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));
55 // Default dungeon parameters
58 dp.c_water = ndef->getId("mapgen_water_source");
59 dp.c_river_water = ndef->getId("mapgen_river_water_source");
60 dp.c_wall = ndef->getId("mapgen_cobble");
61 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
62 dp.c_stair = ndef->getId("mapgen_stair_cobble");
64 if (dp.c_river_water == CONTENT_IGNORE)
65 dp.c_river_water = ndef->getId("mapgen_water_source");
67 dp.diagonal_dirs = false;
68 dp.only_in_ground = true;
69 dp.holesize = v3s16(1, 2, 1);
70 dp.corridor_len_min = 1;
71 dp.corridor_len_max = 13;
72 dp.room_size_min = v3s16(4, 4, 4);
73 dp.room_size_max = v3s16(8, 6, 8);
74 dp.room_size_large_min = v3s16(8, 8, 8);
75 dp.room_size_large_max = v3s16(16, 16, 16);
78 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
79 dp.y_max = MAX_MAP_GENERATION_LIMIT;
80 dp.notifytype = GENNOTIFY_DUNGEON;
82 dp.np_density = nparams_dungeon_density;
83 dp.np_alt_wall = nparams_dungeon_alt_wall;
88 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
92 //TimeTaker t("gen dungeons");
93 if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
96 float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
97 if (nval_density < 1.0f)
100 static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
103 this->blockseed = bseed;
104 random.seed(bseed + 2);
106 // Dungeon generator doesn't modify places which have this set
107 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
109 if (dp.only_in_ground) {
110 // Set all air and water to be untouchable to make dungeons open to
111 // caves and open air. Optionally set ignore to be untouchable to
112 // prevent protruding dungeons.
113 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
114 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
115 u32 i = vm->m_area.index(nmin.X, y, z);
116 for (s16 x = nmin.X; x <= nmax.X; x++) {
117 content_t c = vm->m_data[i].getContent();
118 if (c == CONTENT_AIR || c == dp.c_water ||
119 (preserve_ignore && c == CONTENT_IGNORE) ||
120 c == dp.c_river_water)
121 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
129 for (u32 i = 0; i < floor(nval_density); i++)
130 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
132 // Optionally convert some structure to alternative structure
133 if (dp.c_alt_wall == CONTENT_IGNORE)
136 for (s16 z = nmin.Z; z <= nmax.Z; z++)
137 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
138 u32 i = vm->m_area.index(nmin.X, y, z);
139 for (s16 x = nmin.X; x <= nmax.X; x++) {
140 if (vm->m_data[i].getContent() == dp.c_wall) {
141 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
142 vm->m_data[i].setContent(dp.c_alt_wall);
148 //printf("== gen dungeons: %dms\n", t.stop());
152 void DungeonGen::makeDungeon(v3s16 start_padding)
154 const v3s16 &areasize = vm->m_area.getExtent();
159 Find place for first room.
160 There is a 1 in 4 chance of the first room being 'large',
161 all other rooms are not 'large'.
164 for (u32 i = 0; i < 100 && !fits; i++) {
165 bool is_large_room = ((random.next() & 3) == 1);
167 roomsize.Z = random.range(
168 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
169 roomsize.Y = random.range(
170 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
171 roomsize.X = random.range(
172 dp.room_size_large_min.X, dp.room_size_large_max.X);
174 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
175 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
176 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
179 // start_padding is used to disallow starting the generation of
180 // a dungeon in a neighboring generation chunk
181 roomplace = vm->m_area.MinEdge + start_padding;
182 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
183 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
184 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
187 Check that we're not putting the room to an unknown place,
188 otherwise it might end up floating in the air
191 for (s16 z = 0; z < roomsize.Z; z++)
192 for (s16 y = 0; y < roomsize.Y; y++)
193 for (s16 x = 0; x < roomsize.X; x++) {
194 v3s16 p = roomplace + v3s16(x, y, z);
195 u32 vi = vm->m_area.index(p);
196 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
197 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
208 Stores the center position of the last room made, so that
209 a new corridor can be started from the last room instead of
210 the new room, if chosen so.
212 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
214 u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
215 for (u32 i = 0; i < room_count; i++) {
216 // Make a room to the determined place
217 makeRoom(roomsize, roomplace);
219 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
221 gennotify->addEvent(dp.notifytype, room_center);
223 #ifdef DGEN_USE_TORCHES
224 // Place torch at room center (for testing)
225 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
229 if (i == room_count - 1)
232 // Determine walker start position
234 bool start_in_last_room = (random.range(0, 2) != 0);
236 v3s16 walker_start_place;
238 if (start_in_last_room) {
239 walker_start_place = last_room_center;
241 walker_start_place = room_center;
242 // Store center of current room as the last one
243 last_room_center = room_center;
246 // Create walker and find a place for a door
250 m_pos = walker_start_place;
251 if (!findPlaceForDoor(doorplace, doordir))
254 if (random.range(0, 1) == 0)
256 makeDoor(doorplace, doordir);
258 // Don't actually make a door
259 doorplace -= doordir;
261 // Make a random corridor starting from the door
263 v3s16 corridor_end_dir;
264 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
266 // Find a place for a random sized room
267 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
268 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
269 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
271 m_pos = corridor_end;
272 m_dir = corridor_end_dir;
273 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
276 if (random.range(0, 1) == 0)
278 makeDoor(doorplace, doordir);
280 // Don't actually make a door
281 roomplace -= doordir;
287 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
289 MapNode n_wall(dp.c_wall);
290 MapNode n_air(CONTENT_AIR);
293 for (s16 z = 0; z < roomsize.Z; z++)
294 for (s16 y = 0; y < roomsize.Y; y++) {
296 v3s16 p = roomplace + v3s16(0, y, z);
297 if (!vm->m_area.contains(p))
299 u32 vi = vm->m_area.index(p);
300 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
302 vm->m_data[vi] = n_wall;
305 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
306 if (!vm->m_area.contains(p))
308 u32 vi = vm->m_area.index(p);
309 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
311 vm->m_data[vi] = n_wall;
316 for (s16 x = 0; x < roomsize.X; x++)
317 for (s16 y = 0; y < roomsize.Y; y++) {
319 v3s16 p = roomplace + v3s16(x, y, 0);
320 if (!vm->m_area.contains(p))
322 u32 vi = vm->m_area.index(p);
323 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
325 vm->m_data[vi] = n_wall;
328 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
329 if (!vm->m_area.contains(p))
331 u32 vi = vm->m_area.index(p);
332 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
334 vm->m_data[vi] = n_wall;
338 // Make +-Y walls (floor and ceiling)
339 for (s16 z = 0; z < roomsize.Z; z++)
340 for (s16 x = 0; x < roomsize.X; x++) {
342 v3s16 p = roomplace + v3s16(x, 0, z);
343 if (!vm->m_area.contains(p))
345 u32 vi = vm->m_area.index(p);
346 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
348 vm->m_data[vi] = n_wall;
351 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
352 if (!vm->m_area.contains(p))
354 u32 vi = vm->m_area.index(p);
355 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
357 vm->m_data[vi] = n_wall;
362 for (s16 z = 1; z < roomsize.Z - 1; z++)
363 for (s16 y = 1; y < roomsize.Y - 1; y++)
364 for (s16 x = 1; x < roomsize.X - 1; x++) {
365 v3s16 p = roomplace + v3s16(x, y, z);
366 if (!vm->m_area.contains(p))
368 u32 vi = vm->m_area.index(p);
369 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
370 vm->m_data[vi] = n_air;
375 void DungeonGen::makeFill(v3s16 place, v3s16 size,
376 u8 avoid_flags, MapNode n, u8 or_flags)
378 for (s16 z = 0; z < size.Z; z++)
379 for (s16 y = 0; y < size.Y; y++)
380 for (s16 x = 0; x < size.X; x++) {
381 v3s16 p = place + v3s16(x, y, z);
382 if (!vm->m_area.contains(p))
384 u32 vi = vm->m_area.index(p);
385 if (vm->m_flags[vi] & avoid_flags)
387 vm->m_flags[vi] |= or_flags;
393 void DungeonGen::makeHole(v3s16 place)
395 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
396 VMANIP_FLAG_DUNGEON_INSIDE);
400 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
404 #ifdef DGEN_USE_TORCHES
405 // Place torch (for testing)
406 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
411 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
412 v3s16 &result_place, v3s16 &result_dir)
415 v3s16 p0 = doorplace;
417 u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
418 u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
422 if (random.next() % 2 == 0 && partlength >= 3)
423 make_stairs = random.next() % 2 ? 1 : -1;
425 for (u32 i = 0; i < length; i++) {
430 // Check segment of minimum size corridor is in voxelmanip
431 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
433 makeFill(p + v3s16(-1, -1, -1),
434 dp.holesize + v3s16(2, 3, 2),
435 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
441 // TODO: fix stairs code so it works 100%
444 // exclude stairs from the bottom step
445 // exclude stairs from diagonal steps
446 if (((dir.X ^ dir.Z) & 1) &&
447 (((make_stairs == 1) && i != 0) ||
448 ((make_stairs == -1) && i != length - 1))) {
449 // rotate face 180 deg if
450 // making stairs backwards
451 int facedir = dir_to_facedir(dir * make_stairs);
453 u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
454 // Stair width direction vector
455 v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
457 for (u16 st = 0; st < stair_width; st++) {
458 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
459 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
460 vm->m_data[vi].getContent() == dp.c_wall)
461 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
463 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
464 if (vm->m_area.contains(ps) &&
465 vm->m_data[vi].getContent() == dp.c_wall)
466 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
472 makeFill(p + v3s16(-1, -1, -1),
473 dp.holesize + v3s16(2, 2, 2),
474 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
482 // Can't go here, turn away
483 dir = turn_xz(dir, random.range(0, 1));
484 make_stairs = -make_stairs;
486 partlength = random.range(1, length);
491 if (partcount >= partlength) {
494 dir = random_turn(random, dir);
496 partlength = random.range(1, length);
499 if (random.next() % 2 == 0 && partlength >= 3)
500 make_stairs = random.next() % 2 ? 1 : -1;
508 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
510 for (u32 i = 0; i < 100; i++) {
511 v3s16 p = m_pos + m_dir;
512 v3s16 p1 = p + v3s16(0, 1, 0);
513 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
517 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
518 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
519 // Found wall, this is a good place!
522 // Randomize next direction
527 Determine where to move next
529 // Jump one up if the actual space is there
530 if (vm->getNodeNoExNoEmerge(p +
531 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
532 vm->getNodeNoExNoEmerge(p +
533 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
534 vm->getNodeNoExNoEmerge(p +
535 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
537 // Jump one down if the actual space is there
538 if (vm->getNodeNoExNoEmerge(p +
539 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
540 vm->getNodeNoExNoEmerge(p +
541 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
542 vm->getNodeNoExNoEmerge(p +
543 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
544 p += v3s16(0, -1, 0);
545 // Check if walking is now possible
546 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
547 vm->getNodeNoExNoEmerge(p +
548 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
549 // Cannot continue walking here
560 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
561 v3s16 &result_doordir, v3s16 &result_roomplace)
563 for (s16 trycount = 0; trycount < 30; trycount++) {
566 bool r = findPlaceForDoor(doorplace, doordir);
570 // X east, Z north, Y up
571 if (doordir == v3s16(1, 0, 0)) // X+
572 roomplace = doorplace +
573 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
574 if (doordir == v3s16(-1, 0, 0)) // X-
575 roomplace = doorplace +
576 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
577 if (doordir == v3s16(0, 0, 1)) // Z+
578 roomplace = doorplace +
579 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
580 if (doordir == v3s16(0, 0, -1)) // Z-
581 roomplace = doorplace +
582 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
586 for (s16 z = 1; z < roomsize.Z - 1; z++)
587 for (s16 y = 1; y < roomsize.Y - 1; y++)
588 for (s16 x = 1; x < roomsize.X - 1; x++) {
589 v3s16 p = roomplace + v3s16(x, y, z);
590 if (!vm->m_area.contains(p)) {
594 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
603 result_doorplace = doorplace;
604 result_doordir = doordir;
605 result_roomplace = roomplace;
612 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
614 // Make diagonal directions somewhat rare
615 if (diagonal_dirs && (random.next() % 4 == 0)) {
622 dir.Z = random.next() % 3 - 1;
624 dir.X = random.next() % 3 - 1;
625 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
629 if (random.next() % 2 == 0)
630 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
632 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
637 v3s16 turn_xz(v3s16 olddir, int t)
655 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
657 int turn = random.range(0, 2);
664 dir = turn_xz(olddir, 0);
667 dir = turn_xz(olddir, 1);
672 int dir_to_facedir(v3s16 d)
674 if (abs(d.X) > abs(d.Z))
675 return d.X < 0 ? 3 : 1;
677 return d.Z < 0 ? 2 : 0;