#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
+//#define DGEN_USE_TORCHES
+
NoiseParams nparams_dungeon_rarity =
{0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
NoiseParams nparams_dungeon_wetness =
///////////////////////////////////////////////////////////////////////////////
-DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
+DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
+ DungeonParams *dparams) {
this->ndef = ndef;
this->mapseed = seed;
this->water_level = waterlevel;
+
+#ifdef DGEN_USE_TORCHES
+ c_torch = ndef->getId("default:torch");
+#endif
- 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");
- */
+ if (dparams) {
+ memcpy(&dp, dparams, sizeof(dp));
+ } else {
+ dp.c_water = ndef->getId("mapgen_water_source");
+ dp.c_cobble = ndef->getId("mapgen_cobble");
+ dp.c_moss = ndef->getId("mapgen_mossycobble");
+ dp.c_stair = 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.np_rarity = nparams_dungeon_rarity;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.np_density = nparams_dungeon_density;
+ }
}
void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
- v3s16 nmin, v3s16 nmax) {
+ 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)
+ NoisePerlin3D(&dp.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("mapgen_stair_cobble");
-
// Dungeon generator doesn't modify places which have this set
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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)
+ if (c == CONTENT_AIR || c == dp.c_water)
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++) {
+ 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 = 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);
+ if (vmanip->m_data[i].getContent() == dp.c_cobble) {
+ float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
+ float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
+ if (density < wetness / dp.mossratio)
+ vmanip->m_data[i].setContent(dp.c_moss);
}
i++;
}
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 = vmanip->m_area.MinEdge + start_padding + v3s16(
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+#ifdef DGEN_USE_TORCHES
// Place torch at room center (for testing)
- //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
+ vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
+#endif
// Quit if last room
if (i == room_count - 1)
// 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;
r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
- MapNode n_cobble(cid_cobble);
+ MapNode n_cobble(dp.c_cobble);
MapNode n_air(CONTENT_AIR);
// Make +-X walls
void DungeonGen::makeHole(v3s16 place)
{
- makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
- VMANIP_FLAG_DUNGEON_INSIDE);
+ 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)
- //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
+ vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
+#endif
}
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);
+ 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
- if (((make_stairs == 1) && i != 0) ||
- ((make_stairs == -1) && i != length - 1)) {
+ // 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 = 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);
+ if (vmanip->m_data[vi].getContent() == dp.c_cobble)
+ vmanip->m_data[vi] = MapNode(dp.c_stair, 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);
+ if (vmanip->m_data[vi].getContent() == dp.c_cobble)
+ vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
}
} else {
- makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+ makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
makeHole(p);
}
randomizeDir();
continue;
}
- if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble
- && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
+ if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
+ && vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
{
// Found wall, this is a good place!
result_place = p;
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
+ if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_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
+ if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_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);
}
-v3s16 rand_ortho_dir(PseudoRandom &random)
+v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
{
- 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);
+ // 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);
+ }
}
class ManualMapVoxelManipulator;
class INodeDefManager;
-v3s16 rand_ortho_dir(PseudoRandom &random);
+
+v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
int dir_to_facedir(v3s16 d);
+
+struct DungeonParams {
+ content_t c_water;
+ content_t c_cobble;
+ content_t c_moss;
+ content_t c_stair;
+
+ bool diagonal_dirs;
+ float mossratio;
+ v3s16 holesize;
+ v3s16 roomsize;
+
+ NoiseParams np_rarity;
+ NoiseParams np_wetness;
+ NoiseParams np_density;
+};
+
class DungeonGen {
public:
u32 blockseed;
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;
+
+ content_t c_torch;
+ DungeonParams dp;
//RoomWalker
v3s16 m_pos;
v3s16 m_dir;
- DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
+ DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams);
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);
+ v3s16 full_node_min, v3s16 full_node_max);
void makeDungeon(v3s16 start_padding);
void makeRoom(v3s16 roomsize, v3s16 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();
+ m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
}
-
- 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;
};
+extern NoiseParams nparams_dungeon_rarity;
+extern NoiseParams nparams_dungeon_wetness;
+extern NoiseParams nparams_dungeon_density;
#endif
c_cobble = ndef->getId("mapgen_cobble");
c_desert_sand = ndef->getId("mapgen_desert_sand");
c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandbrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
if (c_desert_sand == CONTENT_IGNORE)
c_desert_sand = c_sand;
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_sandbrick == CONTENT_IGNORE)
+ c_sandbrick = c_desert_stone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstone == CONTENT_IGNORE)
+ c_stair_sandstone = c_sandbrick;
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
// Add dungeons
if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ } else {
+ dp.c_cobble = c_sandbrick;
+ dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
+ dp.c_stair = c_stair_sandstone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ }
+
+ DungeonGen dgen(ndef, data->seed, water_level, &dp);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}