minetest/src/mapgen_fractal.h
paramat 2652d8db19 CavesRandomWalk: Make 'lava_depth' a mapgen parameter
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.

Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
2017-06-22 03:14:56 +01:00

91 lines
2.3 KiB
C++

/*
Minetest
Copyright (C) 2015-2017 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
by Paul Nylander, and from http://www.fractalforums.com, thank you.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPGEN_FRACTAL_HEADER
#define MAPGEN_FRACTAL_HEADER
#include "mapgen.h"
class BiomeManager;
extern FlagDesc flagdesc_mapgen_fractal[];
struct MapgenFractalParams : public MapgenParams
{
u32 spflags = 0;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
s16 lava_depth = -256;
u16 fractal = 1;
u16 iterations = 11;
v3f scale = v3f(4096.0, 1024.0, 4096.0);
v3f offset = v3f(1.79, 0.0, 0.0);
float slice_w = 0.0f;
float julia_x = 0.33f;
float julia_y = 0.33f;
float julia_z = 0.33f;
float julia_w = 0.33f;
NoiseParams np_seabed;
NoiseParams np_filler_depth;
NoiseParams np_cave1;
NoiseParams np_cave2;
MapgenFractalParams();
~MapgenFractalParams() {}
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
};
class MapgenFractal : public MapgenBasic
{
public:
MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge);
~MapgenFractal();
virtual MapgenType getType() const { return MAPGEN_FRACTAL; }
virtual void makeChunk(BlockMakeData *data);
int getSpawnLevelAtPoint(v2s16 p);
bool getFractalAtPoint(s16 x, s16 y, s16 z);
s16 generateTerrain();
private:
u16 formula;
bool julia;
s16 large_cave_depth;
u16 fractal;
u16 iterations;
v3f scale;
v3f offset;
float slice_w;
float julia_x;
float julia_y;
float julia_z;
float julia_w;
Noise *noise_seabed;
};
#endif