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authorywang <yw05@forksworld.de>2020-12-19 19:40:13 +0100
committerywang <yw05@forksworld.de>2020-12-19 19:40:13 +0100
commit5659134c8c88bd4c54e76da3e8db570917722fac (patch)
tree3a9f461fe9fe338b6271c5c350aa65e634a43e35 /assets/manual.lyx
parentd6acadf018c54d4a41c9f4d854b82f7f4cf099bc (diff)
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Improved speed indication
The speed indicator is now shown on 4 lines: Line 1: ATC target speed (blue arrow pointing down) Line 2: Train velocity (black line) Line 3: Speed limit (if any) (red line) Line 4: Next speed limit (red arrow pointing up)
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>#define DUNGEONGEN_HEADER #include "voxel.h" #include "noise.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 ManualMapVoxelManipulator; class INodeDefManager; class Mapgen; 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; int notifytype; bool diagonal_dirs; float mossratio; v3s16 holesize; v3s16 roomsize; NoiseParams np_rarity; NoiseParams np_wetness; NoiseParams np_density; }; class DungeonGen { public: ManualMapVoxelManipulator *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