diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 6be7e908..78573da0 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -30,9 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc., //#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); +NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0); +NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); /////////////////////////////////////////////////////////////////////////////// @@ -55,26 +54,27 @@ DungeonGen::DungeonGen(INodeDefManager *ndef, } else { dp.seed = 0; - 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.c_water = ndef->getId("mapgen_water_source"); + dp.c_river_water = ndef->getId("mapgen_river_water_source"); + dp.c_wall = ndef->getId("mapgen_cobble"); + dp.c_alt_wall = ndef->getId("mapgen_mossycobble"); + dp.c_stair = ndef->getId("mapgen_stair_cobble"); + + if (dp.c_river_water == CONTENT_IGNORE) + dp.c_river_water = ndef->getId("mapgen_water_source"); dp.diagonal_dirs = false; - dp.mossratio = 3.0; dp.holesize = v3s16(1, 2, 1); dp.roomsize = v3s16(0, 0, 0); + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; dp.notifytype = GENNOTIFY_DUNGEON; - dp.np_rarity = nparams_dungeon_rarity; - dp.np_wetness = nparams_dungeon_wetness; - dp.np_density = nparams_dungeon_density; + dp.np_density = nparams_dungeon_density; + dp.np_alt_wall = nparams_dungeon_alt_wall; } - - // For mapgens using river water - dp.c_river_water = ndef->getId("mapgen_river_water_source"); - if (dp.c_river_water == CONTENT_IGNORE) - dp.c_river_water = ndef->getId("mapgen_water_source"); } @@ -83,7 +83,11 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) assert(vm); //TimeTaker t("gen dungeons"); - if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, dp.seed) < 0.2) + if (nmin.Y < dp.y_min || nmax.Y > dp.y_max) + return; + + float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed); + if (nval_density < 1.0f) return; this->vm = vm; @@ -107,23 +111,23 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax) } } - // Add it - makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE); + // Add them + for (u32 i = 0; i < floor(nval_density); i++) + 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, dp.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++; + // Optionally convert some structure to alternative structure + if (dp.c_alt_wall == CONTENT_IGNORE) + return; + + 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_wall) { + if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f) + vm->m_data[i].setContent(dp.c_alt_wall); } + i++; } } @@ -189,7 +193,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) */ v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); - u32 room_count = random.range(2, 16); + u32 room_count = random.range(dp.rooms_min, dp.rooms_max); for (u32 i = 0; i < room_count; i++) { // Make a room to the determined place makeRoom(roomsize, roomplace); @@ -265,7 +269,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { - MapNode n_cobble(dp.c_cobble); + MapNode n_wall(dp.c_wall); MapNode n_air(CONTENT_AIR); // Make +-X walls @@ -278,7 +282,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z); @@ -287,7 +291,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } } @@ -301,7 +305,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1); @@ -310,7 +314,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } } @@ -324,7 +328,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } { v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z); @@ -333,7 +337,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) u32 vi = vm->m_area.index(p); if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) continue; - vm->m_data[vi] = n_cobble; + vm->m_data[vi] = n_wall; } } @@ -417,7 +421,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), VMANIP_FLAG_DUNGEON_UNTOUCHABLE, - MapNode(dp.c_cobble), + MapNode(dp.c_wall), 0); makeHole(p); makeHole(p - dir); @@ -435,18 +439,18 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir, 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) + if (vm->m_data[vi].getContent() == dp.c_wall) 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) + if (vm->m_data[vi].getContent() == dp.c_wall) 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), + MapNode(dp.c_wall), 0); makeHole(p); } @@ -488,8 +492,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) randomizeDir(); continue; } - if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble && - vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) { + if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall && + vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) { // Found wall, this is a good place! result_place = p; result_dir = m_dir; @@ -502,7 +506,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) */ // Jump one up if the actual space is there if (vm->getNodeNoExNoEmerge(p + - v3s16(0, 0, 0)).getContent() == dp.c_cobble && + v3s16(0, 0, 0)).getContent() == dp.c_wall && vm->getNodeNoExNoEmerge(p + v3s16(0, 1, 0)).getContent() == CONTENT_AIR && vm->getNodeNoExNoEmerge(p + @@ -510,7 +514,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) 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 && + v3s16(0, 1, 0)).getContent() == dp.c_wall && vm->getNodeNoExNoEmerge(p + v3s16(0, 0, 0)).getContent() == CONTENT_AIR && vm->getNodeNoExNoEmerge(p + diff --git a/src/dungeongen.h b/src/dungeongen.h index 89862748..30786b9f 100644 --- a/src/dungeongen.h +++ b/src/dungeongen.h @@ -43,19 +43,21 @@ struct DungeonParams { content_t c_water; content_t c_river_water; - content_t c_cobble; - content_t c_moss; + content_t c_wall; + content_t c_alt_wall; content_t c_stair; - GenNotifyType notifytype; bool diagonal_dirs; - float mossratio; v3s16 holesize; v3s16 roomsize; + u16 rooms_min; + u16 rooms_max; + s16 y_min; + s16 y_max; + GenNotifyType notifytype; - NoiseParams np_rarity; - NoiseParams np_wetness; NoiseParams np_density; + NoiseParams np_alt_wall; }; class DungeonGen { @@ -99,8 +101,7 @@ public: } }; -extern NoiseParams nparams_dungeon_rarity; -extern NoiseParams nparams_dungeon_wetness; extern NoiseParams nparams_dungeon_density; +extern NoiseParams nparams_dungeon_alt_wall; #endif diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 576fb219..1e0e3aa4 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -738,44 +738,44 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type) DungeonParams dp; - dp.seed = seed; - - dp.np_rarity = nparams_dungeon_rarity; - dp.np_density = nparams_dungeon_density; - dp.np_wetness = nparams_dungeon_wetness; - dp.c_water = c_water_source; + dp.seed = seed; + dp.c_water = c_water_source; + dp.c_river_water = c_river_water_source; + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; + dp.np_density = nparams_dungeon_density; + dp.np_alt_wall = nparams_dungeon_alt_wall; switch (stone_type) { default: case MGSTONE_STONE: - dp.c_cobble = c_cobble; - dp.c_moss = c_mossycobble; - dp.c_stair = c_stair_cobble; + dp.c_wall = c_cobble; + dp.c_alt_wall = 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); dp.notifytype = GENNOTIFY_DUNGEON; break; case MGSTONE_DESERT_STONE: - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_desert_stone; dp.diagonal_dirs = true; - dp.mossratio = 0.0; dp.holesize = v3s16(2, 3, 2); dp.roomsize = v3s16(2, 5, 2); dp.notifytype = GENNOTIFY_TEMPLE; break; case MGSTONE_SANDSTONE: - dp.c_cobble = c_sandstonebrick; - dp.c_moss = c_sandstonebrick; - dp.c_stair = c_sandstonebrick; + dp.c_wall = c_sandstonebrick; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_sandstonebrick; dp.diagonal_dirs = false; - dp.mossratio = 0.0; dp.holesize = v3s16(2, 2, 2); dp.roomsize = v3s16(2, 0, 2); dp.notifytype = GENNOTIFY_DUNGEON; diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 103120b6..caa64827 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -560,28 +560,30 @@ void MapgenV6::makeChunk(BlockMakeData *data) DungeonParams dp; dp.seed = seed; + dp.c_water = c_water_source; + dp.c_river_water = c_water_source; + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; + dp.np_density = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0); + dp.np_alt_wall = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); - 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_DESERT) { - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_desert_stone; dp.diagonal_dirs = true; - dp.mossratio = 0.0; dp.holesize = v3s16(2, 3, 2); dp.roomsize = v3s16(2, 5, 2); dp.notifytype = GENNOTIFY_TEMPLE; } else { - dp.c_cobble = c_cobble; - dp.c_moss = c_mossycobble; - dp.c_stair = c_stair_cobble; + dp.c_wall = c_cobble; + dp.c_alt_wall = 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); dp.notifytype = GENNOTIFY_DUNGEON;