MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge)
: MapgenV6(mapgenid, params, emerge)
{
- noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z);
- noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
- noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z);
-// noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
-// noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
- noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z);
-// noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
- noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
- noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
- noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z);
- noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z);
+ noiseindev_terrain_base = new NoiseIndev(¶ms->npindev_terrain_base, seed, csize.X, csize.Z);
+ noiseindev_terrain_higher = new NoiseIndev(¶ms->npindev_terrain_higher, seed, csize.X, csize.Z);
+ noiseindev_steepness = new NoiseIndev(¶ms->npindev_steepness, seed, csize.X, csize.Z);
+ noiseindev_mud = new NoiseIndev(¶ms->npindev_mud, seed, csize.X, csize.Z);
+ noiseindev_float_islands1 = new NoiseIndev(¶ms->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
+ noiseindev_float_islands2 = new NoiseIndev(¶ms->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
+ noiseindev_float_islands3 = new NoiseIndev(¶ms->npindev_float_islands3, seed, csize.X, csize.Z);
+ noiseindev_biome = new NoiseIndev(¶ms->npindev_biome, seed, csize.X, csize.Z);
}
MapgenIndev::~MapgenIndev() {
}
bool MapgenIndevParams::readParams(Settings *settings) {
- freq_desert = settings->getFloat("mgv6_freq_desert");
- freq_beach = settings->getFloat("mgv6_freq_beach");
-
- npindev_terrain_base = settings->getNoiseIndevParams("mgindev_np_terrain_base");
- npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
- npindev_steepness = settings->getNoiseIndevParams("mgindev_np_steepness");
- np_height_select = settings->getNoiseParams("mgv6_np_height_select");
- np_trees = settings->getNoiseParams("mgv6_np_trees");
- npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
- np_beach = settings->getNoiseParams("mgv6_np_beach");
- npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome");
- np_cave = settings->getNoiseParams("mgv6_np_cave");
- npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1");
- npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2");
- npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3");
-
- bool success =
- npindev_terrain_base && npindev_terrain_higher && npindev_steepness &&
- np_height_select && np_trees && npindev_mud &&
- np_beach && np_biome && np_cave &&
- npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
- return success;
+ freq_desert = settings->getFloat("mgv6_freq_desert");
+ freq_beach = settings->getFloat("mgv6_freq_beach");
+
+ bool success =
+ settings->getNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base) &&
+ settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher) &&
+ settings->getNoiseIndevParams("mgindev_np_steepness", npindev_steepness) &&
+ settings->getNoiseParams("mgv6_np_height_select", np_height_select) &&
+ settings->getNoiseParams("mgv6_np_trees", np_trees) &&
+ settings->getNoiseIndevParams("mgindev_np_mud", npindev_mud) &&
+ settings->getNoiseParams("mgv6_np_beach", np_beach) &&
+ settings->getNoiseIndevParams("mgindev_np_biome", npindev_biome) &&
+ settings->getNoiseParams("mgv6_np_cave", np_cave) &&
+ settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1) &&
+ settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2) &&
+ settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
+ return success;
}
void MapgenIndevParams::writeParams(Settings *settings) {
- settings->setFloat("mgv6_freq_desert", freq_desert);
- settings->setFloat("mgv6_freq_beach", freq_beach);
-
- settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
- settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
- settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
- settings->setNoiseParams("mgv6_np_height_select", np_height_select);
- settings->setNoiseParams("mgv6_np_trees", np_trees);
- settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
- settings->setNoiseParams("mgv6_np_beach", np_beach);
- settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
- settings->setNoiseParams("mgv6_np_cave", np_cave);
- settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
- settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
- settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
+ settings->setFloat("mgv6_freq_desert", freq_desert);
+ settings->setFloat("mgv6_freq_beach", freq_beach);
+
+ settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
+ settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
+ settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
+ settings->setNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv6_np_trees", np_trees);
+ settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
+ settings->setNoiseParams("mgv6_np_beach", np_beach);
+ settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
+ settings->setNoiseParams("mgv6_np_cave", np_cave);
+ settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+ settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+ settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
- CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
- c_water_source, c_lava_source);
+ CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
-CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
- v3s16 node_min, bool is_large_cave,
- content_t c_water, content_t c_lava) {
+CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+ v3s16 node_min, bool is_large_cave) {
this->vm = mg->vm;
this->water_level = mg->water_level;
this->large_cave = is_large_cave;
this->ps = ps;
this->ps2 = ps2;
- this->c_water_source = c_water;
- this->c_lava_source = c_lava;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2,6);
flooded = !ps->range(0, 3);
tunnel_routepoints = ps->range(5, 30);
min_tunnel_diameter = 30;
- max_tunnel_diameter = ps->range(40, ps->range(80, 200));
+ max_tunnel_diameter = ps->range(40, ps->range(80, 150));
} else {
tunnel_routepoints = ps->range(5, ps->range(15,30));
min_tunnel_diameter = 5;