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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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.
+*/
+
+#ifndef DUNGEONGEN_HEADER
+#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;
+
+v3s16 rand_ortho_dir(PseudoRandom &random);
+v3s16 turn_xz(v3s16 olddir, int t);
+v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
+int dir_to_facedir(v3s16 d);
+
+class DungeonGen {
+public:
+ u32 blockseed;
+ u64 mapseed;
+ ManualMapVoxelManipulator *vmanip;
+ INodeDefManager *ndef;
+ PseudoRandom random;
+ v3s16 csize;
+ s16 water_level;
+
+ NoiseParams *np_rarity;
+ NoiseParams *np_wetness;
+ NoiseParams *np_density;
+
+ content_t cid_water_source;
+ content_t cid_cobble;
+ content_t cid_mossycobble;
+ content_t cid_torch;
+ content_t cid_cobblestair;
+
+ //RoomWalker
+ v3s16 m_pos;
+ v3s16 m_dir;
+
+ DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
+ void generate(ManualMapVoxelManipulator *vm, u32 bseed,
+ v3s16 full_node_min, v3s16 full_node_max);
+ //void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
+
+ 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);
+ }
+};
+
+class RoomWalker
+{
+public:
+
+ RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
+ INodeDefManager *ndef):
+ vmanip(vmanip_),
+ m_pos(pos),
+ m_random(random),
+ m_ndef(ndef)
+ {
+ randomizeDir();
+ }
+
+ void randomizeDir()
+ {
+ m_dir = rand_ortho_dir(m_random);
+ }
+
+ void setPos(v3s16 pos)
+ {
+ m_pos = pos;
+ }
+
+ void setDir(v3s16 dir)
+ {
+ m_dir = dir;
+ }
+
+ //bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
+ //bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+ // v3s16 &result_doordir, v3s16 &result_roomplace);
+
+private:
+ VoxelManipulator &vmanip;
+ v3s16 m_pos;
+ v3s16 m_dir;
+ PseudoRandom &m_random;
+ INodeDefManager *m_ndef;
+};
+
+
+#endif