Remove Mapgen V7 floatlands in preparation for new implementation (#9238)
authorParamat <paramat@users.noreply.github.com>
Sat, 4 Jan 2020 01:23:57 +0000 (01:23 +0000)
committerGitHub <noreply@github.com>
Sat, 4 Jan 2020 01:23:57 +0000 (01:23 +0000)
Preserve the floatland flag of existing worlds, to be used again
when the new implementation is added.

builtin/settingtypes.txt
src/mapgen/mapgen_v7.cpp
src/mapgen/mapgen_v7.h

index ad8ad4f5e5995979430d071374aba35ab652e37b..2d93ba1d5954476fe35df24cf81631030eed36a5 100644 (file)
@@ -1623,22 +1623,6 @@ mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
 #    Proportion of large caves that contain liquid.
 mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
 
-#    Controls the density of mountain-type floatlands.
-#    Is a noise offset added to the 'mgv7_np_mountain' noise value.
-mgv7_float_mount_density (Floatland mountain density) float 0.6
-
-#    Typical maximum height, above and below midpoint, of floatland mountains.
-mgv7_float_mount_height (Floatland mountain height) float 128.0
-
-#    Alters how mountain-type floatlands taper above and below midpoint.
-mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75
-
-#    Y-level of floatland midpoint and lake surface.
-mgv7_floatland_level (Floatland level) int 1280
-
-#    Y-level to which floatland shadows extend.
-mgv7_shadow_limit (Shadow limit) int 1024
-
 #    Y-level of cavern upper limit.
 mgv7_cavern_limit (Cavern limit) int -256
 
@@ -1678,13 +1662,6 @@ mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 10
 #    Defines large-scale river channel structure.
 mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
 
-#    Defines areas of floatland smooth terrain.
-#    Smooth floatlands occur when noise > 0.
-mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased
-
-#    Variation of hill height and lake depth on floatland smooth terrain.
-mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased
-
 #    3D noise defining mountain structure and height.
 #    Also defines structure of floatland mountain terrain.
 mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
index 43b73ebaea24b314107f9d46619a5cb3e72b3f7e..23cbd4e0acb04ecd0619ff308d2a03788b41199e 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2014-2018 paramat
+Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2019 paramat
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -55,12 +55,8 @@ FlagDesc flagdesc_mapgen_v7[] = {
 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
        : MapgenBasic(MAPGEN_V7, params, emerge)
 {
-       spflags              = params->spflags;
-       mount_zero_level     = params->mount_zero_level;
-       float_mount_density  = params->float_mount_density;
-       float_mount_exponent = params->float_mount_exponent;
-       floatland_level      = params->floatland_level;
-       shadow_limit         = params->shadow_limit;
+       spflags            = params->spflags;
+       mount_zero_level   = params->mount_zero_level;
 
        cave_width         = params->cave_width;
        large_cave_depth   = params->large_cave_depth;
@@ -75,11 +71,6 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
        dungeon_ymin       = params->dungeon_ymin;
        dungeon_ymax       = params->dungeon_ymax;
 
-       // This is to avoid a divide-by-zero.
-       // Parameter will be saved to map_meta.txt in limited form.
-       params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
-       float_mount_height   = params->float_mount_height;
-
        // 2D noise
        noise_terrain_base =
                new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
@@ -92,34 +83,29 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
        noise_filler_depth =
                new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
 
-       if (spflags & MGV7_MOUNTAINS)
+       if (spflags & MGV7_MOUNTAINS) {
+               // 2D noise
                noise_mount_height =
-                       new Noise(&params->np_mount_height,      seed, csize.X, csize.Z);
-
-       if (spflags & MGV7_FLOATLANDS) {
-               noise_floatland_base =
-                       new Noise(&params->np_floatland_base,    seed, csize.X, csize.Z);
-               noise_float_base_height =
-                       new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
+                       new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
+               // 3D noise, 1 up, 1 down overgeneration
+               noise_mountain =
+                       new Noise(&params->np_mountain,     seed, csize.X, csize.Y + 2, csize.Z);
        }
 
        if (spflags & MGV7_RIDGES) {
+               // 2D noise
                noise_ridge_uwater =
-                       new Noise(&params->np_ridge_uwater,      seed, csize.X, csize.Z);
-       // 3D noise, 1 up, 1 down overgeneration
+                       new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
+               // 3D noise, 1 up, 1 down overgeneration
                noise_ridge =
-                       new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
+                       new Noise(&params->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(&params->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;
+       // 3D noise
        MapgenBasic::np_dungeons = params->np_dungeons;
 }
 
@@ -132,21 +118,15 @@ MapgenV7::~MapgenV7()
        delete noise_height_select;
        delete noise_filler_depth;
 
-       if (spflags & MGV7_MOUNTAINS)
+       if (spflags & MGV7_MOUNTAINS) {
                delete noise_mount_height;
-
-       if (spflags & MGV7_FLOATLANDS) {
-               delete noise_floatland_base;
-               delete noise_float_base_height;
+               delete noise_mountain;
        }
 
        if (spflags & MGV7_RIDGES) {
                delete noise_ridge_uwater;
                delete noise_ridge;
        }
-
-       if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
-               delete noise_mountain;
 }
 
 
@@ -158,8 +138,6 @@ MapgenV7Params::MapgenV7Params():
        np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
        np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
        np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
-       np_floatland_base    (-0.6,  1.5,   v3f(600,  600,  600),  114,   5, 0.6,  2.0),
-       np_float_base_height (48.0,  24.0,  v3f(300,  300,  300),  907,   4, 0.7,  2.0),
        np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
        np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
        np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
@@ -181,72 +159,58 @@ void MapgenV7Params::readParams(const Settings *settings)
        settings->getU16NoEx("mgv7_large_cave_num_min",     large_cave_num_min);
        settings->getU16NoEx("mgv7_large_cave_num_max",     large_cave_num_max);
        settings->getFloatNoEx("mgv7_large_cave_flooded",   large_cave_flooded);
-       settings->getFloatNoEx("mgv7_float_mount_density",  float_mount_density);
-       settings->getFloatNoEx("mgv7_float_mount_height",   float_mount_height);
-       settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
-       settings->getS16NoEx("mgv7_floatland_level",        floatland_level);
-       settings->getS16NoEx("mgv7_shadow_limit",           shadow_limit);
        settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
        settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
        settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
        settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
        settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
 
-       settings->getNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
-       settings->getNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
-       settings->getNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
-       settings->getNoiseParams("mgv7_np_height_select",     np_height_select);
-       settings->getNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
-       settings->getNoiseParams("mgv7_np_mount_height",      np_mount_height);
-       settings->getNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
-       settings->getNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
-       settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
-       settings->getNoiseParams("mgv7_np_mountain",          np_mountain);
-       settings->getNoiseParams("mgv7_np_ridge",             np_ridge);
-       settings->getNoiseParams("mgv7_np_cavern",            np_cavern);
-       settings->getNoiseParams("mgv7_np_cave1",             np_cave1);
-       settings->getNoiseParams("mgv7_np_cave2",             np_cave2);
-       settings->getNoiseParams("mgv7_np_dungeons",          np_dungeons);
+       settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
+       settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
+       settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+       settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
+       settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
+       settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
+       settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
+       settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
+       settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->getNoiseParams("mgv7_np_cavern",          np_cavern);
+       settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
+       settings->getNoiseParams("mgv7_np_dungeons",        np_dungeons);
 }
 
 
 void MapgenV7Params::writeParams(Settings *settings) const
 {
        settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
-       settings->setS16("mgv7_mount_zero_level",       mount_zero_level);
-       settings->setFloat("mgv7_cave_width",           cave_width);
-       settings->setS16("mgv7_large_cave_depth",       large_cave_depth);
-       settings->setU16("mgv7_small_cave_num_min",     small_cave_num_min);
-       settings->setU16("mgv7_small_cave_num_max",     small_cave_num_max);
-       settings->setU16("mgv7_large_cave_num_min",     large_cave_num_min);
-       settings->setU16("mgv7_large_cave_num_max",     large_cave_num_max);
-       settings->setFloat("mgv7_large_cave_flooded",   large_cave_flooded);
-       settings->setFloat("mgv7_float_mount_density",  float_mount_density);
-       settings->setFloat("mgv7_float_mount_height",   float_mount_height);
-       settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
-       settings->setS16("mgv7_floatland_level",        floatland_level);
-       settings->setS16("mgv7_shadow_limit",           shadow_limit);
-       settings->setS16("mgv7_cavern_limit",           cavern_limit);
-       settings->setS16("mgv7_cavern_taper",           cavern_taper);
-       settings->setFloat("mgv7_cavern_threshold",     cavern_threshold);
-       settings->setS16("mgv7_dungeon_ymin",           dungeon_ymin);
-       settings->setS16("mgv7_dungeon_ymax",           dungeon_ymax);
-
-       settings->setNoiseParams("mgv7_np_terrain_base",      np_terrain_base);
-       settings->setNoiseParams("mgv7_np_terrain_alt",       np_terrain_alt);
-       settings->setNoiseParams("mgv7_np_terrain_persist",   np_terrain_persist);
-       settings->setNoiseParams("mgv7_np_height_select",     np_height_select);
-       settings->setNoiseParams("mgv7_np_filler_depth",      np_filler_depth);
-       settings->setNoiseParams("mgv7_np_mount_height",      np_mount_height);
-       settings->setNoiseParams("mgv7_np_ridge_uwater",      np_ridge_uwater);
-       settings->setNoiseParams("mgv7_np_floatland_base",    np_floatland_base);
-       settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
-       settings->setNoiseParams("mgv7_np_mountain",          np_mountain);
-       settings->setNoiseParams("mgv7_np_ridge",             np_ridge);
-       settings->setNoiseParams("mgv7_np_cavern",            np_cavern);
-       settings->setNoiseParams("mgv7_np_cave1",             np_cave1);
-       settings->setNoiseParams("mgv7_np_cave2",             np_cave2);
-       settings->setNoiseParams("mgv7_np_dungeons",          np_dungeons);
+       settings->setS16("mgv7_mount_zero_level",           mount_zero_level);
+       settings->setFloat("mgv7_cave_width",               cave_width);
+       settings->setS16("mgv7_large_cave_depth",           large_cave_depth);
+       settings->setU16("mgv7_small_cave_num_min",         small_cave_num_min);
+       settings->setU16("mgv7_small_cave_num_max",         small_cave_num_max);
+       settings->setU16("mgv7_large_cave_num_min",         large_cave_num_min);
+       settings->setU16("mgv7_large_cave_num_max",         large_cave_num_max);
+       settings->setFloat("mgv7_large_cave_flooded",       large_cave_flooded);
+       settings->setS16("mgv7_cavern_limit",               cavern_limit);
+       settings->setS16("mgv7_cavern_taper",               cavern_taper);
+       settings->setFloat("mgv7_cavern_threshold",         cavern_threshold);
+       settings->setS16("mgv7_dungeon_ymin",               dungeon_ymin);
+       settings->setS16("mgv7_dungeon_ymax",               dungeon_ymax);
+
+       settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
+       settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
+       settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+       settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
+       settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
+       settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
+       settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
+       settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
+       settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->setNoiseParams("mgv7_np_cavern",          np_cavern);
+       settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
+       settings->setNoiseParams("mgv7_np_dungeons",        np_dungeons);
 }
 
 
@@ -386,10 +350,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        // Update liquids
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
-       // Calculate lighting.
-       // Limit floatland shadow.
-       bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
-               node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
+       // Calculate lighting
+       // TODO disable in and just below floatlands
+       bool propagate_shadow = true;
 
        if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
@@ -458,53 +421,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
 }
 
 
-bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
-{
-       // Make rim 2 nodes thick to match floatland base terrain
-       float density_gradient = (y >= floatland_level) ?
-               -std::pow((float)(y - floatland_level) / float_mount_height,
-               float_mount_exponent) :
-               -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
-               float_mount_exponent);
-
-       float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
-
-       return floatn + density_gradient >= 0.0f;
-}
-
-
-void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
-       int idx_xz)
-{
-       // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
-       s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
-       s16 base_max = MAX_MAP_GENERATION_LIMIT;
-
-       float n_base = noise_floatland_base->result[idx_xz];
-       if (n_base > 0.0f) {
-               float n_base_height =
-                               std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
-               float amp = n_base * n_base_height;
-               float ridge = n_base_height / 3.0f;
-               base_min = floatland_level - amp / 1.5f;
-
-               if (amp > ridge * 2.0f) {
-                       // Lake bed
-                       base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
-               } else {
-                       // Hills and ridges
-                       float diff = std::fabs(amp - ridge) / ridge;
-                       // Smooth ridges using the 'smoothstep function'
-                       float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
-                       base_max = floatland_level + ridge - smooth_diff * ridge;
-               }
-       }
-
-       *float_base_min = base_min;
-       *float_base_max = base_max;
-}
-
-
 int MapgenV7::generateTerrain()
 {
        MapNode n_air(CONTENT_AIR);
@@ -519,17 +435,9 @@ int MapgenV7::generateTerrain()
        noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
        noise_height_select->perlinMap2D(node_min.X, node_min.Z);
 
-       if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
-               noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       }
-
        if (spflags & MGV7_MOUNTAINS) {
                noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
-       }
-
-       if (spflags & MGV7_FLOATLANDS) {
-               noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
-               noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
+               noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
        }
 
        //// Place nodes
@@ -543,13 +451,6 @@ int MapgenV7::generateTerrain()
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               // Get extent of floatland base terrain
-               // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
-               s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
-               s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
-               if (spflags & MGV7_FLOATLANDS)
-                       floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
-
                u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
                u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
 
@@ -567,16 +468,8 @@ int MapgenV7::generateTerrain()
                                vm->m_data[vi] = n_stone; // Mountain terrain
                                if (y > stone_surface_max_y)
                                        stone_surface_max_y = y;
-                       } else if ((spflags & MGV7_FLOATLANDS) &&
-                                       ((y >= float_base_min && y <= float_base_max) ||
-                                       getFloatlandMountainFromMap(index3d, index2d, y))) {
-                               vm->m_data[vi] = n_stone; // Floatland terrain
-                               stone_surface_max_y = node_max.Y;
                        } else if (y <= water_level) {
-                               vm->m_data[vi] = n_water; // Ground level water
-                       } else if ((spflags & MGV7_FLOATLANDS) &&
-                                       (y >= float_base_max && y <= floatland_level)) {
-                               vm->m_data[vi] = n_water; // Floatland water
+                               vm->m_data[vi] = n_water;
                        } else {
                                vm->m_data[vi] = n_air;
                        }
@@ -589,8 +482,8 @@ int MapgenV7::generateTerrain()
 
 void MapgenV7::generateRidgeTerrain()
 {
-       if (node_max.Y < water_level - 16 ||
-                       ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
+       // TODO disable river canyons in floatlands
+       if (node_max.Y < water_level - 16)
                return;
 
        noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
index f23dee61b719279fc9350765112ec73e48092234..6ca39f16490db0d920f958307a5f953892ad1aff 100644 (file)
@@ -37,11 +37,6 @@ extern FlagDesc flagdesc_mapgen_v7[];
 struct MapgenV7Params : public MapgenParams {
        u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
        s16 mount_zero_level = 0;
-       float float_mount_density = 0.6f;
-       float float_mount_height = 128.0f;
-       float float_mount_exponent = 0.75f;
-       s16 floatland_level = 1280;
-       s16 shadow_limit = 1024;
 
        float cave_width = 0.09f;
        s16 large_cave_depth = -33;
@@ -63,8 +58,6 @@ struct MapgenV7Params : public MapgenParams {
        NoiseParams np_filler_depth;
        NoiseParams np_mount_height;
        NoiseParams np_ridge_uwater;
-       NoiseParams np_floatland_base;
-       NoiseParams np_float_base_height;
        NoiseParams np_mountain;
        NoiseParams np_ridge;
        NoiseParams np_cavern;
@@ -94,19 +87,12 @@ public:
        float baseTerrainLevelFromMap(int index);
        bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
        bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
-       bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y);
-       void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz);
 
        int generateTerrain();
        void generateRidgeTerrain();
 
 private:
        s16 mount_zero_level;
-       float float_mount_density;
-       float float_mount_height;
-       float float_mount_exponent;
-       s16 floatland_level;
-       s16 shadow_limit;
 
        Noise *noise_terrain_base;
        Noise *noise_terrain_alt;
@@ -114,8 +100,6 @@ private:
        Noise *noise_height_select;
        Noise *noise_mount_height;
        Noise *noise_ridge_uwater;
-       Noise *noise_floatland_base;
-       Noise *noise_float_base_height;
        Noise *noise_mountain;
        Noise *noise_ridge;
 };