minetest/src/mapgen/dungeongen.h
Paramat 7379aa74cf
Dungeons: Settable density noise, move number calculation to mapgens (#8473)
Add user-settable noise parameters for dungeon density to each mapgen,
except V6 which hardcodes this noise parameter.

Move the calculation of number of dungeons generated in a mapchunk out
of dungeongen.cpp and into mapgen code, to allow mapgens to generate
any desired number of dungeons in a mapchunk, instead of being forced
to have number of dungeons determined by a density noise.

This is more flexible and allows mapgens to use dungeon generation to
create custom structures, such as occasional mega-dungeons.
2019-06-01 20:50:43 +01:00

107 lines
2.8 KiB
C++

/*
Minetest
Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2015-2018 paramat
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.
*/
#pragma once
#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 NodeDefManager;
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
void random_turn(PseudoRandom &random, v3s16 &dir);
int dir_to_facedir(v3s16 d);
struct DungeonParams {
s32 seed;
content_t c_wall;
content_t c_alt_wall;
content_t c_stair;
bool diagonal_dirs;
bool only_in_ground;
v3s16 holesize;
u16 corridor_len_min;
u16 corridor_len_max;
v3s16 room_size_min;
v3s16 room_size_max;
v3s16 room_size_large_min;
v3s16 room_size_large_max;
u16 rooms_min;
u16 rooms_max;
GenNotifyType notifytype;
NoiseParams np_alt_wall;
};
class DungeonGen {
public:
MMVManip *vm = nullptr;
const NodeDefManager *ndef;
GenerateNotifier *gennotify;
u32 blockseed;
PseudoRandom random;
v3s16 csize;
content_t c_torch;
DungeonParams dp;
// RoomWalker
v3s16 m_pos;
v3s16 m_dir;
DungeonGen(const NodeDefManager *ndef,
GenerateNotifier *gennotify, DungeonParams *dparams);
void generate(MMVManip *vm, u32 bseed,
v3s16 full_node_min, v3s16 full_node_max, u16 num_dungeons);
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);
inline void randomizeDir()
{
m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
}
};
extern NoiseParams nparams_dungeon_density;
extern NoiseParams nparams_dungeon_alt_wall;