From 17b7b7c85fc4faca2180a0104ed457c3a8734627 Mon Sep 17 00:00:00 2001 From: paramat Date: Thu, 27 Aug 2015 02:50:45 +0100 Subject: [PATCH] Dungeongen: Remove floating frames Preserves the rare unbroken protruding dungeons Fix random range for first room roomplace Fix checked volume for first room 'fits' bool and check for 'untouchable' flag instead of 'inside' Remove 'enable floating dungeons' setting --- minetest.conf.example | 11 +++++++---- src/defaultsettings.cpp | 1 - src/dungeongen.cpp | 21 +++++++++------------ 3 files changed, 16 insertions(+), 17 deletions(-) diff --git a/minetest.conf.example b/minetest.conf.example index 9076a7cfd..656abd13b 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -516,18 +516,19 @@ # Mapgen stuff # -# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode. +# Name of map generator to be used. +# Currently supported: v5, v6, v7, singlenode. #mg_name = v6 # Water surface level of map #water_level = 1 # Size of chunks to be generated, stated in mapblocks (16 nodes) #chunksize = 5 -# Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light. +# Global map generation attributes. +# Currently supported: trees, caves, flat, dungeons, light. # Flags that are not specified in the flag string are not modified from the default. # To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight. +# 'trees' and 'flat' flags only have effect in mgv6. #mg_flags = trees, caves, dungeons, light -# Enable/disable floating dungeons and dungeon slices -#enable_floating_dungeons = true # Map generation attributes specific to Mapgen V6. # Currently supported: jungles, biomeblend, mudflow, snowbiomes. @@ -540,11 +541,13 @@ # Map generation attributes specific to Mapgen V7. # Currently supported: mountains, ridges. +# 'ridges' are the rivers. #mgv7_spflags = mountains, ridges # Perlin noise attributes for different map generation parameters. # Noise parameters can be specified as a set of positional values: # Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity. +# For example: #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 # Or the new group format can be used instead, for example: #mgv6_np_terrain_base = { diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index f0b02b2d9..dd5332a3b 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -312,7 +312,6 @@ void set_default_settings(Settings *settings) settings->setDefault("chunksize", "5"); settings->setDefault("mg_flags", "dungeons"); settings->setDefault("mgv6_spflags", "jungles, snowbiomes"); - settings->setDefault("enable_floating_dungeons", "true"); // IPv6 settings->setDefault("enable_ipv6", "true"); diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 8ce64e1e1..9c6e24a60 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -80,17 +80,14 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) // Dungeon generator doesn't modify places which have this set vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); - bool no_float = !g_settings->getBool("enable_floating_dungeons"); - - // Set all air and water (and optionally ignore) to be untouchable + // Set all air and water to be untouchable // to make dungeons open to caves and open air for (s16 z = nmin.Z; z <= nmax.Z; z++) { for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vm->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { content_t c = vm->m_data[i].getContent(); - if (c == CONTENT_AIR || c == dp.c_water || - (no_float && c == CONTENT_IGNORE)) + if (c == CONTENT_AIR || c == dp.c_water) vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } @@ -141,21 +138,21 @@ void DungeonGen::makeDungeon(v3s16 start_padding) // start_padding is used to disallow starting the generation of // a dungeon in a neighboring generation chunk roomplace = vm->m_area.MinEdge + start_padding + v3s16( - random.range(0, areasize.X - roomsize.X - 1 - start_padding.X), - random.range(0, areasize.Y - roomsize.Y - 1 - start_padding.Y), - random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z)); + random.range(0, areasize.X - roomsize.X - start_padding.X), + random.range(0, areasize.Y - roomsize.Y - start_padding.Y), + random.range(0, areasize.Z - roomsize.Z - start_padding.Z)); /* Check that we're not putting the room to an unknown place, otherwise it might end up floating in the air */ 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 z = 0; z < roomsize.Z; z++) + for (s16 y = 0; y < roomsize.Y; y++) + for (s16 x = 0; x < roomsize.X; x++) { v3s16 p = roomplace + v3s16(x, y, z); u32 vi = vm->m_area.index(p); - if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) || + if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) || vm->m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; -- 2.25.1