Add find_surface_nodes_in_area LUA call which permit to only get the nodes which...
[oweals/minetest.git] / src / dungeongen.cpp
index fee6f66c02d7a2e692358cf5d6a69ae24777cfd7..eb452a196a534e03c68ae398ca185af690bd1841 100644 (file)
@@ -31,39 +31,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 //#define DGEN_USE_TORCHES
 
-NoiseParams nparams_dungeon_rarity = 
-       {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
-NoiseParams nparams_dungeon_wetness =
-       {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
-NoiseParams nparams_dungeon_density =
-       {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
+NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
+NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
-                                               DungeonParams *dparams) {
-       this->ndef        = ndef;
-       this->mapseed     = seed;
-       this->water_level = waterlevel;
+DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
+       this->mg = mapgen;
+       this->vm = mapgen->vm;
 
 #ifdef DGEN_USE_TORCHES
        c_torch  = ndef->getId("default:torch");
 #endif
-       
+
        if (dparams) {
                memcpy(&dp, dparams, sizeof(dp));
        } else {
-               dp.c_water  = ndef->getId("mapgen_water_source");
-               dp.c_cobble = ndef->getId("mapgen_cobble");
-               dp.c_moss   = ndef->getId("mapgen_mossycobble");
-               dp.c_stair  = ndef->getId("mapgen_stair_cobble");
+               dp.c_water  = mg->ndef->getId("mapgen_water_source");
+               dp.c_cobble = mg->ndef->getId("mapgen_cobble");
+               dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
+               dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
 
                dp.diagonal_dirs = false;
-               dp.mossratio = 3.0;
-               dp.holesize  = v3s16(1, 2, 1);
-               dp.roomsize  = v3s16(0,0,0);
+               dp.mossratio  = 3.0;
+               dp.holesize   = v3s16(1, 2, 1);
+               dp.roomsize   = v3s16(0,0,0);
+               dp.notifytype = GENNOTIFY_DUNGEON;
 
                dp.np_rarity  = nparams_dungeon_rarity;
                dp.np_wetness = nparams_dungeon_wetness;
@@ -72,36 +68,31 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
 }
 
 
-void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
-                                               v3s16 nmin, v3s16 nmax) {
+void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
        //TimeTaker t("gen dungeons");
-       int approx_groundlevel = 10 + water_level;
-
-       if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
-               NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
+       if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
                return;
-               
-       this->vmanip    = vm;
+
        this->blockseed = bseed;
        random.seed(bseed + 2);
 
        // Dungeon generator doesn't modify places which have this set
-       vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
+       vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
 
        // Set all air and water to be untouchable to make dungeons open
        // to caves and open air
        for (s16 z = nmin.Z; z <= nmax.Z; z++) {
                for (s16 y = nmin.Y; y <= nmax.Y; y++) {
-                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       u32 i = vm->m_area.index(nmin.X, y, z);
                        for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               content_t c = vmanip->m_data[i].getContent();
+                               content_t c = vm->m_data[i].getContent();
                                if (c == CONTENT_AIR || c == dp.c_water)
-                                       vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+                                       vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
                                i++;
                        }
                }
        }
-       
+
        // Add it
        makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
 
@@ -109,26 +100,26 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
        if (dp.mossratio != 0.0) {
                for (s16 z = nmin.Z; z <= nmax.Z; z++)
                for (s16 y = nmin.Y; y <= nmax.Y; y++) {
-                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       u32 i = vm->m_area.index(nmin.X, y, z);
                        for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               if (vmanip->m_data[i].getContent() == dp.c_cobble) {
-                                       float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
+                               if (vm->m_data[i].getContent() == dp.c_cobble) {
+                                       float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
                                        float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
                                        if (density < wetness / dp.mossratio)
-                                               vmanip->m_data[i].setContent(dp.c_moss);
+                                               vm->m_data[i].setContent(dp.c_moss);
                                }
                                i++;
                        }
                }
        }
-       
+
        //printf("== gen dungeons: %dms\n", t.stop());
 }
 
 
 void DungeonGen::makeDungeon(v3s16 start_padding)
 {
-       v3s16 areasize = vmanip->m_area.getExtent();
+       v3s16 areasize = vm->m_area.getExtent();
        v3s16 roomsize;
        v3s16 roomplace;
 
@@ -136,7 +127,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                Find place for first room
        */
        bool fits = false;
-       for (u32 i = 0; i < 100; i++)
+       for (u32 i = 0; i < 100 && !fits; i++)
        {
                bool is_large_room = ((random.next() & 3) == 1);
                roomsize = is_large_room ?
@@ -146,11 +137,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                // start_padding is used to disallow starting the generation of
                // a dungeon in a neighboring generation chunk
-               roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
+               roomplace = vm->m_area.MinEdge + start_padding + v3s16(
                        random.range(0,areasize.X-roomsize.X-1-start_padding.X),
                        random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
                        random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
-                       
+
                /*
                        Check that we're not putting the room to an unknown place,
                        otherwise it might end up floating in the air
@@ -161,20 +152,13 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                for (s16 x = 1; x < roomsize.X - 1; x++)
                {
                        v3s16 p = roomplace + v3s16(x, y, z);
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
-                       {
-                               fits = false;
-                               break;
-                       }
-                       if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
-                       {
+                       u32 vi = vm->m_area.index(p);
+                       if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
+                               vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                fits = false;
                                break;
                        }
                }
-               if (fits)
-                       break;
        }
        // No place found
        if (fits == false)
@@ -194,10 +178,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                makeRoom(roomsize, roomplace);
 
                v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+               mg->gennotify.addEvent(dp.notifytype, room_center);
 
 #ifdef DGEN_USE_TORCHES
                // Place torch at room center (for testing)
-               vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
+               vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
 #endif
 
                // Quit if last room
@@ -210,12 +195,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                v3s16 walker_start_place;
 
-               if(start_in_last_room)
-               {
+               if (start_in_last_room) {
                        walker_start_place = last_room_center;
-               }
-               else
-               {
+               } else {
                        walker_start_place = room_center;
                        // Store center of current room as the last one
                        last_room_center = room_center;
@@ -224,10 +206,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                // Create walker and find a place for a door
                v3s16 doorplace;
                v3s16 doordir;
-               
+
                m_pos = walker_start_place;
-               bool r = findPlaceForDoor(doorplace, doordir);
-               if (r == false)
+               if (!findPlaceForDoor(doorplace, doordir))
                        return;
 
                if (random.range(0,1) == 0)
@@ -248,8 +229,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                m_pos = corridor_end;
                m_dir = corridor_end_dir;
-               r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
-               if (r == false)
+               if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
                        return;
 
                if (random.range(0,1) == 0)
@@ -267,28 +247,28 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 {
        MapNode n_cobble(dp.c_cobble);
        MapNode n_air(CONTENT_AIR);
-       
+
        // Make +-X walls
        for (s16 z = 0; z < roomsize.Z; z++)
        for (s16 y = 0; y < roomsize.Y; y++)
        {
                {
                        v3s16 p = roomplace + v3s16(0, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -298,21 +278,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        {
                {
                        v3s16 p = roomplace + v3s16(x, y, 0);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -322,21 +302,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        {
                {
                        v3s16 p = roomplace + v3s16(x, 0, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -346,11 +326,11 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        for (s16 x = 1; x < roomsize.X - 1; x++)
        {
                v3s16 p = roomplace + v3s16(x, y, z);
-               if (vmanip->m_area.contains(p) == false)
+               if (vm->m_area.contains(p) == false)
                        continue;
-               u32 vi = vmanip->m_area.index(p);
-               vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
-               vmanip->m_data[vi]   = n_air;
+               u32 vi = vm->m_area.index(p);
+               vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+               vm->m_data[vi]   = n_air;
        }
 }
 
@@ -363,13 +343,13 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
        for (s16 x = 0; x < size.X; x++)
        {
                v3s16 p = place + v3s16(x, y, z);
-               if (vmanip->m_area.contains(p) == false)
+               if (vm->m_area.contains(p) == false)
                        continue;
-               u32 vi = vmanip->m_area.index(p);
-               if (vmanip->m_flags[vi] & avoid_flags)
+               u32 vi = vm->m_area.index(p);
+               if (vm->m_flags[vi] & avoid_flags)
                        continue;
-               vmanip->m_flags[vi] |= or_flags;
-               vmanip->m_data[vi]   = n;
+               vm->m_flags[vi] |= or_flags;
+               vm->m_data[vi]   = n;
        }
 }
 
@@ -387,7 +367,7 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
 
 #ifdef DGEN_USE_TORCHES
        // Place torch (for testing)
-       vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
+       vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
 #endif
 }
 
@@ -407,23 +387,23 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
        u32 partlength = random.range(1, 13);
        u32 partcount = 0;
        s16 make_stairs = 0;
-       
+
        if (random.next() % 2 == 0 && partlength >= 3)
                make_stairs = random.next() % 2 ? 1 : -1;
-       
+
        for (u32 i = 0; i < length; i++) {
                v3s16 p = p0 + dir;
                if (partcount != 0)
                        p.Y += make_stairs;
 
-               if (vmanip->m_area.contains(p) == true &&
-                       vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+               if (vm->m_area.contains(p) == true &&
+                       vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
                        if (make_stairs) {
                                makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
                                                VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
                                makeHole(p);
                                makeHole(p - dir);
-                               
+
                                // TODO: fix stairs code so it works 100% (quite difficult)
 
                                // exclude stairs from the bottom step
@@ -433,14 +413,14 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
                                        ((make_stairs == -1) && i != length - 1))) {
                                        // rotate face 180 deg if making stairs backwards
                                        int facedir = dir_to_facedir(dir * make_stairs);
-                                       
-                                       u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
-                                       if (vmanip->m_data[vi].getContent() == dp.c_cobble)
-                                               vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
-                                       
-                                       vi = vmanip->m_area.index(p.X, p.Y, p.Z);
-                                       if (vmanip->m_data[vi].getContent() == dp.c_cobble)
-                                               vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
+
+                                       u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
+                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
+
+                                       vi = vm->m_area.index(p.X, p.Y, p.Z);
+                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
                                }
                        } else {
                                makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
@@ -482,15 +462,15 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
        {
                v3s16 p = m_pos + m_dir;
                v3s16 p1 = p + v3s16(0, 1, 0);
-               if (vmanip->m_area.contains(p) == false
-                || vmanip->m_area.contains(p1) == false
+               if (vm->m_area.contains(p) == false
+                || vm->m_area.contains(p1) == false
                 || i % 4 == 0)
                {
                        randomizeDir();
                        continue;
                }
-               if (vmanip->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
-                && vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
+               if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
                {
                        // Found wall, this is a good place!
                        result_place = p;
@@ -503,18 +483,18 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        Determine where to move next
                */
                // Jump one up if the actual space is there
-               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
                        p += v3s16(0,1,0);
                // Jump one down if the actual space is there
-               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
                        p += v3s16(0,-1,0);
                // Check if walking is now possible
-               if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
-                || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
+                || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
                {
                        // Cannot continue walking here
                        randomizeDir();
@@ -571,12 +551,12 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
                for (s16 x = 1; x < roomsize.X - 1; x++)
                {
                        v3s16 p = roomplace + v3s16(x, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                        {
                                fits = false;
                                break;
                        }
-                       if (vmanip->m_flags[vmanip->m_area.index(p)]
+                       if (vm->m_flags[vm->m_area.index(p)]
                                        & VMANIP_FLAG_DUNGEON_INSIDE)
                        {
                                fits = false;