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"
30 //#define DGEN_USE_TORCHES
32 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
33 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
36 ///////////////////////////////////////////////////////////////////////////////
39 DungeonGen::DungeonGen(INodeDefManager *ndef,
40 GenerateNotifier *gennotify, DungeonParams *dparams)
45 this->gennotify = gennotify;
47 #ifdef DGEN_USE_TORCHES
48 c_torch = ndef->getId("default:torch");
52 memcpy(&dp, dparams, sizeof(dp));
54 // Default dungeon parameters
57 dp.c_water = ndef->getId("mapgen_water_source");
58 dp.c_river_water = ndef->getId("mapgen_river_water_source");
59 dp.c_wall = ndef->getId("mapgen_cobble");
60 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
61 dp.c_stair = ndef->getId("mapgen_stair_cobble");
63 if (dp.c_river_water == CONTENT_IGNORE)
64 dp.c_river_water = ndef->getId("mapgen_water_source");
66 dp.diagonal_dirs = false;
67 dp.only_in_ground = true;
68 dp.holesize = v3s16(1, 2, 1);
69 dp.corridor_len_min = 1;
70 dp.corridor_len_max = 13;
71 dp.room_size_min = v3s16(4, 4, 4);
72 dp.room_size_max = v3s16(8, 6, 8);
73 dp.room_size_large_min = v3s16(8, 8, 8);
74 dp.room_size_large_max = v3s16(16, 16, 16);
77 dp.y_min = -MAX_MAP_GENERATION_LIMIT;
78 dp.y_max = MAX_MAP_GENERATION_LIMIT;
79 dp.notifytype = GENNOTIFY_DUNGEON;
81 dp.np_density = nparams_dungeon_density;
82 dp.np_alt_wall = nparams_dungeon_alt_wall;
87 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
91 //TimeTaker t("gen dungeons");
92 if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
95 float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
96 if (nval_density < 1.0f)
99 static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
102 this->blockseed = bseed;
103 random.seed(bseed + 2);
105 // Dungeon generator doesn't modify places which have this set
106 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
108 if (dp.only_in_ground) {
109 // Set all air and water to be untouchable to make dungeons open to
110 // caves and open air. Optionally set ignore to be untouchable to
111 // prevent protruding dungeons.
112 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
113 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
114 u32 i = vm->m_area.index(nmin.X, y, z);
115 for (s16 x = nmin.X; x <= nmax.X; x++) {
116 content_t c = vm->m_data[i].getContent();
117 if (c == CONTENT_AIR || c == dp.c_water ||
118 (preserve_ignore && c == CONTENT_IGNORE) ||
119 c == dp.c_river_water)
120 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
128 for (u32 i = 0; i < floor(nval_density); i++)
129 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
131 // Optionally convert some structure to alternative structure
132 if (dp.c_alt_wall == CONTENT_IGNORE)
135 for (s16 z = nmin.Z; z <= nmax.Z; z++)
136 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
137 u32 i = vm->m_area.index(nmin.X, y, z);
138 for (s16 x = nmin.X; x <= nmax.X; x++) {
139 if (vm->m_data[i].getContent() == dp.c_wall) {
140 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
141 vm->m_data[i].setContent(dp.c_alt_wall);
147 //printf("== gen dungeons: %dms\n", t.stop());
151 void DungeonGen::makeDungeon(v3s16 start_padding)
153 const v3s16 &areasize = vm->m_area.getExtent();
158 Find place for first room.
159 There is a 1 in 4 chance of the first room being 'large',
160 all other rooms are not 'large'.
163 for (u32 i = 0; i < 100 && !fits; i++) {
164 bool is_large_room = ((random.next() & 3) == 1);
166 roomsize.Z = random.range(
167 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
168 roomsize.Y = random.range(
169 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
170 roomsize.X = random.range(
171 dp.room_size_large_min.X, dp.room_size_large_max.X);
173 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
174 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
175 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
178 // start_padding is used to disallow starting the generation of
179 // a dungeon in a neighboring generation chunk
180 roomplace = vm->m_area.MinEdge + start_padding;
181 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
182 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
183 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
186 Check that we're not putting the room to an unknown place,
187 otherwise it might end up floating in the air
190 for (s16 z = 0; z < roomsize.Z; z++)
191 for (s16 y = 0; y < roomsize.Y; y++)
192 for (s16 x = 0; x < roomsize.X; x++) {
193 v3s16 p = roomplace + v3s16(x, y, z);
194 u32 vi = vm->m_area.index(p);
195 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
196 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
207 Stores the center position of the last room made, so that
208 a new corridor can be started from the last room instead of
209 the new room, if chosen so.
211 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
213 u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
214 for (u32 i = 0; i < room_count; i++) {
215 // Make a room to the determined place
216 makeRoom(roomsize, roomplace);
218 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
220 gennotify->addEvent(dp.notifytype, room_center);
222 #ifdef DGEN_USE_TORCHES
223 // Place torch at room center (for testing)
224 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
228 if (i == room_count - 1)
231 // Determine walker start position
233 bool start_in_last_room = (random.range(0, 2) != 0);
235 v3s16 walker_start_place;
237 if (start_in_last_room) {
238 walker_start_place = last_room_center;
240 walker_start_place = room_center;
241 // Store center of current room as the last one
242 last_room_center = room_center;
245 // Create walker and find a place for a door
249 m_pos = walker_start_place;
250 if (!findPlaceForDoor(doorplace, doordir))
253 if (random.range(0, 1) == 0)
255 makeDoor(doorplace, doordir);
257 // Don't actually make a door
258 doorplace -= doordir;
260 // Make a random corridor starting from the door
262 v3s16 corridor_end_dir;
263 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
265 // Find a place for a random sized room
266 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
267 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
268 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
270 m_pos = corridor_end;
271 m_dir = corridor_end_dir;
272 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
275 if (random.range(0, 1) == 0)
277 makeDoor(doorplace, doordir);
279 // Don't actually make a door
280 roomplace -= doordir;
286 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
288 MapNode n_wall(dp.c_wall);
289 MapNode n_air(CONTENT_AIR);
292 for (s16 z = 0; z < roomsize.Z; z++)
293 for (s16 y = 0; y < roomsize.Y; y++) {
295 v3s16 p = roomplace + v3s16(0, y, z);
296 if (!vm->m_area.contains(p))
298 u32 vi = vm->m_area.index(p);
299 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
301 vm->m_data[vi] = n_wall;
304 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, 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_wall;
315 for (s16 x = 0; x < roomsize.X; x++)
316 for (s16 y = 0; y < roomsize.Y; y++) {
318 v3s16 p = roomplace + v3s16(x, y, 0);
319 if (!vm->m_area.contains(p))
321 u32 vi = vm->m_area.index(p);
322 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
324 vm->m_data[vi] = n_wall;
327 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
328 if (!vm->m_area.contains(p))
330 u32 vi = vm->m_area.index(p);
331 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
333 vm->m_data[vi] = n_wall;
337 // Make +-Y walls (floor and ceiling)
338 for (s16 z = 0; z < roomsize.Z; z++)
339 for (s16 x = 0; x < roomsize.X; x++) {
341 v3s16 p = roomplace + v3s16(x, 0, z);
342 if (!vm->m_area.contains(p))
344 u32 vi = vm->m_area.index(p);
345 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
347 vm->m_data[vi] = n_wall;
350 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
351 if (!vm->m_area.contains(p))
353 u32 vi = vm->m_area.index(p);
354 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
356 vm->m_data[vi] = n_wall;
361 for (s16 z = 1; z < roomsize.Z - 1; z++)
362 for (s16 y = 1; y < roomsize.Y - 1; y++)
363 for (s16 x = 1; x < roomsize.X - 1; x++) {
364 v3s16 p = roomplace + v3s16(x, y, z);
365 if (!vm->m_area.contains(p))
367 u32 vi = vm->m_area.index(p);
368 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
369 vm->m_data[vi] = n_air;
374 void DungeonGen::makeFill(v3s16 place, v3s16 size,
375 u8 avoid_flags, MapNode n, u8 or_flags)
377 for (s16 z = 0; z < size.Z; z++)
378 for (s16 y = 0; y < size.Y; y++)
379 for (s16 x = 0; x < size.X; x++) {
380 v3s16 p = place + v3s16(x, y, z);
381 if (!vm->m_area.contains(p))
383 u32 vi = vm->m_area.index(p);
384 if (vm->m_flags[vi] & avoid_flags)
386 vm->m_flags[vi] |= or_flags;
392 void DungeonGen::makeHole(v3s16 place)
394 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
395 VMANIP_FLAG_DUNGEON_INSIDE);
399 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
403 #ifdef DGEN_USE_TORCHES
404 // Place torch (for testing)
405 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
410 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
411 v3s16 &result_place, v3s16 &result_dir)
414 v3s16 p0 = doorplace;
416 u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
417 u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
421 if (random.next() % 2 == 0 && partlength >= 3)
422 make_stairs = random.next() % 2 ? 1 : -1;
424 for (u32 i = 0; i < length; i++) {
429 // Check segment of minimum size corridor is in voxelmanip
430 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
432 makeFill(p + v3s16(-1, -1, -1),
433 dp.holesize + v3s16(2, 3, 2),
434 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
440 // TODO: fix stairs code so it works 100%
443 // exclude stairs from the bottom step
444 // exclude stairs from diagonal steps
445 if (((dir.X ^ dir.Z) & 1) &&
446 (((make_stairs == 1) && i != 0) ||
447 ((make_stairs == -1) && i != length - 1))) {
448 // rotate face 180 deg if
449 // making stairs backwards
450 int facedir = dir_to_facedir(dir * make_stairs);
452 u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
453 // Stair width direction vector
454 v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
456 for (u16 st = 0; st < stair_width; st++) {
457 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
458 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
459 vm->m_data[vi].getContent() == dp.c_wall)
460 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
462 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
463 if (vm->m_area.contains(ps) &&
464 vm->m_data[vi].getContent() == dp.c_wall)
465 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
471 makeFill(p + v3s16(-1, -1, -1),
472 dp.holesize + v3s16(2, 2, 2),
473 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
481 // Can't go here, turn away
482 dir = turn_xz(dir, random.range(0, 1));
483 make_stairs = -make_stairs;
485 partlength = random.range(1, length);
490 if (partcount >= partlength) {
493 dir = random_turn(random, dir);
495 partlength = random.range(1, length);
498 if (random.next() % 2 == 0 && partlength >= 3)
499 make_stairs = random.next() % 2 ? 1 : -1;
507 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
509 for (u32 i = 0; i < 100; i++) {
510 v3s16 p = m_pos + m_dir;
511 v3s16 p1 = p + v3s16(0, 1, 0);
512 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
516 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
517 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
518 // Found wall, this is a good place!
521 // Randomize next direction
526 Determine where to move next
528 // Jump one up if the actual space is there
529 if (vm->getNodeNoExNoEmerge(p +
530 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
531 vm->getNodeNoExNoEmerge(p +
532 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
533 vm->getNodeNoExNoEmerge(p +
534 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
536 // Jump one down if the actual space is there
537 if (vm->getNodeNoExNoEmerge(p +
538 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
539 vm->getNodeNoExNoEmerge(p +
540 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
541 vm->getNodeNoExNoEmerge(p +
542 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
543 p += v3s16(0, -1, 0);
544 // Check if walking is now possible
545 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
546 vm->getNodeNoExNoEmerge(p +
547 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
548 // Cannot continue walking here
559 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
560 v3s16 &result_doordir, v3s16 &result_roomplace)
562 for (s16 trycount = 0; trycount < 30; trycount++) {
565 bool r = findPlaceForDoor(doorplace, doordir);
569 // X east, Z north, Y up
570 if (doordir == v3s16(1, 0, 0)) // X+
571 roomplace = doorplace +
572 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
573 if (doordir == v3s16(-1, 0, 0)) // X-
574 roomplace = doorplace +
575 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
576 if (doordir == v3s16(0, 0, 1)) // Z+
577 roomplace = doorplace +
578 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
579 if (doordir == v3s16(0, 0, -1)) // Z-
580 roomplace = doorplace +
581 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
585 for (s16 z = 1; z < roomsize.Z - 1; z++)
586 for (s16 y = 1; y < roomsize.Y - 1; y++)
587 for (s16 x = 1; x < roomsize.X - 1; x++) {
588 v3s16 p = roomplace + v3s16(x, y, z);
589 if (!vm->m_area.contains(p)) {
593 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
602 result_doorplace = doorplace;
603 result_doordir = doordir;
604 result_roomplace = roomplace;
611 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
613 // Make diagonal directions somewhat rare
614 if (diagonal_dirs && (random.next() % 4 == 0)) {
621 dir.Z = random.next() % 3 - 1;
623 dir.X = random.next() % 3 - 1;
624 } 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);
636 v3s16 turn_xz(v3s16 olddir, int t)
654 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
656 int turn = random.range(0, 2);
663 dir = turn_xz(olddir, 0);
666 dir = turn_xz(olddir, 1);
671 int dir_to_facedir(v3s16 d)
673 if (abs(d.X) > abs(d.Z))
674 return d.X < 0 ? 3 : 1;
676 return d.Z < 0 ? 2 : 0;