diff options
Diffstat (limited to 'src/dungeongen.cpp')
-rw-r--r-- | src/dungeongen.cpp | 199 |
1 files changed, 94 insertions, 105 deletions
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index fee6f66c0..ff0a39e9e 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -42,11 +42,9 @@ NoiseParams nparams_dungeon_density = /////////////////////////////////////////////////////////////////////////////// -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"); @@ -55,15 +53,16 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, 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; @@ -72,31 +71,29 @@ 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; + int approx_groundlevel = 10 + mg->water_level; if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || - NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) + 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++; } } @@ -109,13 +106,13 @@ 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++; } @@ -128,7 +125,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, void DungeonGen::makeDungeon(v3s16 start_padding) { - v3s16 areasize = vmanip->m_area.getExtent(); + v3s16 areasize = vm->m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; @@ -136,7 +133,7 @@ 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 ? @@ -146,7 +143,7 @@ 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)); @@ -161,20 +158,13 @@ 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 +184,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding) makeRoom(roomsize, roomplace); v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); + if (mg->gennotify & (1 << dp.notifytype)) { + std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype]; + nvec->push_back(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 +204,9 @@ 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; @@ -226,8 +217,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) 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 +238,7 @@ 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) @@ -274,21 +263,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { { 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 +287,21 @@ 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 +311,21 @@ 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 +335,11 @@ 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 +352,13 @@ 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 +376,7 @@ 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 } @@ -416,8 +405,8 @@ void DungeonGen::makeCorridor(v3s16 doorplace, 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); @@ -434,13 +423,13 @@ void DungeonGen::makeCorridor(v3s16 doorplace, // 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); + 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 = 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); + 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 +471,15 @@ 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 +492,18 @@ 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 +560,12 @@ 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; |