Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6
authorkwolekr <kwolekr@minetest.net>
Sun, 8 Dec 2013 03:45:21 +0000 (22:45 -0500)
committerkwolekr <kwolekr@minetest.net>
Sun, 8 Dec 2013 03:45:26 +0000 (22:45 -0500)
src/dungeongen.cpp
src/dungeongen.h
src/mapgen_v6.cpp
src/mapgen_v6.h
src/mapgen_v7.cpp

index 7b529a83f9d1115a04877cfb83c06dbbe4bb9f5b..fee6f66c02d7a2e692358cf5d6a69ae24777cfd7 100644 (file)
@@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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 =
@@ -40,42 +42,49 @@ NoiseParams nparams_dungeon_density =
 ///////////////////////////////////////////////////////////////////////////////
 
 
-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);
 
@@ -86,7 +95,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
                        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++;
                        }
@@ -95,17 +104,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
        
        // 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++;
                        }
@@ -132,7 +142,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                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(
@@ -184,8 +195,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                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)
@@ -231,6 +244,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                // 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);
@@ -250,7 +265,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
 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
@@ -361,16 +376,19 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
 
 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
 }
 
 
@@ -401,30 +419,32 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
                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);
                        }
 
@@ -469,8 +489,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        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;
@@ -483,12 +503,12 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        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);
@@ -577,12 +597,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
 }
 
 
-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);
+       }
 }
 
 
index 4be3df4aa8f05455401cb247b54d3bf1366e948d..b2b28db3a414e5c7c5929c3efa676f58316058f4 100644 (file)
@@ -31,11 +31,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 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;
@@ -45,25 +63,17 @@ public:
        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);
@@ -79,50 +89,12 @@ public:
                        
        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
index 64f3b9ed9527a4f848114557f79bb13de10c6b6a..11491b6b633c5a35af8ca1925a2bd6698180f980 100644 (file)
@@ -393,10 +393,22 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        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
@@ -432,7 +444,33 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        
        // 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);
        }
        
index 14736e3d0fef1a43f38876af0cb97204bf379df3..eec5e46774895fad77b2a7df3055dfc2f8c1adfa 100644 (file)
@@ -107,7 +107,7 @@ public:
        NoiseParams *np_apple_trees;
        float freq_desert;
        float freq_beach;
-       
+
        content_t c_stone;
        content_t c_dirt;
        content_t c_dirt_with_grass;
@@ -119,6 +119,11 @@ public:
        content_t c_desert_sand;
        content_t c_desert_stone;
 
+       content_t c_mossycobble;
+       content_t c_sandbrick;
+       content_t c_stair_cobble;
+       content_t c_stair_sandstone;
+
        MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge);
        ~MapgenV6();
        
index 1579c313c0f6d92a700e0019755dbac1c63d21fd..88da4fcd2e63161f3a450cc5135afa002aeb1c75 100644 (file)
@@ -207,7 +207,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
                generateCaves(stone_surface_max_y);
 
        if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
+               DungeonGen dgen(ndef, data->seed, water_level, NULL);
                dgen.generate(vm, blockseed, full_node_min, full_node_max);
        }