minetest/src/dungeongen.h
paramat 452c88308c Dungeongen: Also preserve river water nodes
For future river mapgens
Dungeons will not generate in river water, to
avoid dungeons filling and blocking river channels
2015-11-29 21:55:43 +00:00

100 lines
2.7 KiB
C++

/*
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"
#include "mapgen.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 MMVManip;
class INodeDefManager;
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_river_water;
content_t c_cobble;
content_t c_moss;
content_t c_stair;
GenNotifyType notifytype;
bool diagonal_dirs;
float mossratio;
v3s16 holesize;
v3s16 roomsize;
NoiseParams np_rarity;
NoiseParams np_wetness;
NoiseParams np_density;
};
class DungeonGen {
public:
MMVManip *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