#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
-class ManualMapVoxelManipulator;
+class MMVManip;
class INodeDefManager;
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
struct DungeonParams {
content_t c_water;
+ content_t c_river_water;
content_t c_cobble;
content_t c_moss;
content_t c_stair;
class DungeonGen {
public:
- ManualMapVoxelManipulator *vm;
+ MMVManip *vm;
Mapgen *mg;
u32 blockseed;
PseudoRandom random;