aboutsummaryrefslogtreecommitdiff
path: root/src/dungeongen.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/dungeongen.cpp')
-rw-r--r--src/dungeongen.cpp634
1 files changed, 634 insertions, 0 deletions
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 <celeron55@gmail.com>
+
+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;
+}