/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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