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-rw-r--r--src/mapgen_valleys.cpp70
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(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
- noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
- noise_humidity = new Noise(&params->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