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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