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Fractal mapgen: Add seabed and large pseudorandom caves
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4 changed files with 371 additions and 50 deletions
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@ -22,10 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
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#define MGV7_LAVA_DEPTH -256
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#define MGFRACTAL_LAVA_DEPTH -256
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class MapgenV5;
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class MapgenV6;
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class MapgenV7;
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class MapgenFractal;
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class CaveV5 {
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public:
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@ -161,4 +163,49 @@ public:
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void carveRoute(v3f vec, float f, bool randomize_xz);
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};
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class CaveFractal {
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public:
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MapgenFractal *mg;
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MMVManip *vm;
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INodeDefManager *ndef;
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NoiseParams *np_caveliquids;
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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 dswitchint;
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int part_max_length_rs;
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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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content_t c_ice;
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int water_level;
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CaveFractal() {}
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CaveFractal(MapgenFractal *mg, PseudoRandom *ps);
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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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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};
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#endif
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