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_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
35 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
38 ///////////////////////////////////////////////////////////////////////////////
41 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
43 this->vm = mapgen->vm;
45 #ifdef DGEN_USE_TORCHES
46 c_torch = ndef->getId("default:torch");
50 memcpy(&dp, dparams, sizeof(dp));
52 dp.c_water = mg->ndef->getId("mapgen_water_source");
53 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
54 dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
55 dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
57 dp.diagonal_dirs = false;
59 dp.holesize = v3s16(1, 2, 1);
60 dp.roomsize = v3s16(0,0,0);
61 dp.notifytype = GENNOTIFY_DUNGEON;
63 dp.np_rarity = nparams_dungeon_rarity;
64 dp.np_wetness = nparams_dungeon_wetness;
65 dp.np_density = nparams_dungeon_density;
70 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
71 //TimeTaker t("gen dungeons");
72 if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
75 this->blockseed = bseed;
76 random.seed(bseed + 2);
78 // Dungeon generator doesn't modify places which have this set
79 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
81 bool no_float = !g_settings->getBool("enable_floating_dungeons");
83 // Set all air and water (and optionally ignore) to be untouchable
84 // to make dungeons open to caves and open air
85 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
86 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
87 u32 i = vm->m_area.index(nmin.X, y, z);
88 for (s16 x = nmin.X; x <= nmax.X; x++) {
89 content_t c = vm->m_data[i].getContent();
90 if (c == CONTENT_AIR || c == dp.c_water
91 || (no_float && c == CONTENT_IGNORE))
92 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
99 makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
101 // Convert some cobble to mossy cobble
102 if (dp.mossratio != 0.0) {
103 for (s16 z = nmin.Z; z <= nmax.Z; z++)
104 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
105 u32 i = vm->m_area.index(nmin.X, y, z);
106 for (s16 x = nmin.X; x <= nmax.X; x++) {
107 if (vm->m_data[i].getContent() == dp.c_cobble) {
108 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
109 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
110 if (density < wetness / dp.mossratio)
111 vm->m_data[i].setContent(dp.c_moss);
118 //printf("== gen dungeons: %dms\n", t.stop());
122 void DungeonGen::makeDungeon(v3s16 start_padding)
124 v3s16 areasize = vm->m_area.getExtent();
129 Find place for first room
132 for (u32 i = 0; i < 100 && !fits; i++)
134 bool is_large_room = ((random.next() & 3) == 1);
135 roomsize = is_large_room ?
136 v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
137 v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
138 roomsize += dp.roomsize;
140 // start_padding is used to disallow starting the generation of
141 // a dungeon in a neighboring generation chunk
142 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
143 random.range(0,areasize.X-roomsize.X-1-start_padding.X),
144 random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
145 random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
148 Check that we're not putting the room to an unknown place,
149 otherwise it might end up floating in the air
152 for (s16 z = 1; z < roomsize.Z - 1; z++)
153 for (s16 y = 1; y < roomsize.Y - 1; y++)
154 for (s16 x = 1; x < roomsize.X - 1; x++)
156 v3s16 p = roomplace + v3s16(x, y, z);
157 u32 vi = vm->m_area.index(p);
158 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
159 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
170 Stores the center position of the last room made, so that
171 a new corridor can be started from the last room instead of
172 the new room, if chosen so.
174 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
176 u32 room_count = random.range(2, 16);
177 for (u32 i = 0; i < room_count; i++)
179 // Make a room to the determined place
180 makeRoom(roomsize, roomplace);
182 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
183 mg->gennotify.addEvent(dp.notifytype, room_center);
185 #ifdef DGEN_USE_TORCHES
186 // Place torch at room center (for testing)
187 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
191 if (i == room_count - 1)
194 // Determine walker start position
196 bool start_in_last_room = (random.range(0, 2) != 0);
198 v3s16 walker_start_place;
200 if (start_in_last_room) {
201 walker_start_place = last_room_center;
203 walker_start_place = room_center;
204 // Store center of current room as the last one
205 last_room_center = room_center;
208 // Create walker and find a place for a door
212 m_pos = walker_start_place;
213 if (!findPlaceForDoor(doorplace, doordir))
216 if (random.range(0,1) == 0)
218 makeDoor(doorplace, doordir);
220 // Don't actually make a door
221 doorplace -= doordir;
223 // Make a random corridor starting from the door
225 v3s16 corridor_end_dir;
226 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
228 // Find a place for a random sized room
229 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
230 roomsize += dp.roomsize;
232 m_pos = corridor_end;
233 m_dir = corridor_end_dir;
234 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
237 if (random.range(0,1) == 0)
239 makeDoor(doorplace, doordir);
241 // Don't actually make a door
242 roomplace -= doordir;
248 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
250 MapNode n_cobble(dp.c_cobble);
251 MapNode n_air(CONTENT_AIR);
254 for (s16 z = 0; z < roomsize.Z; z++)
255 for (s16 y = 0; y < roomsize.Y; y++)
258 v3s16 p = roomplace + v3s16(0, y, z);
259 if (vm->m_area.contains(p) == false)
261 u32 vi = vm->m_area.index(p);
262 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
264 vm->m_data[vi] = n_cobble;
267 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
268 if (vm->m_area.contains(p) == false)
270 u32 vi = vm->m_area.index(p);
271 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
273 vm->m_data[vi] = n_cobble;
278 for (s16 x = 0; x < roomsize.X; x++)
279 for (s16 y = 0; y < roomsize.Y; y++)
282 v3s16 p = roomplace + v3s16(x, y, 0);
283 if (vm->m_area.contains(p) == false)
285 u32 vi = vm->m_area.index(p);
286 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
288 vm->m_data[vi] = n_cobble;
291 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
292 if (vm->m_area.contains(p) == false)
294 u32 vi = vm->m_area.index(p);
295 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
297 vm->m_data[vi] = n_cobble;
301 // Make +-Y walls (floor and ceiling)
302 for (s16 z = 0; z < roomsize.Z; z++)
303 for (s16 x = 0; x < roomsize.X; x++)
306 v3s16 p = roomplace + v3s16(x, 0, z);
307 if (vm->m_area.contains(p) == false)
309 u32 vi = vm->m_area.index(p);
310 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
312 vm->m_data[vi] = n_cobble;
315 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
316 if (vm->m_area.contains(p) == false)
318 u32 vi = vm->m_area.index(p);
319 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
321 vm->m_data[vi] = n_cobble;
326 for (s16 z = 1; z < roomsize.Z - 1; z++)
327 for (s16 y = 1; y < roomsize.Y - 1; y++)
328 for (s16 x = 1; x < roomsize.X - 1; x++)
330 v3s16 p = roomplace + v3s16(x, y, z);
331 if (vm->m_area.contains(p) == false)
333 u32 vi = vm->m_area.index(p);
334 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
335 vm->m_data[vi] = n_air;
340 void DungeonGen::makeFill(v3s16 place, v3s16 size,
341 u8 avoid_flags, MapNode n, u8 or_flags)
343 for (s16 z = 0; z < size.Z; z++)
344 for (s16 y = 0; y < size.Y; y++)
345 for (s16 x = 0; x < size.X; x++)
347 v3s16 p = place + v3s16(x, y, z);
348 if (vm->m_area.contains(p) == false)
350 u32 vi = vm->m_area.index(p);
351 if (vm->m_flags[vi] & avoid_flags)
353 vm->m_flags[vi] |= or_flags;
359 void DungeonGen::makeHole(v3s16 place)
361 makeFill(place, dp.holesize, 0,
362 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
366 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
370 #ifdef DGEN_USE_TORCHES
371 // Place torch (for testing)
372 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
377 void DungeonGen::makeCorridor(v3s16 doorplace,
378 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
381 v3s16 p0 = doorplace;
384 /*if (random.next() % 2)
385 length = random.range(1, 13);
387 length = random.range(1, 6);*/
388 length = random.range(1, 13);
389 u32 partlength = random.range(1, 13);
393 if (random.next() % 2 == 0 && partlength >= 3)
394 make_stairs = random.next() % 2 ? 1 : -1;
396 for (u32 i = 0; i < length; i++) {
401 if (vm->m_area.contains(p) == true &&
402 vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
404 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
405 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
409 // TODO: fix stairs code so it works 100% (quite difficult)
411 // exclude stairs from the bottom step
412 // exclude stairs from diagonal steps
413 if (((dir.X ^ dir.Z) & 1) &&
414 (((make_stairs == 1) && i != 0) ||
415 ((make_stairs == -1) && i != length - 1))) {
416 // rotate face 180 deg if making stairs backwards
417 int facedir = dir_to_facedir(dir * make_stairs);
419 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
420 if (vm->m_data[vi].getContent() == dp.c_cobble)
421 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
423 vi = vm->m_area.index(p.X, p.Y, p.Z);
424 if (vm->m_data[vi].getContent() == dp.c_cobble)
425 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
428 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
429 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
435 // Can't go here, turn away
436 dir = turn_xz(dir, random.range(0, 1));
437 make_stairs = -make_stairs;
439 partlength = random.range(1, length);
444 if (partcount >= partlength) {
447 dir = random_turn(random, dir);
449 partlength = random.range(1,length);
452 if (random.next() % 2 == 0 && partlength >= 3)
453 make_stairs = random.next() % 2 ? 1 : -1;
461 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
463 for (u32 i = 0; i < 100; i++)
465 v3s16 p = m_pos + m_dir;
466 v3s16 p1 = p + v3s16(0, 1, 0);
467 if (vm->m_area.contains(p) == false
468 || vm->m_area.contains(p1) == false
474 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
475 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
477 // Found wall, this is a good place!
480 // Randomize next direction
485 Determine where to move next
487 // Jump one up if the actual space is there
488 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
489 && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
490 && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
492 // Jump one down if the actual space is there
493 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
494 && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
495 && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
497 // Check if walking is now possible
498 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
499 || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
501 // Cannot continue walking here
512 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
513 v3s16 &result_doordir, v3s16 &result_roomplace)
515 for (s16 trycount = 0; trycount < 30; trycount++)
519 bool r = findPlaceForDoor(doorplace, doordir);
523 // X east, Z north, Y up
525 if (doordir == v3s16(1, 0, 0)) // X+
526 roomplace = doorplace +
527 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
528 if (doordir == v3s16(-1, 0, 0)) // X-
529 roomplace = doorplace +
530 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
531 if (doordir == v3s16(0, 0, 1)) // Z+
532 roomplace = doorplace +
533 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
534 if (doordir == v3s16(0, 0, -1)) // Z-
535 roomplace = doorplace +
536 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
539 if (doordir == v3s16(1, 0, 0)) // X+
540 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
541 if (doordir == v3s16(-1, 0, 0)) // X-
542 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
543 if (doordir == v3s16(0, 0, 1)) // Z+
544 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
545 if (doordir == v3s16(0, 0, -1)) // Z-
546 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
551 for (s16 z = 1; z < roomsize.Z - 1; z++)
552 for (s16 y = 1; y < roomsize.Y - 1; y++)
553 for (s16 x = 1; x < roomsize.X - 1; x++)
555 v3s16 p = roomplace + v3s16(x, y, z);
556 if (vm->m_area.contains(p) == false)
561 if (vm->m_flags[vm->m_area.index(p)]
562 & VMANIP_FLAG_DUNGEON_INSIDE)
573 result_doorplace = doorplace;
574 result_doordir = doordir;
575 result_roomplace = roomplace;
582 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
584 // Make diagonal directions somewhat rare
585 if (diagonal_dirs && (random.next() % 4 == 0)) {
591 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
592 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
596 if (random.next() % 2 == 0)
597 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
599 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
604 v3s16 turn_xz(v3s16 olddir, int t)
625 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
627 int turn = random.range(0, 2);
636 dir = turn_xz(olddir, 0);
639 dir = turn_xz(olddir, 1);
644 int dir_to_facedir(v3s16 d) {
645 if (abs(d.X) > abs(d.Z))
646 return d.X < 0 ? 3 : 1;
648 return d.Z < 0 ? 2 : 0;