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author | Duane Robertson <duane@duanerobertson.com> | 2016-02-01 02:09:43 -0600 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-02-02 06:37:22 +0000 |
commit | 99c905c5633ebb5aef0ed8af13553c38b892c5e2 (patch) | |
tree | 62fefbe6dce9b6109f775227daa9e7fad8eba274 /src | |
parent | 0a8af8814787654dcbe0459a28255586fbfa3bd1 (diff) | |
download | minetest-99c905c5633ebb5aef0ed8af13553c38b892c5e2.tar.gz minetest-99c905c5633ebb5aef0ed8af13553c38b892c5e2.tar.bz2 minetest-99c905c5633ebb5aef0ed8af13553c38b892c5e2.zip |
Mgvalleys: fix riverbeds below sea level
Stop riverbeds from forming plateaus under sea. Minor corrections to
random lava/water placement.
Diffstat (limited to 'src')
-rw-r--r-- | src/mapgen_valleys.cpp | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index f003ae63c..ceb2c774d 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -99,8 +99,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * this->water_features_lim = rangelim(sp->water_features, 0, 10); // a small chance of overflows if the settings are very high - this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50; - this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 6) * 50; + this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; + this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50; tcave_cache = new float[csize.Y + 2]; @@ -482,7 +482,8 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) // base - depth : height of the bottom of the river // water_level - 6 : don't make rivers below 6 nodes under the surface - mount = rangelim(base - depth, (float) (water_level - 6), mount); + // There is no logical equivalent to this using rangelim. + mount = MYMIN(MYMAX(base - depth, (float) (water_level - 6)), mount); // Slope has no influence on rivers. *tn->slope = 0.f; @@ -846,8 +847,8 @@ void MapgenValleys::generateCaves(s16 max_stone_y) // Reduce the odds of overflows even further. if (node_max.Y > water_level) { - lava_chance /= 5; - water_chance /= 5; + lava_chance /= 3; + water_chance /= 3; } u32 index_2d = 0; |