MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->cave_width = params->cave_width;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_depth;
- this->float_mount_density = params->float_mount_density;
- float_mount_height_lim = MYMAX(params->float_mount_height, 1.0f);
- this->floatland_level = params->floatland_level;
- this->shadow_limit = params->shadow_limit;
- this->cavern_limit = params->cavern_limit;
- this->cavern_taper = params->cavern_taper;
- this->cavern_threshold = params->cavern_threshold;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ float_mount_density = params->float_mount_density;
+ floatland_level = params->floatland_level;
+ shadow_limit = params->shadow_limit;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
+
+ // This is to avoid a divide-by-zero.
+ // Parameter will be saved to map_meta.txt in limited form.
+ params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
+ float_mount_height = params->float_mount_height;
// 2D noise
noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- MgStoneType stone_type = generateBiomes();
+ MgStoneType stone_type = generateBiomes(water_level - 1);
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate the registered decorations
if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed,
+ node_min, node_max, water_level - 1);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed,
+ node_min, node_max, water_level - 1);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
- -pow((float)(y - floatland_level) / float_mount_height_lim, 0.75f) :
- -pow((float)(floatland_level - 1 - y) / float_mount_height_lim, 0.75f);
+ -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
+ -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;