diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 7e292024d..8ce64e1e1 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -38,7 +38,8 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0 /////////////////////////////////////////////////////////////////////////////// -DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { +DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) +{ this->mg = mapgen; this->vm = mapgen->vm; @@ -55,10 +56,10 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { dp.c_stair = mg->ndef->getId("mapgen_stair_cobble"); dp.diagonal_dirs = false; - dp.mossratio = 3.0; - dp.holesize = v3s16(1, 2, 1); - dp.roomsize = v3s16(0,0,0); - dp.notifytype = GENNOTIFY_DUNGEON; + dp.mossratio = 3.0; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0, 0, 0); + dp.notifytype = GENNOTIFY_DUNGEON; dp.np_rarity = nparams_dungeon_rarity; dp.np_wetness = nparams_dungeon_wetness; @@ -67,7 +68,8 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { } -void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) { +void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) +{ //TimeTaker t("gen dungeons"); if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2) return; @@ -87,8 +89,8 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) { 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 - || (no_float && c == CONTENT_IGNORE)) + if (c == CONTENT_AIR || c == dp.c_water || + (no_float && c == CONTENT_IGNORE)) vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } @@ -96,7 +98,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) { } // Add it - makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); + makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE); // Convert some cobble to mossy cobble if (dp.mossratio != 0.0) { @@ -129,20 +131,19 @@ void DungeonGen::makeDungeon(v3s16 start_padding) Find place for first room */ bool fits = false; - for (u32 i = 0; i < 100 && !fits; i++) - { + 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)); + 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)); 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-1-start_padding.X), - random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y), - random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z)); + random.range(0, areasize.X - roomsize.X - 1 - start_padding.X), + random.range(0, areasize.Y - roomsize.Y - 1 - start_padding.Y), + random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z)); /* Check that we're not putting the room to an unknown place, @@ -151,12 +152,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding) 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++) - { + for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); u32 vi = vm->m_area.index(p); if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) || - vm->m_data[vi].getContent() == CONTENT_IGNORE) { + vm->m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; } @@ -174,8 +174,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); u32 room_count = random.range(2, 16); - for (u32 i = 0; i < room_count; i++) - { + for (u32 i = 0; i < room_count; i++) { // Make a room to the determined place makeRoom(roomsize, roomplace); @@ -213,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) if (!findPlaceForDoor(doorplace, doordir)) return; - if (random.range(0,1) == 0) + if (random.range(0, 1) == 0) // Make the door makeDoor(doorplace, doordir); else @@ -226,7 +225,7 @@ 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 = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8)); roomsize += dp.roomsize; m_pos = corridor_end; @@ -234,7 +233,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace)) return; - if (random.range(0,1) == 0) + if (random.range(0, 1) == 0) // Make the door makeDoor(doorplace, doordir); else @@ -252,11 +251,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) // Make +-X walls for (s16 z = 0; z < roomsize.Z; z++) - for (s16 y = 0; y < roomsize.Y; y++) - { + for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(0, y, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -265,7 +263,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) } { v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -276,11 +274,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) // Make +-Z walls for (s16 x = 0; x < roomsize.X; x++) - for (s16 y = 0; y < roomsize.Y; y++) - { + for (s16 y = 0; y < roomsize.Y; y++) { { v3s16 p = roomplace + v3s16(x, y, 0); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -289,7 +286,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) } { v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -300,11 +297,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) // Make +-Y walls (floor and ceiling) for (s16 z = 0; z < roomsize.Z; z++) - for (s16 x = 0; x < roomsize.X; x++) - { + for (s16 x = 0; x < roomsize.X; x++) { { v3s16 p = roomplace + v3s16(x, 0, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -313,7 +309,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) } { v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) @@ -325,41 +321,39 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) // 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++) - { + for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vm->m_data[vi] = n_air; + vm->m_data[vi] = n_air; } } void DungeonGen::makeFill(v3s16 place, v3s16 size, - u8 avoid_flags, MapNode n, u8 or_flags) + 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++) - { + for (s16 x = 0; x < size.X; x++) { v3s16 p = place + v3s16(x, y, z); - if (vm->m_area.contains(p) == false) + if (!vm->m_area.contains(p)) continue; u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & avoid_flags) continue; vm->m_flags[vi] |= or_flags; - vm->m_data[vi] = n; + vm->m_data[vi] = n; } } void DungeonGen::makeHole(v3s16 place) { - makeFill(place, dp.holesize, 0, - MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); + makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); } @@ -374,8 +368,8 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) } -void DungeonGen::makeCorridor(v3s16 doorplace, - v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) +void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, + v3s16 &result_place, v3s16 &result_dir) { makeHole(doorplace); v3s16 p0 = doorplace; @@ -398,22 +392,26 @@ void DungeonGen::makeCorridor(v3s16 doorplace, if (partcount != 0) p.Y += make_stairs; - if (vm->m_area.contains(p) == true && - vm->m_area.contains(p + v3s16(0, 1, 0)) == true) { + if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) { if (make_stairs) { - makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), + dp.holesize + v3s16(2, 3, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, + MapNode(dp.c_cobble), + 0); makeHole(p); makeHole(p - dir); - // TODO: fix stairs code so it works 100% (quite difficult) + // TODO: fix stairs code so it works 100% + // (quite difficult) // 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 + (((make_stairs == 1) && i != 0) || + ((make_stairs == -1) && i != length - 1))) { + // rotate face 180 deg if + // making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); @@ -425,8 +423,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace, vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } else { - makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), + dp.holesize + v3s16(2, 2, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, + MapNode(dp.c_cobble), + 0); makeHole(p); } @@ -446,7 +447,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace, dir = random_turn(random, dir); - partlength = random.range(1,length); + partlength = random.range(1, length); make_stairs = 0; if (random.next() % 2 == 0 && partlength >= 3) @@ -460,20 +461,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace, bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { - for (u32 i = 0; i < 100; i++) - { + 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) == false - || vm->m_area.contains(p1) == false - || i % 4 == 0) - { + if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) { randomizeDir(); continue; } - if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble - && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) - { + if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble && + vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; @@ -485,19 +481,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) 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_cobble - && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR - && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) + if (vm->getNodeNoExNoEmerge(p + + v3s16(0, 0, 0)).getContent() == dp.c_cobble && + 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_cobble - && 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); + if (vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() == dp.c_cobble && + 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) - { + if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR || + vm->getNodeNoExNoEmerge(p + + v3s16(0, 1, 0)).getContent() != CONTENT_AIR) { // Cannot continue walking here randomizeDir(); continue; @@ -510,10 +512,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, - v3s16 &result_doordir, v3s16 &result_roomplace) + v3s16 &result_doordir, v3s16 &result_roomplace) { - for (s16 trycount = 0; trycount < 30; trycount++) - { + for (s16 trycount = 0; trycount < 30; trycount++) { v3s16 doorplace; v3s16 doordir; bool r = findPlaceForDoor(doorplace, doordir); @@ -524,16 +525,16 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, #if 1 if (doordir == v3s16(1, 0, 0)) // X+ roomplace = doorplace + - v3s16(0, -1, random.range(-roomsize.Z + 2, -2)); + 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)); + 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); + 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); + v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1); #endif #if 0 if (doordir == v3s16(1, 0, 0)) // X+ @@ -550,23 +551,18 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, 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++) - { + for (s16 x = 1; x < roomsize.X - 1; x++) { v3s16 p = roomplace + v3s16(x, y, z); - if (vm->m_area.contains(p) == false) - { + if (!vm->m_area.contains(p)) { fits = false; break; } - if (vm->m_flags[vm->m_area.index(p)] - & VMANIP_FLAG_DUNGEON_INSIDE) - { + if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) { fits = false; break; } } - if(fits == false) - { + if (fits == false) { // Find new place continue; } @@ -604,15 +600,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) v3s16 turn_xz(v3s16 olddir, int t) { v3s16 dir; - if (t == 0) - { + if (t == 0) { // Turn right dir.X = olddir.Z; dir.Z = -olddir.X; dir.Y = olddir.Y; - } - else - { + } else { // Turn left dir.X = -olddir.Z; dir.Z = olddir.X; @@ -627,10 +620,8 @@ 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); @@ -641,7 +632,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir) } -int dir_to_facedir(v3s16 d) { +int dir_to_facedir(v3s16 d) +{ if (abs(d.X) > abs(d.Z)) return d.X < 0 ? 3 : 1; else