- * (blockpos_max.Y - blockpos_min.Y + 1)
- * (blockpos_max.Z - blockpos_max.Z + 1);
-
- int volume_nodes = volume_blocks *
- MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
- // Generated surface area
- //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
- // Horribly wrong heuristic, but better than nothing
- bool block_is_underground = (water_level > node_max.Y);
-
- /*
- Create a block-specific seed
- */
- u32 blockseed = get_blockseed(data->seed, full_node_min);
-
- /*
- Make some noise
- */
- {
- int x = node_min.X;
- int z = node_min.Z;
-
- // Need to adjust for the original implementation's +.5 offset...
- if (!(flags & MG_FLAT)) {
- noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np->spread.X,
- z + 0.5 * noise_terrain_base->np->spread.Z);
- noise_terrain_base->transformNoiseMap();
-
- noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np->spread.X,
- z + 0.5 * noise_terrain_higher->np->spread.Z);
- noise_terrain_higher->transformNoiseMap();
-
- noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np->spread.X,
- z + 0.5 * noise_steepness->np->spread.Z);
- noise_steepness->transformNoiseMap();
-
- noise_height_select->perlinMap2D(
- x + 0.5 * noise_height_select->np->spread.X,
- z + 0.5 * noise_height_select->np->spread.Z);
- }
-
- noise_trees->perlinMap2D(
- x + 0.5 * noise_trees->np->spread.X,
- z + 0.5 * noise_trees->np->spread.Z);
-
- if (!(flags & MG_FLAT)) {
- noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
- noise_mud->transformNoiseMap();
- }
- noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np->spread.X,
- z + 0.7 * noise_beach->np->spread.Z);
-
- noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np->spread.X,
- z + 0.2 * noise_biome->np->spread.Z);
- }
-
-
- /*
- Cache some ground type values for speed
- */
-
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
- content_t c_##name = ndef->getId("mapgen_" #name);\
- MapNode n_##name(c_##name);
-// Default to something else if was CONTENT_IGNORE
-#define CONTENT_VARIABLE_FALLBACK(name, dname)\
- if(c_##name == CONTENT_IGNORE){\
- c_##name = c_##dname;\
- n_##name = n_##dname;\
- }
-
- CONTENT_VARIABLE(ndef, stone);
- CONTENT_VARIABLE(ndef, air);
- CONTENT_VARIABLE(ndef, water_source);
- CONTENT_VARIABLE(ndef, dirt);
- CONTENT_VARIABLE(ndef, sand);
- CONTENT_VARIABLE(ndef, gravel);
- CONTENT_VARIABLE(ndef, clay);
- CONTENT_VARIABLE(ndef, lava_source);
- CONTENT_VARIABLE(ndef, cobble);
- CONTENT_VARIABLE(ndef, mossycobble);
- CONTENT_VARIABLE(ndef, dirt_with_grass);
- CONTENT_VARIABLE(ndef, junglegrass);
- CONTENT_VARIABLE(ndef, stone_with_coal);
- CONTENT_VARIABLE(ndef, stone_with_iron);
- CONTENT_VARIABLE(ndef, mese);
- CONTENT_VARIABLE(ndef, desert_sand);
- CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
- CONTENT_VARIABLE(ndef, desert_stone);
- CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
+ * (blockpos_max.Y - blockpos_min.Y + 1)
+ * (blockpos_max.Z - blockpos_max.Z + 1);
+
+ volume_nodes = volume_blocks *
+ MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
+
+ // Create a block-specific seed
+ blockseed = get_blockseed(data->seed, full_node_min);
+
+ // Make some noise
+ calculateNoise();
+
+ c_stone = ndef->getId("mapgen_stone");
+ c_dirt = ndef->getId("mapgen_dirt");
+ c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
+ c_sand = ndef->getId("mapgen_sand");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_gravel = ndef->getId("mapgen_gravel");
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_desert_sand = ndef->getId("mapgen_desert_sand");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandbrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+ if (c_desert_sand == CONTENT_IGNORE)
+ c_desert_sand = c_sand;
+ if (c_desert_stone == CONTENT_IGNORE)
+ c_desert_stone = c_stone;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_sandbrick == CONTENT_IGNORE)
+ c_sandbrick = c_desert_stone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstone == CONTENT_IGNORE)
+ c_stair_sandstone = c_sandbrick;