diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/DistortedHeightmap.cpp | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/src/Generating/DistortedHeightmap.cpp b/src/Generating/DistortedHeightmap.cpp index b46850a81..c18c402da 100644 --- a/src/Generating/DistortedHeightmap.cpp +++ b/src/Generating/DistortedHeightmap.cpp @@ -675,6 +675,8 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in case biForestHills: case biTaigaHills: case biExtremeHillsEdge: + case biExtremeHillsPlus: + case biExtremeHills: case biJungle: case biJungleHills: case biJungleEdge: @@ -750,18 +752,6 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in return; } - case biExtremeHillsPlus: - case biExtremeHills: - { - // Select the pattern to use - stone or grass: - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; - NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - const sBlockInfo * Pattern = (Val < -0.1) ? patStone.Get() : patGrass.Get(); - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern); - return; - } - case biExtremeHillsPlusM: case biExtremeHillsM: { @@ -769,7 +759,7 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - const sBlockInfo * Pattern = (Val < -0.9) ? patStone.Get() : ((Val > 0) ? patGravel.Get() : patGrass.Get()); + const sBlockInfo * Pattern = (Val < 0.0) ? patStone.Get() : patGrass.Get(); FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern); return; } @@ -819,7 +809,7 @@ void cDistortedHeightmap::FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX } // Select the ocean-floor pattern to use: - a_Pattern = ChooseOceanFloorPattern(a_RelX, a_RelZ); + a_Pattern = a_ChunkDesc.GetBiome(a_RelX, a_RelZ) == biDeepOcean ? patGravel.Get() : ChooseOceanFloorPattern(a_RelX, a_RelZ); HasHadWater = true; } // for y a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); |