#include "mapgen.h"
-////////////// Mapgen Valleys flags
-#define MGVALLEYS_ALT_CHILL 0x01
-#define MGVALLEYS_HUMID_RIVERS 0x02
+/////////////////// Mapgen Valleys flags
+#define MGVALLEYS_ALT_CHILL 0x01
+#define MGVALLEYS_HUMID_RIVERS 0x02
+#define MGVALLEYS_VARY_RIVER_DEPTH 0x04
+#define MGVALLEYS_ALT_DRY 0x08
-// Feed only one variable into these.
+// Feed only one variable into these
#define MYSQUARE(x) (x) * (x)
#define MYCUBE(x) (x) * (x) * (x)
class BiomeManager;
class BiomeGenOriginal;
-// Global profiler
-//class Profiler;
-//extern Profiler *mapgen_profiler;
+extern FlagDesc flagdesc_mapgen_valleys[];
struct MapgenValleysParams : public MapgenParams {
- u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
- u16 altitude_chill = 90; // The altitude at which temperature drops by 20C.
- u16 river_depth = 4; // How deep to carve river channels.
- u16 river_size = 5; // How wide to make rivers.
+ u32 spflags = MGVALLEYS_ALT_CHILL | MGVALLEYS_HUMID_RIVERS |
+ MGVALLEYS_VARY_RIVER_DEPTH | MGVALLEYS_ALT_DRY;
+ u16 altitude_chill = 90;
+ u16 river_depth = 4;
+ u16 river_size = 5;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
s16 cavern_taper = 192;
float cavern_threshold = 0.6f;
s16 dungeon_ymin = -31000;
- s16 dungeon_ymax = 63; // No higher than surface mapchunks
+ s16 dungeon_ymax = 63;
NoiseParams np_filler_depth;
NoiseParams np_inter_valley_fill;
class MapgenValleys : public MapgenBasic {
public:
- MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge);
+ MapgenValleys(int mapgenid, MapgenValleysParams *params,
+ EmergeManager *emerge);
~MapgenValleys();
virtual MapgenType getType() const { return MAPGEN_VALLEYS; }
BiomeGenOriginal *m_bgen;
float altitude_chill;
- bool humid_rivers;
- bool use_altitude_chill;
float humidity_adjust;
float river_depth_bed;
float river_size_factor;
Noise *noise_valley_profile;
float terrainLevelAtPoint(s16 x, s16 z);
-
void calculateNoise();
-
virtual int generateTerrain();
float terrainLevelFromNoise(TerrainNoise *tn);
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);