forked from Mirrorlandia_minetest/minetest
Dungeongen: Remove dependency on Mapgen
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fd0efb21c3
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c8fd232678
@ -38,22 +38,27 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0
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///////////////////////////////////////////////////////////////////////////////
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DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
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DungeonGen::DungeonGen(INodeDefManager *ndef,
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GenerateNotifier *gennotify, DungeonParams *dparams)
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{
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this->mg = mapgen;
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this->vm = mapgen->vm;
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assert(ndef);
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this->ndef = ndef;
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this->gennotify = gennotify;
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#ifdef DGEN_USE_TORCHES
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c_torch = mg->ndef->getId("default:torch");
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c_torch = ndef->getId("default:torch");
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#endif
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if (dparams) {
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memcpy(&dp, dparams, sizeof(dp));
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} else {
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dp.c_water = mg->ndef->getId("mapgen_water_source");
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dp.c_cobble = mg->ndef->getId("mapgen_cobble");
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dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
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dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
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dp.seed = 0;
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dp.c_water = ndef->getId("mapgen_water_source");
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dp.c_cobble = ndef->getId("mapgen_cobble");
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dp.c_moss = ndef->getId("mapgen_mossycobble");
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dp.c_stair = ndef->getId("mapgen_stair_cobble");
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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@ -67,18 +72,21 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
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}
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// For mapgens using river water
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dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
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dp.c_river_water = ndef->getId("mapgen_river_water_source");
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if (dp.c_river_water == CONTENT_IGNORE)
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dp.c_river_water = mg->ndef->getId("mapgen_water_source");
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dp.c_river_water = ndef->getId("mapgen_water_source");
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}
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void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
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void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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{
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assert(vm);
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//TimeTaker t("gen dungeons");
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
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if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, dp.seed) < 0.2)
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return;
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this->vm = vm;
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this->blockseed = bseed;
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random.seed(bseed + 2);
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@ -109,7 +117,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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if (vm->m_data[i].getContent() == dp.c_cobble) {
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
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float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, dp.seed);
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float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
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if (density < wetness / dp.mossratio)
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vm->m_data[i].setContent(dp.c_moss);
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@ -187,7 +195,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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makeRoom(roomsize, roomplace);
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v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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mg->gennotify.addEvent(dp.notifytype, room_center);
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if (gennotify)
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gennotify->addEvent(dp.notifytype, room_center);
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#ifdef DGEN_USE_TORCHES
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// Place torch at room center (for testing)
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@ -39,6 +39,8 @@ int dir_to_facedir(v3s16 d);
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struct DungeonParams {
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int seed;
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content_t c_water;
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content_t c_river_water;
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content_t c_cobble;
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@ -59,7 +61,9 @@ struct DungeonParams {
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class DungeonGen {
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public:
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MMVManip *vm;
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Mapgen *mg;
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INodeDefManager *ndef;
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GenerateNotifier *gennotify;
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u32 blockseed;
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PseudoRandom random;
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v3s16 csize;
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@ -67,17 +71,20 @@ public:
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content_t c_torch;
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DungeonParams dp;
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//RoomWalker
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// RoomWalker
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v3s16 m_pos;
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v3s16 m_dir;
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DungeonGen(Mapgen *mg, DungeonParams *dparams);
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void generate(u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
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DungeonGen(INodeDefManager *ndef,
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GenerateNotifier *gennotify, DungeonParams *dparams);
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void generate(MMVManip *vm, u32 bseed,
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v3s16 full_node_min, v3s16 full_node_max);
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void makeDungeon(v3s16 start_padding);
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void makeRoom(v3s16 roomsize, v3s16 roomplace);
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void makeCorridor(v3s16 doorplace, v3s16 doordir,
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v3s16 &result_place, v3s16 &result_dir);
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v3s16 &result_place, v3s16 &result_dir);
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void makeDoor(v3s16 doorplace, v3s16 doordir);
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void makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags);
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void makeHole(v3s16 place);
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@ -86,7 +93,7 @@ public:
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bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
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v3s16 &result_doordir, v3s16 &result_roomplace);
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void randomizeDir()
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inline void randomizeDir()
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{
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m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
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}
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@ -639,10 +639,13 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
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DungeonParams dp;
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dp.seed = seed;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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switch (stone_type) {
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default:
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case MGSTONE_STONE:
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@ -680,8 +683,8 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
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break;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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DungeonGen dgen(ndef, &gennotify, &dp);
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dgen.generate(vm, blockseed, full_node_min, full_node_max);
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}
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@ -559,6 +559,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.seed = seed;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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@ -585,8 +587,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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DungeonGen dgen(ndef, &gennotify, &dp);
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dgen.generate(vm, blockseed, full_node_min, full_node_max);
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}
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// Add top and bottom side of water to transforming_liquid queue
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