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;
69 // For mapgens using river water
70 dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
71 if (dp.c_river_water == CONTENT_IGNORE)
72 dp.c_river_water = mg->ndef->getId("mapgen_water_source");
76 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
78 //TimeTaker t("gen dungeons");
79 if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
82 this->blockseed = bseed;
83 random.seed(bseed + 2);
85 // Dungeon generator doesn't modify places which have this set
86 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
88 // Set all air and water to be untouchable
89 // to make dungeons open to caves and open air
90 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
91 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
92 u32 i = vm->m_area.index(nmin.X, y, z);
93 for (s16 x = nmin.X; x <= nmax.X; x++) {
94 content_t c = vm->m_data[i].getContent();
95 if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
96 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
103 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
105 // Convert some cobble to mossy cobble
106 if (dp.mossratio != 0.0) {
107 for (s16 z = nmin.Z; z <= nmax.Z; z++)
108 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
109 u32 i = vm->m_area.index(nmin.X, y, z);
110 for (s16 x = nmin.X; x <= nmax.X; x++) {
111 if (vm->m_data[i].getContent() == dp.c_cobble) {
112 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
113 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
114 if (density < wetness / dp.mossratio)
115 vm->m_data[i].setContent(dp.c_moss);
122 //printf("== gen dungeons: %dms\n", t.stop());
126 void DungeonGen::makeDungeon(v3s16 start_padding)
128 v3s16 areasize = vm->m_area.getExtent();
133 Find place for first room
136 for (u32 i = 0; i < 100 && !fits; i++) {
137 bool is_large_room = ((random.next() & 3) == 1);
138 roomsize = is_large_room ?
139 v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
140 v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
141 roomsize += dp.roomsize;
143 // start_padding is used to disallow starting the generation of
144 // a dungeon in a neighboring generation chunk
145 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
146 random.range(0, areasize.X - roomsize.X - start_padding.X),
147 random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
148 random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
151 Check that we're not putting the room to an unknown place,
152 otherwise it might end up floating in the air
155 for (s16 z = 0; z < roomsize.Z; z++)
156 for (s16 y = 0; y < roomsize.Y; y++)
157 for (s16 x = 0; x < roomsize.X; x++) {
158 v3s16 p = roomplace + v3s16(x, y, z);
159 u32 vi = vm->m_area.index(p);
160 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
161 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
172 Stores the center position of the last room made, so that
173 a new corridor can be started from the last room instead of
174 the new room, if chosen so.
176 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
178 u32 room_count = random.range(2, 16);
179 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 mg->gennotify.addEvent(dp.notifytype, room_center);
186 #ifdef DGEN_USE_TORCHES
187 // Place torch at room center (for testing)
188 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
192 if (i == room_count - 1)
195 // Determine walker start position
197 bool start_in_last_room = (random.range(0, 2) != 0);
199 v3s16 walker_start_place;
201 if (start_in_last_room) {
202 walker_start_place = last_room_center;
204 walker_start_place = room_center;
205 // Store center of current room as the last one
206 last_room_center = room_center;
209 // Create walker and find a place for a door
213 m_pos = walker_start_place;
214 if (!findPlaceForDoor(doorplace, doordir))
217 if (random.range(0, 1) == 0)
219 makeDoor(doorplace, doordir);
221 // Don't actually make a door
222 doorplace -= doordir;
224 // Make a random corridor starting from the door
226 v3s16 corridor_end_dir;
227 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
229 // Find a place for a random sized room
230 roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
231 roomsize += dp.roomsize;
233 m_pos = corridor_end;
234 m_dir = corridor_end_dir;
235 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
238 if (random.range(0, 1) == 0)
240 makeDoor(doorplace, doordir);
242 // Don't actually make a door
243 roomplace -= doordir;
249 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
251 MapNode n_cobble(dp.c_cobble);
252 MapNode n_air(CONTENT_AIR);
255 for (s16 z = 0; z < roomsize.Z; z++)
256 for (s16 y = 0; y < roomsize.Y; y++) {
258 v3s16 p = roomplace + v3s16(0, y, z);
259 if (!vm->m_area.contains(p))
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))
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++) {
281 v3s16 p = roomplace + v3s16(x, y, 0);
282 if (!vm->m_area.contains(p))
284 u32 vi = vm->m_area.index(p);
285 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
287 vm->m_data[vi] = n_cobble;
290 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
291 if (!vm->m_area.contains(p))
293 u32 vi = vm->m_area.index(p);
294 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
296 vm->m_data[vi] = n_cobble;
300 // Make +-Y walls (floor and ceiling)
301 for (s16 z = 0; z < roomsize.Z; z++)
302 for (s16 x = 0; x < roomsize.X; x++) {
304 v3s16 p = roomplace + v3s16(x, 0, z);
305 if (!vm->m_area.contains(p))
307 u32 vi = vm->m_area.index(p);
308 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
310 vm->m_data[vi] = n_cobble;
313 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
314 if (!vm->m_area.contains(p))
316 u32 vi = vm->m_area.index(p);
317 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
319 vm->m_data[vi] = n_cobble;
324 for (s16 z = 1; z < roomsize.Z - 1; z++)
325 for (s16 y = 1; y < roomsize.Y - 1; y++)
326 for (s16 x = 1; x < roomsize.X - 1; x++) {
327 v3s16 p = roomplace + v3s16(x, y, z);
328 if (!vm->m_area.contains(p))
330 u32 vi = vm->m_area.index(p);
331 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
332 vm->m_data[vi] = n_air;
337 void DungeonGen::makeFill(v3s16 place, v3s16 size,
338 u8 avoid_flags, MapNode n, u8 or_flags)
340 for (s16 z = 0; z < size.Z; z++)
341 for (s16 y = 0; y < size.Y; y++)
342 for (s16 x = 0; x < size.X; x++) {
343 v3s16 p = place + v3s16(x, y, z);
344 if (!vm->m_area.contains(p))
346 u32 vi = vm->m_area.index(p);
347 if (vm->m_flags[vi] & avoid_flags)
349 vm->m_flags[vi] |= or_flags;
355 void DungeonGen::makeHole(v3s16 place)
357 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
358 VMANIP_FLAG_DUNGEON_INSIDE);
362 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
366 #ifdef DGEN_USE_TORCHES
367 // Place torch (for testing)
368 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
373 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
374 v3s16 &result_place, v3s16 &result_dir)
377 v3s16 p0 = doorplace;
380 /*if (random.next() % 2)
381 length = random.range(1, 13);
383 length = random.range(1, 6);*/
384 length = random.range(1, 13);
385 u32 partlength = random.range(1, 13);
389 if (random.next() % 2 == 0 && partlength >= 3)
390 make_stairs = random.next() % 2 ? 1 : -1;
392 for (u32 i = 0; i < length; i++) {
397 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
398 vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
400 makeFill(p + v3s16(-1, -1, -1),
401 dp.holesize + v3s16(2, 3, 2),
402 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
403 MapNode(dp.c_cobble),
408 // TODO: fix stairs code so it works 100%
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
417 // making stairs backwards
418 int facedir = dir_to_facedir(dir * make_stairs);
420 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
421 if (vm->m_data[vi].getContent() == dp.c_cobble)
422 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
424 vi = vm->m_area.index(p.X, p.Y, p.Z);
425 if (vm->m_data[vi].getContent() == dp.c_cobble)
426 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
429 makeFill(p + v3s16(-1, -1, -1),
430 dp.holesize + v3s16(2, 2, 2),
431 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
432 MapNode(dp.c_cobble),
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++) {
468 v3s16 p = m_pos + m_dir;
469 v3s16 p1 = p + v3s16(0, 1, 0);
470 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
474 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
475 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
476 // Found wall, this is a good place!
479 // Randomize next direction
484 Determine where to move next
486 // Jump one up if the actual space is there
487 if (vm->getNodeNoExNoEmerge(p +
488 v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
489 vm->getNodeNoExNoEmerge(p +
490 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
491 vm->getNodeNoExNoEmerge(p +
492 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
494 // Jump one down if the actual space is there
495 if (vm->getNodeNoExNoEmerge(p +
496 v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
497 vm->getNodeNoExNoEmerge(p +
498 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
499 vm->getNodeNoExNoEmerge(p +
500 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
501 p += v3s16(0, -1, 0);
502 // Check if walking is now possible
503 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
504 vm->getNodeNoExNoEmerge(p +
505 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
506 // Cannot continue walking here
517 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
518 v3s16 &result_doordir, v3s16 &result_roomplace)
520 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++) {
558 v3s16 p = roomplace + v3s16(x, y, z);
559 if (!vm->m_area.contains(p)) {
563 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
572 result_doorplace = doorplace;
573 result_doordir = doordir;
574 result_roomplace = roomplace;
581 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
583 // Make diagonal directions somewhat rare
584 if (diagonal_dirs && (random.next() % 4 == 0)) {
590 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
591 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
595 if (random.next() % 2 == 0)
596 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
598 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
603 v3s16 turn_xz(v3s16 olddir, int t)
621 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
623 int turn = random.range(0, 2);
630 dir = turn_xz(olddir, 0);
633 dir = turn_xz(olddir, 1);
638 int dir_to_facedir(v3s16 d)
640 if (abs(d.X) > abs(d.Z))
641 return d.X < 0 ? 3 : 1;
643 return d.Z < 0 ? 2 : 0;