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"
29 #include "settings.h" // For g_settings
30 #include "main.h" // For g_profiler
32 //#define DGEN_USE_TORCHES
34 NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
35 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
36 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
39 ///////////////////////////////////////////////////////////////////////////////
42 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) {
72 //TimeTaker t("gen dungeons");
73 if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
76 this->blockseed = bseed;
77 random.seed(bseed + 2);
79 // Dungeon generator doesn't modify places which have this set
80 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
82 // Set all air and water to be untouchable to make dungeons open
83 // to caves and open air
84 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
85 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
86 u32 i = vm->m_area.index(nmin.X, y, z);
87 for (s16 x = nmin.X; x <= nmax.X; x++) {
88 content_t c = vm->m_data[i].getContent();
89 if (c == CONTENT_AIR || c == dp.c_water)
90 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
97 makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
99 // Convert some cobble to mossy cobble
100 if (dp.mossratio != 0.0) {
101 for (s16 z = nmin.Z; z <= nmax.Z; z++)
102 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
103 u32 i = vm->m_area.index(nmin.X, y, z);
104 for (s16 x = nmin.X; x <= nmax.X; x++) {
105 if (vm->m_data[i].getContent() == dp.c_cobble) {
106 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
107 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
108 if (density < wetness / dp.mossratio)
109 vm->m_data[i].setContent(dp.c_moss);
116 //printf("== gen dungeons: %dms\n", t.stop());
120 void DungeonGen::makeDungeon(v3s16 start_padding)
122 v3s16 areasize = vm->m_area.getExtent();
127 Find place for first room
130 for (u32 i = 0; i < 100 && !fits; i++)
132 bool is_large_room = ((random.next() & 3) == 1);
133 roomsize = is_large_room ?
134 v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
135 v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
136 roomsize += dp.roomsize;
138 // start_padding is used to disallow starting the generation of
139 // a dungeon in a neighboring generation chunk
140 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
141 random.range(0,areasize.X-roomsize.X-1-start_padding.X),
142 random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
143 random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
146 Check that we're not putting the room to an unknown place,
147 otherwise it might end up floating in the air
150 for (s16 z = 1; z < roomsize.Z - 1; z++)
151 for (s16 y = 1; y < roomsize.Y - 1; y++)
152 for (s16 x = 1; x < roomsize.X - 1; x++)
154 v3s16 p = roomplace + v3s16(x, y, z);
155 u32 vi = vm->m_area.index(p);
156 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
157 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
168 Stores the center position of the last room made, so that
169 a new corridor can be started from the last room instead of
170 the new room, if chosen so.
172 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
174 u32 room_count = random.range(2, 16);
175 for (u32 i = 0; i < room_count; i++)
177 // Make a room to the determined place
178 makeRoom(roomsize, roomplace);
180 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
181 mg->gennotify.addEvent(dp.notifytype, room_center);
183 #ifdef DGEN_USE_TORCHES
184 // Place torch at room center (for testing)
185 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
189 if (i == room_count - 1)
192 // Determine walker start position
194 bool start_in_last_room = (random.range(0, 2) != 0);
196 v3s16 walker_start_place;
198 if (start_in_last_room) {
199 walker_start_place = last_room_center;
201 walker_start_place = room_center;
202 // Store center of current room as the last one
203 last_room_center = room_center;
206 // Create walker and find a place for a door
210 m_pos = walker_start_place;
211 if (!findPlaceForDoor(doorplace, doordir))
214 if (random.range(0,1) == 0)
216 makeDoor(doorplace, doordir);
218 // Don't actually make a door
219 doorplace -= doordir;
221 // Make a random corridor starting from the door
223 v3s16 corridor_end_dir;
224 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
226 // Find a place for a random sized room
227 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
228 roomsize += dp.roomsize;
230 m_pos = corridor_end;
231 m_dir = corridor_end_dir;
232 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
235 if (random.range(0,1) == 0)
237 makeDoor(doorplace, doordir);
239 // Don't actually make a door
240 roomplace -= doordir;
246 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
248 MapNode n_cobble(dp.c_cobble);
249 MapNode n_air(CONTENT_AIR);
252 for (s16 z = 0; z < roomsize.Z; z++)
253 for (s16 y = 0; y < roomsize.Y; y++)
256 v3s16 p = roomplace + v3s16(0, y, z);
257 if (vm->m_area.contains(p) == false)
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) == false)
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++)
280 v3s16 p = roomplace + v3s16(x, y, 0);
281 if (vm->m_area.contains(p) == false)
283 u32 vi = vm->m_area.index(p);
284 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
286 vm->m_data[vi] = n_cobble;
289 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
290 if (vm->m_area.contains(p) == false)
292 u32 vi = vm->m_area.index(p);
293 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
295 vm->m_data[vi] = n_cobble;
299 // Make +-Y walls (floor and ceiling)
300 for (s16 z = 0; z < roomsize.Z; z++)
301 for (s16 x = 0; x < roomsize.X; x++)
304 v3s16 p = roomplace + v3s16(x, 0, z);
305 if (vm->m_area.contains(p) == false)
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) == false)
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++)
328 v3s16 p = roomplace + v3s16(x, y, z);
329 if (vm->m_area.contains(p) == false)
331 u32 vi = vm->m_area.index(p);
332 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
333 vm->m_data[vi] = n_air;
338 void DungeonGen::makeFill(v3s16 place, v3s16 size,
339 u8 avoid_flags, MapNode n, u8 or_flags)
341 for (s16 z = 0; z < size.Z; z++)
342 for (s16 y = 0; y < size.Y; y++)
343 for (s16 x = 0; x < size.X; x++)
345 v3s16 p = place + v3s16(x, y, z);
346 if (vm->m_area.contains(p) == false)
348 u32 vi = vm->m_area.index(p);
349 if (vm->m_flags[vi] & avoid_flags)
351 vm->m_flags[vi] |= or_flags;
357 void DungeonGen::makeHole(v3s16 place)
359 makeFill(place, dp.holesize, 0,
360 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
364 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
368 #ifdef DGEN_USE_TORCHES
369 // Place torch (for testing)
370 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
375 void DungeonGen::makeCorridor(v3s16 doorplace,
376 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
379 v3s16 p0 = doorplace;
382 /*if (random.next() % 2)
383 length = random.range(1, 13);
385 length = random.range(1, 6);*/
386 length = random.range(1, 13);
387 u32 partlength = random.range(1, 13);
391 if (random.next() % 2 == 0 && partlength >= 3)
392 make_stairs = random.next() % 2 ? 1 : -1;
394 for (u32 i = 0; i < length; i++) {
399 if (vm->m_area.contains(p) == true &&
400 vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
402 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
403 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
407 // TODO: fix stairs code so it works 100% (quite difficult)
409 // exclude stairs from the bottom step
410 // exclude stairs from diagonal steps
411 if (((dir.X ^ dir.Z) & 1) &&
412 (((make_stairs == 1) && i != 0) ||
413 ((make_stairs == -1) && i != length - 1))) {
414 // rotate face 180 deg if 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), dp.holesize + v3s16(2, 2, 2),
427 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
433 // Can't go here, turn away
434 dir = turn_xz(dir, random.range(0, 1));
435 make_stairs = -make_stairs;
437 partlength = random.range(1, length);
442 if (partcount >= partlength) {
445 dir = random_turn(random, dir);
447 partlength = random.range(1,length);
450 if (random.next() % 2 == 0 && partlength >= 3)
451 make_stairs = random.next() % 2 ? 1 : -1;
459 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
461 for (u32 i = 0; i < 100; i++)
463 v3s16 p = m_pos + m_dir;
464 v3s16 p1 = p + v3s16(0, 1, 0);
465 if (vm->m_area.contains(p) == false
466 || vm->m_area.contains(p1) == false
472 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
473 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
475 // Found wall, this is a good place!
478 // Randomize next direction
483 Determine where to move next
485 // Jump one up if the actual space is there
486 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
487 && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
488 && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
490 // Jump one down if the actual space is there
491 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
492 && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
493 && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
495 // Check if walking is now possible
496 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
497 || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
499 // Cannot continue walking here
510 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
511 v3s16 &result_doordir, v3s16 &result_roomplace)
513 for (s16 trycount = 0; trycount < 30; trycount++)
517 bool r = findPlaceForDoor(doorplace, doordir);
521 // X east, Z north, Y up
523 if (doordir == v3s16(1, 0, 0)) // X+
524 roomplace = doorplace +
525 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
526 if (doordir == v3s16(-1, 0, 0)) // X-
527 roomplace = doorplace +
528 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
529 if (doordir == v3s16(0, 0, 1)) // Z+
530 roomplace = doorplace +
531 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
532 if (doordir == v3s16(0, 0, -1)) // Z-
533 roomplace = doorplace +
534 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
537 if (doordir == v3s16(1, 0, 0)) // X+
538 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
539 if (doordir == v3s16(-1, 0, 0)) // X-
540 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
541 if (doordir == v3s16(0, 0, 1)) // Z+
542 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
543 if (doordir == v3s16(0, 0, -1)) // Z-
544 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
549 for (s16 z = 1; z < roomsize.Z - 1; z++)
550 for (s16 y = 1; y < roomsize.Y - 1; y++)
551 for (s16 x = 1; x < roomsize.X - 1; x++)
553 v3s16 p = roomplace + v3s16(x, y, z);
554 if (vm->m_area.contains(p) == false)
559 if (vm->m_flags[vm->m_area.index(p)]
560 & VMANIP_FLAG_DUNGEON_INSIDE)
571 result_doorplace = doorplace;
572 result_doordir = doordir;
573 result_roomplace = roomplace;
580 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
582 // Make diagonal directions somewhat rare
583 if (diagonal_dirs && (random.next() % 4 == 0)) {
589 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
590 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
594 if (random.next() % 2 == 0)
595 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
597 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
602 v3s16 turn_xz(v3s16 olddir, int t)
623 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
625 int turn = random.range(0, 2);
634 dir = turn_xz(olddir, 0);
637 dir = turn_xz(olddir, 1);
642 int dir_to_facedir(v3s16 d) {
643 if (abs(d.X) > abs(d.Z))
644 return d.X < 0 ? 3 : 1;
646 return d.Z < 0 ? 2 : 0;