minetest/src/dungeongen.cpp
paramat 17b7b7c85f Dungeongen: Remove floating frames
Preserves the rare unbroken protruding dungeons
Fix random range for first room roomplace
Fix checked volume for first room 'fits' bool
and check for 'untouchable' flag instead of 'inside'
Remove 'enable floating dungeons' setting
2015-08-29 06:27:29 +01:00

639 lines
16 KiB
C++

/*
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"
//#define DGEN_USE_TORCHES
NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
///////////////////////////////////////////////////////////////////////////////
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");
if (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 - start_padding.X),
random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
random.range(0, areasize.Z - roomsize.Z - 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 = 0; z < roomsize.Z; z++)
for (s16 y = 0; y < roomsize.Y; y++)
for (s16 x = 0; x < roomsize.X; x++) {
v3s16 p = roomplace + v3s16(x, y, z);
u32 vi = vm->m_area.index(p);
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
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);
mg->gennotify.addEvent(dp.notifytype, 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))
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))
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))
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))
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))
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))
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))
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))
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) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
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) || !vm->m_area.contains(p1) || 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)) {
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;
}