/* Minetest Copyright (C) 2010-2018 celeron55, Perttu Ahola 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;