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Mgflat, Mgv7: Only create noise objects if needed
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paramat committed Apr 22, 2017
1 parent 58c083f commit 57eaf62
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Showing 2 changed files with 31 additions and 19 deletions.
10 changes: 7 additions & 3 deletions src/mapgen_flat.cpp
Expand Up @@ -60,10 +60,12 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *em
this->hill_threshold = params->hill_threshold;
this->hill_steepness = params->hill_steepness;

//// 2D noise
noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
// 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;
}
Expand Down Expand Up @@ -136,7 +138,9 @@ 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 -
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40 changes: 24 additions & 16 deletions src/mapgen_v7.cpp
Expand Up @@ -64,22 +64,30 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
this->cavern_taper = params->cavern_taper;
this->cavern_threshold = params->cavern_threshold;

//// Terrain noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
noise_floatland_base = new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);

//// 3d terrain noise
// 1-up 1-down overgeneration
noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
// 1 down overgeneration
// 2D noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);

if (spflags & MGV7_MOUNTAINS)
noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);

if (spflags & MGV7_FLOATLANDS) {
noise_floatland_base = new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
noise_float_base_height = new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
}

if (spflags & MGV7_RIDGES) {
noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1-up 1-down overgeneration
noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
// 3D noise, 1 up, 1 down overgeneration
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
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