MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->ground_level = params->ground_level;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_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;
+ spflags = params->spflags;
+ ground_level = params->ground_level;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ cave_width = params->cave_width;
+ lake_threshold = params->lake_threshold;
+ lake_steepness = params->lake_steepness;
+ hill_threshold = params->hill_threshold;
+ hill_steepness = params->hill_steepness;
// 2D noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->cave_width = params->cave_width;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_depth;
- this->fractal = params->fractal;
- this->iterations = params->iterations;
- this->scale = params->scale;
- this->offset = params->offset;
- this->slice_w = params->slice_w;
- this->julia_x = params->julia_x;
- this->julia_y = params->julia_y;
- this->julia_z = params->julia_z;
- this->julia_w = params->julia_w;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ fractal = params->fractal;
+ iterations = params->iterations;
+ scale = params->scale;
+ offset = params->offset;
+ slice_w = params->slice_w;
+ julia_x = params->julia_x;
+ julia_y = params->julia_y;
+ julia_z = params->julia_z;
+ julia_w = params->julia_w;
//// 2D terrain noise
noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
- this->formula = fractal / 2 + fractal % 2;
- this->julia = fractal % 2 == 0;
+ formula = fractal / 2 + fractal % 2;
+ julia = fractal % 2 == 0;
}
MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->cave_width = params->cave_width;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_depth;
- this->cavern_limit = params->cavern_limit;
- this->cavern_taper = params->cavern_taper;
- this->cavern_threshold = params->cavern_threshold;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
// Terrain noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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;
MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->spflags = params->spflags;
- this->cave_width = params->cave_width;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_depth = params->lava_depth;
- this->float_mount_density = params->float_mount_density;
- this->floatland_level = params->floatland_level;
- this->shadow_limit = params->shadow_limit;
- this->cavern_limit = params->cavern_limit;
- this->cavern_taper = params->cavern_taper;
- this->cavern_threshold = params->cavern_threshold;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ float_mount_density = params->float_mount_density;
+ floatland_level = params->floatland_level;
+ shadow_limit = params->shadow_limit;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
// This is to avoid a divide-by-zero.
// Parameter will be saved to map_meta.txt in limited form.
params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
- this->float_mount_height = params->float_mount_height;
+ float_mount_height = params->float_mount_height;
// 2D noise
noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
: MapgenBasic(mapgenid, params, emerge)
{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
- this->m_bgen = (BiomeGenOriginal *)biomegen;
+ m_bgen = (BiomeGenOriginal *)biomegen;
BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
- this->spflags = params->spflags;
- this->altitude_chill = params->altitude_chill;
- this->large_cave_depth = params->large_cave_depth;
- this->lava_features_lim = rangelim(params->lava_features, 0, 10);
- this->massive_cave_depth = params->massive_cave_depth;
- this->river_depth_bed = params->river_depth + 1.f;
- this->river_size_factor = params->river_size / 100.f;
- this->water_features_lim = rangelim(params->water_features, 0, 10);
- this->cave_width = params->cave_width;
+ spflags = params->spflags;
+ altitude_chill = params->altitude_chill;
+ large_cave_depth = params->large_cave_depth;
+ lava_features_lim = rangelim(params->lava_features, 0, 10);
+ massive_cave_depth = params->massive_cave_depth;
+ river_depth_bed = params->river_depth + 1.f;
+ river_size_factor = params->river_size / 100.f;
+ water_features_lim = rangelim(params->water_features, 0, 10);
+ cave_width = params->cave_width;
//// 2D Terrain noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
- this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
- this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
- this->humidity_adjust = bp->np_humidity.offset - 50.f;
+ humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
+ use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
+ 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;
- this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
+ cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
+ lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
tcave_cache = new float[csize.Y + 2];
}