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Add map feature generation notify Lua API
This commit is contained in:
parent
83853ccd41
commit
c3708b456e
12 changed files with 252 additions and 151 deletions
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@ -42,11 +42,9 @@ NoiseParams nparams_dungeon_density =
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
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DungeonParams *dparams) {
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this->ndef = ndef;
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this->mapseed = seed;
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this->water_level = waterlevel;
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DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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this->mg = mapgen;
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this->vm = mapgen->vm;
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#ifdef DGEN_USE_TORCHES
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c_torch = ndef->getId("default:torch");
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@ -55,15 +53,16 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
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if (dparams) {
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memcpy(&dp, dparams, sizeof(dp));
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} else {
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dp.c_water = ndef->getId("mapgen_water_source");
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dp.c_cobble = ndef->getId("mapgen_cobble");
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dp.c_moss = ndef->getId("mapgen_mossycobble");
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dp.c_stair = ndef->getId("mapgen_stair_cobble");
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dp.c_water = mg->ndef->getId("mapgen_water_source");
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dp.c_cobble = mg->ndef->getId("mapgen_cobble");
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dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
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dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0,0,0);
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0,0,0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_wetness = nparams_dungeon_wetness;
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@ -72,31 +71,29 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
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}
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void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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v3s16 nmin, v3s16 nmax) {
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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int approx_groundlevel = 10 + water_level;
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int approx_groundlevel = 10 + mg->water_level;
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if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
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NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
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NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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return;
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this->vmanip = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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// Dungeon generator doesn't modify places which have this set
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vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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// Set all air and water to be untouchable to make dungeons open
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// to caves and open air
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vmanip->m_data[i].getContent();
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water)
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vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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}
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@ -109,13 +106,13 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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if (dp.mossratio != 0.0) {
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vmanip->m_data[i].getContent() == dp.c_cobble) {
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
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if (vm->m_data[i].getContent() == dp.c_cobble) {
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
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float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
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if (density < wetness / dp.mossratio)
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vmanip->m_data[i].setContent(dp.c_moss);
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vm->m_data[i].setContent(dp.c_moss);
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}
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i++;
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}
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@ -128,7 +125,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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void DungeonGen::makeDungeon(v3s16 start_padding)
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{
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v3s16 areasize = vmanip->m_area.getExtent();
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v3s16 areasize = vm->m_area.getExtent();
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v3s16 roomsize;
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v3s16 roomplace;
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@ -136,7 +133,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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Find place for first room
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*/
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bool fits = false;
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for (u32 i = 0; i < 100; i++)
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for (u32 i = 0; i < 100 && !fits; i++)
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{
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bool is_large_room = ((random.next() & 3) == 1);
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roomsize = is_large_room ?
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@ -146,7 +143,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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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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@ -161,20 +158,13 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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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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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & 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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if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
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{
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u32 vi = vm->m_area.index(p);
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
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vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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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)
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break;
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}
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// No place found
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if (fits == false)
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@ -194,10 +184,14 @@ 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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#ifdef DGEN_USE_TORCHES
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// Place torch at room center (for testing)
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vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
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vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
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#endif
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// Quit if last room
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@ -210,12 +204,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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v3s16 walker_start_place;
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if(start_in_last_room)
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{
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if (start_in_last_room) {
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walker_start_place = last_room_center;
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}
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else
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{
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} else {
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walker_start_place = room_center;
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// Store center of current room as the last one
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last_room_center = room_center;
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@ -226,8 +217,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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v3s16 doordir;
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m_pos = walker_start_place;
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bool r = findPlaceForDoor(doorplace, doordir);
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if (r == false)
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if (!findPlaceForDoor(doorplace, doordir))
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return;
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if (random.range(0,1) == 0)
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@ -248,8 +238,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
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if (r == false)
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if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
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return;
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if (random.range(0,1) == 0)
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@ -274,21 +263,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_cobble;
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}
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}
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@ -298,21 +287,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_cobble;
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}
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}
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@ -322,21 +311,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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vm->m_data[vi] = n_cobble;
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}
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}
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@ -346,11 +335,11 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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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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if (vm->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] = n_air;
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u32 vi = vm->m_area.index(p);
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vm->m_data[vi] = n_air;
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}
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}
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@ -363,13 +352,13 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
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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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if (vm->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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u32 vi = vm->m_area.index(p);
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if (vm->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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vm->m_flags[vi] |= or_flags;
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vm->m_data[vi] = n;
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}
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}
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@ -387,7 +376,7 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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#ifdef DGEN_USE_TORCHES
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// Place torch (for testing)
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vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
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vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
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#endif
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}
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@ -416,8 +405,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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if (partcount != 0)
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p.Y += make_stairs;
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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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if (vm->m_area.contains(p) == true &&
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vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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@ -434,13 +423,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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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 = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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if (vmanip->m_data[vi].getContent() == dp.c_cobble)
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vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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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 = vmanip->m_area.index(p.X, p.Y, p.Z);
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if (vmanip->m_data[vi].getContent() == dp.c_cobble)
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vmanip->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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}
|
||||
} else {
|
||||
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
|
||||
|
@ -482,15 +471,15 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
|||
{
|
||||
v3s16 p = m_pos + m_dir;
|
||||
v3s16 p1 = p + v3s16(0, 1, 0);
|
||||
if (vmanip->m_area.contains(p) == false
|
||||
|| vmanip->m_area.contains(p1) == false
|
||||
if (vm->m_area.contains(p) == false
|
||||
|| vm->m_area.contains(p1) == false
|
||||
|| i % 4 == 0)
|
||||
{
|
||||
randomizeDir();
|
||||
continue;
|
||||
}
|
||||
if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
|
||||
&& vmanip->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;
|
||||
|
@ -503,18 +492,18 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
|||
Determine where to move next
|
||||
*/
|
||||
// Jump one up if the actual space is there
|
||||
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
|
||||
&& vmanip->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 (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
|
||||
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 (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
|
||||
|| vmanip->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();
|
||||
|
@ -571,12 +560,12 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
|||
for (s16 x = 1; x < roomsize.X - 1; x++)
|
||||
{
|
||||
v3s16 p = roomplace + v3s16(x, y, z);
|
||||
if (vmanip->m_area.contains(p) == false)
|
||||
if (vm->m_area.contains(p) == false)
|
||||
{
|
||||
fits = false;
|
||||
break;
|
||||
}
|
||||
if (vmanip->m_flags[vmanip->m_area.index(p)]
|
||||
if (vm->m_flags[vm->m_area.index(p)]
|
||||
& VMANIP_FLAG_DUNGEON_INSIDE)
|
||||
{
|
||||
fits = false;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue