3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "util/string.h"
29 class ManualMapVoxelManipulator;
31 /////////////////// Ore generation flags
33 // Use absolute value of height to determine ore placement
34 #define OREFLAG_ABSHEIGHT 0x01
36 // Use 3d noise to get density of ore placement, instead of just the position
37 #define OREFLAG_DENSITY 0x02 // not yet implemented
39 // For claylike ore types, place ore if the number of surrounding
40 // nodes isn't the specified node
41 #define OREFLAG_NODEISNT 0x04 // not yet implemented
43 #define OREFLAG_USE_NOISE 0x08
45 #define ORE_RANGE_ACTUAL 1
46 #define ORE_RANGE_MIRROR 2
55 extern FlagDesc flagdesc_ore[];
57 class Ore : public GenElement, public NodeResolver {
59 static const bool NEEDS_NOISE = false;
61 content_t c_ore; // the node to place
62 std::vector<content_t> c_wherein; // the nodes to be placed in
63 u32 clust_scarcity; // ore cluster has a 1-in-clust_scarcity chance of appearing at a node
64 s16 clust_num_ores; // how many ore nodes are in a chunk
65 s16 clust_size; // how large (in nodes) a chunk of ore is
68 u8 ore_param2; // to set node-specific attributes
69 u32 flags; // attributes for this ore
70 float nthresh; // threshhold for noise at which an ore is placed
71 NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering)
77 virtual void resolveNodeNames(NodeResolveInfo *nri);
79 size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
80 virtual void generate(ManualMapVoxelManipulator *vm, int seed,
81 u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
84 class OreScatter : public Ore {
86 static const bool NEEDS_NOISE = false;
88 virtual void generate(ManualMapVoxelManipulator *vm, int seed,
89 u32 blockseed, v3s16 nmin, v3s16 nmax);
92 class OreSheet : public Ore {
94 static const bool NEEDS_NOISE = true;
96 virtual void generate(ManualMapVoxelManipulator *vm, int seed,
97 u32 blockseed, v3s16 nmin, v3s16 nmax);
100 class OreManager : public GenElementManager {
102 static const char *ELEMENT_TITLE;
103 static const size_t ELEMENT_LIMIT = 0x10000;
105 OreManager(IGameDef *gamedef);
108 Ore *create(int type)
112 return new OreScatter;
115 //case ORE_CLAYLIKE: //TODO: implement this!
116 // return new OreClaylike;
124 size_t placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);