diff options
Diffstat (limited to 'src/mapgen_valleys.cpp')
-rw-r--r-- | src/mapgen_valleys.cpp | 70 |
1 files changed, 30 insertions, 40 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index 0ec5409cb..44083d9d3 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -68,7 +68,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * : Mapgen(mapgenid, params, emerge) { this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; + this->bmgr = emerge->biomemgr; //// amount of elements to skip for the next index //// for noise/height/biome maps (not vmanip) @@ -77,15 +77,13 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * // 1-down overgeneration this->zstride_1d = csize.X * (csize.Y + 1); - this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; - this->heatmap = NULL; - this->humidmap = NULL; this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT, g_settings->getU16("map_generation_limit")); MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams; + BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; this->spflags = sp->spflags; this->altitude_chill = sp->altitude_chill; @@ -113,15 +111,16 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); - //// Biome noise - noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); - noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); - noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); - noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + //// Initialize biome generator + // NOTE: valleys mapgen can only use BiomeGenOriginal + biomegen = emerge->biomemgr->createBiomeGen( + BIOMEGEN_ORIGINAL, params->bparams, csize); + biomemap = biomegen->biomemap; + m_bgen = (BiomeGenOriginal *)biomegen; this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); - this->humidity_adjust = params->np_biome_humidity.offset - 50.f; + this->humidity_adjust = bp->np_humidity.offset - 50.f; // a small chance of overflows if the settings are very high this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; @@ -130,8 +129,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * tcave_cache = new float[csize.Y + 2]; //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - c_cobble = ndef->getId("mapgen_cobble"); c_desert_stone = ndef->getId("mapgen_desert_stone"); c_dirt = ndef->getId("mapgen_dirt"); @@ -174,12 +171,8 @@ MapgenValleys::~MapgenValleys() delete noise_valley_depth; delete noise_valley_profile; - delete noise_heat; - delete noise_heat_blend; - delete noise_humidity; - delete noise_humidity_blend; + delete biomegen; - delete[] biomemap; delete[] heightmap; delete[] tcave_cache; } @@ -293,14 +286,19 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Generate noise maps and base terrain height. calculateNoise(); + // Generate biome noises. Note this must be executed strictly before + // generateTerrain, because generateTerrain depends on intermediate + // biome-related noises. + biomegen->calcBiomeNoise(node_min); + // Generate base terrain with initial heightmaps s16 stone_surface_max_y = generateTerrain(); - // Create biomemap at heightmap surface - bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap); + // Build biomemap + biomegen->getBiomes(heightmap); - // Actually place the biome-specific nodes - MgStoneType stone_type = generateBiomes(heatmap, humidmap); + // Place biome-specific nodes + MgStoneType stone_type = generateBiomes(); // Cave creation. if (flags & MG_CAVES) @@ -391,10 +389,6 @@ void MapgenValleys::calculateNoise() //TimeTaker tcn("actualNoise"); noise_filler_depth->perlinMap2D(x, z); - noise_heat_blend->perlinMap2D(x, z); - noise_heat->perlinMap2D(x, z); - noise_humidity_blend->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); @@ -418,9 +412,8 @@ void MapgenValleys::calculateNoise() } for (s32 index = 0; index < csize.X * csize.Z; index++) { - noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset; - noise_humidity->result[index] *= humidity_scale; - noise_humidity->result[index] += noise_humidity_blend->result[index]; + m_bgen->heatmap[index] += heat_offset; + m_bgen->humidmap[index] *= humidity_scale; } TerrainNoise tn; @@ -450,9 +443,6 @@ void MapgenValleys::calculateNoise() float mount = terrainLevelFromNoise(&tn); noise_terrain_height->result[index] = mount; } - - heatmap = noise_heat->result; - humidmap = noise_humidity->result; } @@ -596,7 +586,7 @@ int MapgenValleys::generateTerrain() float river_y = noise_rivers->result[index_2d]; float surface_y = noise_terrain_height->result[index_2d]; float slope = noise_inter_valley_slope->result[index_2d]; - float t_heat = noise_heat->result[index_2d]; + float t_heat = m_bgen->heatmap[index_2d]; heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; @@ -610,7 +600,7 @@ int MapgenValleys::generateTerrain() t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; // If humidity is low or heat is high, lower the water table. - float delta = noise_humidity->result[index_2d] - 50.f; + float delta = m_bgen->humidmap[index_2d] - 50.f; if (delta < 0.f) { float t_evap = (t_heat - 32.f) / evaporation; river_y += delta * MYMAX(t_evap, 0.08f); @@ -672,7 +662,7 @@ int MapgenValleys::generateTerrain() // Use base ground (water table) in a riverbed, to // avoid an unnatural rise in humidity. float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); - float humid = noise_humidity->result[index_2d]; + float humid = m_bgen->humidmap[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f)); @@ -683,7 +673,7 @@ int MapgenValleys::generateTerrain() if (t_alt > 0.f) humid -= alt_to_humid * t_alt / altitude_chill; - noise_humidity->result[index_2d] = humid; + m_bgen->humidmap[index_2d] = humid; } // Assign the heat adjusted by any changed altitudes. @@ -693,9 +683,9 @@ int MapgenValleys::generateTerrain() float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) // The altitude hasn't changed. Use the first result. - noise_heat->result[index_2d] = t_heat; + m_bgen->heatmap[index_2d] = t_heat; else if (t_alt > 0.f) - noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill; + m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; } } @@ -703,7 +693,7 @@ int MapgenValleys::generateTerrain() } -MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map) +MgStoneType MapgenValleys::generateBiomes() { v3s16 em = vm->m_area.getExtent(); u32 index = 0; @@ -739,9 +729,9 @@ MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map) // 3. When stone or water is detected but biome has not yet been calculated. if ((c == c_stone && (air_above || water_above || !biome)) || ((c == c_water_source || c == c_river_water_source) - && (air_above || !biome))) { + && (air_above || !biome))) { // Both heat and humidity have already been adjusted for altitude. - biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); + biome = biomegen->getBiomeAtIndex(index, y); depth_top = biome->depth_top; base_filler = MYMAX(depth_top |