block->unDummify();
}
-#if 0
- /*
- Initialize dungeon making by creating a random table
- */
- const s32 ued_max = 5;
- const s32 ued_min = 3;
- bool underground_emptiness[ued_max*ued_max*ued_max];
- s32 ued = (myrand()%(ued_max-ued_min+1))+1;
- //s32 ued = ued_max;
- for(s32 i=0; i<ued*ued*ued; i++)
- {
- underground_emptiness[i] = ((myrand() % 5) == 0);
- }
-
- /*
- This is a messy hack to sort the emptiness a bit
- */
- // Iterator through a few times
- for(s32 j=0; j<2; j++)
- for(s32 y0=0; y0<ued; y0++)
- for(s32 z0=0; z0<ued; z0++)
- for(s32 x0=0; x0<ued; x0++)
- {
- v3s16 p0(x0,y0,z0);
- bool &e0 = underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)];
-
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- /*v3s16(0,1,0), // top
- v3s16(0,-1,0), // bottom*/
- };
-
- for(s32 i=0; i<4; i++)
- {
- v3s16 p1 = p0 + dirs[i];
- if(isInArea(p1, ued) == false)
- continue;
- bool &e1 = underground_emptiness[
- ued*ued*(p1.Z*ued/MAP_BLOCKSIZE)
- +ued*(p1.Y*ued/MAP_BLOCKSIZE)
- +(p1.X*ued/MAP_BLOCKSIZE)];
- if(e0 == e1)
- continue;
-
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- v3s16(0,-1,0), // bottom
- /*v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left*/
- };
- for(s32 i=0; i<2; i++)
- {
- v3s16 p2 = p1 + dirs[i];
- if(p2 == p0)
- continue;
- if(isInArea(p2, ued) == false)
- continue;
- bool &e2 = underground_emptiness[
- ued*ued*(p2.Z*ued/MAP_BLOCKSIZE)
- +ued*(p2.Y*ued/MAP_BLOCKSIZE)
- +(p2.X*ued/MAP_BLOCKSIZE)];
- if(e2 != e0)
- continue;
-
- bool t = e1;
- e1 = e2;
- e2 = t;
-
- break;
- }
- //break;
- }
- }
-#endif
-
/*
Create dungeon making table
*/
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
+
+ bool found_existing = false;
// Check z-
try
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,0);
+ found_existing = true;
goto continue_generating;
}
}
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,ued-1);
+ found_existing = true;
goto continue_generating;
}
}
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(0,y+1,z+1);
+ found_existing = true;
goto continue_generating;
}
}
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(ued-1,y+1,z+1);
+ found_existing = true;
goto continue_generating;
}
}
continue_generating:
/*
- Generate some tunnel starting from orp and ors
+ Don't always generate dungeon
*/
- for(u16 i=0; i<3; i++)
+ if(found_existing || rand() % 3 == 0)
{
- v3f rp(
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5,
- (float)(myrand()%ued)+0.5
- );
- s16 min_d = 0;
- s16 max_d = 4;
- s16 rs = (myrand()%(max_d-min_d+1))+min_d;
-
- v3f vec = rp - orp;
-
- for(float f=0; f<1.0; f+=0.04)
+ /*
+ Generate some tunnel starting from orp and ors
+ */
+ for(u16 i=0; i<3; i++)
{
- v3f fp = orp + vec * f;
- v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
- for(s16 z0=d0; z0<=d1; z0++)
+ v3f rp(
+ (float)(myrand()%ued)+0.5,
+ (float)(myrand()%ued)+0.5,
+ (float)(myrand()%ued)+0.5
+ );
+ s16 min_d = 0;
+ s16 max_d = 4;
+ s16 rs = (myrand()%(max_d-min_d+1))+min_d;
+
+ v3f vec = rp - orp;
+
+ for(float f=0; f<1.0; f+=0.04)
{
- s16 si = rs - abs(z0);
- for(s16 x0=-si; x0<=si-1; x0++)
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si2 = rs - abs(x0);
- for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
{
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- if(isInArea(p, ued) == false)
- continue;
- underground_emptiness[ued*ued*z + ued*y + x] = 1;
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ if(isInArea(p, ued) == false)
+ continue;
+ underground_emptiness[ued*ued*z + ued*y + x] = 1;
+ }
}
}
}
- }
- orp = rp;
+ orp = rp;
+ }
}
}