MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->ystride = csize.X; //////fix this
+ m_emerge = emerge;
+ ystride = csize.X; //////fix this
- this->heightmap = new s16[csize.X * csize.Z];
+ heightmap = new s16[csize.X * csize.Z];
- this->spflags = params->spflags;
- this->freq_desert = params->freq_desert;
- this->freq_beach = params->freq_beach;
+ spflags = params->spflags;
+ freq_desert = params->freq_desert;
+ freq_beach = params->freq_beach;
np_cave = ¶ms->np_cave;
np_humidity = ¶ms->np_humidity;
MapgenV6Params::MapgenV6Params()
{
- spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
- MGV6_BIOMEBLEND | MGV6_MUDFLOW;
-
- freq_desert = 0.45;
- freq_beach = 0.15;
-
np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed,
+ node_min, node_max, water_level - 1);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed,
+ node_min, node_max, water_level - 1);
// Calculate lighting
if (flags & MG_LIGHT)
BiomeV6Type bt = getBiome(v2s16(x, z));
// Fill ground with stone
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
// Add mud on ground
s16 mudcount = 0;
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
// use 'pos.X >= node_max.X' etc.
if (pos.X >= node_max.X || pos.X <= node_min.X ||
pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
- // 'above remove' node is above removed mud. If it is not air and not
- // water it is a decoration that needs removing. Also search upwards
- // for a possible stacked decoration.
+ // 'above remove' node is above removed mud. If it is not air, water or
+ // 'ignore' it is a decoration that needs removing. Also search upwards
+ // to remove a possible stacked decoration.
+ // Check for 'ignore' because stacked decorations can penetrate into
+ // 'ignore' nodes above the mapchunk.
while (vm->m_area.contains(above_remove_index) &&
vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
- vm->m_data[above_remove_index].getContent() != c_water_source) {
+ vm->m_data[above_remove_index].getContent() != c_water_source &&
+ vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
vm->m_data[above_remove_index] = n_air;
vm->m_area.add_y(em, above_remove_index, 1);
}
- // Mud placed may have half-buried a tall decoration, search above and
- // remove.
+ // Mud placed may have partially-buried a stacked decoration, search
+ // above and remove.
vm->m_area.add_y(em, place_index, 1);
while (vm->m_area.contains(place_index) &&
vm->m_data[place_index].getContent() != CONTENT_AIR &&
- vm->m_data[place_index].getContent() != c_water_source) {
+ vm->m_data[place_index].getContent() != c_water_source &&
+ vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
vm->m_data[place_index] = n_air;
vm->m_area.add_y(em, place_index, 1);
}
if (c_junglegrass == CONTENT_IGNORE)
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
// Divide area into parts
s16 div = 8;
MapNode n_dirt_with_snow(c_dirt_with_snow);
MapNode n_snowblock(c_snowblock);
MapNode n_snow(c_snow);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)