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- /*
- 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;
- class Mapgen;
- 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;
- int notifytype;
- bool diagonal_dirs;
- float mossratio;
- v3s16 holesize;
- v3s16 roomsize;
- NoiseParams np_rarity;
- NoiseParams np_wetness;
- NoiseParams np_density;
- };
- class DungeonGen {
- public:
- ManualMapVoxelManipulator *vm;
- Mapgen *mg;
- u32 blockseed;
- PseudoRandom random;
- v3s16 csize;
- content_t c_torch;
- DungeonParams dp;
-
- //RoomWalker
- v3s16 m_pos;
- v3s16 m_dir;
- DungeonGen(Mapgen *mg, DungeonParams *dparams);
- void generate(u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
-
- 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, dp.diagonal_dirs);
- }
- };
- extern NoiseParams nparams_dungeon_rarity;
- extern NoiseParams nparams_dungeon_wetness;
- extern NoiseParams nparams_dungeon_density;
- #endif
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