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));
57 dp.c_water = ndef->getId("mapgen_water_source");
58 dp.c_river_water = ndef->getId("mapgen_river_water_source");
59 dp.c_wall = ndef->getId("mapgen_cobble");
60 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
61 dp.c_stair = ndef->getId("mapgen_stair_cobble");
63 if (dp.c_river_water == CONTENT_IGNORE)
64 dp.c_river_water = ndef->getId("mapgen_water_source");
66 dp.diagonal_dirs = false;
67 dp.holesize = v3s16(1, 2, 1);
68 dp.roomsize = v3s16(0, 0, 0);
71 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
72 dp.y_max = MAX_MAP_GENERATION_LIMIT;
73 dp.notifytype = GENNOTIFY_DUNGEON;
75 dp.np_density = nparams_dungeon_density;
76 dp.np_alt_wall = nparams_dungeon_alt_wall;
81 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
85 //TimeTaker t("gen dungeons");
86 if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
89 float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
90 if (nval_density < 1.0f)
94 this->blockseed = bseed;
95 random.seed(bseed + 2);
97 // Dungeon generator doesn't modify places which have this set
98 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
100 // Set all air and water to be untouchable
101 // to make dungeons open to caves and open air
102 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
103 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
104 u32 i = vm->m_area.index(nmin.X, y, z);
105 for (s16 x = nmin.X; x <= nmax.X; x++) {
106 content_t c = vm->m_data[i].getContent();
107 if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
108 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
115 for (u32 i = 0; i < floor(nval_density); i++)
116 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
118 // Optionally convert some structure to alternative structure
119 if (dp.c_alt_wall == CONTENT_IGNORE)
122 for (s16 z = nmin.Z; z <= nmax.Z; z++)
123 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
124 u32 i = vm->m_area.index(nmin.X, y, z);
125 for (s16 x = nmin.X; x <= nmax.X; x++) {
126 if (vm->m_data[i].getContent() == dp.c_wall) {
127 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
128 vm->m_data[i].setContent(dp.c_alt_wall);
134 //printf("== gen dungeons: %dms\n", t.stop());
138 void DungeonGen::makeDungeon(v3s16 start_padding)
140 v3s16 areasize = vm->m_area.getExtent();
145 Find place for first room
148 for (u32 i = 0; i < 100 && !fits; i++) {
149 bool is_large_room = ((random.next() & 3) == 1);
151 roomsize.Z = random.range(8, 16);
152 roomsize.Y = random.range(8, 16);
153 roomsize.X = random.range(8, 16);
155 roomsize.Z = random.range(4, 8);
156 roomsize.Y = random.range(4, 6);
157 roomsize.X = random.range(4, 8);
159 roomsize += dp.roomsize;
161 // start_padding is used to disallow starting the generation of
162 // a dungeon in a neighboring generation chunk
163 roomplace = vm->m_area.MinEdge + start_padding;
164 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
165 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
166 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
169 Check that we're not putting the room to an unknown place,
170 otherwise it might end up floating in the air
173 for (s16 z = 0; z < roomsize.Z; z++)
174 for (s16 y = 0; y < roomsize.Y; y++)
175 for (s16 x = 0; x < roomsize.X; x++) {
176 v3s16 p = roomplace + v3s16(x, y, z);
177 u32 vi = vm->m_area.index(p);
178 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
179 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
190 Stores the center position of the last room made, so that
191 a new corridor can be started from the last room instead of
192 the new room, if chosen so.
194 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
196 u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
197 for (u32 i = 0; i < room_count; i++) {
198 // Make a room to the determined place
199 makeRoom(roomsize, roomplace);
201 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
203 gennotify->addEvent(dp.notifytype, room_center);
205 #ifdef DGEN_USE_TORCHES
206 // Place torch at room center (for testing)
207 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
211 if (i == room_count - 1)
214 // Determine walker start position
216 bool start_in_last_room = (random.range(0, 2) != 0);
218 v3s16 walker_start_place;
220 if (start_in_last_room) {
221 walker_start_place = last_room_center;
223 walker_start_place = room_center;
224 // Store center of current room as the last one
225 last_room_center = room_center;
228 // Create walker and find a place for a door
232 m_pos = walker_start_place;
233 if (!findPlaceForDoor(doorplace, doordir))
236 if (random.range(0, 1) == 0)
238 makeDoor(doorplace, doordir);
240 // Don't actually make a door
241 doorplace -= doordir;
243 // Make a random corridor starting from the door
245 v3s16 corridor_end_dir;
246 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
248 // Find a place for a random sized room
249 roomsize.Z = random.range(4, 8);
250 roomsize.Y = random.range(4, 6);
251 roomsize.X = random.range(4, 8);
252 roomsize += dp.roomsize;
254 m_pos = corridor_end;
255 m_dir = corridor_end_dir;
256 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
259 if (random.range(0, 1) == 0)
261 makeDoor(doorplace, doordir);
263 // Don't actually make a door
264 roomplace -= doordir;
270 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
272 MapNode n_wall(dp.c_wall);
273 MapNode n_air(CONTENT_AIR);
276 for (s16 z = 0; z < roomsize.Z; z++)
277 for (s16 y = 0; y < roomsize.Y; y++) {
279 v3s16 p = roomplace + v3s16(0, y, z);
280 if (!vm->m_area.contains(p))
282 u32 vi = vm->m_area.index(p);
283 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
285 vm->m_data[vi] = n_wall;
288 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
289 if (!vm->m_area.contains(p))
291 u32 vi = vm->m_area.index(p);
292 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
294 vm->m_data[vi] = n_wall;
299 for (s16 x = 0; x < roomsize.X; x++)
300 for (s16 y = 0; y < roomsize.Y; y++) {
302 v3s16 p = roomplace + v3s16(x, y, 0);
303 if (!vm->m_area.contains(p))
305 u32 vi = vm->m_area.index(p);
306 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
308 vm->m_data[vi] = n_wall;
311 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
312 if (!vm->m_area.contains(p))
314 u32 vi = vm->m_area.index(p);
315 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
317 vm->m_data[vi] = n_wall;
321 // Make +-Y walls (floor and ceiling)
322 for (s16 z = 0; z < roomsize.Z; z++)
323 for (s16 x = 0; x < roomsize.X; x++) {
325 v3s16 p = roomplace + v3s16(x, 0, z);
326 if (!vm->m_area.contains(p))
328 u32 vi = vm->m_area.index(p);
329 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
331 vm->m_data[vi] = n_wall;
334 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
335 if (!vm->m_area.contains(p))
337 u32 vi = vm->m_area.index(p);
338 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
340 vm->m_data[vi] = n_wall;
345 for (s16 z = 1; z < roomsize.Z - 1; z++)
346 for (s16 y = 1; y < roomsize.Y - 1; y++)
347 for (s16 x = 1; x < roomsize.X - 1; x++) {
348 v3s16 p = roomplace + v3s16(x, y, z);
349 if (!vm->m_area.contains(p))
351 u32 vi = vm->m_area.index(p);
352 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
353 vm->m_data[vi] = n_air;
358 void DungeonGen::makeFill(v3s16 place, v3s16 size,
359 u8 avoid_flags, MapNode n, u8 or_flags)
361 for (s16 z = 0; z < size.Z; z++)
362 for (s16 y = 0; y < size.Y; y++)
363 for (s16 x = 0; x < size.X; x++) {
364 v3s16 p = place + v3s16(x, y, z);
365 if (!vm->m_area.contains(p))
367 u32 vi = vm->m_area.index(p);
368 if (vm->m_flags[vi] & avoid_flags)
370 vm->m_flags[vi] |= or_flags;
376 void DungeonGen::makeHole(v3s16 place)
378 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
379 VMANIP_FLAG_DUNGEON_INSIDE);
383 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
387 #ifdef DGEN_USE_TORCHES
388 // Place torch (for testing)
389 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
394 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
395 v3s16 &result_place, v3s16 &result_dir)
398 v3s16 p0 = doorplace;
401 /*if (random.next() % 2)
402 length = random.range(1, 13);
404 length = random.range(1, 6);*/
405 length = random.range(1, 13);
406 u32 partlength = random.range(1, 13);
410 if (random.next() % 2 == 0 && partlength >= 3)
411 make_stairs = random.next() % 2 ? 1 : -1;
413 for (u32 i = 0; i < length; i++) {
418 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
419 vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
421 makeFill(p + v3s16(-1, -1, -1),
422 dp.holesize + v3s16(2, 3, 2),
423 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
429 // TODO: fix stairs code so it works 100%
432 // exclude stairs from the bottom step
433 // exclude stairs from diagonal steps
434 if (((dir.X ^ dir.Z) & 1) &&
435 (((make_stairs == 1) && i != 0) ||
436 ((make_stairs == -1) && i != length - 1))) {
437 // rotate face 180 deg if
438 // making stairs backwards
439 int facedir = dir_to_facedir(dir * make_stairs);
441 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
442 if (vm->m_data[vi].getContent() == dp.c_wall)
443 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
445 vi = vm->m_area.index(p.X, p.Y, p.Z);
446 if (vm->m_data[vi].getContent() == dp.c_wall)
447 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
450 makeFill(p + v3s16(-1, -1, -1),
451 dp.holesize + v3s16(2, 2, 2),
452 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
460 // Can't go here, turn away
461 dir = turn_xz(dir, random.range(0, 1));
462 make_stairs = -make_stairs;
464 partlength = random.range(1, length);
469 if (partcount >= partlength) {
472 dir = random_turn(random, dir);
474 partlength = random.range(1, length);
477 if (random.next() % 2 == 0 && partlength >= 3)
478 make_stairs = random.next() % 2 ? 1 : -1;
486 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
488 for (u32 i = 0; i < 100; i++) {
489 v3s16 p = m_pos + m_dir;
490 v3s16 p1 = p + v3s16(0, 1, 0);
491 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
495 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
496 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
497 // Found wall, this is a good place!
500 // Randomize next direction
505 Determine where to move next
507 // Jump one up if the actual space is there
508 if (vm->getNodeNoExNoEmerge(p +
509 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
510 vm->getNodeNoExNoEmerge(p +
511 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
512 vm->getNodeNoExNoEmerge(p +
513 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
515 // Jump one down if the actual space is there
516 if (vm->getNodeNoExNoEmerge(p +
517 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
518 vm->getNodeNoExNoEmerge(p +
519 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
520 vm->getNodeNoExNoEmerge(p +
521 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
522 p += v3s16(0, -1, 0);
523 // Check if walking is now possible
524 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
525 vm->getNodeNoExNoEmerge(p +
526 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
527 // Cannot continue walking here
538 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
539 v3s16 &result_doordir, v3s16 &result_roomplace)
541 for (s16 trycount = 0; trycount < 30; trycount++) {
544 bool r = findPlaceForDoor(doorplace, doordir);
548 // X east, Z north, Y up
550 if (doordir == v3s16(1, 0, 0)) // X+
551 roomplace = doorplace +
552 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
553 if (doordir == v3s16(-1, 0, 0)) // X-
554 roomplace = doorplace +
555 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
556 if (doordir == v3s16(0, 0, 1)) // Z+
557 roomplace = doorplace +
558 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
559 if (doordir == v3s16(0, 0, -1)) // Z-
560 roomplace = doorplace +
561 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
564 if (doordir == v3s16(1, 0, 0)) // X+
565 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
566 if (doordir == v3s16(-1, 0, 0)) // X-
567 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
568 if (doordir == v3s16(0, 0, 1)) // Z+
569 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
570 if (doordir == v3s16(0, 0, -1)) // Z-
571 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
576 for (s16 z = 1; z < roomsize.Z - 1; z++)
577 for (s16 y = 1; y < roomsize.Y - 1; y++)
578 for (s16 x = 1; x < roomsize.X - 1; x++) {
579 v3s16 p = roomplace + v3s16(x, y, z);
580 if (!vm->m_area.contains(p)) {
584 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
593 result_doorplace = doorplace;
594 result_doordir = doordir;
595 result_roomplace = roomplace;
602 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
604 // Make diagonal directions somewhat rare
605 if (diagonal_dirs && (random.next() % 4 == 0)) {
612 dir.Z = random.next() % 3 - 1;
614 dir.X = random.next() % 3 - 1;
615 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
619 if (random.next() % 2 == 0)
620 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
622 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
627 v3s16 turn_xz(v3s16 olddir, int t)
645 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
647 int turn = random.range(0, 2);
654 dir = turn_xz(olddir, 0);
657 dir = turn_xz(olddir, 1);
662 int dir_to_facedir(v3s16 d)
664 if (abs(d.X) > abs(d.Z))
665 return d.X < 0 ? 3 : 1;
667 return d.Z < 0 ? 2 : 0;