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authorIlya Zhuravlev <zhuravlevilya@ya.ru>2013-03-31 14:24:52 +0400
committerIlya Zhuravlev <zhuravlevilya@ya.ru>2013-03-31 14:24:52 +0400
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tree28d6629386cd3ea52382dadc8221bbd56b62ec57 /games/minimal/mods/legacy/textures/cooked_rat.png
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(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);