Dungeon generation: Fix code style issues in dungeongen.cpp
parent
e29b61ecd4
commit
cfed682d04
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@ -38,7 +38,8 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
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{
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this->mg = mapgen;
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this->vm = mapgen->vm;
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@ -57,7 +58,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0,0,0);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.np_rarity = nparams_dungeon_rarity;
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@ -67,7 +68,8 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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}
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("gen dungeons");
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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return;
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@ -87,8 +89,8 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water
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|| (no_float && c == CONTENT_IGNORE))
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if (c == CONTENT_AIR || c == dp.c_water ||
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(no_float && c == CONTENT_IGNORE))
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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@ -96,7 +98,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
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}
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// Add it
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makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
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makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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// Convert some cobble to mossy cobble
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if (dp.mossratio != 0.0) {
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@ -129,20 +131,19 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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Find place for first room
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*/
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++)
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{
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for (u32 i = 0; i < 100 && !fits; i++) {
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bool is_large_room = ((random.next() & 3) == 1);
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roomsize = is_large_room ?
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v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
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v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
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v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
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v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
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roomsize += dp.roomsize;
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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random.range(0,areasize.X-roomsize.X-1-start_padding.X),
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random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
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random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
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random.range(0, areasize.X - roomsize.X - 1 - start_padding.X),
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random.range(0, areasize.Y - roomsize.Y - 1 - start_padding.Y),
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random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z));
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/*
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Check that we're not putting the room to an unknown place,
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@ -151,8 +152,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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fits = true;
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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for (s16 x = 1; x < roomsize.X - 1; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
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u32 vi = vm->m_area.index(p);
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
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@ -174,8 +174,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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u32 room_count = random.range(2, 16);
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for (u32 i = 0; i < room_count; i++)
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{
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for (u32 i = 0; i < room_count; i++) {
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// Make a room to the determined place
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makeRoom(roomsize, roomplace);
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@ -213,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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if (!findPlaceForDoor(doorplace, doordir))
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return;
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if (random.range(0,1) == 0)
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if (random.range(0, 1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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@ -226,7 +225,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
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roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
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roomsize += dp.roomsize;
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m_pos = corridor_end;
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@ -234,7 +233,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
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return;
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if (random.range(0,1) == 0)
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if (random.range(0, 1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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@ -252,11 +251,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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// Make +-X walls
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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for (s16 y = 0; y < roomsize.Y; y++) {
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{
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v3s16 p = roomplace + v3s16(0, y, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -265,7 +263,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -276,11 +274,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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// Make +-Z walls
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for (s16 x = 0; x < roomsize.X; x++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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for (s16 y = 0; y < roomsize.Y; y++) {
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{
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v3s16 p = roomplace + v3s16(x, y, 0);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -289,7 +286,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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}
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{
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v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -300,11 +297,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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// Make +-Y walls (floor and ceiling)
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 x = 0; x < roomsize.X; x++)
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{
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for (s16 x = 0; x < roomsize.X; x++) {
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{
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v3s16 p = roomplace + v3s16(x, 0, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -313,7 +309,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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@ -325,10 +321,9 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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// Fill with air
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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for (s16 x = 1; x < roomsize.X - 1; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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@ -342,10 +337,9 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
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{
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for (s16 z = 0; z < size.Z; z++)
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for (s16 y = 0; y < size.Y; y++)
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for (s16 x = 0; x < size.X; x++)
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{
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for (s16 x = 0; x < size.X; x++) {
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v3s16 p = place + v3s16(x, y, z);
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if (vm->m_area.contains(p) == false)
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if (!vm->m_area.contains(p))
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continue;
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u32 vi = vm->m_area.index(p);
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if (vm->m_flags[vi] & avoid_flags)
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@ -358,8 +352,8 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
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void DungeonGen::makeHole(v3s16 place)
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{
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makeFill(place, dp.holesize, 0,
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MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
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makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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}
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@ -374,8 +368,8 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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}
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void DungeonGen::makeCorridor(v3s16 doorplace,
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v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
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void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
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v3s16 &result_place, v3s16 &result_dir)
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{
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makeHole(doorplace);
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v3s16 p0 = doorplace;
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@ -398,22 +392,26 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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if (partcount != 0)
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p.Y += make_stairs;
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if (vm->m_area.contains(p) == true &&
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vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
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if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeFill(p + v3s16(-1, -1, -1),
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dp.holesize + v3s16(2, 3, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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MapNode(dp.c_cobble),
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0);
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makeHole(p);
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makeHole(p - dir);
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// TODO: fix stairs code so it works 100% (quite difficult)
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// TODO: fix stairs code so it works 100%
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// (quite difficult)
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// exclude stairs from the bottom step
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// exclude stairs from diagonal steps
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if (((dir.X ^ dir.Z) & 1) &&
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(((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1))) {
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// rotate face 180 deg if making stairs backwards
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// rotate face 180 deg if
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// making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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@ -425,8 +423,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
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}
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} else {
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makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
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makeFill(p + v3s16(-1, -1, -1),
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dp.holesize + v3s16(2, 2, 2),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
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MapNode(dp.c_cobble),
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0);
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makeHole(p);
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}
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@ -446,7 +447,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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dir = random_turn(random, dir);
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partlength = random.range(1,length);
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partlength = random.range(1, length);
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make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
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@ -460,20 +461,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
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bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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{
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for (u32 i = 0; i < 100; i++)
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{
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for (u32 i = 0; i < 100; i++) {
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v3s16 p = m_pos + m_dir;
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v3s16 p1 = p + v3s16(0, 1, 0);
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if (vm->m_area.contains(p) == false
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|| vm->m_area.contains(p1) == false
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|| i % 4 == 0)
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{
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if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
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randomizeDir();
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continue;
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}
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if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
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&& vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
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{
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if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
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vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
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// Found wall, this is a good place!
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result_place = p;
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result_dir = m_dir;
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@ -485,19 +481,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
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Determine where to move next
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*/
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// Jump one up if the actual space is there
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if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
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&& vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
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&& vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
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if (vm->getNodeNoExNoEmerge(p +
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v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
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vm->getNodeNoExNoEmerge(p +
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v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
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vm->getNodeNoExNoEmerge(p +
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v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
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p += v3s16(0,1,0);
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// Jump one down if the actual space is there
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if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
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&& vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
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&& vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
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p += v3s16(0,-1,0);
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if (vm->getNodeNoExNoEmerge(p +
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v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
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vm->getNodeNoExNoEmerge(p +
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v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
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vm->getNodeNoExNoEmerge(p +
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v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
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p += v3s16(0, -1, 0);
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// Check if walking is now possible
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if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
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|| vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
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{
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if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
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vm->getNodeNoExNoEmerge(p +
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v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
|
||||
// Cannot continue walking here
|
||||
randomizeDir();
|
||||
continue;
|
||||
|
@ -512,8 +514,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
|||
bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
||||
v3s16 &result_doordir, v3s16 &result_roomplace)
|
||||
{
|
||||
for (s16 trycount = 0; trycount < 30; trycount++)
|
||||
{
|
||||
for (s16 trycount = 0; trycount < 30; trycount++) {
|
||||
v3s16 doorplace;
|
||||
v3s16 doordir;
|
||||
bool r = findPlaceForDoor(doorplace, doordir);
|
||||
|
@ -550,23 +551,18 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
|||
bool fits = true;
|
||||
for (s16 z = 1; z < roomsize.Z - 1; z++)
|
||||
for (s16 y = 1; y < roomsize.Y - 1; y++)
|
||||
for (s16 x = 1; x < roomsize.X - 1; x++)
|
||||
{
|
||||
for (s16 x = 1; x < roomsize.X - 1; x++) {
|
||||
v3s16 p = roomplace + v3s16(x, y, z);
|
||||
if (vm->m_area.contains(p) == false)
|
||||
{
|
||||
if (!vm->m_area.contains(p)) {
|
||||
fits = false;
|
||||
break;
|
||||
}
|
||||
if (vm->m_flags[vm->m_area.index(p)]
|
||||
& VMANIP_FLAG_DUNGEON_INSIDE)
|
||||
{
|
||||
if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
|
||||
fits = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(fits == false)
|
||||
{
|
||||
if (fits == false) {
|
||||
// Find new place
|
||||
continue;
|
||||
}
|
||||
|
@ -604,15 +600,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
|
|||
v3s16 turn_xz(v3s16 olddir, int t)
|
||||
{
|
||||
v3s16 dir;
|
||||
if (t == 0)
|
||||
{
|
||||
if (t == 0) {
|
||||
// Turn right
|
||||
dir.X = olddir.Z;
|
||||
dir.Z = -olddir.X;
|
||||
dir.Y = olddir.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Turn left
|
||||
dir.X = -olddir.Z;
|
||||
dir.Z = olddir.X;
|
||||
|
@ -627,10 +620,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
|
|||
int turn = random.range(0, 2);
|
||||
v3s16 dir;
|
||||
if (turn == 0)
|
||||
{
|
||||
// Go straight
|
||||
dir = olddir;
|
||||
}
|
||||
else if (turn == 1)
|
||||
// Turn right
|
||||
dir = turn_xz(olddir, 0);
|
||||
|
@ -641,7 +632,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
|
|||
}
|
||||
|
||||
|
||||
int dir_to_facedir(v3s16 d) {
|
||||
int dir_to_facedir(v3s16 d)
|
||||
{
|
||||
if (abs(d.X) > abs(d.Z))
|
||||
return d.X < 0 ? 3 : 1;
|
||||
else
|
||||
|
|
Loading…
Reference in New Issue