forked from Mirrorlandia_minetest/minetest
8e4c11406e
As with the other mapgens, now that wide stairs in dungeons are possible we can now finally add stairs to desert stone dungeons. Re-order some lines.
169 lines
4.1 KiB
C++
169 lines
4.1 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAPGENV6_HEADER
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#define MAPGENV6_HEADER
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#include "mapgen.h"
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#include "noise.h"
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#define MGV6_AVERAGE_MUD_AMOUNT 4
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#define MGV6_DESERT_STONE_BASE -32
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#define MGV6_ICE_BASE 0
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#define MGV6_FREQ_HOT 0.4
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#define MGV6_FREQ_SNOW -0.4
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#define MGV6_FREQ_TAIGA 0.5
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#define MGV6_FREQ_JUNGLE 0.5
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//////////// Mapgen V6 flags
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#define MGV6_JUNGLES 0x01
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#define MGV6_BIOMEBLEND 0x02
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#define MGV6_MUDFLOW 0x04
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#define MGV6_SNOWBIOMES 0x08
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#define MGV6_FLAT 0x10
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#define MGV6_TREES 0x20
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extern FlagDesc flagdesc_mapgen_v6[];
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enum BiomeV6Type
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{
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BT_NORMAL,
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BT_DESERT,
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BT_JUNGLE,
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BT_TUNDRA,
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BT_TAIGA,
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};
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struct MapgenV6Params : public MapgenParams {
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u32 spflags;
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float freq_desert;
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float freq_beach;
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NoiseParams np_terrain_base;
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NoiseParams np_terrain_higher;
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NoiseParams np_steepness;
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NoiseParams np_height_select;
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NoiseParams np_mud;
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NoiseParams np_beach;
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NoiseParams np_biome;
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NoiseParams np_cave;
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NoiseParams np_humidity;
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NoiseParams np_trees;
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NoiseParams np_apple_trees;
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MapgenV6Params();
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~MapgenV6Params() {}
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void readParams(const Settings *settings);
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void writeParams(Settings *settings) const;
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};
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class MapgenV6 : public Mapgen {
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public:
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EmergeManager *m_emerge;
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int ystride;
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u32 spflags;
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v3s16 node_min;
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v3s16 node_max;
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v3s16 full_node_min;
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v3s16 full_node_max;
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v3s16 central_area_size;
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int volume_nodes;
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Noise *noise_terrain_base;
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Noise *noise_terrain_higher;
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Noise *noise_steepness;
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Noise *noise_height_select;
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Noise *noise_mud;
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Noise *noise_beach;
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Noise *noise_biome;
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Noise *noise_humidity;
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NoiseParams *np_cave;
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NoiseParams *np_humidity;
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NoiseParams *np_trees;
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NoiseParams *np_apple_trees;
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float freq_desert;
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float freq_beach;
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content_t c_stone;
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content_t c_dirt;
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content_t c_dirt_with_grass;
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content_t c_sand;
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content_t c_water_source;
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content_t c_lava_source;
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content_t c_gravel;
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content_t c_desert_stone;
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content_t c_desert_sand;
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content_t c_dirt_with_snow;
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content_t c_snow;
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content_t c_snowblock;
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content_t c_ice;
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content_t c_cobble;
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content_t c_mossycobble;
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content_t c_stair_cobble;
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content_t c_stair_desert_stone;
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MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge);
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~MapgenV6();
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virtual MapgenType getType() const { return MAPGEN_V6; }
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void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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int getSpawnLevelAtPoint(v2s16 p);
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float baseTerrainLevel(float terrain_base, float terrain_higher,
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float steepness, float height_select);
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virtual float baseTerrainLevelFromNoise(v2s16 p);
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virtual float baseTerrainLevelFromMap(v2s16 p);
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virtual float baseTerrainLevelFromMap(int index);
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s16 find_stone_level(v2s16 p2d);
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bool block_is_underground(u64 seed, v3s16 blockpos);
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s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
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float getHumidity(v2s16 p);
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float getTreeAmount(v2s16 p);
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bool getHaveAppleTree(v2s16 p);
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float getMudAmount(v2s16 p);
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virtual float getMudAmount(int index);
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bool getHaveBeach(v2s16 p);
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bool getHaveBeach(int index);
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BiomeV6Type getBiome(v2s16 p);
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BiomeV6Type getBiome(int index, v2s16 p);
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u32 get_blockseed(u64 seed, v3s16 p);
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virtual void calculateNoise();
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int generateGround();
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void addMud();
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void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
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void growGrass();
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void placeTreesAndJungleGrass();
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virtual void generateCaves(int max_stone_y);
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};
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#endif
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