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)
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)
73 //TimeTaker t("gen dungeons");
74 if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
77 this->blockseed = bseed;
78 random.seed(bseed + 2);
80 // Dungeon generator doesn't modify places which have this set
81 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
83 bool no_float = !g_settings->getBool("enable_floating_dungeons");
85 // Set all air and water (and optionally ignore) to be untouchable
86 // to make dungeons open 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 (no_float && c == CONTENT_IGNORE))
94 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
101 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
103 // Convert some cobble to mossy cobble
104 if (dp.mossratio != 0.0) {
105 for (s16 z = nmin.Z; z <= nmax.Z; z++)
106 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
107 u32 i = vm->m_area.index(nmin.X, y, z);
108 for (s16 x = nmin.X; x <= nmax.X; x++) {
109 if (vm->m_data[i].getContent() == dp.c_cobble) {
110 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
111 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
112 if (density < wetness / dp.mossratio)
113 vm->m_data[i].setContent(dp.c_moss);
120 //printf("== gen dungeons: %dms\n", t.stop());
124 void DungeonGen::makeDungeon(v3s16 start_padding)
126 v3s16 areasize = vm->m_area.getExtent();
131 Find place for first room
134 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++) {
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++) {
178 // Make a room to the determined place
179 makeRoom(roomsize, roomplace);
181 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
182 mg->gennotify.addEvent(dp.notifytype, room_center);
184 #ifdef DGEN_USE_TORCHES
185 // Place torch at room center (for testing)
186 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
190 if (i == room_count - 1)
193 // Determine walker start position
195 bool start_in_last_room = (random.range(0, 2) != 0);
197 v3s16 walker_start_place;
199 if (start_in_last_room) {
200 walker_start_place = last_room_center;
202 walker_start_place = room_center;
203 // Store center of current room as the last one
204 last_room_center = room_center;
207 // Create walker and find a place for a door
211 m_pos = walker_start_place;
212 if (!findPlaceForDoor(doorplace, doordir))
215 if (random.range(0, 1) == 0)
217 makeDoor(doorplace, doordir);
219 // Don't actually make a door
220 doorplace -= doordir;
222 // Make a random corridor starting from the door
224 v3s16 corridor_end_dir;
225 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
227 // Find a place for a random sized room
228 roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
229 roomsize += dp.roomsize;
231 m_pos = corridor_end;
232 m_dir = corridor_end_dir;
233 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
236 if (random.range(0, 1) == 0)
238 makeDoor(doorplace, doordir);
240 // Don't actually make a door
241 roomplace -= doordir;
247 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
249 MapNode n_cobble(dp.c_cobble);
250 MapNode n_air(CONTENT_AIR);
253 for (s16 z = 0; z < roomsize.Z; z++)
254 for (s16 y = 0; y < roomsize.Y; y++) {
256 v3s16 p = roomplace + v3s16(0, y, z);
257 if (!vm->m_area.contains(p))
259 u32 vi = vm->m_area.index(p);
260 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
262 vm->m_data[vi] = n_cobble;
265 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
266 if (!vm->m_area.contains(p))
268 u32 vi = vm->m_area.index(p);
269 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
271 vm->m_data[vi] = n_cobble;
276 for (s16 x = 0; x < roomsize.X; x++)
277 for (s16 y = 0; y < roomsize.Y; y++) {
279 v3s16 p = roomplace + v3s16(x, y, 0);
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_cobble;
288 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
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_cobble;
298 // Make +-Y walls (floor and ceiling)
299 for (s16 z = 0; z < roomsize.Z; z++)
300 for (s16 x = 0; x < roomsize.X; x++) {
302 v3s16 p = roomplace + v3s16(x, 0, z);
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_cobble;
311 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
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_cobble;
322 for (s16 z = 1; z < roomsize.Z - 1; z++)
323 for (s16 y = 1; y < roomsize.Y - 1; y++)
324 for (s16 x = 1; x < roomsize.X - 1; x++) {
325 v3s16 p = roomplace + v3s16(x, y, z);
326 if (!vm->m_area.contains(p))
328 u32 vi = vm->m_area.index(p);
329 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
330 vm->m_data[vi] = n_air;
335 void DungeonGen::makeFill(v3s16 place, v3s16 size,
336 u8 avoid_flags, MapNode n, u8 or_flags)
338 for (s16 z = 0; z < size.Z; z++)
339 for (s16 y = 0; y < size.Y; y++)
340 for (s16 x = 0; x < size.X; x++) {
341 v3s16 p = place + v3s16(x, y, z);
342 if (!vm->m_area.contains(p))
344 u32 vi = vm->m_area.index(p);
345 if (vm->m_flags[vi] & avoid_flags)
347 vm->m_flags[vi] |= or_flags;
353 void DungeonGen::makeHole(v3s16 place)
355 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
356 VMANIP_FLAG_DUNGEON_INSIDE);
360 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
364 #ifdef DGEN_USE_TORCHES
365 // Place torch (for testing)
366 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
371 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
372 v3s16 &result_place, v3s16 &result_dir)
375 v3s16 p0 = doorplace;
378 /*if (random.next() % 2)
379 length = random.range(1, 13);
381 length = random.range(1, 6);*/
382 length = random.range(1, 13);
383 u32 partlength = random.range(1, 13);
387 if (random.next() % 2 == 0 && partlength >= 3)
388 make_stairs = random.next() % 2 ? 1 : -1;
390 for (u32 i = 0; i < length; i++) {
395 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
397 makeFill(p + v3s16(-1, -1, -1),
398 dp.holesize + v3s16(2, 3, 2),
399 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
400 MapNode(dp.c_cobble),
405 // TODO: fix stairs code so it works 100%
408 // exclude stairs from the bottom step
409 // exclude stairs from diagonal steps
410 if (((dir.X ^ dir.Z) & 1) &&
411 (((make_stairs == 1) && i != 0) ||
412 ((make_stairs == -1) && i != length - 1))) {
413 // rotate face 180 deg if
414 // making stairs backwards
415 int facedir = dir_to_facedir(dir * make_stairs);
417 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
418 if (vm->m_data[vi].getContent() == dp.c_cobble)
419 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
421 vi = vm->m_area.index(p.X, p.Y, p.Z);
422 if (vm->m_data[vi].getContent() == dp.c_cobble)
423 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
426 makeFill(p + v3s16(-1, -1, -1),
427 dp.holesize + v3s16(2, 2, 2),
428 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
429 MapNode(dp.c_cobble),
436 // Can't go here, turn away
437 dir = turn_xz(dir, random.range(0, 1));
438 make_stairs = -make_stairs;
440 partlength = random.range(1, length);
445 if (partcount >= partlength) {
448 dir = random_turn(random, dir);
450 partlength = random.range(1, length);
453 if (random.next() % 2 == 0 && partlength >= 3)
454 make_stairs = random.next() % 2 ? 1 : -1;
462 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
464 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) || !vm->m_area.contains(p1) || i % 4 == 0) {
471 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
472 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
473 // Found wall, this is a good place!
476 // Randomize next direction
481 Determine where to move next
483 // Jump one up if the actual space is there
484 if (vm->getNodeNoExNoEmerge(p +
485 v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
486 vm->getNodeNoExNoEmerge(p +
487 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
488 vm->getNodeNoExNoEmerge(p +
489 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
491 // Jump one down if the actual space is there
492 if (vm->getNodeNoExNoEmerge(p +
493 v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
494 vm->getNodeNoExNoEmerge(p +
495 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
496 vm->getNodeNoExNoEmerge(p +
497 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
498 p += v3s16(0, -1, 0);
499 // Check if walking is now possible
500 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
501 vm->getNodeNoExNoEmerge(p +
502 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
503 // Cannot continue walking here
514 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
515 v3s16 &result_doordir, v3s16 &result_roomplace)
517 for (s16 trycount = 0; trycount < 30; trycount++) {
520 bool r = findPlaceForDoor(doorplace, doordir);
524 // X east, Z north, Y up
526 if (doordir == v3s16(1, 0, 0)) // X+
527 roomplace = doorplace +
528 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
529 if (doordir == v3s16(-1, 0, 0)) // X-
530 roomplace = doorplace +
531 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
532 if (doordir == v3s16(0, 0, 1)) // Z+
533 roomplace = doorplace +
534 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
535 if (doordir == v3s16(0, 0, -1)) // Z-
536 roomplace = doorplace +
537 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
540 if (doordir == v3s16(1, 0, 0)) // X+
541 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
542 if (doordir == v3s16(-1, 0, 0)) // X-
543 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
544 if (doordir == v3s16(0, 0, 1)) // Z+
545 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
546 if (doordir == v3s16(0, 0, -1)) // Z-
547 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
552 for (s16 z = 1; z < roomsize.Z - 1; z++)
553 for (s16 y = 1; y < roomsize.Y - 1; y++)
554 for (s16 x = 1; x < roomsize.X - 1; x++) {
555 v3s16 p = roomplace + v3s16(x, y, z);
556 if (!vm->m_area.contains(p)) {
560 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
569 result_doorplace = doorplace;
570 result_doordir = doordir;
571 result_roomplace = roomplace;
578 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
580 // Make diagonal directions somewhat rare
581 if (diagonal_dirs && (random.next() % 4 == 0)) {
587 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
588 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
592 if (random.next() % 2 == 0)
593 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
595 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
600 v3s16 turn_xz(v3s16 olddir, int t)
618 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
620 int turn = random.range(0, 2);
627 dir = turn_xz(olddir, 0);
630 dir = turn_xz(olddir, 1);
635 int dir_to_facedir(v3s16 d)
637 if (abs(d.X) > abs(d.Z))
638 return d.X < 0 ? 3 : 1;
640 return d.Z < 0 ? 2 : 0;