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-rw-r--r--src/dungeongen.cpp37
1 files changed, 23 insertions, 14 deletions
diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index f7f9b8b50..6be7e9086 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -38,22 +38,27 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0
///////////////////////////////////////////////////////////////////////////////
-DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
+DungeonGen::DungeonGen(INodeDefManager *ndef,
+ GenerateNotifier *gennotify, DungeonParams *dparams)
{
- this->mg = mapgen;
- this->vm = mapgen->vm;
+ assert(ndef);
+
+ this->ndef = ndef;
+ this->gennotify = gennotify;
#ifdef DGEN_USE_TORCHES
- c_torch = mg->ndef->getId("default:torch");
+ c_torch = ndef->getId("default:torch");
#endif
if (dparams) {
memcpy(&dp, dparams, sizeof(dp));
} else {
- dp.c_water = mg->ndef->getId("mapgen_water_source");
- dp.c_cobble = mg->ndef->getId("mapgen_cobble");
- dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
- dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
+ dp.seed = 0;
+
+ dp.c_water = ndef->getId("mapgen_water_source");
+ dp.c_cobble = ndef->getId("mapgen_cobble");
+ dp.c_moss = ndef->getId("mapgen_mossycobble");
+ dp.c_stair = ndef->getId("mapgen_stair_cobble");
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
@@ -67,18 +72,21 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
}
// For mapgens using river water
- dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
+ dp.c_river_water = ndef->getId("mapgen_river_water_source");
if (dp.c_river_water == CONTENT_IGNORE)
- dp.c_river_water = mg->ndef->getId("mapgen_water_source");
+ dp.c_river_water = ndef->getId("mapgen_water_source");
}
-void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
+ assert(vm);
+
//TimeTaker t("gen dungeons");
- if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
+ if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, dp.seed) < 0.2)
return;
+ this->vm = vm;
this->blockseed = bseed;
random.seed(bseed + 2);
@@ -109,7 +117,7 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
if (vm->m_data[i].getContent() == dp.c_cobble) {
- float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
+ float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, dp.seed);
float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
if (density < wetness / dp.mossratio)
vm->m_data[i].setContent(dp.c_moss);
@@ -187,7 +195,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeRoom(roomsize, roomplace);
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
- mg->gennotify.addEvent(dp.notifytype, room_center);
+ if (gennotify)
+ gennotify->addEvent(dp.notifytype, room_center);
#ifdef DGEN_USE_TORCHES
// Place torch at room center (for testing)