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_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
35 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
38 ///////////////////////////////////////////////////////////////////////////////
41 DungeonGen::DungeonGen(INodeDefManager *ndef,
42 GenerateNotifier *gennotify, DungeonParams *dparams)
47 this->gennotify = gennotify;
49 #ifdef DGEN_USE_TORCHES
50 c_torch = ndef->getId("default:torch");
54 memcpy(&dp, dparams, sizeof(dp));
58 dp.c_water = ndef->getId("mapgen_water_source");
59 dp.c_cobble = ndef->getId("mapgen_cobble");
60 dp.c_moss = ndef->getId("mapgen_mossycobble");
61 dp.c_stair = ndef->getId("mapgen_stair_cobble");
63 dp.diagonal_dirs = false;
65 dp.holesize = v3s16(1, 2, 1);
66 dp.roomsize = v3s16(0, 0, 0);
67 dp.notifytype = GENNOTIFY_DUNGEON;
69 dp.np_rarity = nparams_dungeon_rarity;
70 dp.np_wetness = nparams_dungeon_wetness;
71 dp.np_density = nparams_dungeon_density;
74 // For mapgens using river water
75 dp.c_river_water = ndef->getId("mapgen_river_water_source");
76 if (dp.c_river_water == CONTENT_IGNORE)
77 dp.c_river_water = ndef->getId("mapgen_water_source");
81 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
85 //TimeTaker t("gen dungeons");
86 if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, dp.seed) < 0.2)
90 this->blockseed = bseed;
91 random.seed(bseed + 2);
93 // Dungeon generator doesn't modify places which have this set
94 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
96 // Set all air and water to be untouchable
97 // to make dungeons open to caves and open air
98 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
99 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
100 u32 i = vm->m_area.index(nmin.X, y, z);
101 for (s16 x = nmin.X; x <= nmax.X; x++) {
102 content_t c = vm->m_data[i].getContent();
103 if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
104 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
111 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
113 // Convert some cobble to mossy cobble
114 if (dp.mossratio != 0.0) {
115 for (s16 z = nmin.Z; z <= nmax.Z; z++)
116 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
117 u32 i = vm->m_area.index(nmin.X, y, z);
118 for (s16 x = nmin.X; x <= nmax.X; x++) {
119 if (vm->m_data[i].getContent() == dp.c_cobble) {
120 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, dp.seed);
121 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
122 if (density < wetness / dp.mossratio)
123 vm->m_data[i].setContent(dp.c_moss);
130 //printf("== gen dungeons: %dms\n", t.stop());
134 void DungeonGen::makeDungeon(v3s16 start_padding)
136 v3s16 areasize = vm->m_area.getExtent();
141 Find place for first room
144 for (u32 i = 0; i < 100 && !fits; i++) {
145 bool is_large_room = ((random.next() & 3) == 1);
147 roomsize.Z = random.range(8, 16);
148 roomsize.Y = random.range(8, 16);
149 roomsize.X = random.range(8, 16);
151 roomsize.Z = random.range(4, 8);
152 roomsize.Y = random.range(4, 6);
153 roomsize.X = random.range(4, 8);
155 roomsize += dp.roomsize;
157 // start_padding is used to disallow starting the generation of
158 // a dungeon in a neighboring generation chunk
159 roomplace = vm->m_area.MinEdge + start_padding;
160 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
161 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
162 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
165 Check that we're not putting the room to an unknown place,
166 otherwise it might end up floating in the air
169 for (s16 z = 0; z < roomsize.Z; z++)
170 for (s16 y = 0; y < roomsize.Y; y++)
171 for (s16 x = 0; x < roomsize.X; x++) {
172 v3s16 p = roomplace + v3s16(x, y, z);
173 u32 vi = vm->m_area.index(p);
174 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
175 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
186 Stores the center position of the last room made, so that
187 a new corridor can be started from the last room instead of
188 the new room, if chosen so.
190 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
192 u32 room_count = random.range(2, 16);
193 for (u32 i = 0; i < room_count; i++) {
194 // Make a room to the determined place
195 makeRoom(roomsize, roomplace);
197 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
199 gennotify->addEvent(dp.notifytype, room_center);
201 #ifdef DGEN_USE_TORCHES
202 // Place torch at room center (for testing)
203 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
207 if (i == room_count - 1)
210 // Determine walker start position
212 bool start_in_last_room = (random.range(0, 2) != 0);
214 v3s16 walker_start_place;
216 if (start_in_last_room) {
217 walker_start_place = last_room_center;
219 walker_start_place = room_center;
220 // Store center of current room as the last one
221 last_room_center = room_center;
224 // Create walker and find a place for a door
228 m_pos = walker_start_place;
229 if (!findPlaceForDoor(doorplace, doordir))
232 if (random.range(0, 1) == 0)
234 makeDoor(doorplace, doordir);
236 // Don't actually make a door
237 doorplace -= doordir;
239 // Make a random corridor starting from the door
241 v3s16 corridor_end_dir;
242 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
244 // Find a place for a random sized room
245 roomsize.Z = random.range(4, 8);
246 roomsize.Y = random.range(4, 6);
247 roomsize.X = random.range(4, 8);
248 roomsize += dp.roomsize;
250 m_pos = corridor_end;
251 m_dir = corridor_end_dir;
252 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
255 if (random.range(0, 1) == 0)
257 makeDoor(doorplace, doordir);
259 // Don't actually make a door
260 roomplace -= doordir;
266 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
268 MapNode n_cobble(dp.c_cobble);
269 MapNode n_air(CONTENT_AIR);
272 for (s16 z = 0; z < roomsize.Z; z++)
273 for (s16 y = 0; y < roomsize.Y; y++) {
275 v3s16 p = roomplace + v3s16(0, y, z);
276 if (!vm->m_area.contains(p))
278 u32 vi = vm->m_area.index(p);
279 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
281 vm->m_data[vi] = n_cobble;
284 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
285 if (!vm->m_area.contains(p))
287 u32 vi = vm->m_area.index(p);
288 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
290 vm->m_data[vi] = n_cobble;
295 for (s16 x = 0; x < roomsize.X; x++)
296 for (s16 y = 0; y < roomsize.Y; y++) {
298 v3s16 p = roomplace + v3s16(x, y, 0);
299 if (!vm->m_area.contains(p))
301 u32 vi = vm->m_area.index(p);
302 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
304 vm->m_data[vi] = n_cobble;
307 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
308 if (!vm->m_area.contains(p))
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;
317 // Make +-Y walls (floor and ceiling)
318 for (s16 z = 0; z < roomsize.Z; z++)
319 for (s16 x = 0; x < roomsize.X; x++) {
321 v3s16 p = roomplace + v3s16(x, 0, z);
322 if (!vm->m_area.contains(p))
324 u32 vi = vm->m_area.index(p);
325 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
327 vm->m_data[vi] = n_cobble;
330 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
331 if (!vm->m_area.contains(p))
333 u32 vi = vm->m_area.index(p);
334 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
336 vm->m_data[vi] = n_cobble;
341 for (s16 z = 1; z < roomsize.Z - 1; z++)
342 for (s16 y = 1; y < roomsize.Y - 1; y++)
343 for (s16 x = 1; x < roomsize.X - 1; x++) {
344 v3s16 p = roomplace + v3s16(x, y, z);
345 if (!vm->m_area.contains(p))
347 u32 vi = vm->m_area.index(p);
348 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
349 vm->m_data[vi] = n_air;
354 void DungeonGen::makeFill(v3s16 place, v3s16 size,
355 u8 avoid_flags, MapNode n, u8 or_flags)
357 for (s16 z = 0; z < size.Z; z++)
358 for (s16 y = 0; y < size.Y; y++)
359 for (s16 x = 0; x < size.X; x++) {
360 v3s16 p = place + v3s16(x, y, z);
361 if (!vm->m_area.contains(p))
363 u32 vi = vm->m_area.index(p);
364 if (vm->m_flags[vi] & avoid_flags)
366 vm->m_flags[vi] |= or_flags;
372 void DungeonGen::makeHole(v3s16 place)
374 makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
375 VMANIP_FLAG_DUNGEON_INSIDE);
379 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
383 #ifdef DGEN_USE_TORCHES
384 // Place torch (for testing)
385 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
390 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
391 v3s16 &result_place, v3s16 &result_dir)
394 v3s16 p0 = doorplace;
397 /*if (random.next() % 2)
398 length = random.range(1, 13);
400 length = random.range(1, 6);*/
401 length = random.range(1, 13);
402 u32 partlength = random.range(1, 13);
406 if (random.next() % 2 == 0 && partlength >= 3)
407 make_stairs = random.next() % 2 ? 1 : -1;
409 for (u32 i = 0; i < length; i++) {
414 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
415 vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
417 makeFill(p + v3s16(-1, -1, -1),
418 dp.holesize + v3s16(2, 3, 2),
419 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
420 MapNode(dp.c_cobble),
425 // TODO: fix stairs code so it works 100%
428 // exclude stairs from the bottom step
429 // exclude stairs from diagonal steps
430 if (((dir.X ^ dir.Z) & 1) &&
431 (((make_stairs == 1) && i != 0) ||
432 ((make_stairs == -1) && i != length - 1))) {
433 // rotate face 180 deg if
434 // making stairs backwards
435 int facedir = dir_to_facedir(dir * make_stairs);
437 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
438 if (vm->m_data[vi].getContent() == dp.c_cobble)
439 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
441 vi = vm->m_area.index(p.X, p.Y, p.Z);
442 if (vm->m_data[vi].getContent() == dp.c_cobble)
443 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
446 makeFill(p + v3s16(-1, -1, -1),
447 dp.holesize + v3s16(2, 2, 2),
448 VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
449 MapNode(dp.c_cobble),
456 // Can't go here, turn away
457 dir = turn_xz(dir, random.range(0, 1));
458 make_stairs = -make_stairs;
460 partlength = random.range(1, length);
465 if (partcount >= partlength) {
468 dir = random_turn(random, dir);
470 partlength = random.range(1, length);
473 if (random.next() % 2 == 0 && partlength >= 3)
474 make_stairs = random.next() % 2 ? 1 : -1;
482 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
484 for (u32 i = 0; i < 100; i++) {
485 v3s16 p = m_pos + m_dir;
486 v3s16 p1 = p + v3s16(0, 1, 0);
487 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
491 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
492 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
493 // Found wall, this is a good place!
496 // Randomize next direction
501 Determine where to move next
503 // Jump one up if the actual space is there
504 if (vm->getNodeNoExNoEmerge(p +
505 v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
506 vm->getNodeNoExNoEmerge(p +
507 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
508 vm->getNodeNoExNoEmerge(p +
509 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
511 // Jump one down if the actual space is there
512 if (vm->getNodeNoExNoEmerge(p +
513 v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
514 vm->getNodeNoExNoEmerge(p +
515 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
516 vm->getNodeNoExNoEmerge(p +
517 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
518 p += v3s16(0, -1, 0);
519 // Check if walking is now possible
520 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
521 vm->getNodeNoExNoEmerge(p +
522 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
523 // Cannot continue walking here
534 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
535 v3s16 &result_doordir, v3s16 &result_roomplace)
537 for (s16 trycount = 0; trycount < 30; trycount++) {
540 bool r = findPlaceForDoor(doorplace, doordir);
544 // X east, Z north, Y up
546 if (doordir == v3s16(1, 0, 0)) // X+
547 roomplace = doorplace +
548 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
549 if (doordir == v3s16(-1, 0, 0)) // X-
550 roomplace = doorplace +
551 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
552 if (doordir == v3s16(0, 0, 1)) // Z+
553 roomplace = doorplace +
554 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
555 if (doordir == v3s16(0, 0, -1)) // Z-
556 roomplace = doorplace +
557 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
560 if (doordir == v3s16(1, 0, 0)) // X+
561 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
562 if (doordir == v3s16(-1, 0, 0)) // X-
563 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
564 if (doordir == v3s16(0, 0, 1)) // Z+
565 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
566 if (doordir == v3s16(0, 0, -1)) // Z-
567 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
572 for (s16 z = 1; z < roomsize.Z - 1; z++)
573 for (s16 y = 1; y < roomsize.Y - 1; y++)
574 for (s16 x = 1; x < roomsize.X - 1; x++) {
575 v3s16 p = roomplace + v3s16(x, y, z);
576 if (!vm->m_area.contains(p)) {
580 if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
589 result_doorplace = doorplace;
590 result_doordir = doordir;
591 result_roomplace = roomplace;
598 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
600 // Make diagonal directions somewhat rare
601 if (diagonal_dirs && (random.next() % 4 == 0)) {
608 dir.Z = random.next() % 3 - 1;
610 dir.X = random.next() % 3 - 1;
611 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
615 if (random.next() % 2 == 0)
616 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
618 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
623 v3s16 turn_xz(v3s16 olddir, int t)
641 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
643 int turn = random.range(0, 2);
650 dir = turn_xz(olddir, 0);
653 dir = turn_xz(olddir, 1);
658 int dir_to_facedir(v3s16 d)
660 if (abs(d.X) > abs(d.Z))
661 return d.X < 0 ? 3 : 1;
663 return d.Z < 0 ? 2 : 0;