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Rewrite generate notification mechanism
Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
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2b119e1e19
commit
5062b99cb0
19 changed files with 436 additions and 329 deletions
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@ -46,7 +46,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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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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@ -95,7 +95,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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}
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}
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}
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// Add it
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makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
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@ -115,7 +115,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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}
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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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@ -144,7 +144,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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random.range(0,areasize.X-roomsize.X-1-start_padding.X),
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random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
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random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
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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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@ -181,10 +181,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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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 (mg->gennotify & (1 << dp.notifytype)) {
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std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
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nvec->push_back(room_center);
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}
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mg->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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@ -212,7 +209,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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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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@ -253,7 +250,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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{
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MapNode n_cobble(dp.c_cobble);
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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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@ -393,10 +390,10 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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u32 partlength = random.range(1, 13);
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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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@ -409,7 +406,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 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% (quite difficult)
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// exclude stairs from the bottom step
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@ -419,11 +416,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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((make_stairs == -1) && i != length - 1))) {
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// rotate face 180 deg if making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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if (vm->m_data[vi].getContent() == dp.c_cobble)
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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vi = vm->m_area.index(p.X, p.Y, p.Z);
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if (vm->m_data[vi].getContent() == dp.c_cobble)
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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