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luanti/src/mapgen/mapgen_carpathian.h

99 lines
2.3 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
// Copyright (C) 2017-2019 paramat
#pragma once
#include "mapgen.h"
#define MGCARPATHIAN_CAVERNS 0x01
#define MGCARPATHIAN_RIVERS 0x02
class BiomeManager;
extern FlagDesc flagdesc_mapgen_carpathian[];
struct MapgenCarpathianParams : public MapgenParams
{
float base_level = 12.0f;
float river_width = 0.05f;
float river_depth = 24.0f;
float valley_width = 0.25f;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
u16 small_cave_num_min = 0;
u16 small_cave_num_max = 0;
u16 large_cave_num_min = 0;
u16 large_cave_num_max = 2;
float large_cave_flooded = 0.5f;
s16 cavern_limit = -256;
s16 cavern_taper = 256;
float cavern_threshold = 0.7f;
s16 dungeon_ymin = -31000;
s16 dungeon_ymax = 31000;
NoiseParams np_filler_depth;
NoiseParams np_height1;
NoiseParams np_height2;
NoiseParams np_height3;
NoiseParams np_height4;
NoiseParams np_hills_terrain;
NoiseParams np_ridge_terrain;
NoiseParams np_step_terrain;
NoiseParams np_hills;
NoiseParams np_ridge_mnt;
NoiseParams np_step_mnt;
NoiseParams np_rivers;
NoiseParams np_mnt_var;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
NoiseParams np_dungeons;
MapgenCarpathianParams();
~MapgenCarpathianParams() = default;
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
void setDefaultSettings(Settings *settings);
};
class MapgenCarpathian : public MapgenBasic
{
public:
MapgenCarpathian(MapgenCarpathianParams *params, EmergeParams *emerge);
~MapgenCarpathian();
virtual MapgenType getType() const { return MAPGEN_CARPATHIAN; }
virtual void makeChunk(BlockMakeData *data);
int getSpawnLevelAtPoint(v2s16 p);
private:
float base_level;
float river_width;
float river_depth;
float valley_width;
Noise *noise_height1;
Noise *noise_height2;
Noise *noise_height3;
Noise *noise_height4;
Noise *noise_hills_terrain;
Noise *noise_ridge_terrain;
Noise *noise_step_terrain;
Noise *noise_hills;
Noise *noise_ridge_mnt;
Noise *noise_step_mnt;
Noise *noise_rivers = nullptr;
Noise *noise_mnt_var;
s32 grad_wl;
float getSteps(float noise);
inline float getLerp(float noise1, float noise2, float mod);
int generateTerrain();
};