}
-void MapgenV7Params::readParams(Settings *settings)
+void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
}
-void MapgenV7Params::writeParams(Settings *settings)
+void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
void MapgenV7::makeChunk(BlockMakeData *data)
{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
// Generate base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
+ // Create heightmap
updateHeightmap(node_min, node_max);
- // Calculate biomes
+ // Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
- // Actually place the biome-specific nodes and what not
- generateBiomes();
+ // Actually place the biome-specific nodes
+ generateBiomes(noise_heat->result, noise_humidity->result);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
}
-void MapgenV7::generateBiomes()
+void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
{
if (node_max.Y < water_level)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index]);
- s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
- s16 y0_top = biome->depth_top;
- s16 y0_filler = biome->depth_top + dfiller;
- s16 shore_max = water_level + biome->height_shore;
- s16 depth_water_top = biome->depth_water_top;
+ Biome *biome = NULL;
+ s16 dfiller = 0;
+ s16 y0_top = 0;
+ s16 y0_filler = 0;
+ s16 depth_water_top = 0;
s16 nplaced = 0;
u32 i = vm->m_area.index(x, node_max.Y, z);
have_air = !getMountainTerrainFromMap(j, index, y);
}
+ if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ y0_top = biome->depth_top;
+ y0_filler = biome->depth_top + dfiller;
+ depth_water_top = biome->depth_water_top;
+ }
+
if (c == c_stone && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
if (c_below != CONTENT_AIR) {
if (nplaced < y0_top) {
- if(y < water_level)
- vm->m_data[i] = MapNode(biome->c_underwater);
- else if(y <= shore_max)
- vm->m_data[i] = MapNode(biome->c_shore_top);
- else
- vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_data[i] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < y0_filler && nplaced >= y0_top) {
- if(y < water_level)
- vm->m_data[i] = MapNode(biome->c_underwater);
- else if(y <= shore_max)
- vm->m_data[i] = MapNode(biome->c_shore_filler);
- else
- vm->m_data[i] = MapNode(biome->c_filler);
+ vm->m_data[i] = MapNode(biome->c_filler);
nplaced++;
} else if (c == c_stone) {
have_air = false;
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
- CaveV7 cave(this, &ps, true);
+ CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}