3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "dungeongen.h"
29 #include "settings.h" // For g_settings
30 #include "main.h" // For g_profiler
32 //#define DGEN_USE_TORCHES
34 NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8);
35 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1);
36 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4);
39 ///////////////////////////////////////////////////////////////////////////////
42 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
44 this->vm = mapgen->vm;
46 #ifdef DGEN_USE_TORCHES
47 c_torch = ndef->getId("default:torch");
51 memcpy(&dp, dparams, sizeof(dp));
53 dp.c_water = mg->ndef->getId("mapgen_water_source");
54 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
55 dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
56 dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
58 dp.diagonal_dirs = false;
60 dp.holesize = v3s16(1, 2, 1);
61 dp.roomsize = v3s16(0,0,0);
62 dp.notifytype = GENNOTIFY_DUNGEON;
64 dp.np_rarity = nparams_dungeon_rarity;
65 dp.np_wetness = nparams_dungeon_wetness;
66 dp.np_density = nparams_dungeon_density;
71 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
72 //TimeTaker t("gen dungeons");
73 int approx_groundlevel = 10 + mg->water_level;
75 if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
76 NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
79 this->blockseed = bseed;
80 random.seed(bseed + 2);
82 // Dungeon generator doesn't modify places which have this set
83 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
85 // Set all air and water to be untouchable to make dungeons open
86 // to caves and open air
87 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
88 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
89 u32 i = vm->m_area.index(nmin.X, y, z);
90 for (s16 x = nmin.X; x <= nmax.X; x++) {
91 content_t c = vm->m_data[i].getContent();
92 if (c == CONTENT_AIR || c == dp.c_water)
93 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
100 makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
102 // Convert some cobble to mossy cobble
103 if (dp.mossratio != 0.0) {
104 for (s16 z = nmin.Z; z <= nmax.Z; z++)
105 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
106 u32 i = vm->m_area.index(nmin.X, y, z);
107 for (s16 x = nmin.X; x <= nmax.X; x++) {
108 if (vm->m_data[i].getContent() == dp.c_cobble) {
109 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
110 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
111 if (density < wetness / dp.mossratio)
112 vm->m_data[i].setContent(dp.c_moss);
119 //printf("== gen dungeons: %dms\n", t.stop());
123 void DungeonGen::makeDungeon(v3s16 start_padding)
125 v3s16 areasize = vm->m_area.getExtent();
130 Find place for first room
133 for (u32 i = 0; i < 100 && !fits; i++)
135 bool is_large_room = ((random.next() & 3) == 1);
136 roomsize = is_large_room ?
137 v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
138 v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
139 roomsize += dp.roomsize;
141 // start_padding is used to disallow starting the generation of
142 // a dungeon in a neighboring generation chunk
143 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
144 random.range(0,areasize.X-roomsize.X-1-start_padding.X),
145 random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
146 random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
149 Check that we're not putting the room to an unknown place,
150 otherwise it might end up floating in the air
153 for (s16 z = 1; z < roomsize.Z - 1; z++)
154 for (s16 y = 1; y < roomsize.Y - 1; y++)
155 for (s16 x = 1; x < roomsize.X - 1; x++)
157 v3s16 p = roomplace + v3s16(x, y, z);
158 u32 vi = vm->m_area.index(p);
159 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
160 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
171 Stores the center position of the last room made, so that
172 a new corridor can be started from the last room instead of
173 the new room, if chosen so.
175 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
177 u32 room_count = random.range(2, 16);
178 for (u32 i = 0; i < room_count; i++)
180 // Make a room to the determined place
181 makeRoom(roomsize, roomplace);
183 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
184 if (mg->gennotify & (1 << dp.notifytype)) {
185 std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
186 nvec->push_back(room_center);
189 #ifdef DGEN_USE_TORCHES
190 // Place torch at room center (for testing)
191 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
195 if (i == room_count - 1)
198 // Determine walker start position
200 bool start_in_last_room = (random.range(0, 2) != 0);
202 v3s16 walker_start_place;
204 if (start_in_last_room) {
205 walker_start_place = last_room_center;
207 walker_start_place = room_center;
208 // Store center of current room as the last one
209 last_room_center = room_center;
212 // Create walker and find a place for a door
216 m_pos = walker_start_place;
217 if (!findPlaceForDoor(doorplace, doordir))
220 if (random.range(0,1) == 0)
222 makeDoor(doorplace, doordir);
224 // Don't actually make a door
225 doorplace -= doordir;
227 // Make a random corridor starting from the door
229 v3s16 corridor_end_dir;
230 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
232 // Find a place for a random sized room
233 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
234 roomsize += dp.roomsize;
236 m_pos = corridor_end;
237 m_dir = corridor_end_dir;
238 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
241 if (random.range(0,1) == 0)
243 makeDoor(doorplace, doordir);
245 // Don't actually make a door
246 roomplace -= doordir;
252 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
254 MapNode n_cobble(dp.c_cobble);
255 MapNode n_air(CONTENT_AIR);
258 for (s16 z = 0; z < roomsize.Z; z++)
259 for (s16 y = 0; y < roomsize.Y; y++)
262 v3s16 p = roomplace + v3s16(0, y, z);
263 if (vm->m_area.contains(p) == false)
265 u32 vi = vm->m_area.index(p);
266 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
268 vm->m_data[vi] = n_cobble;
271 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
272 if (vm->m_area.contains(p) == false)
274 u32 vi = vm->m_area.index(p);
275 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
277 vm->m_data[vi] = n_cobble;
282 for (s16 x = 0; x < roomsize.X; x++)
283 for (s16 y = 0; y < roomsize.Y; y++)
286 v3s16 p = roomplace + v3s16(x, y, 0);
287 if (vm->m_area.contains(p) == false)
289 u32 vi = vm->m_area.index(p);
290 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
292 vm->m_data[vi] = n_cobble;
295 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
296 if (vm->m_area.contains(p) == false)
298 u32 vi = vm->m_area.index(p);
299 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
301 vm->m_data[vi] = n_cobble;
305 // Make +-Y walls (floor and ceiling)
306 for (s16 z = 0; z < roomsize.Z; z++)
307 for (s16 x = 0; x < roomsize.X; x++)
310 v3s16 p = roomplace + v3s16(x, 0, z);
311 if (vm->m_area.contains(p) == false)
313 u32 vi = vm->m_area.index(p);
314 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
316 vm->m_data[vi] = n_cobble;
319 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
320 if (vm->m_area.contains(p) == false)
322 u32 vi = vm->m_area.index(p);
323 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
325 vm->m_data[vi] = n_cobble;
330 for (s16 z = 1; z < roomsize.Z - 1; z++)
331 for (s16 y = 1; y < roomsize.Y - 1; y++)
332 for (s16 x = 1; x < roomsize.X - 1; x++)
334 v3s16 p = roomplace + v3s16(x, y, z);
335 if (vm->m_area.contains(p) == false)
337 u32 vi = vm->m_area.index(p);
338 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
339 vm->m_data[vi] = n_air;
344 void DungeonGen::makeFill(v3s16 place, v3s16 size,
345 u8 avoid_flags, MapNode n, u8 or_flags)
347 for (s16 z = 0; z < size.Z; z++)
348 for (s16 y = 0; y < size.Y; y++)
349 for (s16 x = 0; x < size.X; x++)
351 v3s16 p = place + v3s16(x, y, z);
352 if (vm->m_area.contains(p) == false)
354 u32 vi = vm->m_area.index(p);
355 if (vm->m_flags[vi] & avoid_flags)
357 vm->m_flags[vi] |= or_flags;
363 void DungeonGen::makeHole(v3s16 place)
365 makeFill(place, dp.holesize, 0,
366 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
370 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
374 #ifdef DGEN_USE_TORCHES
375 // Place torch (for testing)
376 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
381 void DungeonGen::makeCorridor(v3s16 doorplace,
382 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
385 v3s16 p0 = doorplace;
388 /*if (random.next() % 2)
389 length = random.range(1, 13);
391 length = random.range(1, 6);*/
392 length = random.range(1, 13);
393 u32 partlength = random.range(1, 13);
397 if (random.next() % 2 == 0 && partlength >= 3)
398 make_stairs = random.next() % 2 ? 1 : -1;
400 for (u32 i = 0; i < length; i++) {
405 if (vm->m_area.contains(p) == true &&
406 vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
408 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
409 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
413 // TODO: fix stairs code so it works 100% (quite difficult)
415 // exclude stairs from the bottom step
416 // exclude stairs from diagonal steps
417 if (((dir.X ^ dir.Z) & 1) &&
418 (((make_stairs == 1) && i != 0) ||
419 ((make_stairs == -1) && i != length - 1))) {
420 // rotate face 180 deg if making stairs backwards
421 int facedir = dir_to_facedir(dir * make_stairs);
423 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
424 if (vm->m_data[vi].getContent() == dp.c_cobble)
425 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
427 vi = vm->m_area.index(p.X, p.Y, p.Z);
428 if (vm->m_data[vi].getContent() == dp.c_cobble)
429 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
432 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
433 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
439 // Can't go here, turn away
440 dir = turn_xz(dir, random.range(0, 1));
441 make_stairs = -make_stairs;
443 partlength = random.range(1, length);
448 if (partcount >= partlength) {
451 dir = random_turn(random, dir);
453 partlength = random.range(1,length);
456 if (random.next() % 2 == 0 && partlength >= 3)
457 make_stairs = random.next() % 2 ? 1 : -1;
465 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
467 for (u32 i = 0; i < 100; i++)
469 v3s16 p = m_pos + m_dir;
470 v3s16 p1 = p + v3s16(0, 1, 0);
471 if (vm->m_area.contains(p) == false
472 || vm->m_area.contains(p1) == false
478 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
479 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
481 // Found wall, this is a good place!
484 // Randomize next direction
489 Determine where to move next
491 // Jump one up if the actual space is there
492 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
493 && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
494 && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
496 // Jump one down if the actual space is there
497 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
498 && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
499 && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
501 // Check if walking is now possible
502 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
503 || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
505 // Cannot continue walking here
516 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
517 v3s16 &result_doordir, v3s16 &result_roomplace)
519 for (s16 trycount = 0; trycount < 30; trycount++)
523 bool r = findPlaceForDoor(doorplace, doordir);
527 // X east, Z north, Y up
529 if (doordir == v3s16(1, 0, 0)) // X+
530 roomplace = doorplace +
531 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
532 if (doordir == v3s16(-1, 0, 0)) // X-
533 roomplace = doorplace +
534 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
535 if (doordir == v3s16(0, 0, 1)) // Z+
536 roomplace = doorplace +
537 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
538 if (doordir == v3s16(0, 0, -1)) // Z-
539 roomplace = doorplace +
540 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
543 if (doordir == v3s16(1, 0, 0)) // X+
544 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
545 if (doordir == v3s16(-1, 0, 0)) // X-
546 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
547 if (doordir == v3s16(0, 0, 1)) // Z+
548 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
549 if (doordir == v3s16(0, 0, -1)) // Z-
550 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
555 for (s16 z = 1; z < roomsize.Z - 1; z++)
556 for (s16 y = 1; y < roomsize.Y - 1; y++)
557 for (s16 x = 1; x < roomsize.X - 1; x++)
559 v3s16 p = roomplace + v3s16(x, y, z);
560 if (vm->m_area.contains(p) == false)
565 if (vm->m_flags[vm->m_area.index(p)]
566 & VMANIP_FLAG_DUNGEON_INSIDE)
577 result_doorplace = doorplace;
578 result_doordir = doordir;
579 result_roomplace = roomplace;
586 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
588 // Make diagonal directions somewhat rare
589 if (diagonal_dirs && (random.next() % 4 == 0)) {
595 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
596 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
600 if (random.next() % 2 == 0)
601 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
603 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
608 v3s16 turn_xz(v3s16 olddir, int t)
629 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
631 int turn = random.range(0, 2);
640 dir = turn_xz(olddir, 0);
643 dir = turn_xz(olddir, 1);
648 int dir_to_facedir(v3s16 d) {
649 if (abs(d.X) > abs(d.Z))
650 return d.X < 0 ? 3 : 1;
652 return d.Z < 0 ? 2 : 0;