LCOV - code coverage report
Current view: top level - src - dungeongen.cpp (source / functions) Hit Total Coverage
Test: report Lines: 4 346 1.2 %
Date: 2015-07-11 18:23:49 Functions: 2 16 12.5 %

          Line data    Source code
       1             : /*
       2             : Minetest
       3             : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
       4             : 
       5             : This program is free software; you can redistribute it and/or modify
       6             : it under the terms of the GNU Lesser General Public License as published by
       7             : the Free Software Foundation; either version 2.1 of the License, or
       8             : (at your option) any later version.
       9             : 
      10             : This program is distributed in the hope that it will be useful,
      11             : but WITHOUT ANY WARRANTY; without even the implied warranty of
      12             : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      13             : GNU Lesser General Public License for more details.
      14             : 
      15             : You should have received a copy of the GNU Lesser General Public License along
      16             : with this program; if not, write to the Free Software Foundation, Inc.,
      17             : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      18             : */
      19             : 
      20             : #include "dungeongen.h"
      21             : #include "mapgen.h"
      22             : #include "voxel.h"
      23             : #include "noise.h"
      24             : #include "mapblock.h"
      25             : #include "mapnode.h"
      26             : #include "map.h"
      27             : #include "nodedef.h"
      28             : #include "profiler.h"
      29             : #include "settings.h"
      30             : 
      31             : //#define DGEN_USE_TORCHES
      32             : 
      33           1 : NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
      34           1 : NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
      35           1 : NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
      36             : 
      37             : 
      38             : ///////////////////////////////////////////////////////////////////////////////
      39             : 
      40             : 
      41           0 : DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
      42           0 :         this->mg = mapgen;
      43           0 :         this->vm = mapgen->vm;
      44             : 
      45             : #ifdef DGEN_USE_TORCHES
      46             :         c_torch  = ndef->getId("default:torch");
      47             : #endif
      48             : 
      49           0 :         if (dparams) {
      50           0 :                 memcpy(&dp, dparams, sizeof(dp));
      51             :         } else {
      52           0 :                 dp.c_water  = mg->ndef->getId("mapgen_water_source");
      53           0 :                 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
      54           0 :                 dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
      55           0 :                 dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
      56             : 
      57           0 :                 dp.diagonal_dirs = false;
      58           0 :                 dp.mossratio  = 3.0;
      59           0 :                 dp.holesize   = v3s16(1, 2, 1);
      60           0 :                 dp.roomsize   = v3s16(0,0,0);
      61           0 :                 dp.notifytype = GENNOTIFY_DUNGEON;
      62             : 
      63           0 :                 dp.np_rarity  = nparams_dungeon_rarity;
      64           0 :                 dp.np_wetness = nparams_dungeon_wetness;
      65           0 :                 dp.np_density = nparams_dungeon_density;
      66             :         }
      67           0 : }
      68             : 
      69             : 
      70           0 : void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
      71             :         //TimeTaker t("gen dungeons");
      72           0 :         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
      73           0 :                 return;
      74             : 
      75           0 :         this->blockseed = bseed;
      76           0 :         random.seed(bseed + 2);
      77             : 
      78             :         // Dungeon generator doesn't modify places which have this set
      79           0 :         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
      80             : 
      81           0 :         bool no_float = !g_settings->getBool("enable_floating_dungeons");
      82             : 
      83             :         // Set all air and water (and optionally ignore) to be untouchable
      84             :         // to make dungeons open to caves and open air
      85           0 :         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
      86           0 :                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
      87           0 :                         u32 i = vm->m_area.index(nmin.X, y, z);
      88           0 :                         for (s16 x = nmin.X; x <= nmax.X; x++) {
      89           0 :                                 content_t c = vm->m_data[i].getContent();
      90           0 :                                 if (c == CONTENT_AIR || c == dp.c_water
      91           0 :                                                 || (no_float && c == CONTENT_IGNORE))
      92           0 :                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
      93           0 :                                 i++;
      94             :                         }
      95             :                 }
      96             :         }
      97             : 
      98             :         // Add it
      99           0 :         makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
     100             : 
     101             :         // Convert some cobble to mossy cobble
     102           0 :         if (dp.mossratio != 0.0) {
     103           0 :                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
     104           0 :                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
     105           0 :                         u32 i = vm->m_area.index(nmin.X, y, z);
     106           0 :                         for (s16 x = nmin.X; x <= nmax.X; x++) {
     107           0 :                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
     108           0 :                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
     109           0 :                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
     110           0 :                                         if (density < wetness / dp.mossratio)
     111           0 :                                                 vm->m_data[i].setContent(dp.c_moss);
     112             :                                 }
     113           0 :                                 i++;
     114             :                         }
     115             :                 }
     116             :         }
     117             : 
     118             :         //printf("== gen dungeons: %dms\n", t.stop());
     119             : }
     120             : 
     121             : 
     122           0 : void DungeonGen::makeDungeon(v3s16 start_padding)
     123             : {
     124           0 :         v3s16 areasize = vm->m_area.getExtent();
     125           0 :         v3s16 roomsize;
     126           0 :         v3s16 roomplace;
     127             : 
     128             :         /*
     129             :                 Find place for first room
     130             :         */
     131           0 :         bool fits = false;
     132           0 :         for (u32 i = 0; i < 100 && !fits; i++)
     133             :         {
     134           0 :                 bool is_large_room = ((random.next() & 3) == 1);
     135           0 :                 roomsize = is_large_room ?
     136           0 :                         v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
     137           0 :                         v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
     138           0 :                 roomsize += dp.roomsize;
     139             : 
     140             :                 // start_padding is used to disallow starting the generation of
     141             :                 // a dungeon in a neighboring generation chunk
     142           0 :                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
     143           0 :                         random.range(0,areasize.X-roomsize.X-1-start_padding.X),
     144           0 :                         random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
     145           0 :                         random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
     146             : 
     147             :                 /*
     148             :                         Check that we're not putting the room to an unknown place,
     149             :                         otherwise it might end up floating in the air
     150             :                 */
     151           0 :                 fits = true;
     152           0 :                 for (s16 z = 1; z < roomsize.Z - 1; z++)
     153           0 :                 for (s16 y = 1; y < roomsize.Y - 1; y++)
     154           0 :                 for (s16 x = 1; x < roomsize.X - 1; x++)
     155             :                 {
     156           0 :                         v3s16 p = roomplace + v3s16(x, y, z);
     157           0 :                         u32 vi = vm->m_area.index(p);
     158           0 :                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
     159           0 :                                 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
     160           0 :                                 fits = false;
     161           0 :                                 break;
     162             :                         }
     163             :                 }
     164             :         }
     165             :         // No place found
     166           0 :         if (fits == false)
     167           0 :                 return;
     168             : 
     169             :         /*
     170             :                 Stores the center position of the last room made, so that
     171             :                 a new corridor can be started from the last room instead of
     172             :                 the new room, if chosen so.
     173             :         */
     174           0 :         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
     175             : 
     176           0 :         u32 room_count = random.range(2, 16);
     177           0 :         for (u32 i = 0; i < room_count; i++)
     178             :         {
     179             :                 // Make a room to the determined place
     180           0 :                 makeRoom(roomsize, roomplace);
     181             : 
     182           0 :                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
     183           0 :                 mg->gennotify.addEvent(dp.notifytype, room_center);
     184             : 
     185             : #ifdef DGEN_USE_TORCHES
     186             :                 // Place torch at room center (for testing)
     187             :                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
     188             : #endif
     189             : 
     190             :                 // Quit if last room
     191           0 :                 if (i == room_count - 1)
     192           0 :                         break;
     193             : 
     194             :                 // Determine walker start position
     195             : 
     196           0 :                 bool start_in_last_room = (random.range(0, 2) != 0);
     197             : 
     198           0 :                 v3s16 walker_start_place;
     199             : 
     200           0 :                 if (start_in_last_room) {
     201           0 :                         walker_start_place = last_room_center;
     202             :                 } else {
     203           0 :                         walker_start_place = room_center;
     204             :                         // Store center of current room as the last one
     205           0 :                         last_room_center = room_center;
     206             :                 }
     207             : 
     208             :                 // Create walker and find a place for a door
     209           0 :                 v3s16 doorplace;
     210           0 :                 v3s16 doordir;
     211             : 
     212           0 :                 m_pos = walker_start_place;
     213           0 :                 if (!findPlaceForDoor(doorplace, doordir))
     214           0 :                         return;
     215             : 
     216           0 :                 if (random.range(0,1) == 0)
     217             :                         // Make the door
     218           0 :                         makeDoor(doorplace, doordir);
     219             :                 else
     220             :                         // Don't actually make a door
     221           0 :                         doorplace -= doordir;
     222             : 
     223             :                 // Make a random corridor starting from the door
     224           0 :                 v3s16 corridor_end;
     225           0 :                 v3s16 corridor_end_dir;
     226           0 :                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
     227             : 
     228             :                 // Find a place for a random sized room
     229           0 :                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
     230           0 :                 roomsize += dp.roomsize;
     231             : 
     232           0 :                 m_pos = corridor_end;
     233           0 :                 m_dir = corridor_end_dir;
     234           0 :                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
     235           0 :                         return;
     236             : 
     237           0 :                 if (random.range(0,1) == 0)
     238             :                         // Make the door
     239           0 :                         makeDoor(doorplace, doordir);
     240             :                 else
     241             :                         // Don't actually make a door
     242           0 :                         roomplace -= doordir;
     243             : 
     244             :         }
     245             : }
     246             : 
     247             : 
     248           0 : void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
     249             : {
     250           0 :         MapNode n_cobble(dp.c_cobble);
     251           0 :         MapNode n_air(CONTENT_AIR);
     252             : 
     253             :         // Make +-X walls
     254           0 :         for (s16 z = 0; z < roomsize.Z; z++)
     255           0 :         for (s16 y = 0; y < roomsize.Y; y++)
     256             :         {
     257             :                 {
     258           0 :                         v3s16 p = roomplace + v3s16(0, y, z);
     259           0 :                         if (vm->m_area.contains(p) == false)
     260           0 :                                 continue;
     261           0 :                         u32 vi = vm->m_area.index(p);
     262           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     263           0 :                                 continue;
     264           0 :                         vm->m_data[vi] = n_cobble;
     265             :                 }
     266             :                 {
     267           0 :                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
     268           0 :                         if (vm->m_area.contains(p) == false)
     269           0 :                                 continue;
     270           0 :                         u32 vi = vm->m_area.index(p);
     271           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     272           0 :                                 continue;
     273           0 :                         vm->m_data[vi] = n_cobble;
     274             :                 }
     275             :         }
     276             : 
     277             :         // Make +-Z walls
     278           0 :         for (s16 x = 0; x < roomsize.X; x++)
     279           0 :         for (s16 y = 0; y < roomsize.Y; y++)
     280             :         {
     281             :                 {
     282           0 :                         v3s16 p = roomplace + v3s16(x, y, 0);
     283           0 :                         if (vm->m_area.contains(p) == false)
     284           0 :                                 continue;
     285           0 :                         u32 vi = vm->m_area.index(p);
     286           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     287           0 :                                 continue;
     288           0 :                         vm->m_data[vi] = n_cobble;
     289             :                 }
     290             :                 {
     291           0 :                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
     292           0 :                         if (vm->m_area.contains(p) == false)
     293           0 :                                 continue;
     294           0 :                         u32 vi = vm->m_area.index(p);
     295           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     296           0 :                                 continue;
     297           0 :                         vm->m_data[vi] = n_cobble;
     298             :                 }
     299             :         }
     300             : 
     301             :         // Make +-Y walls (floor and ceiling)
     302           0 :         for (s16 z = 0; z < roomsize.Z; z++)
     303           0 :         for (s16 x = 0; x < roomsize.X; x++)
     304             :         {
     305             :                 {
     306           0 :                         v3s16 p = roomplace + v3s16(x, 0, z);
     307           0 :                         if (vm->m_area.contains(p) == false)
     308           0 :                                 continue;
     309           0 :                         u32 vi = vm->m_area.index(p);
     310           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     311           0 :                                 continue;
     312           0 :                         vm->m_data[vi] = n_cobble;
     313             :                 }
     314             :                 {
     315           0 :                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
     316           0 :                         if (vm->m_area.contains(p) == false)
     317           0 :                                 continue;
     318           0 :                         u32 vi = vm->m_area.index(p);
     319           0 :                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
     320           0 :                                 continue;
     321           0 :                         vm->m_data[vi] = n_cobble;
     322             :                 }
     323             :         }
     324             : 
     325             :         // Fill with air
     326           0 :         for (s16 z = 1; z < roomsize.Z - 1; z++)
     327           0 :         for (s16 y = 1; y < roomsize.Y - 1; y++)
     328           0 :         for (s16 x = 1; x < roomsize.X - 1; x++)
     329             :         {
     330           0 :                 v3s16 p = roomplace + v3s16(x, y, z);
     331           0 :                 if (vm->m_area.contains(p) == false)
     332           0 :                         continue;
     333           0 :                 u32 vi = vm->m_area.index(p);
     334           0 :                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
     335           0 :                 vm->m_data[vi]   = n_air;
     336             :         }
     337           0 : }
     338             : 
     339             : 
     340           0 : void DungeonGen::makeFill(v3s16 place, v3s16 size,
     341             :                 u8 avoid_flags, MapNode n, u8 or_flags)
     342             : {
     343           0 :         for (s16 z = 0; z < size.Z; z++)
     344           0 :         for (s16 y = 0; y < size.Y; y++)
     345           0 :         for (s16 x = 0; x < size.X; x++)
     346             :         {
     347           0 :                 v3s16 p = place + v3s16(x, y, z);
     348           0 :                 if (vm->m_area.contains(p) == false)
     349           0 :                         continue;
     350           0 :                 u32 vi = vm->m_area.index(p);
     351           0 :                 if (vm->m_flags[vi] & avoid_flags)
     352           0 :                         continue;
     353           0 :                 vm->m_flags[vi] |= or_flags;
     354           0 :                 vm->m_data[vi]   = n;
     355             :         }
     356           0 : }
     357             : 
     358             : 
     359           0 : void DungeonGen::makeHole(v3s16 place)
     360             : {
     361           0 :         makeFill(place, dp.holesize, 0,
     362           0 :                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
     363           0 : }
     364             : 
     365             : 
     366           0 : void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
     367             : {
     368           0 :         makeHole(doorplace);
     369             : 
     370             : #ifdef DGEN_USE_TORCHES
     371             :         // Place torch (for testing)
     372             :         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
     373             : #endif
     374           0 : }
     375             : 
     376             : 
     377           0 : void DungeonGen::makeCorridor(v3s16 doorplace,
     378             :                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
     379             : {
     380           0 :         makeHole(doorplace);
     381           0 :         v3s16 p0 = doorplace;
     382           0 :         v3s16 dir = doordir;
     383             :         u32 length;
     384             :         /*if (random.next() % 2)
     385             :                 length = random.range(1, 13);
     386             :         else
     387             :                 length = random.range(1, 6);*/
     388           0 :         length = random.range(1, 13);
     389           0 :         u32 partlength = random.range(1, 13);
     390           0 :         u32 partcount = 0;
     391           0 :         s16 make_stairs = 0;
     392             : 
     393           0 :         if (random.next() % 2 == 0 && partlength >= 3)
     394           0 :                 make_stairs = random.next() % 2 ? 1 : -1;
     395             : 
     396           0 :         for (u32 i = 0; i < length; i++) {
     397           0 :                 v3s16 p = p0 + dir;
     398           0 :                 if (partcount != 0)
     399           0 :                         p.Y += make_stairs;
     400             : 
     401           0 :                 if (vm->m_area.contains(p) == true &&
     402           0 :                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
     403           0 :                         if (make_stairs) {
     404           0 :                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
     405           0 :                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
     406           0 :                                 makeHole(p);
     407           0 :                                 makeHole(p - dir);
     408             : 
     409             :                                 // TODO: fix stairs code so it works 100% (quite difficult)
     410             : 
     411             :                                 // exclude stairs from the bottom step
     412             :                                 // exclude stairs from diagonal steps
     413           0 :                                 if (((dir.X ^ dir.Z) & 1) &&
     414           0 :                                         (((make_stairs ==  1) && i != 0) ||
     415           0 :                                         ((make_stairs == -1) && i != length - 1))) {
     416             :                                         // rotate face 180 deg if making stairs backwards
     417           0 :                                         int facedir = dir_to_facedir(dir * make_stairs);
     418             : 
     419           0 :                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
     420           0 :                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
     421           0 :                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
     422             : 
     423           0 :                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
     424           0 :                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
     425           0 :                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
     426             :                                 }
     427             :                         } else {
     428           0 :                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
     429           0 :                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
     430           0 :                                 makeHole(p);
     431             :                         }
     432             : 
     433           0 :                         p0 = p;
     434             :                 } else {
     435             :                         // Can't go here, turn away
     436           0 :                         dir = turn_xz(dir, random.range(0, 1));
     437           0 :                         make_stairs = -make_stairs;
     438           0 :                         partcount = 0;
     439           0 :                         partlength = random.range(1, length);
     440           0 :                         continue;
     441             :                 }
     442             : 
     443           0 :                 partcount++;
     444           0 :                 if (partcount >= partlength) {
     445           0 :                         partcount = 0;
     446             : 
     447           0 :                         dir = random_turn(random, dir);
     448             : 
     449           0 :                         partlength = random.range(1,length);
     450             : 
     451           0 :                         make_stairs = 0;
     452           0 :                         if (random.next() % 2 == 0 && partlength >= 3)
     453           0 :                                 make_stairs = random.next() % 2 ? 1 : -1;
     454             :                 }
     455             :         }
     456           0 :         result_place = p0;
     457           0 :         result_dir = dir;
     458           0 : }
     459             : 
     460             : 
     461           0 : bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
     462             : {
     463           0 :         for (u32 i = 0; i < 100; i++)
     464             :         {
     465           0 :                 v3s16 p = m_pos + m_dir;
     466           0 :                 v3s16 p1 = p + v3s16(0, 1, 0);
     467           0 :                 if (vm->m_area.contains(p) == false
     468           0 :                  || vm->m_area.contains(p1) == false
     469           0 :                  || i % 4 == 0)
     470             :                 {
     471           0 :                         randomizeDir();
     472           0 :                         continue;
     473             :                 }
     474           0 :                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
     475           0 :                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
     476             :                 {
     477             :                         // Found wall, this is a good place!
     478           0 :                         result_place = p;
     479           0 :                         result_dir = m_dir;
     480             :                         // Randomize next direction
     481           0 :                         randomizeDir();
     482           0 :                         return true;
     483             :                 }
     484             :                 /*
     485             :                         Determine where to move next
     486             :                 */
     487             :                 // Jump one up if the actual space is there
     488           0 :                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
     489           0 :                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
     490           0 :                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
     491           0 :                         p += v3s16(0,1,0);
     492             :                 // Jump one down if the actual space is there
     493           0 :                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
     494           0 :                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
     495           0 :                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
     496           0 :                         p += v3s16(0,-1,0);
     497             :                 // Check if walking is now possible
     498           0 :                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
     499           0 :                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
     500             :                 {
     501             :                         // Cannot continue walking here
     502           0 :                         randomizeDir();
     503           0 :                         continue;
     504             :                 }
     505             :                 // Move there
     506           0 :                 m_pos = p;
     507             :         }
     508           0 :         return false;
     509             : }
     510             : 
     511             : 
     512           0 : bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
     513             :                 v3s16 &result_doordir, v3s16 &result_roomplace)
     514             : {
     515           0 :         for (s16 trycount = 0; trycount < 30; trycount++)
     516             :         {
     517           0 :                 v3s16 doorplace;
     518           0 :                 v3s16 doordir;
     519           0 :                 bool r = findPlaceForDoor(doorplace, doordir);
     520           0 :                 if (r == false)
     521           0 :                         continue;
     522           0 :                 v3s16 roomplace;
     523             :                 // X east, Z north, Y up
     524             : #if 1
     525           0 :                 if (doordir == v3s16(1, 0, 0)) // X+
     526           0 :                         roomplace = doorplace +
     527           0 :                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
     528           0 :                 if (doordir == v3s16(-1, 0, 0)) // X-
     529           0 :                         roomplace = doorplace +
     530           0 :                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
     531           0 :                 if (doordir == v3s16(0, 0, 1)) // Z+
     532           0 :                         roomplace = doorplace +
     533           0 :                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
     534           0 :                 if (doordir == v3s16(0, 0, -1)) // Z-
     535           0 :                         roomplace = doorplace +
     536           0 :                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
     537             : #endif
     538             : #if 0
     539             :                 if (doordir == v3s16(1, 0, 0)) // X+
     540             :                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
     541             :                 if (doordir == v3s16(-1, 0, 0)) // X-
     542             :                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
     543             :                 if (doordir == v3s16(0, 0, 1)) // Z+
     544             :                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
     545             :                 if (doordir == v3s16(0, 0, -1)) // Z-
     546             :                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
     547             : #endif
     548             : 
     549             :                 // Check fit
     550           0 :                 bool fits = true;
     551           0 :                 for (s16 z = 1; z < roomsize.Z - 1; z++)
     552           0 :                 for (s16 y = 1; y < roomsize.Y - 1; y++)
     553           0 :                 for (s16 x = 1; x < roomsize.X - 1; x++)
     554             :                 {
     555           0 :                         v3s16 p = roomplace + v3s16(x, y, z);
     556           0 :                         if (vm->m_area.contains(p) == false)
     557             :                         {
     558           0 :                                 fits = false;
     559           0 :                                 break;
     560             :                         }
     561           0 :                         if (vm->m_flags[vm->m_area.index(p)]
     562           0 :                                         & VMANIP_FLAG_DUNGEON_INSIDE)
     563             :                         {
     564           0 :                                 fits = false;
     565           0 :                                 break;
     566             :                         }
     567             :                 }
     568           0 :                 if(fits == false)
     569             :                 {
     570             :                         // Find new place
     571           0 :                         continue;
     572             :                 }
     573           0 :                 result_doorplace = doorplace;
     574           0 :                 result_doordir   = doordir;
     575           0 :                 result_roomplace = roomplace;
     576           0 :                 return true;
     577             :         }
     578           0 :         return false;
     579             : }
     580             : 
     581             : 
     582           0 : v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
     583             : {
     584             :         // Make diagonal directions somewhat rare
     585           0 :         if (diagonal_dirs && (random.next() % 4 == 0)) {
     586           0 :                 v3s16 dir;
     587           0 :                 int trycount = 0;
     588             : 
     589           0 :                 do {
     590           0 :                         trycount++;
     591           0 :                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
     592           0 :                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
     593             : 
     594           0 :                 return dir;
     595             :         } else {
     596           0 :                 if (random.next() % 2 == 0)
     597           0 :                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
     598             :                 else
     599           0 :                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
     600             :         }
     601             : }
     602             : 
     603             : 
     604           0 : v3s16 turn_xz(v3s16 olddir, int t)
     605             : {
     606           0 :         v3s16 dir;
     607           0 :         if (t == 0)
     608             :         {
     609             :                 // Turn right
     610           0 :                 dir.X = olddir.Z;
     611           0 :                 dir.Z = -olddir.X;
     612           0 :                 dir.Y = olddir.Y;
     613             :         }
     614             :         else
     615             :         {
     616             :                 // Turn left
     617           0 :                 dir.X = -olddir.Z;
     618           0 :                 dir.Z = olddir.X;
     619           0 :                 dir.Y = olddir.Y;
     620             :         }
     621           0 :         return dir;
     622             : }
     623             : 
     624             : 
     625           0 : v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
     626             : {
     627           0 :         int turn = random.range(0, 2);
     628           0 :         v3s16 dir;
     629           0 :         if (turn == 0)
     630             :         {
     631             :                 // Go straight
     632           0 :                 dir = olddir;
     633             :         }
     634           0 :         else if (turn == 1)
     635             :                 // Turn right
     636           0 :                 dir = turn_xz(olddir, 0);
     637             :         else
     638             :                 // Turn left
     639           0 :                 dir = turn_xz(olddir, 1);
     640           0 :         return dir;
     641             : }
     642             : 
     643             : 
     644           0 : int dir_to_facedir(v3s16 d) {
     645           0 :         if (abs(d.X) > abs(d.Z))
     646           0 :                 return d.X < 0 ? 3 : 1;
     647             :         else
     648           0 :                 return d.Z < 0 ? 2 : 0;
     649           3 : }

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