dungeongen.cpp 18 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. Copyright (C) 2015-2018 paramat
  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. This program is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU Lesser General Public License for more details.
  13. You should have received a copy of the GNU Lesser General Public License along
  14. with this program; if not, write to the Free Software Foundation, Inc.,
  15. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  16. */
  17. #include "dungeongen.h"
  18. #include <cmath>
  19. #include "mapgen.h"
  20. #include "voxel.h"
  21. #include "noise.h"
  22. #include "mapblock.h"
  23. #include "mapnode.h"
  24. #include "map.h"
  25. #include "nodedef.h"
  26. #include "settings.h"
  27. //#define DGEN_USE_TORCHES
  28. ///////////////////////////////////////////////////////////////////////////////
  29. DungeonGen::DungeonGen(const NodeDefManager *ndef,
  30. GenerateNotifier *gennotify, DungeonParams *dparams)
  31. {
  32. assert(ndef);
  33. this->ndef = ndef;
  34. this->gennotify = gennotify;
  35. #ifdef DGEN_USE_TORCHES
  36. c_torch = ndef->getId("default:torch");
  37. #endif
  38. if (dparams) {
  39. dp = *dparams;
  40. } else {
  41. // Default dungeon parameters
  42. dp.seed = 0;
  43. dp.c_wall = ndef->getId("mapgen_cobble");
  44. dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
  45. dp.c_stair = ndef->getId("mapgen_stair_cobble");
  46. dp.diagonal_dirs = false;
  47. dp.only_in_ground = true;
  48. dp.holesize = v3s16(1, 2, 1);
  49. dp.corridor_len_min = 1;
  50. dp.corridor_len_max = 13;
  51. dp.room_size_min = v3s16(4, 4, 4);
  52. dp.room_size_max = v3s16(8, 6, 8);
  53. dp.room_size_large_min = v3s16(8, 8, 8);
  54. dp.room_size_large_max = v3s16(16, 16, 16);
  55. dp.large_room_chance = 1;
  56. dp.num_rooms = 8;
  57. dp.num_dungeons = 1;
  58. dp.notifytype = GENNOTIFY_DUNGEON;
  59. dp.np_alt_wall =
  60. NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
  61. }
  62. }
  63. void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
  64. {
  65. if (dp.num_dungeons == 0)
  66. return;
  67. assert(vm);
  68. //TimeTaker t("gen dungeons");
  69. this->vm = vm;
  70. this->blockseed = bseed;
  71. random.seed(bseed + 2);
  72. // Dungeon generator doesn't modify places which have this set
  73. vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
  74. if (dp.only_in_ground) {
  75. // Set all air and liquid drawtypes to be untouchable to make dungeons generate
  76. // in ground only.
  77. // Set 'ignore' to be untouchable to prevent generation in ungenerated neighbor
  78. // mapchunks, to avoid dungeon rooms generating outside ground.
  79. // Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
  80. // to avoid dungeons that generate out beyond the edge of a mapchunk destroying
  81. // nodes added by mods in 'register_on_generated()'.
  82. for (s16 z = nmin.Z; z <= nmax.Z; z++) {
  83. for (s16 y = nmin.Y; y <= nmax.Y; y++) {
  84. u32 i = vm->m_area.index(nmin.X, y, z);
  85. for (s16 x = nmin.X; x <= nmax.X; x++) {
  86. content_t c = vm->m_data[i].getContent();
  87. NodeDrawType dtype = ndef->get(c).drawtype;
  88. if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
  89. c == CONTENT_IGNORE || !ndef->get(c).is_ground_content)
  90. vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
  91. i++;
  92. }
  93. }
  94. }
  95. }
  96. // Add them
  97. for (u32 i = 0; i < dp.num_dungeons; i++)
  98. makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
  99. // Optionally convert some structure to alternative structure
  100. if (dp.c_alt_wall == CONTENT_IGNORE)
  101. return;
  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. if (vm->m_data[i].getContent() == dp.c_wall) {
  107. if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
  108. vm->m_data[i].setContent(dp.c_alt_wall);
  109. }
  110. i++;
  111. }
  112. }
  113. //printf("== gen dungeons: %dms\n", t.stop());
  114. }
  115. void DungeonGen::makeDungeon(v3s16 start_padding)
  116. {
  117. const v3s16 &areasize = vm->m_area.getExtent();
  118. v3s16 roomsize;
  119. v3s16 roomplace;
  120. /*
  121. Find place for first room.
  122. */
  123. bool fits = false;
  124. for (u32 i = 0; i < 100 && !fits; i++) {
  125. if (dp.large_room_chance >= 1) {
  126. roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
  127. roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
  128. roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
  129. } else {
  130. roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
  131. roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
  132. roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
  133. }
  134. // start_padding is used to disallow starting the generation of
  135. // a dungeon in a neighboring generation chunk
  136. roomplace = vm->m_area.MinEdge + start_padding;
  137. roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
  138. roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
  139. roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
  140. /*
  141. Check that we're not putting the room to an unknown place,
  142. otherwise it might end up floating in the air
  143. */
  144. fits = true;
  145. for (s16 z = 0; z < roomsize.Z; z++)
  146. for (s16 y = 0; y < roomsize.Y; y++)
  147. for (s16 x = 0; x < roomsize.X; x++) {
  148. v3s16 p = roomplace + v3s16(x, y, z);
  149. u32 vi = vm->m_area.index(p);
  150. if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
  151. vm->m_data[vi].getContent() == CONTENT_IGNORE) {
  152. fits = false;
  153. break;
  154. }
  155. }
  156. }
  157. // No place found
  158. if (!fits)
  159. return;
  160. /*
  161. Stores the center position of the last room made, so that
  162. a new corridor can be started from the last room instead of
  163. the new room, if chosen so.
  164. */
  165. v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
  166. for (u32 i = 0; i < dp.num_rooms; i++) {
  167. // Make a room to the determined place
  168. makeRoom(roomsize, roomplace);
  169. v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
  170. if (gennotify)
  171. gennotify->addEvent(dp.notifytype, room_center);
  172. #ifdef DGEN_USE_TORCHES
  173. // Place torch at room center (for testing)
  174. vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
  175. #endif
  176. // Quit if last room
  177. if (i + 1 == dp.num_rooms)
  178. break;
  179. // Determine walker start position
  180. bool start_in_last_room = (random.range(0, 2) != 0);
  181. v3s16 walker_start_place;
  182. if (start_in_last_room) {
  183. walker_start_place = last_room_center;
  184. } else {
  185. walker_start_place = room_center;
  186. // Store center of current room as the last one
  187. last_room_center = room_center;
  188. }
  189. // Create walker and find a place for a door
  190. v3s16 doorplace;
  191. v3s16 doordir;
  192. m_pos = walker_start_place;
  193. if (!findPlaceForDoor(doorplace, doordir))
  194. return;
  195. if (random.range(0, 1) == 0)
  196. // Make the door
  197. makeDoor(doorplace, doordir);
  198. else
  199. // Don't actually make a door
  200. doorplace -= doordir;
  201. // Make a random corridor starting from the door
  202. v3s16 corridor_end;
  203. v3s16 corridor_end_dir;
  204. makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
  205. // Find a place for a random sized room
  206. if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
  207. // Large room
  208. roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
  209. roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
  210. roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
  211. } else {
  212. roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
  213. roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
  214. roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
  215. }
  216. m_pos = corridor_end;
  217. m_dir = corridor_end_dir;
  218. if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
  219. return;
  220. if (random.range(0, 1) == 0)
  221. // Make the door
  222. makeDoor(doorplace, doordir);
  223. else
  224. // Don't actually make a door
  225. roomplace -= doordir;
  226. }
  227. }
  228. void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
  229. {
  230. MapNode n_wall(dp.c_wall);
  231. MapNode n_air(CONTENT_AIR);
  232. // Make +-X walls
  233. for (s16 z = 0; z < roomsize.Z; z++)
  234. for (s16 y = 0; y < roomsize.Y; y++) {
  235. {
  236. v3s16 p = roomplace + v3s16(0, y, z);
  237. if (!vm->m_area.contains(p))
  238. continue;
  239. u32 vi = vm->m_area.index(p);
  240. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  241. continue;
  242. vm->m_data[vi] = n_wall;
  243. }
  244. {
  245. v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
  246. if (!vm->m_area.contains(p))
  247. continue;
  248. u32 vi = vm->m_area.index(p);
  249. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  250. continue;
  251. vm->m_data[vi] = n_wall;
  252. }
  253. }
  254. // Make +-Z walls
  255. for (s16 x = 0; x < roomsize.X; x++)
  256. for (s16 y = 0; y < roomsize.Y; y++) {
  257. {
  258. v3s16 p = roomplace + v3s16(x, y, 0);
  259. if (!vm->m_area.contains(p))
  260. continue;
  261. u32 vi = vm->m_area.index(p);
  262. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  263. continue;
  264. vm->m_data[vi] = n_wall;
  265. }
  266. {
  267. v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
  268. if (!vm->m_area.contains(p))
  269. continue;
  270. u32 vi = vm->m_area.index(p);
  271. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  272. continue;
  273. vm->m_data[vi] = n_wall;
  274. }
  275. }
  276. // Make +-Y walls (floor and ceiling)
  277. for (s16 z = 0; z < roomsize.Z; z++)
  278. for (s16 x = 0; x < roomsize.X; x++) {
  279. {
  280. v3s16 p = roomplace + v3s16(x, 0, z);
  281. if (!vm->m_area.contains(p))
  282. continue;
  283. u32 vi = vm->m_area.index(p);
  284. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  285. continue;
  286. vm->m_data[vi] = n_wall;
  287. }
  288. {
  289. v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
  290. if (!vm->m_area.contains(p))
  291. continue;
  292. u32 vi = vm->m_area.index(p);
  293. if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
  294. continue;
  295. vm->m_data[vi] = n_wall;
  296. }
  297. }
  298. // Fill with air
  299. for (s16 z = 1; z < roomsize.Z - 1; z++)
  300. for (s16 y = 1; y < roomsize.Y - 1; y++)
  301. for (s16 x = 1; x < roomsize.X - 1; x++) {
  302. v3s16 p = roomplace + v3s16(x, y, z);
  303. if (!vm->m_area.contains(p))
  304. continue;
  305. u32 vi = vm->m_area.index(p);
  306. vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
  307. vm->m_data[vi] = n_air;
  308. }
  309. }
  310. void DungeonGen::makeFill(v3s16 place, v3s16 size,
  311. u8 avoid_flags, MapNode n, u8 or_flags)
  312. {
  313. for (s16 z = 0; z < size.Z; z++)
  314. for (s16 y = 0; y < size.Y; y++)
  315. for (s16 x = 0; x < size.X; x++) {
  316. v3s16 p = place + v3s16(x, y, z);
  317. if (!vm->m_area.contains(p))
  318. continue;
  319. u32 vi = vm->m_area.index(p);
  320. if (vm->m_flags[vi] & avoid_flags)
  321. continue;
  322. vm->m_flags[vi] |= or_flags;
  323. vm->m_data[vi] = n;
  324. }
  325. }
  326. void DungeonGen::makeHole(v3s16 place)
  327. {
  328. makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
  329. VMANIP_FLAG_DUNGEON_INSIDE);
  330. }
  331. void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
  332. {
  333. makeHole(doorplace);
  334. #ifdef DGEN_USE_TORCHES
  335. // Place torch (for testing)
  336. vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
  337. #endif
  338. }
  339. void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
  340. v3s16 &result_place, v3s16 &result_dir)
  341. {
  342. makeHole(doorplace);
  343. v3s16 p0 = doorplace;
  344. v3s16 dir = doordir;
  345. u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
  346. u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
  347. u32 partcount = 0;
  348. s16 make_stairs = 0;
  349. if (random.next() % 2 == 0 && partlength >= 3)
  350. make_stairs = random.next() % 2 ? 1 : -1;
  351. for (u32 i = 0; i < length; i++) {
  352. v3s16 p = p0 + dir;
  353. if (partcount != 0)
  354. p.Y += make_stairs;
  355. // Check segment of minimum size corridor is in voxelmanip
  356. if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
  357. if (make_stairs) {
  358. makeFill(p + v3s16(-1, -1, -1),
  359. dp.holesize + v3s16(2, 3, 2),
  360. VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
  361. MapNode(dp.c_wall),
  362. 0);
  363. makeFill(p, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
  364. MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
  365. makeFill(p - dir, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
  366. MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
  367. // TODO: fix stairs code so it works 100%
  368. // (quite difficult)
  369. // exclude stairs from the bottom step
  370. // exclude stairs from diagonal steps
  371. if (((dir.X ^ dir.Z) & 1) &&
  372. (((make_stairs == 1) && i != 0) ||
  373. ((make_stairs == -1) && i != length - 1))) {
  374. // rotate face 180 deg if
  375. // making stairs backwards
  376. int facedir = dir_to_facedir(dir * make_stairs);
  377. v3s16 ps = p;
  378. u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
  379. // Stair width direction vector
  380. v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
  381. for (u16 st = 0; st < stair_width; st++) {
  382. if (make_stairs == -1) {
  383. u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
  384. if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
  385. vm->m_data[vi].getContent() == dp.c_wall) {
  386. vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
  387. vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
  388. }
  389. } else if (make_stairs == 1) {
  390. u32 vi = vm->m_area.index(ps.X, ps.Y - 1, ps.Z);
  391. if (vm->m_area.contains(ps + v3s16(0, -1, 0)) &&
  392. vm->m_data[vi].getContent() == dp.c_wall) {
  393. vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
  394. vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
  395. }
  396. }
  397. ps += swv;
  398. }
  399. }
  400. } else {
  401. makeFill(p + v3s16(-1, -1, -1),
  402. dp.holesize + v3s16(2, 2, 2),
  403. VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
  404. MapNode(dp.c_wall),
  405. 0);
  406. makeHole(p);
  407. }
  408. p0 = p;
  409. } else {
  410. // Can't go here, turn away
  411. dir = turn_xz(dir, random.range(0, 1));
  412. make_stairs = -make_stairs;
  413. partcount = 0;
  414. partlength = random.range(1, length);
  415. continue;
  416. }
  417. partcount++;
  418. if (partcount >= partlength) {
  419. partcount = 0;
  420. random_turn(random, dir);
  421. partlength = random.range(1, length);
  422. make_stairs = 0;
  423. if (random.next() % 2 == 0 && partlength >= 3)
  424. make_stairs = random.next() % 2 ? 1 : -1;
  425. }
  426. }
  427. result_place = p0;
  428. result_dir = dir;
  429. }
  430. bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
  431. {
  432. for (u32 i = 0; i < 100; i++) {
  433. v3s16 p = m_pos + m_dir;
  434. v3s16 p1 = p + v3s16(0, 1, 0);
  435. if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
  436. randomizeDir();
  437. continue;
  438. }
  439. if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
  440. vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
  441. // Found wall, this is a good place!
  442. result_place = p;
  443. result_dir = m_dir;
  444. // Randomize next direction
  445. randomizeDir();
  446. return true;
  447. }
  448. /*
  449. Determine where to move next
  450. */
  451. // Jump one up if the actual space is there
  452. if (vm->getNodeNoExNoEmerge(p +
  453. v3s16(0, 0, 0)).getContent() == dp.c_wall &&
  454. vm->getNodeNoExNoEmerge(p +
  455. v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
  456. vm->getNodeNoExNoEmerge(p +
  457. v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
  458. p += v3s16(0,1,0);
  459. // Jump one down if the actual space is there
  460. if (vm->getNodeNoExNoEmerge(p +
  461. v3s16(0, 1, 0)).getContent() == dp.c_wall &&
  462. vm->getNodeNoExNoEmerge(p +
  463. v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
  464. vm->getNodeNoExNoEmerge(p +
  465. v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
  466. p += v3s16(0, -1, 0);
  467. // Check if walking is now possible
  468. if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
  469. vm->getNodeNoExNoEmerge(p +
  470. v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
  471. // Cannot continue walking here
  472. randomizeDir();
  473. continue;
  474. }
  475. // Move there
  476. m_pos = p;
  477. }
  478. return false;
  479. }
  480. bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
  481. v3s16 &result_doordir, v3s16 &result_roomplace)
  482. {
  483. for (s16 trycount = 0; trycount < 30; trycount++) {
  484. v3s16 doorplace;
  485. v3s16 doordir;
  486. bool r = findPlaceForDoor(doorplace, doordir);
  487. if (!r)
  488. continue;
  489. v3s16 roomplace;
  490. // X east, Z north, Y up
  491. if (doordir == v3s16(1, 0, 0)) // X+
  492. roomplace = doorplace +
  493. v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
  494. if (doordir == v3s16(-1, 0, 0)) // X-
  495. roomplace = doorplace +
  496. v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
  497. if (doordir == v3s16(0, 0, 1)) // Z+
  498. roomplace = doorplace +
  499. v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
  500. if (doordir == v3s16(0, 0, -1)) // Z-
  501. roomplace = doorplace +
  502. v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
  503. // Check fit
  504. bool fits = true;
  505. for (s16 z = 1; z < roomsize.Z - 1; z++)
  506. for (s16 y = 1; y < roomsize.Y - 1; y++)
  507. for (s16 x = 1; x < roomsize.X - 1; x++) {
  508. v3s16 p = roomplace + v3s16(x, y, z);
  509. if (!vm->m_area.contains(p)) {
  510. fits = false;
  511. break;
  512. }
  513. if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
  514. fits = false;
  515. break;
  516. }
  517. }
  518. if (!fits) {
  519. // Find new place
  520. continue;
  521. }
  522. result_doorplace = doorplace;
  523. result_doordir = doordir;
  524. result_roomplace = roomplace;
  525. return true;
  526. }
  527. return false;
  528. }
  529. v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
  530. {
  531. // Make diagonal directions somewhat rare
  532. if (diagonal_dirs && (random.next() % 4 == 0)) {
  533. v3s16 dir;
  534. int trycount = 0;
  535. do {
  536. trycount++;
  537. dir.Z = random.next() % 3 - 1;
  538. dir.Y = 0;
  539. dir.X = random.next() % 3 - 1;
  540. } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
  541. return dir;
  542. }
  543. if (random.next() % 2 == 0)
  544. return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
  545. return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
  546. }
  547. v3s16 turn_xz(v3s16 olddir, int t)
  548. {
  549. v3s16 dir;
  550. if (t == 0) {
  551. // Turn right
  552. dir.X = olddir.Z;
  553. dir.Z = -olddir.X;
  554. dir.Y = olddir.Y;
  555. } else {
  556. // Turn left
  557. dir.X = -olddir.Z;
  558. dir.Z = olddir.X;
  559. dir.Y = olddir.Y;
  560. }
  561. return dir;
  562. }
  563. void random_turn(PseudoRandom &random, v3s16 &dir)
  564. {
  565. int turn = random.range(0, 2);
  566. if (turn == 0) {
  567. // Go straight: nothing to do
  568. return;
  569. } else if (turn == 1) {
  570. // Turn right
  571. dir = turn_xz(dir, 0);
  572. } else {
  573. // Turn left
  574. dir = turn_xz(dir, 1);
  575. }
  576. }
  577. int dir_to_facedir(v3s16 d)
  578. {
  579. if (abs(d.X) > abs(d.Z))
  580. return d.X < 0 ? 3 : 1;
  581. return d.Z < 0 ? 2 : 0;
  582. }