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 bool no_float = !g_settings->getBool("enable_floating_dungeons");
84 // Set all air and water (and optionally ignore) to be untouchable
85 // to make dungeons open to caves and open air
86 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
87 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
88 u32 i = vm->m_area.index(nmin.X, y, z);
89 for (s16 x = nmin.X; x <= nmax.X; x++) {
90 content_t c = vm->m_data[i].getContent();
91 if (c == CONTENT_AIR || c == dp.c_water
92 || (no_float && c == CONTENT_IGNORE))
93 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
100 makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
102 // Convert some cobble to mossy cobble
103 if (dp.mossratio != 0.0) {
104 for (s16 z = nmin.Z; z <= nmax.Z; z++)
105 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
106 u32 i = vm->m_area.index(nmin.X, y, z);
107 for (s16 x = nmin.X; x <= nmax.X; x++) {
108 if (vm->m_data[i].getContent() == dp.c_cobble) {
109 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
110 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
111 if (density < wetness / dp.mossratio)
112 vm->m_data[i].setContent(dp.c_moss);
119 //printf("== gen dungeons: %dms\n", t.stop());
123 void DungeonGen::makeDungeon(v3s16 start_padding)
125 v3s16 areasize = vm->m_area.getExtent();
130 Find place for first room
133 for (u32 i = 0; i < 100 && !fits; i++)
135 bool is_large_room = ((random.next() & 3) == 1);
136 roomsize = is_large_room ?
137 v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
138 v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
139 roomsize += dp.roomsize;
141 // start_padding is used to disallow starting the generation of
142 // a dungeon in a neighboring generation chunk
143 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
144 random.range(0,areasize.X-roomsize.X-1-start_padding.X),
145 random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
146 random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
149 Check that we're not putting the room to an unknown place,
150 otherwise it might end up floating in the air
153 for (s16 z = 1; z < roomsize.Z - 1; z++)
154 for (s16 y = 1; y < roomsize.Y - 1; y++)
155 for (s16 x = 1; x < roomsize.X - 1; x++)
157 v3s16 p = roomplace + v3s16(x, y, z);
158 u32 vi = vm->m_area.index(p);
159 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
160 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
171 Stores the center position of the last room made, so that
172 a new corridor can be started from the last room instead of
173 the new room, if chosen so.
175 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
177 u32 room_count = random.range(2, 16);
178 for (u32 i = 0; i < room_count; i++)
180 // Make a room to the determined place
181 makeRoom(roomsize, roomplace);
183 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
184 mg->gennotify.addEvent(dp.notifytype, room_center);
186 #ifdef DGEN_USE_TORCHES
187 // Place torch at room center (for testing)
188 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
192 if (i == room_count - 1)
195 // Determine walker start position
197 bool start_in_last_room = (random.range(0, 2) != 0);
199 v3s16 walker_start_place;
201 if (start_in_last_room) {
202 walker_start_place = last_room_center;
204 walker_start_place = room_center;
205 // Store center of current room as the last one
206 last_room_center = room_center;
209 // Create walker and find a place for a door
213 m_pos = walker_start_place;
214 if (!findPlaceForDoor(doorplace, doordir))
217 if (random.range(0,1) == 0)
219 makeDoor(doorplace, doordir);
221 // Don't actually make a door
222 doorplace -= doordir;
224 // Make a random corridor starting from the door
226 v3s16 corridor_end_dir;
227 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
229 // Find a place for a random sized room
230 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
231 roomsize += dp.roomsize;
233 m_pos = corridor_end;
234 m_dir = corridor_end_dir;
235 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
238 if (random.range(0,1) == 0)
240 makeDoor(doorplace, doordir);
242 // Don't actually make a door
243 roomplace -= doordir;
249 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
251 MapNode n_cobble(dp.c_cobble);
252 MapNode n_air(CONTENT_AIR);
255 for (s16 z = 0; z < roomsize.Z; z++)
256 for (s16 y = 0; y < roomsize.Y; y++)
259 v3s16 p = roomplace + v3s16(0, y, z);
260 if (vm->m_area.contains(p) == false)
262 u32 vi = vm->m_area.index(p);
263 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
265 vm->m_data[vi] = n_cobble;
268 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
269 if (vm->m_area.contains(p) == false)
271 u32 vi = vm->m_area.index(p);
272 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
274 vm->m_data[vi] = n_cobble;
279 for (s16 x = 0; x < roomsize.X; x++)
280 for (s16 y = 0; y < roomsize.Y; y++)
283 v3s16 p = roomplace + v3s16(x, y, 0);
284 if (vm->m_area.contains(p) == false)
286 u32 vi = vm->m_area.index(p);
287 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
289 vm->m_data[vi] = n_cobble;
292 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
293 if (vm->m_area.contains(p) == false)
295 u32 vi = vm->m_area.index(p);
296 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
298 vm->m_data[vi] = n_cobble;
302 // Make +-Y walls (floor and ceiling)
303 for (s16 z = 0; z < roomsize.Z; z++)
304 for (s16 x = 0; x < roomsize.X; x++)
307 v3s16 p = roomplace + v3s16(x, 0, z);
308 if (vm->m_area.contains(p) == false)
310 u32 vi = vm->m_area.index(p);
311 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
313 vm->m_data[vi] = n_cobble;
316 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
317 if (vm->m_area.contains(p) == false)
319 u32 vi = vm->m_area.index(p);
320 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
322 vm->m_data[vi] = n_cobble;
327 for (s16 z = 1; z < roomsize.Z - 1; z++)
328 for (s16 y = 1; y < roomsize.Y - 1; y++)
329 for (s16 x = 1; x < roomsize.X - 1; x++)
331 v3s16 p = roomplace + v3s16(x, y, z);
332 if (vm->m_area.contains(p) == false)
334 u32 vi = vm->m_area.index(p);
335 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
336 vm->m_data[vi] = n_air;
341 void DungeonGen::makeFill(v3s16 place, v3s16 size,
342 u8 avoid_flags, MapNode n, u8 or_flags)
344 for (s16 z = 0; z < size.Z; z++)
345 for (s16 y = 0; y < size.Y; y++)
346 for (s16 x = 0; x < size.X; x++)
348 v3s16 p = place + v3s16(x, y, z);
349 if (vm->m_area.contains(p) == false)
351 u32 vi = vm->m_area.index(p);
352 if (vm->m_flags[vi] & avoid_flags)
354 vm->m_flags[vi] |= or_flags;
360 void DungeonGen::makeHole(v3s16 place)
362 makeFill(place, dp.holesize, 0,
363 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
367 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
371 #ifdef DGEN_USE_TORCHES
372 // Place torch (for testing)
373 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
378 void DungeonGen::makeCorridor(v3s16 doorplace,
379 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
382 v3s16 p0 = doorplace;
385 /*if (random.next() % 2)
386 length = random.range(1, 13);
388 length = random.range(1, 6);*/
389 length = random.range(1, 13);
390 u32 partlength = random.range(1, 13);
394 if (random.next() % 2 == 0 && partlength >= 3)
395 make_stairs = random.next() % 2 ? 1 : -1;
397 for (u32 i = 0; i < length; i++) {
402 if (vm->m_area.contains(p) == true &&
403 vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
405 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
406 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
410 // TODO: fix stairs code so it works 100% (quite difficult)
412 // exclude stairs from the bottom step
413 // exclude stairs from diagonal steps
414 if (((dir.X ^ dir.Z) & 1) &&
415 (((make_stairs == 1) && i != 0) ||
416 ((make_stairs == -1) && i != length - 1))) {
417 // rotate face 180 deg if making stairs backwards
418 int facedir = dir_to_facedir(dir * make_stairs);
420 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
421 if (vm->m_data[vi].getContent() == dp.c_cobble)
422 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
424 vi = vm->m_area.index(p.X, p.Y, p.Z);
425 if (vm->m_data[vi].getContent() == dp.c_cobble)
426 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
429 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
430 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
436 // Can't go here, turn away
437 dir = turn_xz(dir, random.range(0, 1));
438 make_stairs = -make_stairs;
440 partlength = random.range(1, length);
445 if (partcount >= partlength) {
448 dir = random_turn(random, dir);
450 partlength = random.range(1,length);
453 if (random.next() % 2 == 0 && partlength >= 3)
454 make_stairs = random.next() % 2 ? 1 : -1;
462 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
464 for (u32 i = 0; i < 100; i++)
466 v3s16 p = m_pos + m_dir;
467 v3s16 p1 = p + v3s16(0, 1, 0);
468 if (vm->m_area.contains(p) == false
469 || vm->m_area.contains(p1) == false
475 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
476 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
478 // Found wall, this is a good place!
481 // Randomize next direction
486 Determine where to move next
488 // Jump one up if the actual space is there
489 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
490 && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
491 && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
493 // Jump one down if the actual space is there
494 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
495 && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
496 && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
498 // Check if walking is now possible
499 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
500 || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
502 // Cannot continue walking here
513 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
514 v3s16 &result_doordir, v3s16 &result_roomplace)
516 for (s16 trycount = 0; trycount < 30; trycount++)
520 bool r = findPlaceForDoor(doorplace, doordir);
524 // X east, Z north, Y up
526 if (doordir == v3s16(1, 0, 0)) // X+
527 roomplace = doorplace +
528 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
529 if (doordir == v3s16(-1, 0, 0)) // X-
530 roomplace = doorplace +
531 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
532 if (doordir == v3s16(0, 0, 1)) // Z+
533 roomplace = doorplace +
534 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
535 if (doordir == v3s16(0, 0, -1)) // Z-
536 roomplace = doorplace +
537 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
540 if (doordir == v3s16(1, 0, 0)) // X+
541 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
542 if (doordir == v3s16(-1, 0, 0)) // X-
543 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
544 if (doordir == v3s16(0, 0, 1)) // Z+
545 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
546 if (doordir == v3s16(0, 0, -1)) // Z-
547 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
552 for (s16 z = 1; z < roomsize.Z - 1; z++)
553 for (s16 y = 1; y < roomsize.Y - 1; y++)
554 for (s16 x = 1; x < roomsize.X - 1; x++)
556 v3s16 p = roomplace + v3s16(x, y, z);
557 if (vm->m_area.contains(p) == false)
562 if (vm->m_flags[vm->m_area.index(p)]
563 & VMANIP_FLAG_DUNGEON_INSIDE)
574 result_doorplace = doorplace;
575 result_doordir = doordir;
576 result_roomplace = roomplace;
583 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
585 // Make diagonal directions somewhat rare
586 if (diagonal_dirs && (random.next() % 4 == 0)) {
592 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
593 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
597 if (random.next() % 2 == 0)
598 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
600 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
605 v3s16 turn_xz(v3s16 olddir, int t)
626 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
628 int turn = random.range(0, 2);
637 dir = turn_xz(olddir, 0);
640 dir = turn_xz(olddir, 1);
645 int dir_to_facedir(v3s16 d) {
646 if (abs(d.X) > abs(d.Z))
647 return d.X < 0 ? 3 : 1;
649 return d.Z < 0 ? 2 : 0;