Fix a memleak pointed by @Zeno- in MeshUpdateQueue
[oweals/minetest.git] / src / mapgen_flat.cpp
index ded859f650950e14470866e2fa2f21474b6bf94c..0a44f71a57d2e80618a6227fea1579c756fc2f55 100644 (file)
@@ -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"
@@ -49,76 +48,35 @@ FlagDesc flagdesc_mapgen_flat[] = {
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
-MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *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];
-
-       MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
-
-       this->spflags          = sp->spflags;
-       this->ground_level     = sp->ground_level;
-       this->large_cave_depth = sp->large_cave_depth;
-       this->cave_width       = sp->cave_width;
-       this->lake_threshold   = sp->lake_threshold;
-       this->lake_steepness   = sp->lake_steepness;
-       this->hill_threshold   = sp->hill_threshold;
-       this->hill_steepness   = sp->hill_steepness;
-
-       //// 2D noise
-       noise_terrain      = new Noise(&sp->np_terrain,      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;
-
-       //// Initialize biome generator
-       biomegen = emerge->biomemgr->createBiomeGen(
-               BIOMEGEN_ORIGINAL, params->bparams, csize);
-       biomemap = biomegen->biomemap;
-
-       //// 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;
+       this->spflags          = params->spflags;
+       this->ground_level     = params->ground_level;
+       this->large_cave_depth = params->large_cave_depth;
+       this->cave_width       = params->cave_width;
+       this->lake_threshold   = params->lake_threshold;
+       this->lake_steepness   = params->lake_steepness;
+       this->hill_threshold   = params->hill_threshold;
+       this->hill_steepness   = params->hill_steepness;
+
+       // 2D noise
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+
+       if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+               noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
+       // 3D noise
+       MapgenBasic::np_cave1 = params->np_cave1;
+       MapgenBasic::np_cave2 = params->np_cave2;
 }
 
 
 MapgenFlat::~MapgenFlat()
 {
-       delete noise_terrain;
        delete noise_filler_depth;
 
-       delete biomegen;
-
-       delete[] heightmap;
+       if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+               delete noise_terrain;
 }
 
 
@@ -127,7 +85,7 @@ MapgenFlatParams::MapgenFlatParams()
        spflags          = 0;
        ground_level     = 8;
        large_cave_depth = -33;
-       cave_width       = 0.3;
+       cave_width       = 0.09;
        lake_threshold   = -0.45;
        lake_steepness   = 48.0;
        hill_threshold   = 0.45;
@@ -135,8 +93,8 @@ MapgenFlatParams::MapgenFlatParams()
 
        np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  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);
 }
 
 
@@ -182,7 +140,9 @@ void MapgenFlatParams::writeParams(Settings *settings) const
 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
 {
        s16 level_at_point = ground_level;
-       float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+       float n_terrain = 0.0f;
+       if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+               n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
 
        if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
                level_at_point = ground_level -
@@ -235,54 +195,13 @@ void MapgenFlat::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, 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)