]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.h
Mgv7: Add optional floatlands, disabled by default
[dragonfireclient.git] / src / mapgen_v7.h
index 3a6bc0801c86238a9bb7cab7d4ff08bcafb6b350..3972387a79b48726868d1f82ce1f122162fed249 100644 (file)
@@ -23,9 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen.h"
 
-/////////////////// Mapgen V7 flags
-#define MGV7_MOUNTAINS   0x01
-#define MGV7_RIDGES      0x02
+////////////// Mapgen V7 flags
+#define MGV7_MOUNTAINS    0x01
+#define MGV7_RIDGES       0x02
+#define MGV7_FLOATLANDS   0x04
 
 class BiomeManager;
 
@@ -35,6 +36,11 @@ extern FlagDesc flagdesc_mapgen_v7[];
 struct MapgenV7Params : public MapgenParams {
        u32 spflags;
        float cave_width;
+       float float_mount_density;
+       float float_mount_height;
+       s16 floatland_level;
+       s16 shadow_limit;
+
        NoiseParams np_terrain_base;
        NoiseParams np_terrain_alt;
        NoiseParams np_terrain_persist;
@@ -42,6 +48,8 @@ struct MapgenV7Params : public MapgenParams {
        NoiseParams np_filler_depth;
        NoiseParams np_mount_height;
        NoiseParams np_ridge_uwater;
+       NoiseParams np_floatland_base;
+       NoiseParams np_float_base_height;
        NoiseParams np_mountain;
        NoiseParams np_ridge;
        NoiseParams np_cave1;
@@ -68,16 +76,26 @@ class MapgenV7 : public MapgenBasic {
        float baseTerrainLevelFromMap(int index);
        bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
        bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
+       bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y);
+       void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz);
+
        int generateTerrain();
        void generateRidgeTerrain();
 
 private:
+       float float_mount_density;
+       float float_mount_height;
+       s16 floatland_level;
+       s16 shadow_limit;
+
        Noise *noise_terrain_base;
        Noise *noise_terrain_alt;
        Noise *noise_terrain_persist;
        Noise *noise_height_select;
        Noise *noise_mount_height;
        Noise *noise_ridge_uwater;
+       Noise *noise_floatland_base;
+       Noise *noise_float_base_height;
        Noise *noise_mountain;
        Noise *noise_ridge;
 };