From 650e932ddf7352e50bba42acbc0ff4eda8aa40e2 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Sat, 9 Mar 2013 21:28:19 -0500 Subject: Re-add dungeons in new dungeongen.cpp --- src/dungeongen.cpp | 634 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 634 insertions(+) create mode 100644 src/dungeongen.cpp (limited to 'src/dungeongen.cpp') diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp new file mode 100644 index 000000000..9528b4132 --- /dev/null +++ b/src/dungeongen.cpp @@ -0,0 +1,634 @@ +/* +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "dungeongen.h" +#include "mapgen.h" +#include "voxel.h" +#include "noise.h" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +#include "nodedef.h" +#include "profiler.h" +#include "settings.h" // For g_settings +#include "main.h" // For g_profiler + +NoiseParams nparams_dungeon_rarity = + {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8}; +NoiseParams nparams_dungeon_wetness = + {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1}; +NoiseParams nparams_dungeon_density = + {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4}; + + +/////////////////////////////////////////////////////////////////////////////// + + +DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) { + this->ndef = ndef; + this->mapseed = seed; + this->water_level = waterlevel; + + np_rarity = &nparams_dungeon_rarity; + np_wetness = &nparams_dungeon_wetness; + np_density = &nparams_dungeon_density; + /* + cid_water_source = ndef->getId("mapgen_water_source"); + cid_cobble = ndef->getId("mapgen_cobble"); + cid_mossycobble = ndef->getId("mapgen_mossycobble"); + cid_torch = ndef->getId("default:torch"); + */ +} + + +void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, + v3s16 nmin, v3s16 nmax) { + //TimeTaker t("gen dungeons"); + int approx_groundlevel = 10 + water_level; + + if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || + NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) + return; + + this->vmanip = vm; + this->blockseed = bseed; + random.seed(bseed + 2); + + cid_water_source = ndef->getId("mapgen_water_source"); + cid_cobble = ndef->getId("mapgen_cobble"); + cid_mossycobble = ndef->getId("mapgen_mossycobble"); + //cid_torch = ndef->getId("default:torch"); + cid_cobblestair = ndef->getId("stairs:stair_cobble"); + + // Dungeon generator doesn't modify places which have this set + vmanip->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); + for (s16 x = nmin.X; x <= nmax.X; x++) { + content_t c = vmanip->m_data[i].getContent(); + if (c == CONTENT_AIR || c == cid_water_source) + vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; + i++; + } + } + } + + // Add it + makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); + + // Convert some cobble to mossy cobble + 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); + for (s16 x = nmin.X; x <= nmax.X; x++) { + if (vmanip->m_data[i].getContent() == cid_cobble) { + float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed); + float density = NoisePerlin3D(np_density, x, y, z, blockseed); + if (density < wetness / 3.0) + vmanip->m_data[i].setContent(cid_mossycobble); + } + i++; + } + } + } + + //printf("== gen dungeons: %dms\n", t.stop()); +} + + +void DungeonGen::makeDungeon(v3s16 start_padding) +{ + v3s16 areasize = vmanip->m_area.getExtent(); + v3s16 roomsize; + v3s16 roomplace; + + /* + Find place for first room + */ + bool fits = false; + for (u32 i = 0; i < 100; 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)); + + // 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( + 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)); + + /* + Check that we're not putting the room to an unknown place, + otherwise it might end up floating in the air + */ + fits = true; + for (s16 z = 1; z < roomsize.Z - 1; z++) + for (s16 y = 1; y < roomsize.Y - 1; y++) + 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) + { + fits = false; + break; + } + } + if (fits) + break; + } + // No place found + if (fits == false) + return; + + /* + Stores the center position of the last room made, so that + a new corridor can be started from the last room instead of + the new room, if chosen so. + */ + v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); + + u32 room_count = random.range(2, 16); + 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); + + // Place torch at room center (for testing) + //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch); + + // Quit if last room + if (i == room_count - 1) + break; + + // Determine walker start position + + bool start_in_last_room = (random.range(0, 2) != 0); + + v3s16 walker_start_place; + + if(start_in_last_room) + { + walker_start_place = last_room_center; + } + else + { + walker_start_place = room_center; + // Store center of current room as the last one + last_room_center = room_center; + } + + // Create walker and find a place for a door + v3s16 doorplace; + v3s16 doordir; + + m_pos = walker_start_place; + bool r = findPlaceForDoor(doorplace, doordir); + if (r == false) + return; + + if (random.range(0,1) == 0) + // Make the door + makeDoor(doorplace, doordir); + else + // Don't actually make a door + doorplace -= doordir; + + // Make a random corridor starting from the door + v3s16 corridor_end; + v3s16 corridor_end_dir; + 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)); + m_pos = corridor_end; + m_dir = corridor_end_dir; + r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); + if (r == false) + return; + + if (random.range(0,1) == 0) + // Make the door + makeDoor(doorplace, doordir); + else + // Don't actually make a door + roomplace -= doordir; + + } +} + + +void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) +{ + MapNode n_cobble(cid_cobble); + MapNode n_air(CONTENT_AIR); + + // Make +-X walls + for (s16 z = 0; z < roomsize.Z; z++) + for (s16 y = 0; y < roomsize.Y; y++) + { + { + v3s16 p = roomplace + v3s16(0, y, z); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + { + v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + } + + // Make +-Z walls + for (s16 x = 0; x < roomsize.X; x++) + for (s16 y = 0; y < roomsize.Y; y++) + { + { + v3s16 p = roomplace + v3s16(x, y, 0); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + { + v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + } + + // Make +-Y walls (floor and ceiling) + for (s16 z = 0; z < roomsize.Z; z++) + for (s16 x = 0; x < roomsize.X; x++) + { + { + v3s16 p = roomplace + v3s16(x, 0, z); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + { + v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip->m_data[vi] = n_cobble; + } + } + + // Fill with air + for (s16 z = 1; z < roomsize.Z - 1; z++) + for (s16 y = 1; y < roomsize.Y - 1; y++) + for (s16 x = 1; x < roomsize.X - 1; x++) + { + v3s16 p = roomplace + v3s16(x, y, z); + if (vmanip->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; + } +} + + +void DungeonGen::makeFill(v3s16 place, v3s16 size, + u8 avoid_flags, MapNode n, u8 or_flags) +{ + for (s16 z = 0; z < size.Z; z++) + for (s16 y = 0; y < size.Y; y++) + for (s16 x = 0; x < size.X; x++) + { + v3s16 p = place + v3s16(x, y, z); + if (vmanip->m_area.contains(p) == false) + continue; + u32 vi = vmanip->m_area.index(p); + if (vmanip->m_flags[vi] & avoid_flags) + continue; + vmanip->m_flags[vi] |= or_flags; + vmanip->m_data[vi] = n; + } +} + + +void DungeonGen::makeHole(v3s16 place) +{ + makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); +} + + +void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) +{ + makeHole(doorplace); + // Place torch (for testing) + //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch); +} + + +void DungeonGen::makeCorridor(v3s16 doorplace, + v3s16 doordir, v3s16 &result_place, v3s16 &result_dir) +{ + 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 partcount = 0; + s16 make_stairs = 0; + + if (random.next() % 2 == 0 && partlength >= 3) + make_stairs = random.next() % 2 ? 1 : -1; + + for (u32 i = 0; i < length; i++) { + v3s16 p = p0 + dir; + 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 (make_stairs) { + makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeHole(p); + makeHole(p - dir); + + // TODO: fix stairs code so it works 100% (quite difficult) + + // exclude stairs from the bottom step + if (((make_stairs == 1) && i != 0) || + ((make_stairs == -1) && i != length - 1)) { + // 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() == cid_cobble) + vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + + vi = vmanip->m_area.index(p.X, p.Y, p.Z); + if (vmanip->m_data[vi].getContent() == cid_cobble) + vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + } + } else { + makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeHole(p); + } + + p0 = p; + } else { + // Can't go here, turn away + dir = turn_xz(dir, random.range(0, 1)); + make_stairs = -make_stairs; + partcount = 0; + partlength = random.range(1, length); + continue; + } + + partcount++; + if (partcount >= partlength) { + partcount = 0; + + dir = random_turn(random, dir); + + partlength = random.range(1,length); + + make_stairs = 0; + if (random.next() % 2 == 0 && partlength >= 3) + make_stairs = random.next() % 2 ? 1 : -1; + } + } + result_place = p0; + result_dir = dir; +} + + +bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) +{ + for (u32 i = 0; i < 100; i++) + { + 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 + || i % 4 == 0) + { + randomizeDir(); + continue; + } + if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble + && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble) + { + // Found wall, this is a good place! + result_place = p; + result_dir = m_dir; + // Randomize next direction + randomizeDir(); + return true; + } + /* + Determine where to move next + */ + // Jump one up if the actual space is there + if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble + && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR + && vmanip->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() == cid_cobble + && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR + && vmanip->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) + { + // Cannot continue walking here + randomizeDir(); + continue; + } + // Move there + m_pos = p; + } + return false; +} + + +bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, + v3s16 &result_doordir, v3s16 &result_roomplace) +{ + for (s16 trycount = 0; trycount < 30; trycount++) + { + v3s16 doorplace; + v3s16 doordir; + bool r = findPlaceForDoor(doorplace, doordir); + if (r == false) + 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)); + if (doordir == v3s16(-1, 0, 0)) // X- + roomplace = doorplace + + v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2)); + if (doordir == v3s16(0, 0, 1)) // Z+ + roomplace = doorplace + + v3s16(random.range(-roomsize.X + 2, -2), -1, 0); + 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; + for (s16 z = 1; z < roomsize.Z - 1; z++) + for (s16 y = 1; y < roomsize.Y - 1; y++) + for (s16 x = 1; x < roomsize.X - 1; x++) + { + v3s16 p = roomplace + v3s16(x, y, z); + if (vmanip->m_area.contains(p) == false) + { + fits = false; + break; + } + if (vmanip->m_flags[vmanip->m_area.index(p)] + & VMANIP_FLAG_DUNGEON_INSIDE) + { + fits = false; + break; + } + } + if(fits == false) + { + // Find new place + continue; + } + result_doorplace = doorplace; + result_doordir = doordir; + result_roomplace = roomplace; + return true; + } + return false; +} + + +v3s16 rand_ortho_dir(PseudoRandom &random) +{ + if (random.next() % 2 == 0) + return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); + else + return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); +} + + +v3s16 turn_xz(v3s16 olddir, int t) +{ + v3s16 dir; + if (t == 0) + { + // Turn right + dir.X = olddir.Z; + dir.Z = -olddir.X; + dir.Y = olddir.Y; + } + else + { + // Turn left + dir.X = -olddir.Z; + dir.Z = olddir.X; + dir.Y = olddir.Y; + } + return dir; +} + + +v3s16 random_turn(PseudoRandom &random, v3s16 olddir) +{ + int turn = random.range(0, 2); + v3s16 dir; + if (turn == 0) + { + // Go straight + dir = olddir; + } + else if (turn == 1) + // Turn right + dir = turn_xz(olddir, 0); + else + // Turn left + dir = turn_xz(olddir, 1); + return dir; +} + + +int dir_to_facedir(v3s16 d) { + if (abs(d.X) > abs(d.Z)) + return d.X < 0 ? 3 : 1; + else + return d.Z < 0 ? 2 : 0; +} -- cgit v1.2.3