#include "mapgen.h"
#include "mapgen_v6.h"
+#include "cavegen.h"
float farscale(float scale, float z);
float farscale(float scale, float x, float z);
NoiseIndev *noiseindev_float_islands2;
NoiseIndev *noiseindev_float_islands3;
- MapgenIndev(int mapgenid, MapgenIndevParams *params);
+ MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge);
~MapgenIndev();
void calculateNoise();
float baseTerrainLevelFromNoise(v2s16 p);
float baseTerrainLevelFromMap(int index);
float getMudAmount(int index);
- void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
- void generateSomething();
+ void generateCaves(int max_stone_y);
+ //void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
+ void generateExperimental();
void generateFloatIslands(int min_y);
};
struct MapgenFactoryIndev : public MapgenFactoryV6 {
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
- return new MapgenIndev(mgid, (MapgenIndevParams *)params);
+ return new MapgenIndev(mgid, (MapgenIndevParams *)params, emerge);
};
MapgenParams *createMapgenParams() {
};
};
+class CaveIndev : public CaveV6 {
+public:
+ CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+ v3s16 node_min, bool is_large_cave);
+};
+
#endif