X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_fractal.cpp;h=d48d38b651f70a22d45dd917372ad569c4082927;hb=f1d7a26b7c341b468f34325cec5c3d495f175a8f;hp=f54de6275ee2c991f41b5080901bcf796f275574;hpb=0df5c01a8ce927c33ae9b67f459365505b980c33;p=minetest.git diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index f54de6275..d48d38b65 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -33,7 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" -#include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" @@ -47,71 +46,30 @@ FlagDesc flagdesc_mapgen_fractal[] = { /////////////////////////////////////////////////////////////////////////////////////// -MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge) +MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *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]; - - MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams; - - this->spflags = sp->spflags; - this->cave_width = sp->cave_width; - this->fractal = sp->fractal; - this->iterations = sp->iterations; - this->scale = sp->scale; - this->offset = sp->offset; - this->slice_w = sp->slice_w; - this->julia_x = sp->julia_x; - this->julia_y = sp->julia_y; - this->julia_z = sp->julia_z; - this->julia_w = sp->julia_w; + this->spflags = params->spflags; + this->cave_width = params->cave_width; + this->fractal = params->fractal; + this->iterations = params->iterations; + this->scale = params->scale; + this->offset = params->offset; + this->slice_w = params->slice_w; + this->julia_x = params->julia_x; + this->julia_y = params->julia_y; + this->julia_z = params->julia_z; + this->julia_w = params->julia_w; //// 2D terrain noise - noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - - MapgenBasic::np_cave1 = sp->np_cave1; - MapgenBasic::np_cave2 = sp->np_cave2; + noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); - //// Initialize biome generator - biomegen = emerge->biomemgr->createBiomeGen( - BIOMEGEN_ORIGINAL, params->bparams, csize); - biomemap = biomegen->biomemap; + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; this->formula = fractal / 2 + fractal % 2; this->julia = fractal % 2 == 0; - - //// 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; } @@ -119,17 +77,13 @@ MapgenFractal::~MapgenFractal() { delete noise_seabed; delete noise_filler_depth; - - delete biomegen; - - delete[] heightmap; } MapgenFractalParams::MapgenFractalParams() { spflags = 0; - cave_width = 0.3; + cave_width = 0.09; fractal = 1; iterations = 11; scale = v3f(4096.0, 1024.0, 4096.0); @@ -142,8 +96,8 @@ MapgenFractalParams::MapgenFractalParams() np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0); np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); - np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0); - np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0); + np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); } @@ -251,54 +205,13 @@ void MapgenFractal::makeChunk(BlockMakeData *data) // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); - biomegen->getBiomes(heightmap); MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH); - 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)