3 Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2015-2018 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
27 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
28 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
29 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
30 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
35 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
36 v3s16 turn_xz(v3s16 olddir, int t);
37 void random_turn(PseudoRandom &random, v3s16 &dir);
38 int dir_to_facedir(v3s16 d);
41 struct DungeonParams {
45 // Randomly scattered alternative wall nodes
49 // 3D noise that determines which c_wall nodes are converted to c_alt_wall
50 NoiseParams np_alt_wall;
52 // Number of dungeons generated in mapchunk
54 // Dungeons only generate in ground
58 // Room size random range. Includes walls / floor / ceilng
61 // Large room size random range. Includes walls / floor / ceilng
62 v3s16 room_size_large_min;
63 v3s16 room_size_large_max;
64 // Value 0 disables large rooms.
65 // Value 1 results in 1 large room, the first generated room.
66 // Value > 1 makes the first generated room large, all other rooms have a
67 // '1 in value' chance of being large.
68 u16 large_room_chance;
69 // Dimensions of 3D 'brush' that creates corridors.
70 // Dimensions are of the empty space, not including walls / floor / ceilng.
72 // Corridor length random range
75 // Diagonal corridors are possible
77 // Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
79 GenNotifyType notifytype;
84 MMVManip *vm = nullptr;
85 const NodeDefManager *ndef;
86 GenerateNotifier *gennotify;
99 DungeonGen(const NodeDefManager *ndef,
100 GenerateNotifier *gennotify, DungeonParams *dparams);
102 void generate(MMVManip *vm, u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
104 void makeDungeon(v3s16 start_padding);
105 void makeRoom(v3s16 roomsize, v3s16 roomplace);
106 void makeCorridor(v3s16 doorplace, v3s16 doordir,
107 v3s16 &result_place, v3s16 &result_dir);
108 void makeDoor(v3s16 doorplace, v3s16 doordir);
109 void makeFill(v3s16 place, v3s16 size, u8 avoid_flags, MapNode n, u8 or_flags);
110 void makeHole(v3s16 place);
112 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
113 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
114 v3s16 &result_doordir, v3s16 &result_roomplace);
116 inline void randomizeDir()
118 m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
122 extern NoiseParams nparams_dungeon_density;
123 extern NoiseParams nparams_dungeon_alt_wall;