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246 lines
6.6 KiB
C++
246 lines
6.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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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 CAVEGEN_HEADER
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#define CAVEGEN_HEADER
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#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
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class GenerateNotifier;
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/*
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CavesNoiseIntersection is a cave digging algorithm that carves smooth,
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web-like, continuous tunnels at points where the density of the intersection
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between two separate 3d noises is above a certain value. This value,
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cave_width, can be modified to set the effective width of these tunnels.
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This algorithm is relatively heavyweight, taking ~80ms to generate an
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80x80x80 chunk of map on a modern processor. Use sparingly!
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TODO(hmmmm): Remove dependency on biomes
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TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
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*/
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class CavesNoiseIntersection
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{
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public:
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CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
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v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
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s32 seed, float cave_width);
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~CavesNoiseIntersection();
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void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
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private:
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INodeDefManager *m_ndef;
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BiomeManager *m_bmgr;
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// configurable parameters
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v3s16 m_csize;
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float m_cave_width;
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// intermediate state variables
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u16 m_ystride;
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u16 m_zstride_1d;
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Noise *noise_cave1;
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Noise *noise_cave2;
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};
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/*
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CavernsNoise is a cave digging algorithm
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*/
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class CavernsNoise
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{
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public:
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CavernsNoise(INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
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s32 seed, float cavern_limit, float cavern_taper,
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float cavern_threshold);
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~CavernsNoise();
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bool generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax);
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private:
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INodeDefManager *m_ndef;
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// configurable parameters
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v3s16 m_csize;
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float m_cavern_limit;
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float m_cavern_taper;
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float m_cavern_threshold;
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// intermediate state variables
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u16 m_ystride;
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u16 m_zstride_1d;
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Noise *noise_cavern;
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content_t c_water_source;
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content_t c_lava_source;
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};
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/*
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CavesRandomWalk is an implementation of a cave-digging algorithm that
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operates on the principle of a "random walk" to approximate the stochiastic
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activity of cavern development.
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In summary, this algorithm works by carving a randomly sized tunnel in a
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random direction a random amount of times, randomly varying in width.
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All randomness here is uniformly distributed; alternative distributions have
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not yet been implemented.
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This algorithm is very fast, executing in less than 1ms on average for an
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80x80x80 chunk of map on a modern processor.
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*/
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class CavesRandomWalk
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{
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public:
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MMVManip *vm;
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INodeDefManager *ndef;
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GenerateNotifier *gennotify;
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s16 *heightmap;
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// configurable parameters
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s32 seed;
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int water_level;
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int lava_depth;
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NoiseParams *np_caveliquids;
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// intermediate state variables
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u16 ystride;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int part_max_length_rs;
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bool large_cave;
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bool large_cave_is_flat;
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bool flooded;
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s16 max_stone_y;
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v3s16 node_min;
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v3s16 node_max;
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v3f orp; // starting point, relative to caved space
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v3s16 of; // absolute coordinates of caved space
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v3s16 ar; // allowed route area
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s16 rs; // tunnel radius size
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v3f main_direction;
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s16 route_y_min;
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s16 route_y_max;
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PseudoRandom *ps;
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content_t c_water_source;
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content_t c_lava_source;
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// ndef is a mandatory parameter.
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// If gennotify is NULL, generation events are not logged.
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CavesRandomWalk(INodeDefManager *ndef, GenerateNotifier *gennotify = NULL,
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s32 seed = 0, int water_level = 1,
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content_t water_source = CONTENT_IGNORE,
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content_t lava_source = CONTENT_IGNORE, int lava_depth = -256);
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// vm and ps are mandatory parameters.
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// If heightmap is NULL, the surface level at all points is assumed to
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// be water_level.
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void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
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bool is_large_cave, int max_stone_height, s16 *heightmap);
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private:
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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inline bool isPosAboveSurface(v3s16 p);
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};
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/*
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CavesV6 is the original version of caves used with Mapgen V6.
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Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
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separate to preserve the exact sequence of PseudoRandom calls - any change
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to this ordering results in the output being radically different.
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Because caves in Mapgen V6 are responsible for a large portion of the basic
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terrain shape, modifying this will break our contract of reverse
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compatibility for a 'stable' mapgen such as V6.
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tl;dr,
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*** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
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*/
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class CavesV6
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{
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public:
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MMVManip *vm;
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INodeDefManager *ndef;
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GenerateNotifier *gennotify;
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PseudoRandom *ps;
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PseudoRandom *ps2;
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// configurable parameters
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s16 *heightmap;
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content_t c_water_source;
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content_t c_lava_source;
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int water_level;
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// intermediate state variables
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u16 ystride;
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int part_max_length_rs;
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bool large_cave;
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bool large_cave_is_flat;
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v3s16 node_min;
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v3s16 node_max;
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v3f orp; // starting point, relative to caved space
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v3s16 of; // absolute coordinates of caved space
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v3s16 ar; // allowed route area
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s16 rs; // tunnel radius size
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v3f main_direction;
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s16 route_y_min;
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s16 route_y_max;
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// ndef is a mandatory parameter.
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// If gennotify is NULL, generation events are not logged.
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CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify = NULL,
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int water_level = 1, content_t water_source = CONTENT_IGNORE,
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content_t lava_source = CONTENT_IGNORE);
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// vm, ps, and ps2 are mandatory parameters.
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// If heightmap is NULL, the surface level at all points is assumed to
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// be water_level.
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void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
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PseudoRandom *ps2, bool is_large_cave, int max_stone_height,
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s16 *heightmap = NULL);
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private:
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
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inline s16 getSurfaceFromHeightmap(v3s16 p);
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};
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#endif
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