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/*
Minetest-c55
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

/*
	Used for tuning constants when developing.

	Eg. if you have this constant somewhere that you just can't get right
	by changing it and recompiling all over again:
		v3f wield_position = v3f(55, -35, 65);
	
	Make it look like this:
		v3f wield_position = v3f(55, -35, 65);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);

	Then you can modify the values at runtime, using the keys
		keymap_quicktune_prev
		keymap_quicktune_next
		keymap_quicktune_dec
		keymap_quicktune_inc
	
	Once you have modified the values at runtime and then quit, the game
	will print out all the modified values at the end:
		Modified quicktune values:
		wield_position.X = 60
		wield_position.Y = -30
		wield_position.Z = 65
	
	The QUICKTUNE macros shouldn't generally be left in committed code.
*/

#ifndef QUICKTUNE_HEADER
#define QUICKTUNE_HEADER

#include "irrlichttypes.h"
#include <string>
#include <map>
#include <vector>

enum QuicktuneValueType{
	QVT_NONE,
	QVT_FLOAT
};
struct QuicktuneValue
{
	QuicktuneValueType type;
	union{
		struct{
			float current;
			float min;
			float max;
		} value_QVT_FLOAT;
	};
	bool modified;

	QuicktuneValue():
		type(QVT_NONE),
		modified(false)
	{}
	std::string getString();
	void relativeAdd(float amount);
};

std::vector<std::string> getQuicktuneNames();
QuicktuneValue getQuicktuneValue(const std::string &name);
void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);

void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);

#ifndef NDEBUG
	#define QUICKTUNE(type_, var, min_, max_, name){\
		QuicktuneValue qv;\
		qv.type = type_;\
		qv.value_##type_.current = var;\
		qv.value_##type_.min = min_;\
		qv.value_##type_.max = max_;\
		updateQuicktuneValue(name, qv);\
		var = qv.value_##type_.current;\
	}
#else // NDEBUG
	#define QUICKTUNE(type, var, min_, max_, name){}
#endif

#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
	QUICKTUNE(type_, var, min_, max_, #var)

#endif

an>Settings *settings) const; void setDefaultSettings(Settings *settings); }; class MapgenV6 : public Mapgen { public: EmergeParams *m_emerge; int ystride; u32 spflags; v3s16 node_min; v3s16 node_max; v3s16 full_node_min; v3s16 full_node_max; v3s16 central_area_size; Noise *noise_terrain_base; Noise *noise_terrain_higher; Noise *noise_steepness; Noise *noise_height_select; Noise *noise_mud; Noise *noise_beach; Noise *noise_biome; Noise *noise_humidity; NoiseParams *np_cave; NoiseParams *np_humidity; NoiseParams *np_trees; NoiseParams *np_apple_trees; NoiseParams np_dungeons; float freq_desert; float freq_beach; s16 dungeon_ymin; s16 dungeon_ymax; content_t c_stone; content_t c_dirt; content_t c_dirt_with_grass; content_t c_sand; content_t c_water_source; content_t c_lava_source; content_t c_gravel; content_t c_desert_stone; content_t c_desert_sand; content_t c_dirt_with_snow; content_t c_snow; content_t c_snowblock; content_t c_ice; content_t c_cobble; content_t c_mossycobble; content_t c_stair_cobble; content_t c_stair_desert_stone; MapgenV6(MapgenV6Params *params, EmergeParams *emerge); ~MapgenV6(); virtual MapgenType getType() const { return MAPGEN_V6; } void makeChunk(BlockMakeData *data); int getGroundLevelAtPoint(v2s16 p); int getSpawnLevelAtPoint(v2s16 p); float baseTerrainLevel(float terrain_base, float terrain_higher, float steepness, float height_select); virtual float baseTerrainLevelFromNoise(v2s16 p); virtual float baseTerrainLevelFromMap(v2s16 p); virtual float baseTerrainLevelFromMap(int index); s16 find_stone_level(v2s16 p2d); bool block_is_underground(u64 seed, v3s16 blockpos); s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision); float getHumidity(v2s16 p); float getTreeAmount(v2s16 p); bool getHaveAppleTree(v2s16 p); float getMudAmount(v2s16 p); virtual float getMudAmount(int index); bool getHaveBeach(v2s16 p); bool getHaveBeach(int index); BiomeV6Type getBiome(v2s16 p); BiomeV6Type getBiome(int index, v2s16 p); u32 get_blockseed(u64 seed, v3s16 p); virtual void calculateNoise(); int generateGround(); void addMud(); void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos); void moveMud(u32 remove_index, u32 place_index, u32 above_remove_index, v2s16 pos, v3s16 em); void growGrass(); void placeTreesAndJungleGrass(); virtual void generateCaves(int max_stone_y); };