_in_ground = true;
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dp.holesize = v3s16(1, 2, 1);
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dp.corridor_len_min = 1;
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dp.corridor_len_max = 13;
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dp.room_size_min = v3s16(4, 4, 4);
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dp.room_size_max = v3s16(8, 6, 8);
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dp.room_size_large_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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dp.rooms_min = 2;
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dp.rooms_max = 16;
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dp.y_min = -MAX_MAP_GENERATION_LIMIT;
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dp.y_max = MAX_MAP_GENERATION_LIMIT;
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.np_density = nparams_dungeon_density;
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dp.np_alt_wall = nparams_dungeon_alt_wall;
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}
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}
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void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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{
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assert(vm);
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//TimeTaker t("gen dungeons");
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if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
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return;
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float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
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if (nval_density < 1.0f)
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return;
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static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
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this->vm = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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// Dungeon generator doesn't modify places which have this set
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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if (dp.only_in_ground) {
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// Set all air and liquid drawtypes to be untouchable to make dungeons
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// open to air and liquids. Optionally set ignore to be untouchable to
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// prevent projecting dungeons.
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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NodeDrawType dtype = ndef->get(c).drawtype;
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if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
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(preserve_ignore && c == CONTENT_IGNORE))
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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}
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}
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}
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// Add them
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for (u32 i = 0; i < floor(nval_density); i++)
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makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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// Optionally convert some structure to alternative structure
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if (dp.c_alt_wall == CONTENT_IGNORE)
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return;
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vm->m_data[i].getContent() == dp.c_wall) {
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if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
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vm->m_data[i].setContent(dp.c_alt_wall);
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}
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i++;
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}
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}
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//printf("== gen dungeons: %dms\n", t.stop());
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}
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void DungeonGen::makeDungeon(v3s16 start_padding)
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{
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const v3s16 &areasize = vm->m_area.getExtent();
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v3s16 roomsize;
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v3s16 roomplace;
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/*
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Find place for first room.
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There is a 1 in 4 chance of the first room being 'large',
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all other rooms are not 'large'.
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*/
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++) {
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bool is_large_room = ((random.next() & 3) == 1);
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if (is_large_room) {
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roomsize.Z = random.range(
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dp.room_size_large_min.Z, dp.room_size_large_max.Z);
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roomsize.Y = random.range(
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dp.room_size_large_min.Y, dp.room_size_large_max.Y);
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roomsize.X = random.range(
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dp.room_size_large_min.X, dp.room_size_large_max.X);
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} else {
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roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
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roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
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roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
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}
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vm->m_area.MinEdge + start_padding;
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roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
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roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
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roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
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/*
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Check that we're not putting the room to an unknown place,
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otherwise it might end up floating in the air
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*/
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fits = true;
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 0; y < roomsize.Y; y++)
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for (s16 x = 0; x < roomsize.X; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
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u32 vi = vm->m_area.index(p);
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
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vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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fits = false;
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break;
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}
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}
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}
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// No place found
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if (!fits)
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return;
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/*
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Stores the center position of the last room made, so that
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a new corridor can be started from the last room instead of
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the new room, if chosen so.
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*/
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v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
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for (u32 i = 0; i < room_count; i++) {
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// Make a room to the determined place
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makeRoom(roomsize, roomplace);
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v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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if (gennotify)
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gennotify->addEvent(dp.notifytype, room_center);
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#ifdef DGEN_USE_TORCHES
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// Place torch at room center (for testing)
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vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
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#endif
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// Quit if last room
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if (i == room_count - 1)
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break;
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// Determine walker start position
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bool start_in_last_room = (random.range(0, 2) != 0);
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v3s16 walker_start_place;
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if (start_in_last_room) {
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walker_start_place = last_room_center;
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} else {
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walker_start_place = room_center;
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// Store center of current room as the last one
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last_room_center = room_center;
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}
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// Create walker and find a place for a door
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v3s16 doorplace;
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v3s16 doordir;
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m_pos = walker_start_place;
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if (!findPlaceForDoor(doorplace, doordir))
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return;
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if (random.range(0, 1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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doorplace -= doordir;
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// Make a random corridor starting from the door
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v3s16 corridor_end;
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v3s16 corridor_end_dir;
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
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roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
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roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
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return;
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if (random.range(0, 1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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roomplace -= doordir;
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}
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}
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void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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{
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MapNode n_wall(dp.c_wall);
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MapNode n_air(CONTENT_AIR);
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// Make +-X walls
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 0; y < roomsize.Y; y++) {
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{
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v3s16 p = roomplace + v3s16(0, y, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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}
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// Make +-Z walls
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for (s16 x = 0; x < roomsize.X; x++)
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for (s16 y = 0; y < roomsize.Y; y++) {
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{
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v3s16 p = roomplace + v3s16(x, y, 0);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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{
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v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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}
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// Make +-Y walls (floor and ceiling)
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 x = 0; x < roomsize.X; x++) {
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{
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v3s16 p = roomplace + v3s16(x, 0, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vm->m_data[vi] = n_wall;
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}
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}
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// Fill with air
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vm->m_data[vi] = n_air;
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}
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}
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void DungeonGen::makeFill(v3s16 place, v3s16 size,
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u8 avoid_flags, MapNode n, u8 or_flags)
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{
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for (s16 z = 0; z < size.Z; z++)
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for (s16 y = 0; y < size.Y; y++)
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for (s16 x = 0; x < size.X; x++) {
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v3s16 p = place + v3s16(x, y, z);
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & avoid_flags)
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continue;
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vm->m_flags[vi] |= or_flags;
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vm->m_data[vi] = n;
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}
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}
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void DungeonGen::makeHole(v3s16 place)
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{
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makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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}
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void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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{
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makeHole(doorplace);
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#ifdef DGEN_USE_TORCHES
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// Place torch (for testing)
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vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
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#endif
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}
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void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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v3s16 &result_place, v3s16 &result_dir)
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{
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makeHole(doorplace);
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v3s16 p0 = doorplace;
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v3s16 dir = doordir;
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u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
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u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
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u32 partcount = 0;
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s16 make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
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make_stairs = random.next() % 2 ? 1 : -1;
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for (u32 i = 0; i < length; i++) {
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v3s16 p = p0 + dir;
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if (partcount != 0)
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p.Y += make_stairs;
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// Check segment of minimum size corridor is in voxelmanip
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if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1),
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dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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MapNode(dp.c_wall),
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0);
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makeHole(p);
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makeHole(p - dir);
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// TODO: fix stairs code so it works 100%
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// (quite difficult)
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// exclude stairs from the bottom step
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// exclude stairs from diagonal steps
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if (((dir.X ^ dir.Z) & 1) &&
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(((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1))) {
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// rotate face 180 deg if
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// making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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v3s16 ps = p;
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u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
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// Stair width direction vector
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v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
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for (u16 st = 0; st < stair_width; st++) {
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u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
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if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
|
|
vm->m_data[vi].getContent() == dp.c_wall)
|
|
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
|
|
|
|
vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
|
|
if (vm->m_area.contains(ps) &&
|
|
vm->m_data[vi].getContent() == dp.c_wall)
|
|
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
|
|
|
|
ps += swv;
|
|
}
|
|
}
|
|
} else {
|
|
makeFill(p + v3s16(-1, -1, -1),
|
|
dp.holesize + v3s16(2, 2, 2),
|
|
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
|
|
MapNode(dp.c_wall),
|
|
0);
|
|
makeHole(p);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
bool DungeonGen::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 (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
|
|
vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
|
|
// 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 (vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 0, 0)).getContent() == dp.c_wall &&
|
|
vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
|
|
vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
|
|
p += v3s16(0,1,0);
|
|
// Jump one down if the actual space is there
|
|
if (vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 1, 0)).getContent() == dp.c_wall &&
|
|
vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
|
|
vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
|
|
p += v3s16(0, -1, 0);
|
|
// Check if walking is now possible
|
|
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
|
|
vm->getNodeNoExNoEmerge(p +
|
|
v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
|
|
// Cannot continue walking here
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
// Move there
|
|
m_pos = p;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool DungeonGen::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)
|
|
continue;
|
|
v3s16 roomplace;
|
|
// X east, Z north, Y up
|
|
if (doordir == v3s16(1, 0, 0)) // X+
|
|
roomplace = doorplace +
|
|
v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
|
|
if (doordir == v3s16(-1, 0, 0)) // X-
|
|
roomplace = doorplace +
|
|
v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
|
|
if (doordir == v3s16(0, 0, 1)) // Z+
|
|
roomplace = doorplace +
|
|
v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
|
|
if (doordir == v3s16(0, 0, -1)) // Z-
|
|
roomplace = doorplace +
|
|
v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
|
|
|
|
// 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 (!vm->m_area.contains(p)) {
|
|
fits = false;
|
|
break;
|
|
}
|
|
if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!fits) {
|
|
// Find new place
|
|
continue;
|
|
}
|
|
result_doorplace = doorplace;
|
|
result_doordir = doordir;
|
|
result_roomplace = roomplace;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
|
|
{
|
|
// Make diagonal directions somewhat rare
|
|
if (diagonal_dirs && (random.next() % 4 == 0)) {
|
|
v3s16 dir;
|
|
int trycount = 0;
|
|
|
|
do {
|
|
trycount++;
|
|
|
|
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;
|
|
}
|
|
|
|
if (random.next() % 2 == 0)
|
|
return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
|
|
|
|
return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
int dir_to_facedir(v3s16 d)
|
|
{
|
|
if (abs(d.X) > abs(d.Z))
|
|
return d.X < 0 ? 3 : 1;
|
|
|
|
return d.Z < 0 ? 2 : 0;
|
|
}
|