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23bd5630d0
While preserving the general character of dungeon structure. Slightly increase the range of standard room horizontal size, while preserving the average horizontal size. Return to classic maximum large room size of 16x16x16. Make 1 in 4 dungeons have a 1 in 8 chance for each room being 'large', making multiple large rooms possible for the first time. Make 1 in 8 dungeons allow diagonal corridors, to make these a little more common. Make corridor width vary from 1 to 2, but forced to 2 if diagonal corridors are allowed, to make them passable. Add some comments.
127 lines
3.9 KiB
C++
127 lines
3.9 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2015-2018 paramat
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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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#pragma once
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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 NodeDefManager;
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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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void random_turn(PseudoRandom &random, v3s16 &dir);
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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_wall;
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// Randomly scattered alternative wall nodes
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content_t c_alt_wall;
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content_t c_stair;
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// 3D noise that determines which c_wall nodes are converted to c_alt_wall
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NoiseParams np_alt_wall;
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// Number of dungeons generated in mapchunk. All will use the same set of
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// dungeonparams.
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u16 num_dungeons;
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// Dungeons only generate in ground
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bool only_in_ground;
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// Number of rooms
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u16 num_rooms;
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// Room size random range. Includes walls / floor / ceilng
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v3s16 room_size_min;
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v3s16 room_size_max;
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// Large room size random range. Includes walls / floor / ceilng
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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// Value 0 disables large rooms.
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// Value 1 results in 1 large room, the first generated room.
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// Value > 1 makes the first generated room large, all other rooms have a
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// '1 in value' chance of being large.
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u16 large_room_chance;
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// Dimensions of 3D 'brush' that creates corridors.
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// Dimensions are of the empty space, not including walls / floor / ceilng.
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// Diagonal corridors must have hole width >=2 to be passable.
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// Currently, hole width >= 3 causes stair corridor bugs.
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v3s16 holesize;
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// Corridor length random range
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u16 corridor_len_min;
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u16 corridor_len_max;
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// Diagonal corridors are possible, 1 in 4 corridors will be diagonal
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bool diagonal_dirs;
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// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
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// desert dungeons.
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GenNotifyType notifytype;
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};
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class DungeonGen {
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public:
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MMVManip *vm = nullptr;
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const NodeDefManager *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(const NodeDefManager *ndef,
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GenerateNotifier *gennotify, DungeonParams *dparams);
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void generate(MMVManip *vm, 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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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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