Made dungeons a bit rarer
parent
d825ed572f
commit
426c206d7e
159
src/map.cpp
159
src/map.cpp
|
@ -1703,89 +1703,6 @@ MapBlock * ServerMap::emergeBlock(
|
|||
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
|
||||
*/
|
||||
|
@ -1807,6 +1724,8 @@ MapBlock * ServerMap::emergeBlock(
|
|||
(float)(myrand()%ued)+0.5,
|
||||
(float)(myrand()%ued)+0.5
|
||||
);
|
||||
|
||||
bool found_existing = false;
|
||||
|
||||
// Check z-
|
||||
try
|
||||
|
@ -1819,6 +1738,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
if(getNode(ap).d == CONTENT_AIR)
|
||||
{
|
||||
orp = v3f(x+1,y+1,0);
|
||||
found_existing = true;
|
||||
goto continue_generating;
|
||||
}
|
||||
}
|
||||
|
@ -1836,6 +1756,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
if(getNode(ap).d == CONTENT_AIR)
|
||||
{
|
||||
orp = v3f(x+1,y+1,ued-1);
|
||||
found_existing = true;
|
||||
goto continue_generating;
|
||||
}
|
||||
}
|
||||
|
@ -1853,6 +1774,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
if(getNode(ap).d == CONTENT_AIR)
|
||||
{
|
||||
orp = v3f(0,y+1,z+1);
|
||||
found_existing = true;
|
||||
goto continue_generating;
|
||||
}
|
||||
}
|
||||
|
@ -1870,6 +1792,7 @@ MapBlock * ServerMap::emergeBlock(
|
|||
if(getNode(ap).d == CONTENT_AIR)
|
||||
{
|
||||
orp = v3f(ued-1,y+1,z+1);
|
||||
found_existing = true;
|
||||
goto continue_generating;
|
||||
}
|
||||
}
|
||||
|
@ -1879,48 +1802,54 @@ MapBlock * ServerMap::emergeBlock(
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue