forked from Mirrorlandia_minetest/minetest
452c88308c
For future river mapgens Dungeons will not generate in river water, to avoid dungeons filling and blocking river channels
100 lines
2.7 KiB
C++
100 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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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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content_t c_moss;
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content_t c_stair;
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GenNotifyType notifytype;
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bool diagonal_dirs;
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float mossratio;
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v3s16 holesize;
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v3s16 roomsize;
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NoiseParams np_rarity;
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NoiseParams np_wetness;
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NoiseParams np_density;
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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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Mapgen *mg;
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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(Mapgen *mg, DungeonParams *dparams);
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void generate(u32 bseed, 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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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_rarity;
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extern NoiseParams nparams_dungeon_wetness;
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extern NoiseParams nparams_dungeon_density;
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#endif
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