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Dungeongen: Remove floating frames

Preserves the rare unbroken protruding dungeons
Fix random range for first room roomplace
Fix checked volume for first room 'fits' bool
and check for 'untouchable' flag instead of 'inside'
Remove 'enable floating dungeons' setting
This commit is contained in:
paramat 2015-08-27 02:50:45 +01:00
parent 3304e1e517
commit 17b7b7c85f
3 changed files with 16 additions and 17 deletions

View file

@ -80,17 +80,14 @@ void DungeonGen::generate(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);
bool no_float = !g_settings->getBool("enable_floating_dungeons");
// Set all air and water (and optionally ignore) to be untouchable
// 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 ||
(no_float && c == CONTENT_IGNORE))
if (c == CONTENT_AIR || c == dp.c_water)
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
i++;
}
@ -141,21 +138,21 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
// 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 - start_padding.X),
random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
/*
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 = 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 z = 0; z < roomsize.Z; z++)
for (s16 y = 0; y < roomsize.Y; y++)
for (s16 x = 0; x < roomsize.X; x++) {
v3s16 p = roomplace + v3s16(x, y, z);
u32 vi = vm->m_area.index(p);
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
vm->m_data[vi].getContent() == CONTENT_IGNORE) {
fits = false;
break;