int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
+ base_level = params->base_level;
+
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
grad_wl = 1 - water_level;
//// 2D Terrain noise
- noise_base = new Noise(¶ms->np_base, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(¶ms->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(¶ms->np_height2, seed, csize.X, csize.Z);
MapgenCarpathian::~MapgenCarpathian()
{
- delete noise_base;
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
MapgenCarpathianParams::MapgenCarpathianParams():
- np_base (12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5),
np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
+ settings->getFloatNoEx("mgcarpathian_base_level", base_level);
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_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
- settings->getNoiseParams("mgcarpathian_np_base", np_base);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
+ settings->setFloat("mgcarpathian_base_level", base_level);
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_dungeon_ymin", dungeon_ymin);
settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
- settings->setNoiseParams("mgcarpathian_np_base", np_base);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
{
- float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
+ float surface_level = base_level + mountains + grad;
if (y > surface_level && height < 0)
height = y;
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
- noise_base->perlinMap2D(node_min.X, node_min.Z);
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
- // Base terrain
- float ground = noise_base->result[index2d];
-
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
+ float surface_level = base_level + mountains + grad;
if (y < surface_level) {
vm->m_data[vi] = mn_stone; // Stone