#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 ManualMapVoxelManipulator;
+class MMVManip;
class INodeDefManager;
-class Mapgen;
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
struct DungeonParams {
+ s32 seed;
+
content_t c_water;
- content_t c_cobble;
- content_t c_moss;
+ content_t c_river_water;
+ content_t c_wall;
+ content_t c_alt_wall;
content_t c_stair;
- int notifytype;
bool diagonal_dirs;
- float mossratio;
+ bool only_in_ground;
v3s16 holesize;
- v3s16 roomsize;
+ 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;
+ s16 y_min;
+ s16 y_max;
+ GenNotifyType notifytype;
- NoiseParams np_rarity;
- NoiseParams np_wetness;
NoiseParams np_density;
+ NoiseParams np_alt_wall;
};
class DungeonGen {
public:
- ManualMapVoxelManipulator *vm;
- Mapgen *mg;
+ MMVManip *vm;
+ INodeDefManager *ndef;
+ GenerateNotifier *gennotify;
+
u32 blockseed;
PseudoRandom random;
v3s16 csize;
content_t c_torch;
DungeonParams dp;
-
- //RoomWalker
+
+ // RoomWalker
v3s16 m_pos;
v3s16 m_dir;
- DungeonGen(Mapgen *mg, DungeonParams *dparams);
- void generate(u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
-
+ DungeonGen(INodeDefManager *ndef,
+ GenerateNotifier *gennotify, DungeonParams *dparams);
+
+ void generate(MMVManip *vm, 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);
+ 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()
+
+ inline 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;
+extern NoiseParams nparams_dungeon_alt_wall;
#endif