forked from Mirrorlandia_minetest/minetest
04fb10914c
- Generalise node names to c_wall and c_alt_wall - Remove 'mossratio' and instead disable alt_wall loop if c_alt_wall == CONTENT_IGNORE - Use one generalised 3D noise for alternative wall nodes and in mgv6 create moss distribution similar to the previous - Rename rarity noise to density noise and enable the option of multiple dungeons per chunk determined by the value. Recreate previous distribution - Add parameters for min and max rooms per dungeon - Add dungeon y limits - Integrate river water properly Generalisation is needed now that we have sandstone and desert stone dungeons by default and can choose any node for alternative structure. The current code is based around cobble dungeons with mossycobble alternative nodes, the 2 noises controlling the alternative nodes are based on wetness. Enabling multiple dungeons per chunk with definable number of rooms allows the option of very dense and complex underground structures that could interconnect to create megastructures. Y limits are added to be consistent with other mapgen elements, and enable locaton of dungeon or megastructure realms as part of our 'stacked realms' philosophy.
108 lines
2.7 KiB
C++
108 lines
2.7 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef DUNGEONGEN_HEADER
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#define DUNGEONGEN_HEADER
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#include "voxel.h"
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#include "noise.h"
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#include "mapgen.h"
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#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
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#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
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#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
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VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
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class MMVManip;
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class INodeDefManager;
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v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
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v3s16 turn_xz(v3s16 olddir, int t);
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v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
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int dir_to_facedir(v3s16 d);
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struct DungeonParams {
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s32 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_wall;
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content_t c_alt_wall;
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content_t c_stair;
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bool diagonal_dirs;
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v3s16 holesize;
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v3s16 roomsize;
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u16 rooms_min;
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u16 rooms_max;
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s16 y_min;
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s16 y_max;
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GenNotifyType notifytype;
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NoiseParams np_density;
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NoiseParams np_alt_wall;
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};
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class DungeonGen {
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public:
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MMVManip *vm;
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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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content_t c_torch;
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DungeonParams dp;
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// RoomWalker
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v3s16 m_pos;
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v3s16 m_dir;
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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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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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bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
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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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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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};
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extern NoiseParams nparams_dungeon_density;
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extern NoiseParams nparams_dungeon_alt_wall;
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#endif
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