MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
- this->emerge = emerge;
+ this->m_emerge = emerge;
this->ystride = csize.X; //////fix this
MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
}
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
}
-MapgenV6Params::MapgenV6Params() {
+MapgenV6Params::MapgenV6Params()
+{
spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
freq_desert = 0.45;
freq_beach = 0.15;
}
-void MapgenV6Params::readParams(Settings *settings) {
+void MapgenV6Params::readParams(Settings *settings)
+{
settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
}
-void MapgenV6Params::writeParams(Settings *settings) {
+void MapgenV6Params::writeParams(Settings *settings)
+{
settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
// Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(v2s16 p2d) {
+s16 MapgenV6::find_stone_level(v2s16 p2d)
+{
v3s16 em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
//////////////////////// Base terrain height functions
float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
- float steepness, float height_select) {
+ float steepness, float height_select)
+{
float base = 1 + terrain_base;
float higher = 1 + terrain_higher;
}
-float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
if (flags & MG_FLAT)
return water_level;
}
-float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return baseTerrainLevelFromMap(index);
}
-float MapgenV6::baseTerrainLevelFromMap(int index) {
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
if (flags & MG_FLAT)
return water_level;
}
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
}
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
}
//////////////////////// Noise functions
-float MapgenV6::getMudAmount(v2s16 p) {
+float MapgenV6::getMudAmount(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getMudAmount(index);
}
-bool MapgenV6::getHaveBeach(v2s16 p) {
+bool MapgenV6::getHaveBeach(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getHaveBeach(index);
}
-BiomeV6Type MapgenV6::getBiome(v2s16 p) {
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getBiome(index, p);
}
//////////////////////// Map generator
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
this->ndef = data->nodedef;
// Hack: use minimum block coords for old code that assumes a single block
- v3s16 blockpos = data->blockpos_requested;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
}
// Add dungeons
- if (flags & MG_DUNGEONS) {
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;
placeTreesAndJungleGrass();
// Generate the registered decorations
- emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+ calcLighting(node_min, node_max);
this->generating = false;
}
-void MapgenV6::calculateNoise() {
+void MapgenV6::calculateNoise()
+{
int x = node_min.X;
int z = node_min.Z;
}
-int MapgenV6::generateGround() {
+int MapgenV6::generateGround()
+{
//TimeTaker timer1("Generating ground level");
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
}
-void MapgenV6::addMud() {
+void MapgenV6::addMud()
+{
// 15ms @cs=8
//TimeTaker timer1("add mud");
MapNode n_dirt(c_dirt), n_gravel(c_gravel);
}
-void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
+{
// 340ms @cs=8
TimeTaker timer1("flow mud");
}
-void MapgenV6::addDirtGravelBlobs() {
+void MapgenV6::addDirtGravelBlobs()
+{
if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
return;
}
-void MapgenV6::placeTreesAndJungleGrass() {
+void MapgenV6::placeTreesAndJungleGrass()
+{
//TimeTaker t("placeTrees");
if (node_max.Y < water_level)
return;
}
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass()
+{
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
// Find the lowest surface to which enough light ends up to make
}
-void MapgenV6::generateCaves(int max_stone_y) {
+void MapgenV6::generateCaves(int max_stone_y)
+{
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;