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path: root/src/mapgen_singlenode.cpp
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* Modernize various files (src/m*) (#6267)Loïc Blot2017-08-18
* Mapgen files: Update and correct copyright creditsparamat2017-05-26
* FindSpawnPos: Let mapgens decide what spawn altitude is suitableparamat2016-02-09
* Mapgen: Add propagate_shadow bool to calcLightingparamat2015-12-07
* Mapgen: Use mapgen-specific names for constants in headersparamat2015-10-09
* Remove profiler.h include where it's not needed. Remove some unreachable and ...Loic Blot2015-07-21
* Respect game mapgen flags and save world noise paramsngosang2015-03-07
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* Lighting: Fix nearly all issueskwolekr2015-01-04
* Fix some lingering code style issueskwolekr2014-12-29
* Mapgen: Use getBlockSeed2() for blockseeds (much better uniformity)kwolekr2014-12-29
* Rewrite generate notification mechanismkwolekr2014-12-06
* mapgen: Resolve nodes in ctor rather than makeChunkkwolekr2014-10-30
* Make flag strings clear specified flag with 'no' prefixkwolekr2014-02-08
* Huge overhaul of the entire MapgenParams systemkwolekr2014-02-03
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add Lua on_mapgen_init callback, and minetest.set_mapgen_params APIkwolekr2013-06-27
* Fix black tree leaves, reduce above-ground cave shadowskwolekr2013-04-07
* Fix last singlenode modificationkwolekr2013-03-29
* Don't replace existing nodes in singlenode mapgenkwolekr2013-03-29
* Add singlenode mapgen; generates solely the node 'mapgen_singlenode', default...Perttu Ahola2013-03-22
iseParams np_filler_depth; NoiseParams np_cave1; NoiseParams np_cave2; MapgenFractalParams(); ~MapgenFractalParams() = default; 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; };