mapgen: drop mapgen id from child mapgens.
[oweals/minetest.git] / src / mapgen / dungeongen.cpp
index 634139a27b569ad9ea9dbf9b233f85ee80622602..3acd22877fd49d0efc04154994b8ad566e40d99b 100644 (file)
@@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "dungeongen.h"
+#include <cmath>
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
@@ -50,19 +51,14 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
 #endif
 
        if (dparams) {
-               memcpy(&dp, dparams, sizeof(dp));
+               dp = *dparams;
        } else {
                // Default dungeon parameters
                dp.seed = 0;
 
-               dp.c_water       = ndef->getId("mapgen_water_source");
-               dp.c_river_water = ndef->getId("mapgen_river_water_source");
-               dp.c_wall        = ndef->getId("mapgen_cobble");
-               dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
-               dp.c_stair       = ndef->getId("mapgen_stair_cobble");
-
-               if (dp.c_river_water == CONTENT_IGNORE)
-                       dp.c_river_water = ndef->getId("mapgen_water_source");
+               dp.c_wall     = ndef->getId("mapgen_cobble");
+               dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
+               dp.c_stair    = ndef->getId("mapgen_stair_cobble");
 
                dp.diagonal_dirs       = false;
                dp.only_in_ground      = true;
@@ -75,8 +71,6 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
                dp.room_size_large_max = v3s16(16, 16, 16);
                dp.rooms_min           = 2;
                dp.rooms_max           = 16;
-               dp.y_min               = -MAX_MAP_GENERATION_LIMIT;
-               dp.y_max               = MAX_MAP_GENERATION_LIMIT;
                dp.notifytype          = GENNOTIFY_DUNGEON;
 
                dp.np_density  = nparams_dungeon_density;
@@ -90,8 +84,6 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
        assert(vm);
 
        //TimeTaker t("gen dungeons");
-       if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
-               return;
 
        float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
        if (nval_density < 1.0f)
@@ -107,17 +99,21 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
        vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
 
        if (dp.only_in_ground) {
-               // Set all air and water to be untouchable to make dungeons open to
-               // caves and open air. Optionally set ignore to be untouchable to
-               // prevent protruding dungeons.
+               // Set all air and liquid drawtypes to be untouchable to make dungeons
+               // open to air and liquids.
+               // Optionally set ignore to be untouchable to prevent projecting dungeons.
+               // Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
+               // to avoid dungeons that generate out beyond the edge of a mapchunk destroying
+               // nodes added by mods in 'register_on_generated()'.
                for (s16 z = nmin.Z; z <= nmax.Z; z++) {
                        for (s16 y = nmin.Y; y <= nmax.Y; y++) {
                                u32 i = vm->m_area.index(nmin.X, y, z);
                                for (s16 x = nmin.X; x <= nmax.X; x++) {
                                        content_t c = vm->m_data[i].getContent();
-                                       if (c == CONTENT_AIR || c == dp.c_water ||
+                                       NodeDrawType dtype = ndef->get(c).drawtype;
+                                       if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
                                                        (preserve_ignore && c == CONTENT_IGNORE) ||
-                                                       c == dp.c_river_water)
+                                                       !ndef->get(c).is_ground_content)
                                                vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
                                        i++;
                                }
@@ -126,7 +122,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
        }
 
        // Add them
-       for (u32 i = 0; i < floor(nval_density); i++)
+       for (u32 i = 0; i < std::floor(nval_density); i++)
                makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
 
        // Optionally convert some structure to alternative structure
@@ -435,8 +431,10 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
                                        VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
                                        MapNode(dp.c_wall),
                                        0);
-                               makeHole(p);
-                               makeHole(p - dir);
+                               makeFill(p, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+                                       MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
+                               makeFill(p - dir, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+                                       MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
 
                                // TODO: fix stairs code so it works 100%
                                // (quite difficult)
@@ -455,16 +453,21 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
                                        v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
 
                                        for (u16 st = 0; st < stair_width; st++) {
-                                               u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
-                                               if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
-                                                               vm->m_data[vi].getContent() == dp.c_wall)
-                                                       vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
-
-                                               vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
-                                               if (vm->m_area.contains(ps) &&
-                                                               vm->m_data[vi].getContent() == dp.c_wall)
-                                                       vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
-
+                                               if (make_stairs == -1) {
+                                                       u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
+                                                       if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
+                                                                       vm->m_data[vi].getContent() == dp.c_wall) {
+                                                               vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+                                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
+                                                       }
+                                               } else if (make_stairs == 1) {
+                                                       u32 vi = vm->m_area.index(ps.X, ps.Y - 1, ps.Z);
+                                                       if (vm->m_area.contains(ps + v3s16(0, -1, 0)) &&
+                                                                       vm->m_data[vi].getContent() == dp.c_wall) {
+                                                               vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+                                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
+                                                       }
+                                               }
                                                ps += swv;
                                        }
                                }