]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/dungeongen.cpp
Translated using Weblate (German)
[dragonfireclient.git] / src / dungeongen.cpp
index 9c6e24a603efe3f164ac944b8e2cc9bb244a42bb..6cef3f88dbd432c273ea2699db227ade13071ca4 100644 (file)
@@ -30,18 +30,20 @@ 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, 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);
+NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
+DungeonGen::DungeonGen(INodeDefManager *ndef,
+       GenerateNotifier *gennotify, DungeonParams *dparams)
 {
-       this->mg = mapgen;
-       this->vm = mapgen->vm;
+       assert(ndef);
+
+       this->ndef      = ndef;
+       this->gennotify = gennotify;
 
 #ifdef DGEN_USE_TORCHES
        c_torch  = ndef->getId("default:torch");
@@ -50,67 +52,92 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
        if (dparams) {
                memcpy(&dp, dparams, sizeof(dp));
        } else {
-               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.notifytype    = GENNOTIFY_DUNGEON;
-
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.np_density = nparams_dungeon_density;
+               // 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.diagonal_dirs       = false;
+               dp.only_in_ground      = true;
+               dp.holesize            = v3s16(1, 2, 1);
+               dp.corridor_len_min    = 1;
+               dp.corridor_len_max    = 13;
+               dp.room_size_min       = v3s16(4, 4, 4);
+               dp.room_size_max       = v3s16(8, 6, 8);
+               dp.room_size_large_min = v3s16(8, 8, 8);
+               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;
+               dp.np_alt_wall = nparams_dungeon_alt_wall;
        }
 }
 
 
-void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
 {
+       assert(vm);
+
        //TimeTaker t("gen dungeons");
-       if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
+       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)
                return;
 
+       this->vm = vm;
        this->blockseed = bseed;
        random.seed(bseed + 2);
 
        // Dungeon generator doesn't modify places which have this set
        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 = 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)
-                                       vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                               i++;
+       if (dp.only_in_ground) {
+               // 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 = 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 ||
+                                                       c == dp.c_river_water)
+                                               vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+                                       i++;
+                               }
                        }
                }
        }
 
-       // Add it
-       makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
-
-       // Convert some cobble to mossy cobble
-       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 = vm->m_area.index(nmin.X, y, z);
-                       for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               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)
-                                               vm->m_data[i].setContent(dp.c_moss);
-                               }
-                               i++;
+       // Add them
+       for (u32 i = 0; i < floor(nval_density); i++)
+               makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
+
+       // Optionally convert some structure to alternative structure
+       if (dp.c_alt_wall == CONTENT_IGNORE)
+               return;
+
+       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++) {
+                       if (vm->m_data[i].getContent() == dp.c_wall) {
+                               if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
+                                       vm->m_data[i].setContent(dp.c_alt_wall);
                        }
+                       i++;
                }
        }
 
@@ -125,22 +152,32 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
        v3s16 roomplace;
 
        /*
-               Find place for first room
+               Find place for first room.
+               There is a 1 in 4 chance of the first room being 'large',
+               all other rooms are not 'large'.
        */
        bool fits = false;
        for (u32 i = 0; i < 100 && !fits; i++) {
                bool is_large_room = ((random.next() & 3) == 1);
-               roomsize = is_large_room ?
-                       v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
-                       v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
-               roomsize += dp.roomsize;
+               if (is_large_room) {
+                       roomsize.Z = random.range(
+                               dp.room_size_large_min.Z, dp.room_size_large_max.Z);
+                       roomsize.Y = random.range(
+                               dp.room_size_large_min.Y, dp.room_size_large_max.Y);
+                       roomsize.X = random.range(
+                               dp.room_size_large_min.X, dp.room_size_large_max.X);
+               } else {
+                       roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
+                       roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
+                       roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
+               }
 
                // start_padding is used to disallow starting the generation of
                // a dungeon in a neighboring generation chunk
-               roomplace = vm->m_area.MinEdge + start_padding + v3s16(
-                       random.range(0, areasize.X - roomsize.X - start_padding.X),
-                       random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
-                       random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
+               roomplace = vm->m_area.MinEdge + start_padding;
+               roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
+               roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
+               roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
 
                /*
                        Check that we're not putting the room to an unknown place,
@@ -170,13 +207,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
        */
        v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
 
-       u32 room_count = random.range(2, 16);
+       u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
        for (u32 i = 0; i < room_count; i++) {
                // Make a room to the determined place
                makeRoom(roomsize, roomplace);
 
                v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
-               mg->gennotify.addEvent(dp.notifytype, room_center);
+               if (gennotify)
+                       gennotify->addEvent(dp.notifytype, room_center);
 
 #ifdef DGEN_USE_TORCHES
                // Place torch at room center (for testing)
@@ -222,8 +260,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
 
                // Find a place for a random sized room
-               roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
-               roomsize += dp.roomsize;
+               roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
+               roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
+               roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
 
                m_pos = corridor_end;
                m_dir = corridor_end_dir;
@@ -243,7 +282,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 {
-       MapNode n_cobble(dp.c_cobble);
+       MapNode n_wall(dp.c_wall);
        MapNode n_air(CONTENT_AIR);
 
        // Make +-X walls
@@ -256,7 +295,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
@@ -265,7 +304,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
@@ -279,7 +318,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
@@ -288,7 +327,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
@@ -302,7 +341,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
@@ -311,7 +350,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
@@ -371,13 +410,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
        makeHole(doorplace);
        v3s16 p0 = doorplace;
        v3s16 dir = doordir;
-       u32 length;
-       /*if (random.next() % 2)
-               length = random.range(1, 13);
-       else
-               length = random.range(1, 6);*/
-       length = random.range(1, 13);
-       u32 partlength = random.range(1, 13);
+       u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
+       u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
        u32 partcount = 0;
        s16 make_stairs = 0;
 
@@ -389,12 +423,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
                if (partcount != 0)
                        p.Y += make_stairs;
 
+               // Check segment of minimum size corridor is in voxelmanip
                if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
                        if (make_stairs) {
                                makeFill(p + v3s16(-1, -1, -1),
                                        dp.holesize + v3s16(2, 3, 2),
                                        VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
-                                       MapNode(dp.c_cobble),
+                                       MapNode(dp.c_wall),
                                        0);
                                makeHole(p);
                                makeHole(p - dir);
@@ -410,20 +445,30 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
                                        // rotate face 180 deg if
                                        // making stairs backwards
                                        int facedir = dir_to_facedir(dir * make_stairs);
-
-                                       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);
+                                       v3s16 ps = p;
+                                       u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
+                                       // Stair width direction vector
+                                       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);
+
+                                               ps += swv;
+                                       }
                                }
                        } else {
                                makeFill(p + v3s16(-1, -1, -1),
                                        dp.holesize + v3s16(2, 2, 2),
                                        VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
-                                       MapNode(dp.c_cobble),
+                                       MapNode(dp.c_wall),
                                        0);
                                makeHole(p);
                        }
@@ -465,8 +510,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        randomizeDir();
                        continue;
                }
-               if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
-                               vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
+               if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
+                               vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
                        // Found wall, this is a good place!
                        result_place = p;
                        result_dir = m_dir;
@@ -479,7 +524,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                */
                // Jump one up if the actual space is there
                if (vm->getNodeNoExNoEmerge(p +
-                               v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
+                               v3s16(0, 0, 0)).getContent() == dp.c_wall &&
                                vm->getNodeNoExNoEmerge(p +
                                v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
                                vm->getNodeNoExNoEmerge(p +
@@ -487,7 +532,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        p += v3s16(0,1,0);
                // Jump one down if the actual space is there
                if (vm->getNodeNoExNoEmerge(p +
-                               v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
+                               v3s16(0, 1, 0)).getContent() == dp.c_wall &&
                                vm->getNodeNoExNoEmerge(p +
                                v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
                                vm->getNodeNoExNoEmerge(p +
@@ -519,7 +564,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
                        continue;
                v3s16 roomplace;
                // X east, Z north, Y up
-#if 1
                if (doordir == v3s16(1, 0, 0)) // X+
                        roomplace = doorplace +
                                v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
@@ -532,17 +576,6 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
                if (doordir == v3s16(0, 0, -1)) // Z-
                        roomplace = doorplace +
                                v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
-#endif
-#if 0
-               if (doordir == v3s16(1, 0, 0)) // X+
-                       roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
-               if (doordir == v3s16(-1, 0, 0)) // X-
-                       roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
-               if (doordir == v3s16(0, 0, 1)) // Z+
-                       roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
-               if (doordir == v3s16(0, 0, -1)) // Z-
-                       roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
-#endif
 
                // Check fit
                bool fits = true;
@@ -581,8 +614,11 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
 
                do {
                        trycount++;
-                       dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
-               } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
+
+                       dir.Z = random.next() % 3 - 1;
+                       dir.Y = 0;
+                       dir.X = random.next() % 3 - 1;
+               } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
 
                return dir;
        } else {