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authorparamat <mat.gregory@virginmedia.com>2016-06-03 12:58:50 +0100
committerparamat <mat.gregory@virginmedia.com>2016-06-05 16:37:02 +0100
commitd24f3841740b471eff384c8bd6e8bbfdfd03a3e2 (patch)
treede6aad2e1173a9bdf3e67d730f5c65bc25cffa06 /src/mapgen.cpp
parent7841f1c5098d73b7538623cf898ca1e32ac6773d (diff)
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Biome API: Add per-biome riverbed material and depth
Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r--src/mapgen.cpp24
1 files changed, 18 insertions, 6 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index b5c48a471..66892a574 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -536,13 +536,15 @@ MgStoneType MapgenBasic::generateBiomes()
u16 depth_top = 0;
u16 base_filler = 0;
u16 depth_water_top = 0;
+ u16 depth_riverbed = 0;
u32 vi = vm->m_area.index(x, node_max.Y, z);
// Check node at base of mapchunk above, either a node of a previously
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
- bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
+ bool river_water_above = c_above == c_river_water_source;
+ bool water_above = c_above == c_water_source || river_water_above;
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
@@ -564,10 +566,11 @@ MgStoneType MapgenBasic::generateBiomes()
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
- base_filler = MYMAX(depth_top
- + biome->depth_filler
- + noise_filler_depth->result[index], 0.f);
+ base_filler = MYMAX(depth_top +
+ biome->depth_filler +
+ noise_filler_depth->result[index], 0.f);
depth_water_top = biome->depth_water_top;
+ depth_riverbed = biome->depth_riverbed;
// Detect stone type for dungeons during every biome calculation.
// This is more efficient than detecting per-node and will not
@@ -590,7 +593,15 @@ MgStoneType MapgenBasic::generateBiomes()
|| c_below == c_river_water_source)
nplaced = U16_MAX;
- if (nplaced < depth_top) {
+ if (river_water_above) {
+ if (nplaced < depth_riverbed) {
+ vm->m_data[vi] = MapNode(biome->c_riverbed);
+ nplaced++;
+ } else {
+ nplaced = U16_MAX; // Disable top/filler placement
+ river_water_above = false;
+ }
+ } else if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < base_filler) {
@@ -610,9 +621,10 @@ MgStoneType MapgenBasic::generateBiomes()
water_above = true;
} else if (c == c_river_water_source) {
vm->m_data[vi] = MapNode(biome->c_river_water);
- nplaced = depth_top; // Enable filler placement for next surface
+ nplaced = 0; // Enable riverbed placement for next surface
air_above = false;
water_above = true;
+ river_water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true;