this->cavern_taper = params->cavern_taper;
this->cavern_threshold = params->cavern_threshold;
- //// Terrain noise
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
- noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
- noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
- noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
-
- //// 3d terrain noise
- // 1-up 1-down overgeneration
- noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
- noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
- // 1 down overgeneration
+ // 2D noise
+ noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_MOUNTAINS)
+ noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_FLOATLANDS) {
+ noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
+ noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
+ // 3D noise, 1-up 1-down overgeneration
+ noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ }
+ // 3D noise, 1 up, 1 down overgeneration
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ // 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
+ delete noise_terrain_alt;
delete noise_terrain_persist;
delete noise_height_select;
- delete noise_terrain_alt;
delete noise_filler_depth;
- delete noise_mount_height;
- delete noise_ridge_uwater;
- delete noise_floatland_base;
- delete noise_float_base_height;
- delete noise_mountain;
- delete noise_ridge;
+
+ if (spflags & MGV7_MOUNTAINS)
+ delete noise_mount_height;
+
+ if (spflags & MGV7_FLOATLANDS) {
+ delete noise_floatland_base;
+ delete noise_float_base_height;
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ delete noise_ridge_uwater;
+ delete noise_ridge;
+ }
+
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ delete noise_mountain;
}
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
- bool has_cavern = false;
+ bool near_cavern = false;
// Generate caverns
if (spflags & MGV7_CAVERNS)
- has_cavern = generateCaverns(stone_surface_max_y);
+ near_cavern = generateCaverns(stone_surface_max_y);
// Generate tunnels and classic caves
- if (has_cavern)
+ if (near_cavern)
// Disable classic caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.