class ManualMapVoxelManipulator;
class INodeDefManager;
-
+class Mapgen;
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
content_t c_moss;
content_t c_stair;
+ int notifytype;
bool diagonal_dirs;
float mossratio;
v3s16 holesize;
class DungeonGen {
public:
+ ManualMapVoxelManipulator *vm;
+ Mapgen *mg;
u32 blockseed;
- u64 mapseed;
- ManualMapVoxelManipulator *vmanip;
- INodeDefManager *ndef;
PseudoRandom random;
v3s16 csize;
- s16 water_level;
content_t c_torch;
DungeonParams dp;
v3s16 m_pos;
v3s16 m_dir;
- DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams);
- void generate(ManualMapVoxelManipulator *vm, u32 bseed,
- v3s16 full_node_min, v3s16 full_node_max);
+ 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);