Re-add dungeons in new dungeongen.cpp
authorkwolekr <kwolekr@minetest.net>
Sun, 10 Mar 2013 02:28:19 +0000 (21:28 -0500)
committerkwolekr <kwolekr@minetest.net>
Sun, 10 Mar 2013 05:42:51 +0000 (00:42 -0500)
src/CMakeLists.txt
src/dungeongen.cpp [new file with mode: 0644]
src/dungeongen.h [new file with mode: 0644]
src/mapgen.cpp
src/mapgen_v6.cpp
src/mapgen_v6.h
src/noise.h

index 26064c8ebda7684f8a52d313ded0b7f64a0c0306..60e2b1d88ac7440a63862e10769a3a87b44c16fb 100644 (file)
@@ -226,6 +226,7 @@ set(common_SRCS
        mapgen.cpp
        mapgen_v6.cpp
        treegen.cpp
+       dungeongen.cpp
        content_nodemeta.cpp
        content_mapnode.cpp
        collision.cpp
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
new file mode 100644 (file)
index 0000000..9528b41
--- /dev/null
@@ -0,0 +1,634 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "dungeongen.h"
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+#include "nodedef.h"
+#include "profiler.h"
+#include "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+
+NoiseParams nparams_dungeon_rarity = 
+       {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
+NoiseParams nparams_dungeon_wetness =
+       {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
+NoiseParams nparams_dungeon_density =
+       {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
+       this->ndef        = ndef;
+       this->mapseed     = seed;
+       this->water_level = waterlevel;
+       
+       np_rarity  = &nparams_dungeon_rarity;
+       np_wetness = &nparams_dungeon_wetness;
+       np_density = &nparams_dungeon_density;
+       /*
+       cid_water_source = ndef->getId("mapgen_water_source");
+       cid_cobble       = ndef->getId("mapgen_cobble");
+       cid_mossycobble  = ndef->getId("mapgen_mossycobble");
+       cid_torch        = ndef->getId("default:torch");
+       */
+}
+
+
+void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
+                                                v3s16 nmin, v3s16 nmax) {
+       //TimeTaker t("gen dungeons");
+       int approx_groundlevel = 10 + water_level;
+
+       if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
+               NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
+               return;
+               
+       this->vmanip    = vm;
+       this->blockseed = bseed;
+       random.seed(bseed + 2);
+
+       cid_water_source = ndef->getId("mapgen_water_source");
+       cid_cobble       = ndef->getId("mapgen_cobble");
+       cid_mossycobble  = ndef->getId("mapgen_mossycobble");
+       //cid_torch        = ndef->getId("default:torch");
+       cid_cobblestair  = ndef->getId("stairs:stair_cobble");
+
+       // Dungeon generator doesn't modify places which have this set
+       vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
+
+       // Set all air and water to be untouchable to make dungeons open
+       // to caves and open air
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       for (s16 x = nmin.X; x <= nmax.X; x++) {
+                               content_t c = vmanip->m_data[i].getContent();
+                               if (c == CONTENT_AIR || c == cid_water_source)
+                                       vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+                               i++;
+                       }
+               }
+       }
+       
+       // Add it
+       makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
+       
+       // Convert some cobble to mossy cobble
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       for (s16 x = nmin.X; x <= nmax.X; x++) {
+                               if (vmanip->m_data[i].getContent() == cid_cobble) {
+                                       float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
+                                       float density = NoisePerlin3D(np_density, x, y, z, blockseed);
+                                       if (density < wetness / 3.0)
+                                               vmanip->m_data[i].setContent(cid_mossycobble);
+                               }
+                               i++;
+                       }
+               }
+       }
+       
+       //printf("== gen dungeons: %dms\n", t.stop());
+}
+
+
+void DungeonGen::makeDungeon(v3s16 start_padding)
+{
+       v3s16 areasize = vmanip->m_area.getExtent();
+       v3s16 roomsize;
+       v3s16 roomplace;
+
+       /*
+               Find place for first room
+       */
+       bool fits = false;
+       for (u32 i = 0; i < 100; i++)
+       {
+               bool is_large_room = ((random.next() & 3) == 1);
+               roomsize = is_large_room ?
+                       v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
+                       v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
+               
+               // start_padding is used to disallow starting the generation of
+               // a dungeon in a neighboring generation chunk
+               roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
+                       random.range(0,areasize.X-roomsize.X-1-start_padding.X),
+                       random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
+                       random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
+                       
+               /*
+                       Check that we're not putting the room to an unknown place,
+                       otherwise it might end up floating in the air
+               */
+               fits = true;
+               for (s16 z = 1; z < roomsize.Z - 1; z++)
+               for (s16 y = 1; y < roomsize.Y - 1; y++)
+               for (s16 x = 1; x < roomsize.X - 1; x++)
+               {
+                       v3s16 p = roomplace + v3s16(x, y, z);
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
+                       {
+                               fits = false;
+                               break;
+                       }
+                       if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
+                       {
+                               fits = false;
+                               break;
+                       }
+               }
+               if (fits)
+                       break;
+       }
+       // No place found
+       if (fits == false)
+               return;
+
+       /*
+               Stores the center position of the last room made, so that
+               a new corridor can be started from the last room instead of
+               the new room, if chosen so.
+       */
+       v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+
+       u32 room_count = random.range(2, 16);
+       for (u32 i = 0; i < room_count; i++)
+       {
+               // Make a room to the determined place
+               makeRoom(roomsize, roomplace);
+
+               v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+
+               // Place torch at room center (for testing)
+               //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
+
+               // Quit if last room
+               if (i == room_count - 1)
+                       break;
+
+               // Determine walker start position
+
+               bool start_in_last_room = (random.range(0, 2) != 0);
+
+               v3s16 walker_start_place;
+
+               if(start_in_last_room)
+               {
+                       walker_start_place = last_room_center;
+               }
+               else
+               {
+                       walker_start_place = room_center;
+                       // Store center of current room as the last one
+                       last_room_center = room_center;
+               }
+
+               // Create walker and find a place for a door
+               v3s16 doorplace;
+               v3s16 doordir;
+               
+               m_pos = walker_start_place;
+               bool r = findPlaceForDoor(doorplace, doordir);
+               if (r == false)
+                       return;
+
+               if (random.range(0,1) == 0)
+                       // Make the door
+                       makeDoor(doorplace, doordir);
+               else
+                       // Don't actually make a door
+                       doorplace -= doordir;
+
+               // Make a random corridor starting from the door
+               v3s16 corridor_end;
+               v3s16 corridor_end_dir;
+               makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
+
+               // Find a place for a random sized room
+               roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+               m_pos = corridor_end;
+               m_dir = corridor_end_dir;
+               r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
+               if (r == false)
+                       return;
+
+               if (random.range(0,1) == 0)
+                       // Make the door
+                       makeDoor(doorplace, doordir);
+               else
+                       // Don't actually make a door
+                       roomplace -= doordir;
+
+       }
+}
+
+
+void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
+{
+       MapNode n_cobble(cid_cobble);
+       MapNode n_air(CONTENT_AIR);
+       
+       // Make +-X walls
+       for (s16 z = 0; z < roomsize.Z; z++)
+       for (s16 y = 0; y < roomsize.Y; y++)
+       {
+               {
+                       v3s16 p = roomplace + v3s16(0, y, z);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+               {
+                       v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+       }
+
+       // Make +-Z walls
+       for (s16 x = 0; x < roomsize.X; x++)
+       for (s16 y = 0; y < roomsize.Y; y++)
+       {
+               {
+                       v3s16 p = roomplace + v3s16(x, y, 0);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+               {
+                       v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+       }
+
+       // Make +-Y walls (floor and ceiling)
+       for (s16 z = 0; z < roomsize.Z; z++)
+       for (s16 x = 0; x < roomsize.X; x++)
+       {
+               {
+                       v3s16 p = roomplace + v3s16(x, 0, z);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+               {
+                       v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
+                       if (vmanip->m_area.contains(p) == false)
+                               continue;
+                       u32 vi = vmanip->m_area.index(p);
+                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                               continue;
+                       vmanip->m_data[vi] = n_cobble;
+               }
+       }
+
+       // Fill with air
+       for (s16 z = 1; z < roomsize.Z - 1; z++)
+       for (s16 y = 1; y < roomsize.Y - 1; y++)
+       for (s16 x = 1; x < roomsize.X - 1; x++)
+       {
+               v3s16 p = roomplace + v3s16(x, y, z);
+               if (vmanip->m_area.contains(p) == false)
+                       continue;
+               u32 vi = vmanip->m_area.index(p);
+               vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+               vmanip->m_data[vi]   = n_air;
+       }
+}
+
+
+void DungeonGen::makeFill(v3s16 place, v3s16 size,
+               u8 avoid_flags, MapNode n, u8 or_flags)
+{
+       for (s16 z = 0; z < size.Z; z++)
+       for (s16 y = 0; y < size.Y; y++)
+       for (s16 x = 0; x < size.X; x++)
+       {
+               v3s16 p = place + v3s16(x, y, z);
+               if (vmanip->m_area.contains(p) == false)
+                       continue;
+               u32 vi = vmanip->m_area.index(p);
+               if (vmanip->m_flags[vi] & avoid_flags)
+                       continue;
+               vmanip->m_flags[vi] |= or_flags;
+               vmanip->m_data[vi]   = n;
+       }
+}
+
+
+void DungeonGen::makeHole(v3s16 place)
+{
+       makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
+                       VMANIP_FLAG_DUNGEON_INSIDE);
+}
+
+
+void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
+{
+       makeHole(doorplace);
+       // Place torch (for testing)
+       //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
+}
+
+
+void DungeonGen::makeCorridor(v3s16 doorplace,
+               v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
+{
+       makeHole(doorplace);
+       v3s16 p0 = doorplace;
+       v3s16 dir = doordir;
+       u32 length;
+       /*if (random.next() % 2)
+               length = random.range(1, 13);
+       else
+               length = random.range(1, 6);*/
+       length = random.range(1, 13);
+       u32 partlength = random.range(1, 13);
+       u32 partcount = 0;
+       s16 make_stairs = 0;
+       
+       if (random.next() % 2 == 0 && partlength >= 3)
+               make_stairs = random.next() % 2 ? 1 : -1;
+       
+       for (u32 i = 0; i < length; i++) {
+               v3s16 p = p0 + dir;
+               if (partcount != 0)
+                       p.Y += make_stairs;
+
+               if (vmanip->m_area.contains(p) == true &&
+                       vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+                       if (make_stairs) {
+                               makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+                               makeHole(p);
+                               makeHole(p - dir);
+                               
+                               // TODO: fix stairs code so it works 100% (quite difficult)
+
+                               // exclude stairs from the bottom step
+                               if (((make_stairs ==  1) && i != 0) ||
+                                       ((make_stairs == -1) && i != length - 1)) {
+                                       // rotate face 180 deg if making stairs backwards
+                                       int facedir = dir_to_facedir(dir * make_stairs);
+                                       
+                                       u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
+                                       if (vmanip->m_data[vi].getContent() == cid_cobble)
+                                               vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+                                       
+                                       vi = vmanip->m_area.index(p.X, p.Y, p.Z);
+                                       if (vmanip->m_data[vi].getContent() == cid_cobble)
+                                               vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+                               }
+                       } else {
+                               makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+                               makeHole(p);
+                       }
+
+                       p0 = p;
+               } else {
+                       // Can't go here, turn away
+                       dir = turn_xz(dir, random.range(0, 1));
+                       make_stairs = -make_stairs;
+                       partcount = 0;
+                       partlength = random.range(1, length);
+                       continue;
+               }
+
+               partcount++;
+               if (partcount >= partlength) {
+                       partcount = 0;
+
+                       dir = random_turn(random, dir);
+
+                       partlength = random.range(1,length);
+
+                       make_stairs = 0;
+                       if (random.next() % 2 == 0 && partlength >= 3)
+                               make_stairs = random.next() % 2 ? 1 : -1;
+               }
+       }
+       result_place = p0;
+       result_dir = dir;
+}
+
+
+bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
+{
+       for (u32 i = 0; i < 100; i++)
+       {
+               v3s16 p = m_pos + m_dir;
+               v3s16 p1 = p + v3s16(0, 1, 0);
+               if (vmanip->m_area.contains(p) == false
+                || vmanip->m_area.contains(p1) == false
+                || i % 4 == 0)
+               {
+                       randomizeDir();
+                       continue;
+               }
+               if (vmanip->getNodeNoExNoEmerge(p).getContent()  == cid_cobble
+                && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
+               {
+                       // Found wall, this is a good place!
+                       result_place = p;
+                       result_dir = m_dir;
+                       // Randomize next direction
+                       randomizeDir();
+                       return true;
+               }
+               /*
+                       Determine where to move next
+               */
+               // Jump one up if the actual space is there
+               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
+                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
+                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
+                       p += v3s16(0,1,0);
+               // Jump one down if the actual space is there
+               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
+                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
+                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
+                       p += v3s16(0,-1,0);
+               // Check if walking is now possible
+               if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
+                || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
+               {
+                       // Cannot continue walking here
+                       randomizeDir();
+                       continue;
+               }
+               // Move there
+               m_pos = p;
+       }
+       return false;
+}
+
+
+bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+               v3s16 &result_doordir, v3s16 &result_roomplace)
+{
+       for (s16 trycount = 0; trycount < 30; trycount++)
+       {
+               v3s16 doorplace;
+               v3s16 doordir;
+               bool r = findPlaceForDoor(doorplace, doordir);
+               if (r == false)
+                       continue;
+               v3s16 roomplace;
+               // X east, Z north, Y up
+#if 1
+               if (doordir == v3s16(1, 0, 0)) // X+
+                       roomplace = doorplace +
+                                       v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
+               if (doordir == v3s16(-1, 0, 0)) // X-
+                       roomplace = doorplace +
+                                       v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
+               if (doordir == v3s16(0, 0, 1)) // Z+
+                       roomplace = doorplace +
+                                       v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
+               if (doordir == v3s16(0, 0, -1)) // Z-
+                       roomplace = doorplace +
+                                       v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
+#endif
+#if 0
+               if (doordir == v3s16(1, 0, 0)) // X+
+                       roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
+               if (doordir == v3s16(-1, 0, 0)) // X-
+                       roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
+               if (doordir == v3s16(0, 0, 1)) // Z+
+                       roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
+               if (doordir == v3s16(0, 0, -1)) // Z-
+                       roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
+#endif
+
+               // Check fit
+               bool fits = true;
+               for (s16 z = 1; z < roomsize.Z - 1; z++)
+               for (s16 y = 1; y < roomsize.Y - 1; y++)
+               for (s16 x = 1; x < roomsize.X - 1; x++)
+               {
+                       v3s16 p = roomplace + v3s16(x, y, z);
+                       if (vmanip->m_area.contains(p) == false)
+                       {
+                               fits = false;
+                               break;
+                       }
+                       if (vmanip->m_flags[vmanip->m_area.index(p)]
+                                       & VMANIP_FLAG_DUNGEON_INSIDE)
+                       {
+                               fits = false;
+                               break;
+                       }
+               }
+               if(fits == false)
+               {
+                       // Find new place
+                       continue;
+               }
+               result_doorplace = doorplace;
+               result_doordir   = doordir;
+               result_roomplace = roomplace;
+               return true;
+       }
+       return false;
+}
+
+
+v3s16 rand_ortho_dir(PseudoRandom &random)
+{
+       if (random.next() % 2 == 0)
+               return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
+       else
+               return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+}
+
+
+v3s16 turn_xz(v3s16 olddir, int t)
+{
+       v3s16 dir;
+       if (t == 0)
+       {
+               // Turn right
+               dir.X = olddir.Z;
+               dir.Z = -olddir.X;
+               dir.Y = olddir.Y;
+       }
+       else
+       {
+               // Turn left
+               dir.X = -olddir.Z;
+               dir.Z = olddir.X;
+               dir.Y = olddir.Y;
+       }
+       return dir;
+}
+
+
+v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+{
+       int turn = random.range(0, 2);
+       v3s16 dir;
+       if (turn == 0)
+       {
+               // Go straight
+               dir = olddir;
+       }
+       else if (turn == 1)
+               // Turn right
+               dir = turn_xz(olddir, 0);
+       else
+               // Turn left
+               dir = turn_xz(olddir, 1);
+       return dir;
+}
+
+
+int dir_to_facedir(v3s16 d) {
+       if (abs(d.X) > abs(d.Z))
+               return d.X < 0 ? 3 : 1;
+       else
+               return d.Z < 0 ? 2 : 0;
+}
diff --git a/src/dungeongen.h b/src/dungeongen.h
new file mode 100644 (file)
index 0000000..4be3df4
--- /dev/null
@@ -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
index ef5da6bf1e43d85f1fdb39150ccb3ba6c0de74b1..4be47689bfbfdc5f1aaebc26e5c9850c0c834714 100644 (file)
@@ -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,
index d5405876eae3ac247e65ff884dff849146e845ac..bf12f309936c2446bc1beb007702a09137e31914 100644 (file)
@@ -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
        */
index d2f05252bfccf5041687ff30877424815c807099..eb21794c320a716bb082d0333d988eb9b2d1fe4f 100644 (file)
@@ -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
index c2a85771ccdf9a3e2ad74da1417ff643ef468556..cec3b95b04197e972ab0b6d254c05e1cde51082e 100644 (file)
@@ -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