Noise: Prevent unittest crash caused by division by zero
[oweals/minetest.git] / src / mapgen_v5.cpp
index 932677e2a71fcfc571264bec65a1cbfccc04aad6..ad1e9d0a5fa6a18186547d1b15a13328fc486c36 100644 (file)
@@ -48,11 +48,13 @@ FlagDesc flagdesc_mapgen_v5[] = {
 MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
        : MapgenBasic(mapgenid, params, emerge)
 {
-       this->spflags          = params->spflags;
-       this->cave_width       = params->cave_width;
-       this->cavern_limit     = params->cavern_limit;
-       this->cavern_taper     = params->cavern_taper;
-       this->cavern_threshold = params->cavern_threshold;
+       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;
 
        // Terrain noise
        noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
@@ -80,12 +82,6 @@ MapgenV5::~MapgenV5()
 
 MapgenV5Params::MapgenV5Params()
 {
-       spflags          = MGV5_CAVERNS;
-       cave_width       = 0.125;
-       cavern_limit     = -256;
-       cavern_taper     = 256;
-       cavern_threshold = 0.7;
-
        np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
        np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
@@ -100,6 +96,8 @@ void MapgenV5Params::readParams(const Settings *settings)
 {
        settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
        settings->getFloatNoEx("mgv5_cave_width",       cave_width);
+       settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
+       settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
        settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
        settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
        settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
@@ -118,6 +116,8 @@ void MapgenV5Params::writeParams(Settings *settings) const
 {
        settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
        settings->setFloat("mgv5_cave_width",       cave_width);
+       settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
+       settings->setS16("mgv5_lava_depth",         lava_depth);
        settings->setS16("mgv5_cavern_limit",       cavern_limit);
        settings->setS16("mgv5_cavern_taper",       cavern_taper);
        settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
@@ -200,7 +200,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 
        // Init biome generator, place biome-specific nodes, and build biomemap
        biomegen->calcBiomeNoise(node_min);
-       MgStoneType stone_type = generateBiomes();
+       MgStoneType stone_type = generateBiomes(water_level - 1);
 
        // Generate caverns, tunnels and classic caves
        if (flags & MG_CAVES) {
@@ -215,7 +215,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
                        // large caverns and floating blobs of overgenerated liquid.
                        generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
                else
-                       generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
+                       generateCaves(stone_surface_max_y, large_cave_depth);
        }
 
        // Generate dungeons and desert temples
@@ -224,10 +224,12 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 
        // 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();