+ virtual MapgenType getType() const { return MAPGEN_INVALID; }
+
+ static u32 getBlockSeed(v3s16 p, s32 seed);
+ static u32 getBlockSeed2(v3s16 p, s32 seed);
+ s16 findGroundLevelFull(v2s16 p2d);
+ s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
+ s16 findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax);
+ void updateHeightmap(v3s16 nmin, v3s16 nmax);
+ void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
+
+ void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
+ void lightSpread(VoxelArea &a, v3s16 p, u8 light);
+ void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
+ bool propagate_shadow = true);
+ void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
+ void spreadLight(v3s16 nmin, v3s16 nmax);
+
+ virtual void makeChunk(BlockMakeData *data) {}
+ virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
+
+ // getSpawnLevelAtPoint() is a function within each mapgen that returns a
+ // suitable y co-ordinate for player spawn ('suitable' usually meaning
+ // within 16 nodes of water_level). If a suitable spawn level cannot be
+ // found at the specified (X, Z) 'MAX_MAP_GENERATION_LIMIT' is returned to
+ // signify this and to cause Server::findSpawnPos() to try another (X, Z).
+ virtual int getSpawnLevelAtPoint(v2s16 p) { return 0; }
+
+ // Mapgen management functions
+ static MapgenType getMapgenType(const std::string &mgname);
+ static const char *getMapgenName(MapgenType mgtype);
+ static Mapgen *createMapgen(MapgenType mgtype, int mgid,
+ MapgenParams *params, EmergeManager *emerge);
+ static MapgenParams *createMapgenParams(MapgenType mgtype);
+ static void getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden);
+
+private:
+ // isLiquidHorizontallyFlowable() is a helper function for updateLiquid()
+ // that checks whether there are floodable nodes without liquid beneath
+ // the node at index vi.
+ inline bool isLiquidHorizontallyFlowable(u32 vi, v3s16 em);
+};
+
+/*
+ MapgenBasic is a Mapgen implementation that handles basic functionality
+ the majority of conventional mapgens will probably want to use, but isn't
+ generic enough to be included as part of the base Mapgen class (such as
+ generating biome terrain over terrain node skeletons, generating caves,
+ dungeons, etc.)
+
+ Inherit MapgenBasic instead of Mapgen to add this basic functionality to
+ your mapgen without having to reimplement it. Feel free to override any of
+ these methods if you desire different or more advanced behavior.
+
+ Note that you must still create your own generateTerrain implementation when
+ inheriting MapgenBasic.
+*/
+class MapgenBasic : public Mapgen {
+public:
+ MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
+ virtual ~MapgenBasic();
+
+ virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
+ virtual bool generateCaverns(s16 max_stone_y);
+ virtual void generateDungeons(s16 max_stone_y,
+ MgStoneType stone_type, content_t biome_stone);
+ virtual void generateBiomes(MgStoneType *mgstone_type,
+ content_t *biome_stone, s16 biome_zero_level);
+ virtual void dustTopNodes();
+
+protected:
+ EmergeManager *m_emerge;
+ BiomeManager *m_bmgr;
+
+ Noise *noise_filler_depth;
+
+ v3s16 node_min;
+ v3s16 node_max;
+ v3s16 full_node_min;
+ v3s16 full_node_max;
+
+ // Content required for generateBiomes
+ content_t c_stone;
+ content_t c_desert_stone;
+ content_t c_sandstone;
+ content_t c_water_source;
+ content_t c_river_water_source;
+ content_t c_lava_source;
+
+ // Content required for generateDungeons
+ content_t c_cobble;
+ content_t c_stair_cobble;
+ content_t c_mossycobble;
+ content_t c_stair_desert_stone;
+ content_t c_sandstonebrick;
+ content_t c_stair_sandstone_block;
+
+ int ystride;
+ int zstride;
+ int zstride_1d;
+ int zstride_1u1d;
+
+ u32 spflags;
+
+ NoiseParams np_cave1;
+ NoiseParams np_cave2;
+ NoiseParams np_cavern;
+ float cave_width;
+ float cavern_limit;
+ float cavern_taper;
+ float cavern_threshold;
+ int lava_depth;
+};