#include "mg_biome.h"
#include "cavegen.h"
-NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
////
CavesNoiseIntersection::CavesNoiseIntersection(
INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
- NoiseParams *np_cave1, NoiseParams *np_cave2, int seed, float cave_width)
+ NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
{
assert(nodedef);
assert(biomemgr);
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
+ bool is_under_river = false; // Is column under river water
bool is_tunnel = false; // Is tunnel or tunnel floor
u32 vi = vm->m_area.index(x, nmax.Y, z);
u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
c == biome->c_water) {
column_is_open = true;
continue;
+ } else if (c == biome->c_river_water) {
+ column_is_open = true;
+ is_under_river = true;
+ continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
} else {
// Not in tunnel or not ground content
if (is_tunnel && column_is_open &&
- (c == biome->c_filler || c == biome->c_stone))
+ (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
- vm->m_data[vi] = MapNode(biome->c_top);
+ if (is_under_river)
+ vm->m_data[vi] = MapNode(biome->c_riverbed);
+ else
+ vm->m_data[vi] = MapNode(biome->c_top);
+ }
column_is_open = false;
is_tunnel = false;
CavesRandomWalk::CavesRandomWalk(
INodeDefManager *ndef,
GenerateNotifier *gennotify,
- int seed,
+ s32 seed,
int water_level,
content_t water_source,
content_t lava_source)