@@ -52,6 +52,7 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
52
52
if (dparams) {
53
53
memcpy (&dp, dparams, sizeof (dp));
54
54
} else {
55
+ // Default dungeon parameters
55
56
dp.seed = 0 ;
56
57
57
58
dp.c_water = ndef->getId (" mapgen_water_source" );
@@ -63,14 +64,20 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
63
64
if (dp.c_river_water == CONTENT_IGNORE)
64
65
dp.c_river_water = ndef->getId (" mapgen_water_source" );
65
66
66
- dp.diagonal_dirs = false ;
67
- dp.holesize = v3s16 (1 , 2 , 1 );
68
- dp.roomsize = v3s16 (0 , 0 , 0 );
69
- dp.rooms_min = 2 ;
70
- dp.rooms_max = 16 ;
71
- dp.y_min = -MAX_MAP_GENERATION_LIMIT;
72
- dp.y_max = MAX_MAP_GENERATION_LIMIT;
73
- dp.notifytype = GENNOTIFY_DUNGEON;
67
+ dp.diagonal_dirs = false ;
68
+ dp.only_in_ground = true ;
69
+ dp.holesize = v3s16 (1 , 2 , 1 );
70
+ dp.corridor_len_min = 1 ;
71
+ dp.corridor_len_max = 13 ;
72
+ dp.room_size_min = v3s16 (4 , 4 , 4 );
73
+ dp.room_size_max = v3s16 (8 , 6 , 8 );
74
+ dp.room_size_large_min = v3s16 (8 , 8 , 8 );
75
+ dp.room_size_large_max = v3s16 (16 , 16 , 16 );
76
+ dp.rooms_min = 2 ;
77
+ dp.rooms_max = 16 ;
78
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
79
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
80
+ dp.notifytype = GENNOTIFY_DUNGEON;
74
81
75
82
dp.np_density = nparams_dungeon_density;
76
83
dp.np_alt_wall = nparams_dungeon_alt_wall;
@@ -97,16 +104,19 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
97
104
// Dungeon generator doesn't modify places which have this set
98
105
vm->clearFlag (VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
99
106
100
- // Set all air and water to be untouchable
101
- // to make dungeons open to caves and open air
102
- for (s16 z = nmin.Z ; z <= nmax.Z ; z++) {
103
- for (s16 y = nmin.Y ; y <= nmax.Y ; y++) {
104
- u32 i = vm->m_area .index (nmin.X , y, z);
105
- for (s16 x = nmin.X ; x <= nmax.X ; x++) {
106
- content_t c = vm->m_data [i].getContent ();
107
- if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water )
108
- vm->m_flags [i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
109
- i++;
107
+ if (dp.only_in_ground ) {
108
+ // Set all air and water to be untouchable
109
+ // to make dungeons open to caves and open air
110
+ for (s16 z = nmin.Z ; z <= nmax.Z ; z++) {
111
+ for (s16 y = nmin.Y ; y <= nmax.Y ; y++) {
112
+ u32 i = vm->m_area .index (nmin.X , y, z);
113
+ for (s16 x = nmin.X ; x <= nmax.X ; x++) {
114
+ content_t c = vm->m_data [i].getContent ();
115
+ if (c == CONTENT_AIR || c == dp.c_water ||
116
+ c == dp.c_river_water )
117
+ vm->m_flags [i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
118
+ i++;
119
+ }
110
120
}
111
121
}
112
122
}
@@ -142,21 +152,25 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
142
152
v3s16 roomplace;
143
153
144
154
/*
145
- Find place for first room
155
+ Find place for first room.
156
+ There is a 1 in 4 chance of the first room being 'large',
157
+ all other rooms are not 'large'.
146
158
*/
147
159
bool fits = false ;
148
160
for (u32 i = 0 ; i < 100 && !fits; i++) {
149
161
bool is_large_room = ((random .next () & 3 ) == 1 );
150
162
if (is_large_room) {
151
- roomsize.Z = random .range (8 , 16 );
152
- roomsize.Y = random .range (8 , 16 );
153
- roomsize.X = random .range (8 , 16 );
163
+ roomsize.Z = random .range (
164
+ dp.room_size_large_min .Z , dp.room_size_large_max .Z );
165
+ roomsize.Y = random .range (
166
+ dp.room_size_large_min .Y , dp.room_size_large_max .Y );
167
+ roomsize.X = random .range (
168
+ dp.room_size_large_min .X , dp.room_size_large_max .X );
154
169
} else {
155
- roomsize.Z = random .range (4 , 8 );
156
- roomsize.Y = random .range (4 , 6 );
157
- roomsize.X = random .range (4 , 8 );
170
+ roomsize.Z = random .range (dp. room_size_min . Z , dp. room_size_max . Z );
171
+ roomsize.Y = random .range (dp. room_size_min . Y , dp. room_size_max . Y );
172
+ roomsize.X = random .range (dp. room_size_min . X , dp. room_size_max . X );
158
173
}
159
- roomsize += dp.roomsize ;
160
174
161
175
// start_padding is used to disallow starting the generation of
162
176
// a dungeon in a neighboring generation chunk
@@ -246,10 +260,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
246
260
makeCorridor (doorplace, doordir, corridor_end, corridor_end_dir);
247
261
248
262
// Find a place for a random sized room
249
- roomsize.Z = random .range (4 , 8 );
250
- roomsize.Y = random .range (4 , 6 );
251
- roomsize.X = random .range (4 , 8 );
252
- roomsize += dp.roomsize ;
263
+ roomsize.Z = random .range (dp.room_size_min .Z , dp.room_size_max .Z );
264
+ roomsize.Y = random .range (dp.room_size_min .Y , dp.room_size_max .Y );
265
+ roomsize.X = random .range (dp.room_size_min .X , dp.room_size_max .X );
253
266
254
267
m_pos = corridor_end;
255
268
m_dir = corridor_end_dir;
@@ -397,13 +410,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
397
410
makeHole (doorplace);
398
411
v3s16 p0 = doorplace;
399
412
v3s16 dir = doordir;
400
- u32 length;
401
- /* if (random.next() % 2)
402
- length = random.range(1, 13);
403
- else
404
- length = random.range(1, 6);*/
405
- length = random .range (1 , 13 );
406
- u32 partlength = random .range (1 , 13 );
413
+ u32 length = random .range (dp.corridor_len_min , dp.corridor_len_max );
414
+ u32 partlength = random .range (dp.corridor_len_min , dp.corridor_len_max );
407
415
u32 partcount = 0 ;
408
416
s16 make_stairs = 0 ;
409
417
@@ -556,7 +564,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
556
564
continue ;
557
565
v3s16 roomplace;
558
566
// X east, Z north, Y up
559
- #if 1
560
567
if (doordir == v3s16 (1 , 0 , 0 )) // X+
561
568
roomplace = doorplace +
562
569
v3s16 (0 , -1 , random .range (-roomsize.Z + 2 , -2 ));
@@ -569,17 +576,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
569
576
if (doordir == v3s16 (0 , 0 , -1 )) // Z-
570
577
roomplace = doorplace +
571
578
v3s16 (random .range (-roomsize.X + 2 , -2 ), -1 , -roomsize.Z + 1 );
572
- #endif
573
- #if 0
574
- if (doordir == v3s16(1, 0, 0)) // X+
575
- roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
576
- if (doordir == v3s16(-1, 0, 0)) // X-
577
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
578
- if (doordir == v3s16(0, 0, 1)) // Z+
579
- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
580
- if (doordir == v3s16(0, 0, -1)) // Z-
581
- roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
582
- #endif
583
579
584
580
// Check fit
585
581
bool fits = true ;
0 commit comments