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"
31 //#define DGEN_USE_TORCHES
33 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
37 ///////////////////////////////////////////////////////////////////////////////
40 DungeonGen::DungeonGen(INodeDefManager *ndef,
41 GenerateNotifier *gennotify, DungeonParams *dparams)
46 this->gennotify = gennotify;
48 #ifdef DGEN_USE_TORCHES
49 c_torch = ndef->getId("default:torch");
53 memcpy(&dp, dparams, sizeof(dp));
55 // Default dungeon parameters
58 dp.c_water = ndef->getId("mapgen_water_source");
59 dp.c_river_water = ndef->getId("mapgen_river_water_source");
60 dp.c_wall = ndef->getId("mapgen_cobble");
61 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
62 dp.c_stair = ndef->getId("mapgen_stair_cobble");
64 if (dp.c_river_water == CONTENT_IGNORE)
65 dp.c_river_water = ndef->getId("mapgen_water_source");
67 dp.diagonal_dirs = false;
68 dp.only_in_ground = true;
69 dp.holesize = v3s16(1, 2, 1);
70 dp.corridor_len_min = 1;
71 dp.corridor_len_max = 13;
72 dp.room_size_min = v3s16(4, 4, 4);
73 dp.room_size_max = v3s16(8, 6, 8);
74 dp.room_size_large_min = v3s16(8, 8, 8);
75 dp.room_size_large_max = v3s16(16, 16, 16);
78 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
79 dp.y_max = MAX_MAP_GENERATION_LIMIT;
80 dp.notifytype = GENNOTIFY_DUNGEON;
82 dp.np_density = nparams_dungeon_density;
83 dp.np_alt_wall = nparams_dungeon_alt_wall;
88 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
92 //TimeTaker t("gen dungeons");
93 if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
96 float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
97 if (nval_density < 1.0f)
101 this->blockseed = bseed;
102 random.seed(bseed + 2);
104 // Dungeon generator doesn't modify places which have this set
105 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
107 if (dp.only_in_ground) {
108 // Set all air and water to be untouchable
109 // to make dungeons open to caves and open air
110 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
111 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
112 u32 i = vm->m_area.index(nmin.X, y, z);
113 for (s16 x = nmin.X; x <= nmax.X; x++) {
114 content_t c = vm->m_data[i].getContent();
115 if (c == CONTENT_AIR || c == dp.c_water ||
116 c == dp.c_river_water)
117 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
125 for (u32 i = 0; i < floor(nval_density); i++)
126 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
128 // Optionally convert some structure to alternative structure
129 if (dp.c_alt_wall == CONTENT_IGNORE)
132 for (s16 z = nmin.Z; z <= nmax.Z; z++)
133 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
134 u32 i = vm->m_area.index(nmin.X, y, z);
135 for (s16 x = nmin.X; x <= nmax.X; x++) {
136 if (vm->m_data[i].getContent() == dp.c_wall) {
137 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
138 vm->m_data[i].setContent(dp.c_alt_wall);
144 //printf("== gen dungeons: %dms\n", t.stop());
148 void DungeonGen::makeDungeon(v3s16 start_padding)
150 v3s16 areasize = vm->m_area.getExtent();
155 Find place for first room.
156 There is a 1 in 4 chance of the first room being 'large',
157 all other rooms are not 'large'.
160 for (u32 i = 0; i < 100 && !fits; i++) {
161 bool is_large_room = ((random.next() & 3) == 1);
163 roomsize.Z = random.range(
164 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
165 roomsize.Y = random.range(
166 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
167 roomsize.X = random.range(
168 dp.room_size_large_min.X, dp.room_size_large_max.X);
170 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
171 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
172 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
175 // start_padding is used to disallow starting the generation of
176 // a dungeon in a neighboring generation chunk
177 roomplace = vm->m_area.MinEdge + start_padding;
178 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
179 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
180 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
183 Check that we're not putting the room to an unknown place,
184 otherwise it might end up floating in the air
187 for (s16 z = 0; z < roomsize.Z; z++)
188 for (s16 y = 0; y < roomsize.Y; y++)
189 for (s16 x = 0; x < roomsize.X; x++) {
190 v3s16 p = roomplace + v3s16(x, y, z);
191 u32 vi = vm->m_area.index(p);
192 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
193 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
204 Stores the center position of the last room made, so that
205 a new corridor can be started from the last room instead of
206 the new room, if chosen so.
208 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
210 u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
211 for (u32 i = 0; i < room_count; i++) {
212 // Make a room to the determined place
213 makeRoom(roomsize, roomplace);
215 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
217 gennotify->addEvent(dp.notifytype, room_center);
219 #ifdef DGEN_USE_TORCHES
220 // Place torch at room center (for testing)
221 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
225 if (i == room_count - 1)
228 // Determine walker start position
230 bool start_in_last_room = (random.range(0, 2) != 0);
232 v3s16 walker_start_place;
234 if (start_in_last_room) {
235 walker_start_place = last_room_center;
237 walker_start_place = room_center;
238 // Store center of current room as the last one
239 last_room_center = room_center;
242 // Create walker and find a place for a door
246 m_pos = walker_start_place;
247 if (!findPlaceForDoor(doorplace, doordir))
250 if (random.range(0, 1) == 0)
252 makeDoor(doorplace, doordir);
254 // Don't actually make a door
255 doorplace -= doordir;
257 // Make a random corridor starting from the door
259 v3s16 corridor_end_dir;
260 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
262 // Find a place for a random sized room
263 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
264 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
265 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
267 m_pos = corridor_end;
268 m_dir = corridor_end_dir;
269 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
272 if (random.range(0, 1) == 0)
274 makeDoor(doorplace, doordir);
276 // Don't actually make a door
277 roomplace -= doordir;
283 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
285 MapNode n_wall(dp.c_wall);
286 MapNode n_air(CONTENT_AIR);
289 for (s16 z = 0; z < roomsize.Z; z++)
290 for (s16 y = 0; y < roomsize.Y; y++) {
292 v3s16 p = roomplace + v3s16(0, y, z);
293 if (!vm->m_area.contains(p))
295 u32 vi = vm->m_area.index(p);
296 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
298 vm->m_data[vi] = n_wall;
301 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
302 if (!vm->m_area.contains(p))
304 u32 vi = vm->m_area.index(p);
305 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
307 vm->m_data[vi] = n_wall;
312 for (s16 x = 0; x < roomsize.X; x++)
313 for (s16 y = 0; y < roomsize.Y; y++) {
315 v3s16 p = roomplace + v3s16(x, y, 0);
316 if (!vm->m_area.contains(p))
318 u32 vi = vm->m_area.index(p);
319 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
321 vm->m_data[vi] = n_wall;
324 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
325 if (!vm->m_area.contains(p))
327 u32 vi = vm->m_area.index(p);
328 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
330 vm->m_data[vi] = n_wall;
334 // Make +-Y walls (floor and ceiling)
335 for (s16 z = 0; z < roomsize.Z; z++)
336 for (s16 x = 0; x < roomsize.X; x++) {
338 v3s16 p = roomplace + v3s16(x, 0, z);
339 if (!vm->m_area.contains(p))
341 u32 vi = vm->m_area.index(p);
342 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
344 vm->m_data[vi] = n_wall;
347 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
348 if (!vm->m_area.contains(p))
350 u32 vi = vm->m_area.index(p);
351 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
353 vm->m_data[vi] = n_wall;
358 for (s16 z = 1; z < roomsize.Z - 1; z++)
359 for (s16 y = 1; y < roomsize.Y - 1; y++)
360 for (s16 x = 1; x < roomsize.X - 1; x++) {
361 v3s16 p = roomplace + v3s16(x, y, z);
362 if (!vm->m_area.contains(p))
364 u32 vi = vm->m_area.index(p);
365 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
366 vm->m_data[vi] = n_air;
371 void DungeonGen::makeFill(v3s16 place, v3s16 size,
372 u8 avoid_flags, MapNode n, u8 or_flags)
374 for (s16 z = 0; z < size.Z; z++)
375 for (s16 y = 0; y < size.Y; y++)
376 for (s16 x = 0; x < size.X; x++) {
377 v3s16 p = place + v3s16(x, y, z);
378 if (!vm->m_area.contains(p))
380 u32 vi = vm->m_area.index(p);
381 if (vm->m_flags[vi] & avoid_flags)
383 vm->m_flags[vi] |= or_flags;
389 void DungeonGen::makeHole(v3s16 place)
391 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
392 VMANIP_FLAG_DUNGEON_INSIDE);
396 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
400 #ifdef DGEN_USE_TORCHES
401 // Place torch (for testing)
402 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
407 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
408 v3s16 &result_place, v3s16 &result_dir)
411 v3s16 p0 = doorplace;
413 u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
414 u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
418 if (random.next() % 2 == 0 && partlength >= 3)
419 make_stairs = random.next() % 2 ? 1 : -1;
421 for (u32 i = 0; i < length; i++) {
426 // Check segment of minimum size corridor is in voxelmanip
427 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
429 makeFill(p + v3s16(-1, -1, -1),
430 dp.holesize + v3s16(2, 3, 2),
431 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
437 // TODO: fix stairs code so it works 100%
440 // exclude stairs from the bottom step
441 // exclude stairs from diagonal steps
442 if (((dir.X ^ dir.Z) & 1) &&
443 (((make_stairs == 1) && i != 0) ||
444 ((make_stairs == -1) && i != length - 1))) {
445 // rotate face 180 deg if
446 // making stairs backwards
447 int facedir = dir_to_facedir(dir * make_stairs);
449 u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
450 // Stair width direction vector
451 v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
453 for (u16 st = 0; st < stair_width; st++) {
454 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
455 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
456 vm->m_data[vi].getContent() == dp.c_wall)
457 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
459 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
460 if (vm->m_area.contains(ps) &&
461 vm->m_data[vi].getContent() == dp.c_wall)
462 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
468 makeFill(p + v3s16(-1, -1, -1),
469 dp.holesize + v3s16(2, 2, 2),
470 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
478 // Can't go here, turn away
479 dir = turn_xz(dir, random.range(0, 1));
480 make_stairs = -make_stairs;
482 partlength = random.range(1, length);
487 if (partcount >= partlength) {
490 dir = random_turn(random, dir);
492 partlength = random.range(1, length);
495 if (random.next() % 2 == 0 && partlength >= 3)
496 make_stairs = random.next() % 2 ? 1 : -1;
504 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
506 for (u32 i = 0; i < 100; i++) {
507 v3s16 p = m_pos + m_dir;
508 v3s16 p1 = p + v3s16(0, 1, 0);
509 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
513 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
514 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
515 // Found wall, this is a good place!
518 // Randomize next direction
523 Determine where to move next
525 // Jump one up if the actual space is there
526 if (vm->getNodeNoExNoEmerge(p +
527 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
528 vm->getNodeNoExNoEmerge(p +
529 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
530 vm->getNodeNoExNoEmerge(p +
531 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
533 // Jump one down if the actual space is there
534 if (vm->getNodeNoExNoEmerge(p +
535 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
536 vm->getNodeNoExNoEmerge(p +
537 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
538 vm->getNodeNoExNoEmerge(p +
539 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
540 p += v3s16(0, -1, 0);
541 // Check if walking is now possible
542 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
543 vm->getNodeNoExNoEmerge(p +
544 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
545 // Cannot continue walking here
556 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
557 v3s16 &result_doordir, v3s16 &result_roomplace)
559 for (s16 trycount = 0; trycount < 30; trycount++) {
562 bool r = findPlaceForDoor(doorplace, doordir);
566 // X east, Z north, Y up
567 if (doordir == v3s16(1, 0, 0)) // X+
568 roomplace = doorplace +
569 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
570 if (doordir == v3s16(-1, 0, 0)) // X-
571 roomplace = doorplace +
572 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
573 if (doordir == v3s16(0, 0, 1)) // Z+
574 roomplace = doorplace +
575 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
576 if (doordir == v3s16(0, 0, -1)) // Z-
577 roomplace = doorplace +
578 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
582 for (s16 z = 1; z < roomsize.Z - 1; z++)
583 for (s16 y = 1; y < roomsize.Y - 1; y++)
584 for (s16 x = 1; x < roomsize.X - 1; x++) {
585 v3s16 p = roomplace + v3s16(x, y, z);
586 if (!vm->m_area.contains(p)) {
590 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
599 result_doorplace = doorplace;
600 result_doordir = doordir;
601 result_roomplace = roomplace;
608 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
610 // Make diagonal directions somewhat rare
611 if (diagonal_dirs && (random.next() % 4 == 0)) {
618 dir.Z = random.next() % 3 - 1;
620 dir.X = random.next() % 3 - 1;
621 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
625 if (random.next() % 2 == 0)
626 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
628 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
633 v3s16 turn_xz(v3s16 olddir, int t)
651 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
653 int turn = random.range(0, 2);
660 dir = turn_xz(olddir, 0);
663 dir = turn_xz(olddir, 1);
668 int dir_to_facedir(v3s16 d)
670 if (abs(d.X) > abs(d.Z))
671 return d.X < 0 ? 3 : 1;
673 return d.Z < 0 ? 2 : 0;