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authorkwolekr <kwolekr@minetest.net>2016-05-10 00:10:59 -0400
committerkwolekr <kwolekr@minetest.net>2016-05-27 23:23:58 -0400
commitbf25837617541eee0317e1231abca65233edeb8e (patch)
tree0bb393e5c835e362210208a522cec3d6b4f2e3b5 /src/cavegen.h
parent1bb5eb1da2c2e34c4413c01b45c63f6a67b214a2 (diff)
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Cavegen: Rename CaveV6 to CavesV6
- Add comment explaining why it exists - Remove unused 'flooded' variable - Rename shadowed variable - Fix some code style
Diffstat (limited to 'src/cavegen.h')
-rw-r--r--src/cavegen.h19
1 files changed, 15 insertions, 4 deletions
diff --git a/src/cavegen.h b/src/cavegen.h
index c907fe294..b50455c1c 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -72,7 +72,20 @@ public:
void carveRoute(v3f vec, float f, bool randomize_xz);
};
-class CaveV6 {
+/*
+ CavesV6 is the original version of caves used with Mapgen V6.
+
+ Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
+ separate to preserve the exact sequence of PseudoRandom calls - any change
+ to this ordering results in the output being radically different.
+ Because caves in Mapgen V6 are responsible for a large portion of the basic
+ terrain shape, modifying this will break our contract of reverse
+ compatibility for a 'stable' mapgen such as V6.
+
+ tl;dr,
+ *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
+*/
+class CavesV6 {
public:
MapgenV6 *mg;
MMVManip *vm;
@@ -86,7 +99,6 @@ public:
bool large_cave;
bool large_cave_is_flat;
- bool flooded;
s16 max_stone_y;
v3s16 node_min;
@@ -109,8 +121,7 @@ public:
int water_level;
- CaveV6() {}
- CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
+ CavesV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);