@@ -52,6 +52,7 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
if (dparams) {
memcpy (&dp, dparams, sizeof (dp));
} else {
// Default dungeon parameters
dp.seed = 0 ;
dp.c_water = ndef->getId (" mapgen_water_source" );
@@ -63,14 +64,20 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
if (dp.c_river_water == CONTENT_IGNORE)
dp.c_river_water = ndef->getId (" mapgen_water_source" );
dp.diagonal_dirs = false ;
dp.holesize = v3s16 (1 , 2 , 1 );
dp.roomsize = v3s16 (0 , 0 , 0 );
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.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;
@@ -97,16 +104,19 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
// Dungeon generator doesn't modify places which have this set
vm->clearFlag (VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable
// to make dungeons open to caves and open air
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 || c == dp.c_river_water )
vm->m_flags [i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
if (dp.only_in_ground ) {
// Set all air and water to be untouchable
// to make dungeons open to caves and open air
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 ||
c == dp.c_river_water )
vm->m_flags [i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}
}
}
}
@@ -142,21 +152,25 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
v3s16 roomplace;
/*
Find place for first room
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 (8 , 16 );
roomsize.Y = random .range (8 , 16 );
roomsize.X = random .range (8 , 16 );
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 (4 , 8 );
roomsize.Y = random .range (4 , 6 );
roomsize.X = random .range (4 , 8 );
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 );
}
roomsize += dp.roomsize ;
// start_padding is used to disallow starting the generation of
// a dungeon in a neighboring generation chunk
@@ -246,10 +260,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor (doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
roomsize.Z = random .range (4 , 8 );
roomsize.Y = random .range (4 , 6 );
roomsize.X = random .range (4 , 8 );
roomsize += dp.roomsize ;
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 );
m_pos = corridor_end;
m_dir = corridor_end_dir;
@@ -397,13 +410,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
makeHole (doorplace);
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 length = random .range (dp.corridor_len_min , dp.corridor_len_max );
u32 partlength = random .range (dp.corridor_len_min , dp.corridor_len_max );
u32 partcount = 0 ;
s16 make_stairs = 0 ;
@@ -556,7 +564,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
continue ;
v3s16 roomplace;
// X east, Z north, Y up
#if 1
if (doordir == v3s16 (1 , 0 , 0 )) // X+
roomplace = doorplace +
v3s16 (0 , -1 , random .range (-roomsize.Z + 2 , -2 ));
@@ -569,17 +576,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
if (doordir == v3s16 (0 , 0 , -1 )) // Z-
roomplace = doorplace +
v3s16 (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 ;