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b5f7249a7e
* empty function * default constructor/destructor * remove unused Map::emergeSector(a,b) * for range-based loops * migrate a dirs[7] table to direction tables * remove various old unused function
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
/*
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Minetest
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Copyright (C) 2014-2017 paramat
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Copyright (C) 2014-2016 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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#pragma once
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#include "mapgen.h"
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///////// Mapgen V5 flags
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#define MGV5_CAVERNS 0x01
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class BiomeManager;
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extern FlagDesc flagdesc_mapgen_v5[];
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struct MapgenV5Params : public MapgenParams
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{
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u32 spflags = MGV5_CAVERNS;
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float cave_width = 0.125f;
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s16 large_cave_depth = -256;
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s16 lava_depth = -256;
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s16 cavern_limit = -256;
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s16 cavern_taper = 256;
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float cavern_threshold = 0.7f;
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NoiseParams np_filler_depth;
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NoiseParams np_factor;
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NoiseParams np_height;
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NoiseParams np_ground;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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NoiseParams np_cavern;
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MapgenV5Params();
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~MapgenV5Params() = default;
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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 MapgenV5 : public MapgenBasic
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{
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public:
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MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge);
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~MapgenV5();
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virtual MapgenType getType() const { return MAPGEN_V5; }
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virtual void makeChunk(BlockMakeData *data);
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int getSpawnLevelAtPoint(v2s16 p);
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int generateBaseTerrain();
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private:
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s16 large_cave_depth;
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Noise *noise_factor;
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Noise *noise_height;
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Noise *noise_ground;
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};
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