spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
+ settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
+ settings->setS16("mgcarpathian_lava_depth", lava_depth);
settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- MgStoneType stone_type = generateBiomes();
+
+ MgStoneType mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons
if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y, stone_type);
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed,
+ node_min, node_max, water_level - 1);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed,
+ node_min, node_max, water_level - 1);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
if (level_at_point <= water_level || level_at_point > water_level + 32)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
- else
- return level_at_point;
+
+ return level_at_point;
}
}
return stone_surface_max_y;
-}
\ No newline at end of file
+}