minetest/src/dungeongen.cpp

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "dungeongen.h"
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
#include "profiler.h"
#include "settings.h"
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//#define DGEN_USE_TORCHES
NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
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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///////////////////////////////////////////////////////////////////////////////
DungeonGen::DungeonGen(INodeDefManager *ndef,
GenerateNotifier *gennotify, DungeonParams *dparams)
{
assert(ndef);
this->ndef = ndef;
this->gennotify = gennotify;
#ifdef DGEN_USE_TORCHES
c_torch = ndef->getId("default:torch");
#endif
if (dparams) {
memcpy(&dp, dparams, sizeof(dp));
} else {
// Default dungeon parameters
dp.seed = 0;
dp.c_water = ndef->getId("mapgen_water_source");
dp.c_river_water = ndef->getId("mapgen_river_water_source");
dp.c_wall = ndef->getId("mapgen_cobble");
dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
dp.c_stair = ndef->getId("mapgen_stair_cobble");
if (dp.c_river_water == CONTENT_IGNORE)
dp.c_river_water = ndef->getId("mapgen_water_source");
dp.diagonal_dirs = false;
dp.only_in_ground = true;
dp.holesize = v3s16(1, 2, 1);
dp.corridor_len_min = 1;
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.y_min = -MAX_MAP_GENERATION_LIMIT;
dp.y_max = MAX_MAP_GENERATION_LIMIT;
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_density = nparams_dungeon_density;
dp.np_alt_wall = nparams_dungeon_alt_wall;
}
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}
void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
assert(vm);
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//TimeTaker t("gen dungeons");
if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
return;
float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
if (nval_density < 1.0f)
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return;
static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
this->vm = vm;
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this->blockseed = bseed;
random.seed(bseed + 2);
// Dungeon generator doesn't modify places which have this set
vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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if (dp.only_in_ground) {
// Set all air and water to be untouchable to make dungeons open to
// caves and open air. Optionally set ignore to be untouchable to
// prevent protruding dungeons.
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
content_t c = vm->m_data[i].getContent();
if (c == CONTENT_AIR || c == dp.c_water ||
(preserve_ignore && c == CONTENT_IGNORE) ||
c == dp.c_river_water)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}
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}
}
}
// Add them
for (u32 i = 0; i < floor(nval_density); i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure
if (dp.c_alt_wall == CONTENT_IGNORE)
return;
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
if (vm->m_data[i].getContent() == dp.c_wall) {
if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
vm->m_data[i].setContent(dp.c_alt_wall);
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}
i++;
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}
}
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//printf("== gen dungeons: %dms\n", t.stop());
}
void DungeonGen::makeDungeon(v3s16 start_padding)
{
const v3s16 &areasize = vm->m_area.getExtent();
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v3s16 roomsize;
v3s16 roomplace;
/*
Find place for first room.
There is a 1 in 4 chance of the first room being 'large',
all other rooms are not 'large'.
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*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
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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);
} 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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
}
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// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
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);
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/*
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 = 0; z < roomsize.Z; z++)
for (s16 y = 0; y < roomsize.Y; y++)
for (s16 x = 0; x < roomsize.X; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
u32 vi = vm->m_area.index(p);
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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fits = false;
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(dp.rooms_min, dp.rooms_max);
for (u32 i = 0; i < room_count; i++) {
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// Make a room to the determined place
makeRoom(roomsize, roomplace);
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
if (gennotify)
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)
vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
#endif
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// Quit if last room
if (i == room_count - 1)
break;
// Determine walker start position
bool start_in_last_room = (random.range(0, 2) != 0);
v3s16 walker_start_place;
if (start_in_last_room) {
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walker_start_place = last_room_center;
} else {
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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
v3s16 doorplace;
v3s16 doordir;
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m_pos = walker_start_place;
if (!findPlaceForDoor(doorplace, doordir))
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return;
if (random.range(0, 1) == 0)
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// Make the door
makeDoor(doorplace, doordir);
else
// Don't actually make a door
doorplace -= doordir;
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
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m_pos = corridor_end;
m_dir = corridor_end_dir;
if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
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return;
if (random.range(0, 1) == 0)
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// Make the door
makeDoor(doorplace, doordir);
else
// Don't actually make a door
roomplace -= doordir;
}
}
void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
MapNode n_wall(dp.c_wall);
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MapNode n_air(CONTENT_AIR);
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// Make +-X walls
for (s16 z = 0; z < roomsize.Z; z++)
for (s16 y = 0; y < roomsize.Y; y++) {
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{
v3s16 p = roomplace + v3s16(0, y, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
{
v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
}
// Make +-Z walls
for (s16 x = 0; x < roomsize.X; x++)
for (s16 y = 0; y < roomsize.Y; y++) {
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{
v3s16 p = roomplace + v3s16(x, y, 0);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
{
v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
}
// Make +-Y walls (floor and ceiling)
for (s16 z = 0; z < roomsize.Z; z++)
for (s16 x = 0; x < roomsize.X; x++) {
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{
v3s16 p = roomplace + v3s16(x, 0, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
{
v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
vm->m_data[vi] = n_wall;
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}
}
// 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++) {
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v3s16 p = roomplace + v3s16(x, y, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
vm->m_data[vi] = n_air;
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}
}
void DungeonGen::makeFill(v3s16 place, v3s16 size,
u8 avoid_flags, MapNode n, u8 or_flags)
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{
for (s16 z = 0; z < size.Z; z++)
for (s16 y = 0; y < size.Y; y++)
for (s16 x = 0; x < size.X; x++) {
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v3s16 p = place + v3s16(x, y, z);
if (!vm->m_area.contains(p))
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continue;
u32 vi = vm->m_area.index(p);
if (vm->m_flags[vi] & avoid_flags)
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continue;
vm->m_flags[vi] |= or_flags;
vm->m_data[vi] = n;
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}
}
void DungeonGen::makeHole(v3s16 place)
{
makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
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}
void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
{
makeHole(doorplace);
#ifdef DGEN_USE_TORCHES
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// Place torch (for testing)
vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
#endif
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}
void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
v3s16 &result_place, v3s16 &result_dir)
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{
makeHole(doorplace);
v3s16 p0 = doorplace;
v3s16 dir = doordir;
u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
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u32 partcount = 0;
s16 make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
make_stairs = random.next() % 2 ? 1 : -1;
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for (u32 i = 0; i < length; i++) {
v3s16 p = p0 + dir;
if (partcount != 0)
p.Y += make_stairs;
// Check segment of minimum size corridor is in voxelmanip
if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
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if (make_stairs) {
makeFill(p + v3s16(-1, -1, -1),
dp.holesize + v3s16(2, 3, 2),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
MapNode(dp.c_wall),
0);
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makeHole(p);
makeHole(p - dir);
// TODO: fix stairs code so it works 100%
// (quite difficult)
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// exclude stairs from the bottom step
// exclude stairs from diagonal steps
if (((dir.X ^ dir.Z) & 1) &&
(((make_stairs == 1) && i != 0) ||
((make_stairs == -1) && i != length - 1))) {
// rotate face 180 deg if
// making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
v3s16 ps = p;
u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
// Stair width direction vector
v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
for (u16 st = 0; st < stair_width; st++) {
u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
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;
}
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}
} else {
makeFill(p + v3s16(-1, -1, -1),
dp.holesize + v3s16(2, 2, 2),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
MapNode(dp.c_wall),
0);
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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);
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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++) {
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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) {
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randomizeDir();
continue;
}
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
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// 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)
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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);
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// Check if walking is now possible
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
vm->getNodeNoExNoEmerge(p +
v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
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// 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)
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{
for (s16 trycount = 0; trycount < 30; trycount++) {
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v3s16 doorplace;
v3s16 doordir;
bool r = findPlaceForDoor(doorplace, doordir);
if (r == false)
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));
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if (doordir == v3s16(-1, 0, 0)) // X-
roomplace = doorplace +
v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
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if (doordir == v3s16(0, 0, 1)) // Z+
roomplace = doorplace +
v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
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if (doordir == v3s16(0, 0, -1)) // Z-
roomplace = doorplace +
v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
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// 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++) {
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v3s16 p = roomplace + v3s16(x, y, z);
if (!vm->m_area.contains(p)) {
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fits = false;
break;
}
if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
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fits = false;
break;
}
}
if (fits == false) {
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// 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)
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{
// 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;
} else {
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);
}
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}
v3s16 turn_xz(v3s16 olddir, int t)
{
v3s16 dir;
if (t == 0) {
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// Turn right
dir.X = olddir.Z;
dir.Z = -olddir.X;
dir.Y = olddir.Y;
} else {
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// 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)
{
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if (abs(d.X) > abs(d.Z))
return d.X < 0 ? 3 : 1;
else
return d.Z < 0 ? 2 : 0;
}