#include "voxel.h"
#include "noise.h"
+#include "mapgen.h"
#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
class ManualMapVoxelManipulator;
class INodeDefManager;
-
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
content_t c_moss;
content_t c_stair;
+ GenNotifyType 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;
-
+
//RoomWalker
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);
void makeCorridor(v3s16 doorplace, v3s16 doordir,
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
v3s16 &result_doordir, v3s16 &result_roomplace);
-
+
void randomizeDir()
{
m_dir = rand_ortho_dir(random, dp.diagonal_dirs);