};
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->bmgr = emerge->biomemgr;
-
- // amount of elements to skip for the next index
- // for noise/height/biome maps (not vmanip)
- this->ystride = csize.X;
-
- this->heightmap = new s16[csize.X * csize.Z];
-
- MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
- this->spflags = sp->spflags;
- this->cave_width = sp->cave_width;
+ this->spflags = params->spflags;
+ this->cave_width = params->cave_width;
// Terrain noise
- noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
- noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
+ noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
// 1-up 1-down overgeneration
- noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
-
- MapgenBasic::np_cave1 = sp->np_cave1;
- MapgenBasic::np_cave2 = sp->np_cave2;
-
- //// Initialize biome generator
- biomegen = emerge->biomemgr->createBiomeGen(
- BIOMEGEN_ORIGINAL, params->bparams, csize);
- biomemap = biomegen->biomemap;
-
- //// Resolve nodes to be used
- c_stone = ndef->getId("mapgen_stone");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_ice = ndef->getId("mapgen_ice");
- c_sandstone = ndef->getId("mapgen_sandstone");
-
- c_cobble = ndef->getId("mapgen_cobble");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
- c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
- if (c_ice == CONTENT_IGNORE)
- c_ice = CONTENT_AIR;
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_sandstonebrick == CONTENT_IGNORE)
- c_sandstonebrick = c_sandstone;
- if (c_stair_sandstonebrick == CONTENT_IGNORE)
- c_stair_sandstonebrick = c_sandstone;
+ noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
}
delete noise_factor;
delete noise_height;
delete noise_ground;
-
- delete biomegen;
-
- delete[] heightmap;
}
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
- // Make some noise
- calculateNoise();
-
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- biomegen->getBiomes(heightmap);
MgStoneType stone_type = generateBiomes();
// Generate caves
generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
// Generate dungeons and desert temples
- if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonParams dp;
-
- dp.np_rarity = nparams_dungeon_rarity;
- dp.np_density = nparams_dungeon_density;
- dp.np_wetness = nparams_dungeon_wetness;
- dp.c_water = c_water_source;
- if (stone_type == MGSTONE_STONE) {
- dp.c_cobble = c_cobble;
- dp.c_moss = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 3.0;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- dp.notifytype = GENNOTIFY_DUNGEON;
- } else if (stone_type == MGSTONE_DESERT_STONE) {
- dp.c_cobble = c_desert_stone;
- dp.c_moss = c_desert_stone;
- dp.c_stair = c_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else if (stone_type == MGSTONE_SANDSTONE) {
- dp.c_cobble = c_sandstonebrick;
- dp.c_moss = c_sandstonebrick;
- dp.c_stair = c_sandstonebrick;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 2, 2);
- dp.roomsize = v3s16(2, 0, 2);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
-
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
}
-void MapgenV5::calculateNoise()
-{
- //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- s16 x = node_min.X;
- s16 y = node_min.Y - 1;
- s16 z = node_min.Z;
-
- noise_factor->perlinMap2D(x, z);
- noise_height->perlinMap2D(x, z);
- noise_ground->perlinMap3D(x, y, z);
-
- // Cave noises are calculated in generateCaves()
- // only if solid terrain is present in mapchunk
-
- noise_filler_depth->perlinMap2D(x, z);
-
- //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
//bool is_cave(u32 index) {
// double d1 = contour(noise_cave1->result[index]);
// double d2 = contour(noise_cave2->result[index]);
u32 index2d = 0;
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ noise_factor->perlinMap2D(node_min.X, node_min.Z);
+ noise_height->perlinMap2D(node_min.X, node_min.Z);
+ noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
for (s16 z=node_min.Z; z<=node_max.Z; z++) {
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);