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a901a56859
Add: Bool for 'only_in_ground'. Min and max corridor length. Min and max room size with X, Y, Z components. Min and max large room size with X, Y, Z components. 'only_in_ground = false' allows core mapgens to create structures in air and water using dungeongen. Corridor length parameters replace a fixed random range. Room size parameters replace the former system where one parameter 'roomsize' was added to fixed random ranges. All parameters are set for no change to current dungeon behaviour. Remove some now-redundant and long-unused code.
114 lines
2.9 KiB
C++
114 lines
2.9 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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bool only_in_ground;
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v3s16 holesize;
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u16 corridor_len_min;
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u16 corridor_len_max;
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v3s16 room_size_min;
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v3s16 room_size_max;
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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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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