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- /*
- 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
- //#define DGEN_USE_TORCHES
- 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(Mapgen *mapgen, DungeonParams *dparams) {
- this->mg = mapgen;
- this->vm = mapgen->vm;
- #ifdef DGEN_USE_TORCHES
- c_torch = ndef->getId("default:torch");
- #endif
-
- 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;
- }
- }
- void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
- //TimeTaker t("gen dungeons");
- 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, mg->seed) < 0.2)
- return;
- 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++;
- }
- }
- }
-
- // 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++;
- }
- }
- }
-
- //printf("== gen dungeons: %dms\n", t.stop());
- }
- void DungeonGen::makeDungeon(v3s16 start_padding)
- {
- v3s16 areasize = vm->m_area.getExtent();
- v3s16 roomsize;
- v3s16 roomplace;
- /*
- Find place for first room
- */
- 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;
- // 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-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 = vm->m_area.index(p);
- if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
- vm->m_data[vi].getContent() == CONTENT_IGNORE) {
- fits = false;
- 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);
- 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)
- vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
- #endif
- // 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;
- if (!findPlaceForDoor(doorplace, doordir))
- 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));
- roomsize += dp.roomsize;
- m_pos = corridor_end;
- m_dir = corridor_end_dir;
- if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
- 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(dp.c_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 (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->m_data[vi] = n_cobble;
- }
- {
- v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
- if (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->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 (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->m_data[vi] = n_cobble;
- }
- {
- v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
- if (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->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 (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->m_data[vi] = n_cobble;
- }
- {
- v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
- if (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vm->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 (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
- vm->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 (vm->m_area.contains(p) == false)
- continue;
- u32 vi = vm->m_area.index(p);
- if (vm->m_flags[vi] & avoid_flags)
- continue;
- vm->m_flags[vi] |= or_flags;
- vm->m_data[vi] = n;
- }
- }
- void DungeonGen::makeHole(v3s16 place)
- {
- makeFill(place, dp.holesize, 0,
- MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
- }
- void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
- {
- makeHole(doorplace);
- #ifdef DGEN_USE_TORCHES
- // Place torch (for testing)
- vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
- #endif
- }
- 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 (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);
- makeHole(p);
- makeHole(p - dir);
-
- // TODO: fix stairs code so it works 100% (quite difficult)
- // exclude stairs from the bottom step
- // exclude stairs from diagonal steps
- if (((dir.X ^ dir.Z) & 1) &&
- (((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 = 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);
- }
- } else {
- makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_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 (vm->m_area.contains(p) == false
- || vm->m_area.contains(p1) == false
- || i % 4 == 0)
- {
- randomizeDir();
- continue;
- }
- 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;
- 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 (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 (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 (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
- || vm->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 (vm->m_area.contains(p) == false)
- {
- fits = false;
- break;
- }
- if (vm->m_flags[vm->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, bool diagonal_dirs)
- {
- // Make diagonal directions somewhat rare
- if (diagonal_dirs && (random.next() % 4 == 0)) {
- v3s16 dir;
- int trycount = 0;
- do {
- trycount++;
- dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
- } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
- return dir;
- } else {
- 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;
- }
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