this->hill_threshold = params->hill_threshold;
this->hill_steepness = params->hill_steepness;
- //// 2D noise
- noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
+ // 2D noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+ noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
+ // 3D noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
}
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = ground_level;
- float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+ float n_terrain = 0.0f;
+ if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+ n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
level_at_point = ground_level -
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;