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Re-add dungeons in new dungeongen.cpp
This commit is contained in:
parent
aa77ee66c5
commit
650e932ddf
7 changed files with 774 additions and 553 deletions
552
src/mapgen.cpp
552
src/mapgen.cpp
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@ -243,559 +243,7 @@ static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
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}
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#endif
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#if 0
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/*
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Dungeon making routines
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*/
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#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
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#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
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#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
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VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
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static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
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INodeDefManager *ndef)
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{
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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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{
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{
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v3s16 p = roomplace + v3s16(0,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Z walls
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for(s16 x=0; x<roomsize.X; x++)
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for(s16 y=0; y<roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(x,y,0);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Y walls (floor and ceiling)
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for(s16 z=0; z<roomsize.Z; z++)
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for(s16 x=0; x<roomsize.X; x++)
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{
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{
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v3s16 p = roomplace + v3s16(x,0,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Fill with air
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for(s16 z=1; z<roomsize.Z-1; z++)
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for(s16 y=1; y<roomsize.Y-1; y++)
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for(s16 x=1; x<roomsize.X-1; x++)
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{
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v3s16 p = roomplace + v3s16(x,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vmanip.m_data[vi] = MapNode(CONTENT_AIR);
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}
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}
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static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
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u8 avoid_flags, MapNode n, u8 or_flags)
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{
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for(s16 z=0; z<size.Z; z++)
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for(s16 y=0; y<size.Y; y++)
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for(s16 x=0; x<size.X; x++)
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{
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v3s16 p = place + v3s16(x,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & avoid_flags)
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continue;
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vmanip.m_flags[vi] |= or_flags;
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vmanip.m_data[vi] = n;
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}
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}
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static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
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INodeDefManager *ndef)
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{
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make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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}
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static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
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INodeDefManager *ndef)
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{
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make_hole1(vmanip, doorplace, ndef);
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// Place torch (for testing)
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//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
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}
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static v3s16 rand_ortho_dir(PseudoRandom &random)
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{
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if(random.next()%2==0)
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return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
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else
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return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
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}
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static v3s16 turn_xz(v3s16 olddir, int t)
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{
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v3s16 dir;
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if(t == 0)
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{
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// Turn right
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dir.X = olddir.Z;
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dir.Z = -olddir.X;
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dir.Y = olddir.Y;
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}
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else
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{
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// Turn left
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dir.X = -olddir.Z;
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dir.Z = olddir.X;
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dir.Y = olddir.Y;
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}
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return dir;
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}
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static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
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{
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int turn = random.range(0,2);
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v3s16 dir;
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if(turn == 0)
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{
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// Go straight
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dir = olddir;
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}
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else if(turn == 1)
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// Turn right
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dir = turn_xz(olddir, 0);
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else
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// Turn left
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dir = turn_xz(olddir, 1);
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return dir;
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}
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static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
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v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
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PseudoRandom &random, INodeDefManager *ndef)
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{
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make_hole1(vmanip, doorplace, ndef);
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v3s16 p0 = doorplace;
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v3s16 dir = doordir;
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u32 length;
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if(random.next()%2)
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length = random.range(1,13);
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else
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length = random.range(1,6);
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length = random.range(1,13);
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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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{
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v3s16 p = p0 + dir;
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if(partcount != 0)
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p.Y += make_stairs;
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/*// If already empty
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if(vmanip.getNodeNoExNoEmerge(p).getContent()
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== CONTENT_AIR
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&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
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== CONTENT_AIR)
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{
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}*/
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if(vmanip.m_area.contains(p) == true
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&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
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{
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if(make_stairs)
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{
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make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
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make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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}
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else
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{
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make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
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make_hole1(vmanip, p, ndef);
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/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);*/
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}
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p0 = p;
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}
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else
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{
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// Can't go here, turn away
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dir = turn_xz(dir, random.range(0,1));
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make_stairs = -make_stairs;
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partcount = 0;
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partlength = random.range(1,length);
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continue;
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}
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partcount++;
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if(partcount >= partlength)
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{
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partcount = 0;
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dir = random_turn(random, dir);
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partlength = random.range(1,length);
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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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}
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}
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result_place = p0;
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result_dir = dir;
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}
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class RoomWalker
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{
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public:
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RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
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INodeDefManager *ndef):
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vmanip(vmanip_),
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m_pos(pos),
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m_random(random),
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m_ndef(ndef)
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{
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randomizeDir();
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}
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void randomizeDir()
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{
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m_dir = rand_ortho_dir(m_random);
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}
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void setPos(v3s16 pos)
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{
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m_pos = pos;
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}
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void setDir(v3s16 dir)
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{
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m_dir = dir;
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}
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bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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{
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for(u32 i=0; i<100; i++)
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{
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v3s16 p = m_pos + m_dir;
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v3s16 p1 = p + v3s16(0,1,0);
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if(vmanip.m_area.contains(p) == false
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|| vmanip.m_area.contains(p1) == false
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|| i % 4 == 0)
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{
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randomizeDir();
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continue;
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}
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if(vmanip.getNodeNoExNoEmerge(p).getContent()
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== m_ndef->getId("mapgen_cobble")
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&& vmanip.getNodeNoExNoEmerge(p1).getContent()
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== m_ndef->getId("mapgen_cobble"))
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{
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// Found wall, this is a good place!
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result_place = p;
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result_dir = m_dir;
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// Randomize next direction
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randomizeDir();
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return true;
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}
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/*
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Determine where to move next
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*/
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// Jump one up if the actual space is there
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if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
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== m_ndef->getId("mapgen_cobble")
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&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
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== CONTENT_AIR
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&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
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== CONTENT_AIR)
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p += v3s16(0,1,0);
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// Jump one down if the actual space is there
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if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
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== m_ndef->getId("mapgen_cobble")
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&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
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== CONTENT_AIR
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&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
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== CONTENT_AIR)
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p += v3s16(0,-1,0);
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// Check if walking is now possible
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if(vmanip.getNodeNoExNoEmerge(p).getContent()
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!= CONTENT_AIR
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|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
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!= CONTENT_AIR)
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{
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// Cannot continue walking here
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randomizeDir();
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continue;
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}
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// Move there
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m_pos = p;
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}
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return false;
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}
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bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
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v3s16 &result_doordir, v3s16 &result_roomplace)
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{
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for(s16 trycount=0; trycount<30; trycount++)
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{
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v3s16 doorplace;
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v3s16 doordir;
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bool r = findPlaceForDoor(doorplace, doordir);
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if(r == false)
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continue;
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v3s16 roomplace;
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// X east, Z north, Y up
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#if 1
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if(doordir == v3s16(1,0,0)) // X+
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roomplace = doorplace +
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v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
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if(doordir == v3s16(-1,0,0)) // X-
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roomplace = doorplace +
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v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
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if(doordir == v3s16(0,0,1)) // Z+
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roomplace = doorplace +
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v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
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if(doordir == v3s16(0,0,-1)) // Z-
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roomplace = doorplace +
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v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
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#endif
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#if 0
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if(doordir == v3s16(1,0,0)) // X+
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roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
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if(doordir == v3s16(-1,0,0)) // X-
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roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
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if(doordir == v3s16(0,0,1)) // Z+
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roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
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if(doordir == v3s16(0,0,-1)) // Z-
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roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
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#endif
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// Check fit
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bool fits = true;
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for(s16 z=1; z<roomsize.Z-1; z++)
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for(s16 y=1; y<roomsize.Y-1; y++)
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for(s16 x=1; x<roomsize.X-1; x++)
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{
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v3s16 p = roomplace + v3s16(x,y,z);
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if(vmanip.m_area.contains(p) == false)
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{
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fits = false;
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break;
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}
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if(vmanip.m_flags[vmanip.m_area.index(p)]
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& VMANIP_FLAG_DUNGEON_INSIDE)
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{
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fits = false;
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break;
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}
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}
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if(fits == false)
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{
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// Find new place
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continue;
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}
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result_doorplace = doorplace;
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result_doordir = doordir;
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result_roomplace = roomplace;
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return true;
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}
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return false;
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}
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private:
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VoxelManipulator &vmanip;
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v3s16 m_pos;
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v3s16 m_dir;
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PseudoRandom &m_random;
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INodeDefManager *m_ndef;
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};
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static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
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INodeDefManager *ndef)
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{
|
||||
v3s16 areasize = vmanip.m_area.getExtent();
|
||||
v3s16 roomsize;
|
||||
v3s16 roomplace;
|
||||
|
||||
/*
|
||||
Find place for first room
|
||||
*/
|
||||
bool fits = false;
|
||||
for(u32 i=0; i<100; i++)
|
||||
{
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
roomplace = vmanip.m_area.MinEdge + v3s16(
|
||||
random.range(0,areasize.X-roomsize.X-1),
|
||||
random.range(0,areasize.Y-roomsize.Y-1),
|
||||
random.range(0,areasize.Z-roomsize.Z-1));
|
||||
/*
|
||||
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++)
|
||||
{
|
||||
v3s16 p = roomplace + v3s16(x,y,z);
|
||||
u32 vi = vmanip.m_area.index(p);
|
||||
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
|
||||
{
|
||||
fits = false;
|
||||
break;
|
||||
}
|
||||
if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
|
||||
{
|
||||
fits = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(fits)
|
||||
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(2,7);
|
||||
for(u32 i=0; i<room_count; i++)
|
||||
{
|
||||
// Make a room to the determined place
|
||||
make_room1(vmanip, roomsize, roomplace, ndef);
|
||||
|
||||
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
|
||||
|
||||
// Place torch at room center (for testing)
|
||||
//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
|
||||
|
||||
// Quit if last room
|
||||
if(i == room_count-1)
|
||||
break;
|
||||
|
||||
// Determine walker start position
|
||||
|
||||
bool start_in_last_room = (random.range(0,2)!=0);
|
||||
//bool start_in_last_room = true;
|
||||
|
||||
v3s16 walker_start_place;
|
||||
|
||||
if(start_in_last_room)
|
||||
{
|
||||
walker_start_place = last_room_center;
|
||||
}
|
||||
else
|
||||
{
|
||||
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
|
||||
RoomWalker walker(vmanip, walker_start_place, random, ndef);
|
||||
v3s16 doorplace;
|
||||
v3s16 doordir;
|
||||
bool r = walker.findPlaceForDoor(doorplace, doordir);
|
||||
if(r == false)
|
||||
return;
|
||||
|
||||
if(random.range(0,1)==0)
|
||||
// Make the door
|
||||
make_door1(vmanip, doorplace, doordir, ndef);
|
||||
else
|
||||
// Don't actually make a door
|
||||
doorplace -= doordir;
|
||||
|
||||
// Make a random corridor starting from the door
|
||||
v3s16 corridor_end;
|
||||
v3s16 corridor_end_dir;
|
||||
make_corridor(vmanip, doorplace, doordir, corridor_end,
|
||||
corridor_end_dir, random, ndef);
|
||||
|
||||
// Find a place for a random sized room
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
walker.setPos(corridor_end);
|
||||
walker.setDir(corridor_end_dir);
|
||||
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
|
||||
if(r == false)
|
||||
return;
|
||||
|
||||
if(random.range(0,1)==0)
|
||||
// Make the door
|
||||
make_door1(vmanip, doorplace, doordir, ndef);
|
||||
else
|
||||
// Don't actually make a door
|
||||
roomplace -= doordir;
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue