forked from Mirrorlandia_minetest/minetest
Re-add dungeons in new dungeongen.cpp
This commit is contained in:
parent
aa77ee66c5
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650e932ddf
@ -226,6 +226,7 @@ set(common_SRCS
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mapgen.cpp
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mapgen_v6.cpp
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treegen.cpp
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dungeongen.cpp
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content_nodemeta.cpp
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content_mapnode.cpp
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collision.cpp
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634
src/dungeongen.cpp
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634
src/dungeongen.cpp
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@ -0,0 +1,634 @@
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "dungeongen.h"
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "nodedef.h"
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#include "profiler.h"
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#include "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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NoiseParams nparams_dungeon_rarity =
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{0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
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NoiseParams nparams_dungeon_wetness =
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{0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
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NoiseParams nparams_dungeon_density =
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{0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
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this->ndef = ndef;
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this->mapseed = seed;
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this->water_level = waterlevel;
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np_rarity = &nparams_dungeon_rarity;
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np_wetness = &nparams_dungeon_wetness;
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np_density = &nparams_dungeon_density;
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/*
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cid_water_source = ndef->getId("mapgen_water_source");
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cid_cobble = ndef->getId("mapgen_cobble");
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cid_mossycobble = ndef->getId("mapgen_mossycobble");
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cid_torch = ndef->getId("default:torch");
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*/
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}
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void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
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v3s16 nmin, v3s16 nmax) {
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//TimeTaker t("gen dungeons");
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int approx_groundlevel = 10 + water_level;
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if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
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NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
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return;
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this->vmanip = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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cid_water_source = ndef->getId("mapgen_water_source");
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cid_cobble = ndef->getId("mapgen_cobble");
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cid_mossycobble = ndef->getId("mapgen_mossycobble");
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//cid_torch = ndef->getId("default:torch");
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cid_cobblestair = ndef->getId("stairs:stair_cobble");
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// Dungeon generator doesn't modify places which have this set
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vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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// Set all air and water to be untouchable to make dungeons open
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// to caves and open air
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vmanip->m_data[i].getContent();
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if (c == CONTENT_AIR || c == cid_water_source)
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vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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}
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}
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}
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// Add it
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makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
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// Convert some cobble to mossy cobble
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vmanip->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vmanip->m_data[i].getContent() == cid_cobble) {
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float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
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float density = NoisePerlin3D(np_density, x, y, z, blockseed);
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if (density < wetness / 3.0)
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vmanip->m_data[i].setContent(cid_mossycobble);
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}
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i++;
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}
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}
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}
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//printf("== gen dungeons: %dms\n", t.stop());
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}
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void DungeonGen::makeDungeon(v3s16 start_padding)
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{
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v3s16 areasize = vmanip->m_area.getExtent();
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v3s16 roomsize;
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v3s16 roomplace;
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/*
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Find place for first room
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*/
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bool fits = false;
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for (u32 i = 0; i < 100; i++)
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{
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bool is_large_room = ((random.next() & 3) == 1);
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roomsize = is_large_room ?
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v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
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v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
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random.range(0,areasize.X-roomsize.X-1-start_padding.X),
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random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
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random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
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/*
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Check that we're not putting the room to an unknown place,
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otherwise it might end up floating in the air
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*/
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fits = true;
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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v3s16 p = roomplace + v3s16(x, y, z);
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
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{
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fits = false;
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break;
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}
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if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
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{
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fits = false;
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break;
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}
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}
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if (fits)
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break;
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}
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// No place found
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if (fits == false)
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return;
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/*
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Stores the center position of the last room made, so that
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a new corridor can be started from the last room instead of
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the new room, if chosen so.
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*/
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v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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u32 room_count = random.range(2, 16);
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for (u32 i = 0; i < room_count; i++)
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{
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// Make a room to the determined place
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makeRoom(roomsize, roomplace);
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v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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// Place torch at room center (for testing)
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//vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
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// Quit if last room
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if (i == room_count - 1)
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break;
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// Determine walker start position
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bool start_in_last_room = (random.range(0, 2) != 0);
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v3s16 walker_start_place;
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if(start_in_last_room)
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{
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walker_start_place = last_room_center;
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}
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else
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{
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walker_start_place = room_center;
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// Store center of current room as the last one
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last_room_center = room_center;
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}
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// Create walker and find a place for a door
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v3s16 doorplace;
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v3s16 doordir;
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m_pos = walker_start_place;
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bool r = findPlaceForDoor(doorplace, doordir);
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if (r == false)
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return;
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if (random.range(0,1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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doorplace -= doordir;
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// Make a random corridor starting from the door
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v3s16 corridor_end;
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v3s16 corridor_end_dir;
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
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if (r == false)
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return;
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if (random.range(0,1) == 0)
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// Make the door
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makeDoor(doorplace, doordir);
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else
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// Don't actually make a door
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roomplace -= doordir;
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}
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}
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void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
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{
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MapNode n_cobble(cid_cobble);
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MapNode n_air(CONTENT_AIR);
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// Make +-X walls
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(0, y, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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}
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// Make +-Z walls
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for (s16 x = 0; x < roomsize.X; x++)
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for (s16 y = 0; y < roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(x, y, 0);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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}
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// Make +-Y walls (floor and ceiling)
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 x = 0; x < roomsize.X; x++)
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{
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{
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v3s16 p = roomplace + v3s16(x, 0, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip->m_data[vi] = n_cobble;
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}
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}
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// Fill with air
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++)
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{
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v3s16 p = roomplace + v3s16(x, y, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vmanip->m_data[vi] = n_air;
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}
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}
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void DungeonGen::makeFill(v3s16 place, v3s16 size,
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u8 avoid_flags, MapNode n, u8 or_flags)
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{
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for (s16 z = 0; z < size.Z; z++)
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for (s16 y = 0; y < size.Y; y++)
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for (s16 x = 0; x < size.X; x++)
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{
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v3s16 p = place + v3s16(x, y, z);
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if (vmanip->m_area.contains(p) == false)
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continue;
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u32 vi = vmanip->m_area.index(p);
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if (vmanip->m_flags[vi] & avoid_flags)
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continue;
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vmanip->m_flags[vi] |= or_flags;
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vmanip->m_data[vi] = n;
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}
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}
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void DungeonGen::makeHole(v3s16 place)
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{
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makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
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VMANIP_FLAG_DUNGEON_INSIDE);
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}
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void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
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{
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makeHole(doorplace);
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// Place torch (for testing)
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//vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
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}
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void DungeonGen::makeCorridor(v3s16 doorplace,
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v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
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{
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makeHole(doorplace);
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v3s16 p0 = doorplace;
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v3s16 dir = doordir;
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u32 length;
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/*if (random.next() % 2)
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length = random.range(1, 13);
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else
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length = random.range(1, 6);*/
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length = random.range(1, 13);
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u32 partlength = random.range(1, 13);
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u32 partcount = 0;
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s16 make_stairs = 0;
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if (random.next() % 2 == 0 && partlength >= 3)
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make_stairs = random.next() % 2 ? 1 : -1;
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for (u32 i = 0; i < length; i++) {
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v3s16 p = p0 + dir;
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if (partcount != 0)
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p.Y += make_stairs;
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if (vmanip->m_area.contains(p) == true &&
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vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
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if (make_stairs) {
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makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
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VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
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makeHole(p);
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makeHole(p - dir);
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// TODO: fix stairs code so it works 100% (quite difficult)
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// exclude stairs from the bottom step
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if (((make_stairs == 1) && i != 0) ||
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((make_stairs == -1) && i != length - 1)) {
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// rotate face 180 deg if making stairs backwards
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int facedir = dir_to_facedir(dir * make_stairs);
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u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
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if (vmanip->m_data[vi].getContent() == cid_cobble)
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vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
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vi = vmanip->m_area.index(p.X, p.Y, p.Z);
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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;
|
||||
}
|
128
src/dungeongen.h
Normal file
128
src/dungeongen.h
Normal file
@ -0,0 +1,128 @@
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
#ifndef DUNGEONGEN_HEADER
|
||||
#define DUNGEONGEN_HEADER
|
||||
|
||||
#include "voxel.h"
|
||||
#include "noise.h"
|
||||
|
||||
#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
|
||||
#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
|
||||
#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
|
||||
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
|
||||
|
||||
class ManualMapVoxelManipulator;
|
||||
class INodeDefManager;
|
||||
|
||||
v3s16 rand_ortho_dir(PseudoRandom &random);
|
||||
v3s16 turn_xz(v3s16 olddir, int t);
|
||||
v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
|
||||
int dir_to_facedir(v3s16 d);
|
||||
|
||||
class DungeonGen {
|
||||
public:
|
||||
u32 blockseed;
|
||||
u64 mapseed;
|
||||
ManualMapVoxelManipulator *vmanip;
|
||||
INodeDefManager *ndef;
|
||||
PseudoRandom random;
|
||||
v3s16 csize;
|
||||
s16 water_level;
|
||||
|
||||
NoiseParams *np_rarity;
|
||||
NoiseParams *np_wetness;
|
||||
NoiseParams *np_density;
|
||||
|
||||
content_t cid_water_source;
|
||||
content_t cid_cobble;
|
||||
content_t cid_mossycobble;
|
||||
content_t cid_torch;
|
||||
content_t cid_cobblestair;
|
||||
|
||||
//RoomWalker
|
||||
v3s16 m_pos;
|
||||
v3s16 m_dir;
|
||||
|
||||
DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
|
||||
void generate(ManualMapVoxelManipulator *vm, u32 bseed,
|
||||
v3s16 full_node_min, v3s16 full_node_max);
|
||||
//void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
|
||||
|
||||
void makeDungeon(v3s16 start_padding);
|
||||
void makeRoom(v3s16 roomsize, v3s16 roomplace);
|
||||
void makeCorridor(v3s16 doorplace, v3s16 doordir,
|
||||
v3s16 &result_place, v3s16 &result_dir);
|
||||
void makeDoor(v3s16 doorplace, v3s16 doordir);
|
||||
void makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags);
|
||||
void makeHole(v3s16 place);
|
||||
|
||||
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
|
||||
bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
||||
v3s16 &result_doordir, v3s16 &result_roomplace);
|
||||
|
||||
void randomizeDir()
|
||||
{
|
||||
m_dir = rand_ortho_dir(random);
|
||||
}
|
||||
};
|
||||
|
||||
class RoomWalker
|
||||
{
|
||||
public:
|
||||
|
||||
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
|
||||
INodeDefManager *ndef):
|
||||
vmanip(vmanip_),
|
||||
m_pos(pos),
|
||||
m_random(random),
|
||||
m_ndef(ndef)
|
||||
{
|
||||
randomizeDir();
|
||||
}
|
||||
|
||||
void randomizeDir()
|
||||
{
|
||||
m_dir = rand_ortho_dir(m_random);
|
||||
}
|
||||
|
||||
void setPos(v3s16 pos)
|
||||
{
|
||||
m_pos = pos;
|
||||
}
|
||||
|
||||
void setDir(v3s16 dir)
|
||||
{
|
||||
m_dir = dir;
|
||||
}
|
||||
|
||||
//bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
|
||||
//bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
||||
// v3s16 &result_doordir, v3s16 &result_roomplace);
|
||||
|
||||
private:
|
||||
VoxelManipulator &vmanip;
|
||||
v3s16 m_pos;
|
||||
v3s16 m_dir;
|
||||
PseudoRandom &m_random;
|
||||
INodeDefManager *m_ndef;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
552
src/mapgen.cpp
552
src/mapgen.cpp
@ -243,559 +243,7 @@ static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
/*
|
||||
Dungeon making routines
|
||||
*/
|
||||
|
||||
#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
|
||||
#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
|
||||
#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
|
||||
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
|
||||
|
||||
static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
|
||||
INodeDefManager *ndef)
|
||||
{
|
||||
// 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] = MapNode(ndef->getId("mapgen_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] = MapNode(ndef->getId("mapgen_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] = MapNode(ndef->getId("mapgen_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] = MapNode(ndef->getId("mapgen_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] = MapNode(ndef->getId("mapgen_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] = MapNode(ndef->getId("mapgen_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] = MapNode(CONTENT_AIR);
|
||||
}
|
||||
}
|
||||
|
||||
static void make_fill(VoxelManipulator &vmanip, 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;
|
||||
}
|
||||
}
|
||||
|
||||
static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
|
||||
INodeDefManager *ndef)
|
||||
{
|
||||
make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
||||
VMANIP_FLAG_DUNGEON_INSIDE);
|
||||
}
|
||||
|
||||
static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
|
||||
INodeDefManager *ndef)
|
||||
{
|
||||
make_hole1(vmanip, doorplace, ndef);
|
||||
// Place torch (for testing)
|
||||
//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
|
||||
}
|
||||
|
||||
static 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);
|
||||
}
|
||||
|
||||
static 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;
|
||||
}
|
||||
|
||||
static 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;
|
||||
}
|
||||
|
||||
static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
|
||||
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
|
||||
PseudoRandom &random, INodeDefManager *ndef)
|
||||
{
|
||||
make_hole1(vmanip, doorplace, ndef);
|
||||
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 already empty
|
||||
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
||||
== CONTENT_AIR
|
||||
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
||||
== CONTENT_AIR)
|
||||
{
|
||||
}*/
|
||||
|
||||
if(vmanip.m_area.contains(p) == true
|
||||
&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
|
||||
{
|
||||
if(make_stairs)
|
||||
{
|
||||
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
|
||||
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
||||
VMANIP_FLAG_DUNGEON_INSIDE);
|
||||
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
||||
VMANIP_FLAG_DUNGEON_INSIDE);
|
||||
}
|
||||
else
|
||||
{
|
||||
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
|
||||
make_hole1(vmanip, p, ndef);
|
||||
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
||||
VMANIP_FLAG_DUNGEON_INSIDE);*/
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
class RoomWalker
|
||||
{
|
||||
public:
|
||||
|
||||
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
|
||||
INodeDefManager *ndef):
|
||||
vmanip(vmanip_),
|
||||
m_pos(pos),
|
||||
m_random(random),
|
||||
m_ndef(ndef)
|
||||
{
|
||||
randomizeDir();
|
||||
}
|
||||
|
||||
void randomizeDir()
|
||||
{
|
||||
m_dir = rand_ortho_dir(m_random);
|
||||
}
|
||||
|
||||
void setPos(v3s16 pos)
|
||||
{
|
||||
m_pos = pos;
|
||||
}
|
||||
|
||||
void setDir(v3s16 dir)
|
||||
{
|
||||
m_dir = dir;
|
||||
}
|
||||
|
||||
bool 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()
|
||||
== m_ndef->getId("mapgen_cobble")
|
||||
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
|
||||
== m_ndef->getId("mapgen_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()
|
||||
== m_ndef->getId("mapgen_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()
|
||||
== m_ndef->getId("mapgen_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 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,m_random.range(-roomsize.Z+2,-2));
|
||||
if(doordir == v3s16(-1,0,0)) // X-
|
||||
roomplace = doorplace +
|
||||
v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
|
||||
if(doordir == v3s16(0,0,1)) // Z+
|
||||
roomplace = doorplace +
|
||||
v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
|
||||
if(doordir == v3s16(0,0,-1)) // Z-
|
||||
roomplace = doorplace +
|
||||
v3s16(m_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;
|
||||
}
|
||||
|
||||
private:
|
||||
VoxelManipulator &vmanip;
|
||||
v3s16 m_pos;
|
||||
v3s16 m_dir;
|
||||
PseudoRandom &m_random;
|
||||
INodeDefManager *m_ndef;
|
||||
};
|
||||
|
||||
static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
|
||||
INodeDefManager *ndef)
|
||||
{
|
||||
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++)
|
||||
{
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
roomplace = vmanip.m_area.MinEdge + v3s16(
|
||||
random.range(0,areasize.X-roomsize.X-1),
|
||||
random.range(0,areasize.Y-roomsize.Y-1),
|
||||
random.range(0,areasize.Z-roomsize.Z-1));
|
||||
/*
|
||||
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(2,7);
|
||||
for(u32 i=0; i<room_count; i++)
|
||||
{
|
||||
// Make a room to the determined place
|
||||
make_room1(vmanip, roomsize, roomplace, ndef);
|
||||
|
||||
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(ndef->getId("mapgen_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);
|
||||
//bool start_in_last_room = true;
|
||||
|
||||
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
|
||||
RoomWalker walker(vmanip, walker_start_place, random, ndef);
|
||||
v3s16 doorplace;
|
||||
v3s16 doordir;
|
||||
bool r = walker.findPlaceForDoor(doorplace, doordir);
|
||||
if(r == false)
|
||||
return;
|
||||
|
||||
if(random.range(0,1)==0)
|
||||
// Make the door
|
||||
make_door1(vmanip, doorplace, doordir, ndef);
|
||||
else
|
||||
// Don't actually make a door
|
||||
doorplace -= doordir;
|
||||
|
||||
// Make a random corridor starting from the door
|
||||
v3s16 corridor_end;
|
||||
v3s16 corridor_end_dir;
|
||||
make_corridor(vmanip, doorplace, doordir, corridor_end,
|
||||
corridor_end_dir, random, ndef);
|
||||
|
||||
// Find a place for a random sized room
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
walker.setPos(corridor_end);
|
||||
walker.setDir(corridor_end_dir);
|
||||
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
|
||||
if(r == false)
|
||||
return;
|
||||
|
||||
if(random.range(0,1)==0)
|
||||
// Make the door
|
||||
make_door1(vmanip, doorplace, doordir, ndef);
|
||||
else
|
||||
// Don't actually make a door
|
||||
roomplace -= doordir;
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
|
||||
|
@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "settings.h" // For g_settings
|
||||
#include "main.h" // For g_profiler
|
||||
#include "emerge.h"
|
||||
#include "dungeongen.h"
|
||||
#include "mapgen_v6.h"
|
||||
|
||||
/////////////////// Mapgen V6 perlin noise default values
|
||||
@ -1241,6 +1242,14 @@ void MapgenV6::makeChunk(BlockMakeData *data)
|
||||
END OF AGING LOOP
|
||||
************************/
|
||||
|
||||
/*
|
||||
Add dungeons
|
||||
*/
|
||||
if (flags & MG_DUNGEONS) {
|
||||
DungeonGen dgen(ndef, data->seed, water_level);
|
||||
dgen.generate(&vmanip, blockseed, full_node_min, full_node_max);
|
||||
}
|
||||
|
||||
/*
|
||||
Add top and bottom side of water to transforming_liquid queue
|
||||
*/
|
||||
|
@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#ifndef MAPGENV6_HEADER
|
||||
#define MAPGENV6_HEADER
|
||||
|
||||
#include "dungeongen.h"
|
||||
#include "mapgen.h"
|
||||
|
||||
#define AVERAGE_MUD_AMOUNT 4
|
||||
|
@ -157,7 +157,7 @@ inline float easeCurve(float t) {
|
||||
(s) + (np)->seed, (np)->octaves, (np)->persist))
|
||||
|
||||
#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
|
||||
noise2d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
|
||||
noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
|
||||
(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user