Mgv7: Always carve river channels in mountain terrain
[oweals/minetest.git] / src / mapgen_v7.cpp
index 5c5f13b8801bdc2bb48497f03af60501c5dd4b39..7327facaef1c82b5a6ce048d3185ea2b64f8e1ae 100644 (file)
@@ -53,17 +53,6 @@ FlagDesc flagdesc_mapgen_v7[] = {
 MapgenV7::MapgenV7(int mapgenid, MapgenParams *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;
-       // 1-up 1-down overgeneration
-       this->zstride_1u1d = csize.X * (csize.Y + 2);
-
-       this->heightmap = new s16[csize.X * csize.Z];
-
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
 
        this->spflags    = sp->spflags;
@@ -85,37 +74,6 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
 
        MapgenBasic::np_cave1 = sp->np_cave1;
        MapgenBasic::np_cave2 = sp->np_cave2;
-
-       // TODO(hmmmm): should we have a way to disable biomemanager biomes?
-       //// 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;
 }
 
 
@@ -130,10 +88,6 @@ MapgenV7::~MapgenV7()
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
-
-       delete biomegen;
-
-       delete[] heightmap;
 }
 
 
@@ -252,13 +206,15 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Generate terrain and ridges with initial heightmaps
+       // Generate base and mountain terrain
+       // An initial heightmap is no longer created here for use in generateRidgeTerrain()
        s16 stone_surface_max_y = generateTerrain();
 
+       // Generate rivers
        if (spflags & MGV7_RIDGES)
                generateRidgeTerrain();
 
-       // Update heightmap to include mountain terrain
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
        // Init biome generator, place biome-specific nodes, and build biomemap
@@ -269,48 +225,8 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        if (flags & MG_CAVES)
                generateCaves(stone_surface_max_y, water_level);
 
-       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)
@@ -417,7 +333,6 @@ int MapgenV7::generateTerrain()
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
                s16 surface_y = baseTerrainLevelFromMap(index2d);
-               heightmap[index2d] = surface_y;  // Create base terrain heightmap
 
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
@@ -468,9 +383,6 @@ void MapgenV7::generateRidgeTerrain()
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
-                               continue;
-
                        float uwatern = noise_ridge_uwater->result[j] * 2;
                        if (fabs(uwatern) > width)
                                continue;