3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef DUNGEONGEN_HEADER
21 #define DUNGEONGEN_HEADER
26 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
27 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
28 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
29 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
31 class ManualMapVoxelManipulator;
32 class INodeDefManager;
34 v3s16 rand_ortho_dir(PseudoRandom &random);
35 v3s16 turn_xz(v3s16 olddir, int t);
36 v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
37 int dir_to_facedir(v3s16 d);
43 ManualMapVoxelManipulator *vmanip;
44 INodeDefManager *ndef;
49 NoiseParams *np_rarity;
50 NoiseParams *np_wetness;
51 NoiseParams *np_density;
53 content_t cid_water_source;
55 content_t cid_mossycobble;
57 content_t cid_cobblestair;
63 DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
64 void generate(ManualMapVoxelManipulator *vm, u32 bseed,
65 v3s16 full_node_min, v3s16 full_node_max);
66 //void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
68 void makeDungeon(v3s16 start_padding);
69 void makeRoom(v3s16 roomsize, v3s16 roomplace);
70 void makeCorridor(v3s16 doorplace, v3s16 doordir,
71 v3s16 &result_place, v3s16 &result_dir);
72 void makeDoor(v3s16 doorplace, v3s16 doordir);
73 void makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags);
74 void makeHole(v3s16 place);
76 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
77 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
78 v3s16 &result_doordir, v3s16 &result_roomplace);
82 m_dir = rand_ortho_dir(random);
90 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
91 INodeDefManager *ndef):
102 m_dir = rand_ortho_dir(m_random);
105 void setPos(v3s16 pos)
110 void setDir(v3s16 dir)
115 //bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
116 //bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
117 // v3s16 &result_doordir, v3s16 &result_roomplace);
120 VoxelManipulator &vmanip;
123 PseudoRandom &m_random;
124 INodeDefManager *m_ndef;