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/*
Minetest
Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2015-2018 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later 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.
*/
#pragma once
#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 NodeDefManager;
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
void random_turn(PseudoRandom &random, v3s16 &dir);
int dir_to_facedir(v3s16 d);
struct DungeonParams {
s32 seed;
content_t c_wall;
// Randomly scattered alternative wall nodes
content_t c_alt_wall;
content_t c_stair;
// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
// Number of dungeons generated in mapchunk. All will use the same set of
// dungeonparams.
u16 num_dungeons;
// Dungeons only generate in ground
bool only_in_ground;
// Number of rooms
u16 num_rooms;
// Room size random range. Includes walls / floor / ceilng
v3s16 room_size_min;
v3s16 room_size_max;
// Large room size random range. Includes walls / floor / ceilng
v3s16 room_size_large_min;
v3s16 room_size_large_max;
// Value 0 disables large rooms.
// Value 1 results in 1 large room, the first generated room.
// Value > 1 makes the first generated room large, all other rooms have a
// '1 in value' chance of being large.
u16 large_room_chance;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
// Diagonal corridors must have hole width >=2 to be passable.
// Currently, hole width >= 3 causes stair corridor bugs.
v3s16 holesize;
// Corridor length random range
u16 corridor_len_min;
u16 corridor_len_max;
// Diagonal corridors are possible, 1 in 4 corridors will be diagonal
bool diagonal_dirs;
// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
// desert dungeons.
GenNotifyType notifytype;
};
class DungeonGen {
public:
MMVManip *vm = nullptr;
const NodeDefManager *ndef;
GenerateNotifier *gennotify;
u32 blockseed;
PseudoRandom random;
v3s16 csize;
content_t c_torch;
DungeonParams dp;
// RoomWalker
v3s16 m_pos;
v3s16 m_dir;
DungeonGen(const NodeDefManager *ndef,
GenerateNotifier *gennotify, DungeonParams *dparams);
void generate(MMVManip *vm, 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);
inline void randomizeDir()
{
m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
}
};
extern NoiseParams nparams_dungeon_density;
extern NoiseParams nparams_dungeon_alt_wall;
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