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* Code modernization: src/n*, src/o* (#6280)Loïc Blot2017-08-19
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
* Pass clang-format on various cpp/header files (#5559)Loïc Blot2017-04-23
* Permit usage of std::unordered_map & std::unorderered_set on c++11 compilers ...Ner'zhul2016-08-10
* Change i++ to ++iDavid Jones2015-08-25
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Node definition namesPerttu Ahola2011-11-29
er version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef DUNGEONGEN_HEADER #define DUNGEONGEN_HEADER #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 MMVManip; 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); int dir_to_facedir(v3s16 d); struct DungeonParams { content_t c_water; content_t c_cobble; content_t c_moss; content_t c_stair; GenNotifyType notifytype; bool diagonal_dirs; float mossratio; v3s16 holesize; v3s16 roomsize; NoiseParams np_rarity; NoiseParams np_wetness; NoiseParams np_density; }; class DungeonGen { public: MMVManip *vm; Mapgen *mg; u32 blockseed; PseudoRandom random; v3s16 csize; content_t c_torch; DungeonParams dp; //RoomWalker v3s16 m_pos; v3s16 m_dir; 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, 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() { m_dir = rand_ortho_dir(random, dp.diagonal_dirs); } }; extern NoiseParams nparams_dungeon_rarity; extern NoiseParams nparams_dungeon_wetness; extern NoiseParams nparams_dungeon_density; #endif