]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen/mapgen_fractal.cpp
Randomwalk cave liquids: Remove deprecated 'lava depth' parameter (#9105)
[minetest.git] / src / mapgen / mapgen_fractal.cpp
index a1d425cd08b69ae1b2a1ba6a1ec60f218033a936..0431714fe43984daceff7b36c2ef75c5fce9ea81 100644 (file)
@@ -1,7 +1,7 @@
 /*
 Minetest
-Copyright (C) 2015-2018 paramat
-Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2015-2019 paramat
+Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -41,37 +41,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_fractal[] = {
-       {NULL,    0}
+       {"terrain", MGFRACTAL_TERRAIN},
+       {NULL,      0}
 };
 
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
-MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
-       : MapgenBasic(mapgenid, params, emerge)
+MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
+       : MapgenBasic(MAPGEN_FRACTAL, params, emerge)
 {
-       spflags          = params->spflags;
-       cave_width       = params->cave_width;
-       large_cave_depth = params->large_cave_depth;
-       lava_depth       = params->lava_depth;
-       dungeon_ymin     = params->dungeon_ymin;
-       dungeon_ymax     = params->dungeon_ymax;
-       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(&params->np_seabed, seed, csize.X, csize.Z);
+       spflags            = params->spflags;
+       cave_width         = params->cave_width;
+       large_cave_depth   = params->large_cave_depth;
+       small_cave_num_min = params->small_cave_num_min;
+       small_cave_num_max = params->small_cave_num_max;
+       large_cave_num_min = params->large_cave_num_min;
+       large_cave_num_max = params->large_cave_num_max;
+       large_cave_flooded = params->large_cave_flooded;
+       dungeon_ymin       = params->dungeon_ymin;
+       dungeon_ymax       = params->dungeon_ymax;
+       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 noise
+       if (spflags & MGFRACTAL_TERRAIN)
+               noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
+
        noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
 
-       MapgenBasic::np_cave1 = params->np_cave1;
-       MapgenBasic::np_cave2 = params->np_cave2;
+       //// 3D noise
+       MapgenBasic::np_dungeons = params->np_dungeons;
+       // Overgeneration to node_min.Y - 1
+       MapgenBasic::np_cave1    = params->np_cave1;
+       MapgenBasic::np_cave2    = params->np_cave2;
 
        formula = fractal / 2 + fractal % 2;
        julia   = fractal % 2 == 0;
@@ -80,7 +90,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeMa
 
 MapgenFractal::~MapgenFractal()
 {
-       delete noise_seabed;
+       if (noise_seabed)
+               delete noise_seabed;
+
        delete noise_filler_depth;
 }
 
@@ -89,58 +101,69 @@ MapgenFractalParams::MapgenFractalParams():
        np_seabed       (-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
        np_filler_depth (0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0),
        np_cave1        (0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0),
-       np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0)
+       np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0),
+       np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,     2, 0.8, 2.0)
 {
 }
 
 
 void MapgenFractalParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal);
-       settings->getFloatNoEx("mgfractal_cave_width",     cave_width);
-       settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
-       settings->getS16NoEx("mgfractal_lava_depth",       lava_depth);
-       settings->getS16NoEx("mgfractal_dungeon_ymin",     dungeon_ymin);
-       settings->getS16NoEx("mgfractal_dungeon_ymax",     dungeon_ymax);
-       settings->getU16NoEx("mgfractal_fractal",          fractal);
-       settings->getU16NoEx("mgfractal_iterations",       iterations);
-       settings->getV3FNoEx("mgfractal_scale",            scale);
-       settings->getV3FNoEx("mgfractal_offset",           offset);
-       settings->getFloatNoEx("mgfractal_slice_w",        slice_w);
-       settings->getFloatNoEx("mgfractal_julia_x",        julia_x);
-       settings->getFloatNoEx("mgfractal_julia_y",        julia_y);
-       settings->getFloatNoEx("mgfractal_julia_z",        julia_z);
-       settings->getFloatNoEx("mgfractal_julia_w",        julia_w);
+       settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
+       settings->getFloatNoEx("mgfractal_cave_width",         cave_width);
+       settings->getS16NoEx("mgfractal_large_cave_depth",     large_cave_depth);
+       settings->getU16NoEx("mgfractal_small_cave_num_min",   small_cave_num_min);
+       settings->getU16NoEx("mgfractal_small_cave_num_max",   small_cave_num_max);
+       settings->getU16NoEx("mgfractal_large_cave_num_min",   large_cave_num_min);
+       settings->getU16NoEx("mgfractal_large_cave_num_max",   large_cave_num_max);
+       settings->getFloatNoEx("mgfractal_large_cave_flooded", large_cave_flooded);
+       settings->getS16NoEx("mgfractal_dungeon_ymin",         dungeon_ymin);
+       settings->getS16NoEx("mgfractal_dungeon_ymax",         dungeon_ymax);
+       settings->getU16NoEx("mgfractal_fractal",              fractal);
+       settings->getU16NoEx("mgfractal_iterations",           iterations);
+       settings->getV3FNoEx("mgfractal_scale",                scale);
+       settings->getV3FNoEx("mgfractal_offset",               offset);
+       settings->getFloatNoEx("mgfractal_slice_w",            slice_w);
+       settings->getFloatNoEx("mgfractal_julia_x",            julia_x);
+       settings->getFloatNoEx("mgfractal_julia_y",            julia_y);
+       settings->getFloatNoEx("mgfractal_julia_z",            julia_z);
+       settings->getFloatNoEx("mgfractal_julia_w",            julia_w);
 
        settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
        settings->getNoiseParams("mgfractal_np_cave1",        np_cave1);
        settings->getNoiseParams("mgfractal_np_cave2",        np_cave2);
+       settings->getNoiseParams("mgfractal_np_dungeons",     np_dungeons);
 }
 
 
 void MapgenFractalParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgfractal_spflags",      spflags, flagdesc_mapgen_fractal, U32_MAX);
-       settings->setFloat("mgfractal_cave_width",     cave_width);
-       settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
-       settings->setS16("mgfractal_lava_depth",       lava_depth);
-       settings->setS16("mgfractal_dungeon_ymin",     dungeon_ymin);
-       settings->setS16("mgfractal_dungeon_ymax",     dungeon_ymax);
-       settings->setU16("mgfractal_fractal",          fractal);
-       settings->setU16("mgfractal_iterations",       iterations);
-       settings->setV3F("mgfractal_scale",            scale);
-       settings->setV3F("mgfractal_offset",           offset);
-       settings->setFloat("mgfractal_slice_w",        slice_w);
-       settings->setFloat("mgfractal_julia_x",        julia_x);
-       settings->setFloat("mgfractal_julia_y",        julia_y);
-       settings->setFloat("mgfractal_julia_z",        julia_z);
-       settings->setFloat("mgfractal_julia_w",        julia_w);
+       settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
+       settings->setFloat("mgfractal_cave_width",         cave_width);
+       settings->setS16("mgfractal_large_cave_depth",     large_cave_depth);
+       settings->setU16("mgfractal_small_cave_num_min",   small_cave_num_min);
+       settings->setU16("mgfractal_small_cave_num_max",   small_cave_num_max);
+       settings->setU16("mgfractal_large_cave_num_min",   large_cave_num_min);
+       settings->setU16("mgfractal_large_cave_num_max",   large_cave_num_max);
+       settings->setFloat("mgfractal_large_cave_flooded", large_cave_flooded);
+       settings->setS16("mgfractal_dungeon_ymin",         dungeon_ymin);
+       settings->setS16("mgfractal_dungeon_ymax",         dungeon_ymax);
+       settings->setU16("mgfractal_fractal",              fractal);
+       settings->setU16("mgfractal_iterations",           iterations);
+       settings->setV3F("mgfractal_scale",                scale);
+       settings->setV3F("mgfractal_offset",               offset);
+       settings->setFloat("mgfractal_slice_w",            slice_w);
+       settings->setFloat("mgfractal_julia_x",            julia_x);
+       settings->setFloat("mgfractal_julia_y",            julia_y);
+       settings->setFloat("mgfractal_julia_z",            julia_z);
+       settings->setFloat("mgfractal_julia_w",            julia_w);
 
        settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
        settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
        settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
        settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
+       settings->setNoiseParams("mgfractal_np_dungeons",     np_dungeons);
 }
 
 
@@ -149,21 +172,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const
 
 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
 {
-       bool solid_below = false;  // Dry solid node is present below to spawn on
-       u8 air_count = 0;  // Consecutive air nodes above the dry solid node
-       s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
-       // Seabed can rise above water_level or might be raised to create dry land
-       s16 search_start = MYMAX(seabed_level, water_level + 1);
-       if (seabed_level > water_level)
-               solid_below = true;
-
-       for (s16 y = search_start; y <= search_start + 128; y++) {
-               if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
+       bool solid_below = false; // Fractal node is present below to spawn on
+       u8 air_count = 0; // Consecutive air nodes above a fractal node
+       s16 search_start = 0; // No terrain search start
+
+       // If terrain present, don't start search below terrain or water level
+       if (noise_seabed) {
+               s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
+               search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
+       }
+
+       for (s16 y = search_start; y <= search_start + 4096; y++) {
+               if (getFractalAtPoint(p.X, y, p.Y)) {
+                       // Fractal node
                        solid_below = true;
                        air_count = 0;
-               } else if (solid_below) {  // Air above solid node
+               } else if (solid_below) {
+                       // Air above fractal node
                        air_count++;
-                       // 3 to account for snowblock dust
+                       // 3 and -2 to account for biome dust nodes
                        if (air_count == 3)
                                return y - 2;
                }
@@ -185,10 +212,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
                data->blockpos_requested.Y <= data->blockpos_max.Y &&
                data->blockpos_requested.Z <= data->blockpos_max.Z);
 
+       //TimeTaker t("makeChunk");
+
        this->generating = true;
-       this->vm   = data->vmanip;
+       this->vm = data->vmanip;
        this->ndef = data->nodedef;
-       //TimeTaker t("makeChunk");
 
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
@@ -199,23 +227,28 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Generate base terrain, mountains, and ridges with initial heightmaps
+       // Generate fractal and optional terrain
        s16 stone_surface_max_y = generateTerrain();
 
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
        // Init biome generator, place biome-specific nodes, and build biomemap
-       biomegen->calcBiomeNoise(node_min);
-       generateBiomes();
+       if (flags & MG_BIOMES) {
+               biomegen->calcBiomeNoise(node_min);
+               generateBiomes();
+       }
 
+       // Generate tunnels and randomwalk caves
        if (flags & MG_CAVES) {
-               // Generate tunnels
                generateCavesNoiseIntersection(stone_surface_max_y);
-               // Generate large randomwalk caves
                generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
        }
 
+       // Generate the registered ores
+       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
+       // Generate dungeons
        if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
                        full_node_max.Y <= dungeon_ymax)
                generateDungeons(stone_surface_max_y);
@@ -224,24 +257,22 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
        if (flags & MG_DECORATIONS)
                m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
-       // Generate the registered ores
-       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
-
        // Sprinkle some dust on top after everything else was generated
-       dustTopNodes();
-
-       //printf("makeChunk: %dms\n", t.stop());
+       if (flags & MG_BIOMES)
+               dustTopNodes();
 
-       updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+       // Update liquids
+       if (spflags & MGFRACTAL_TERRAIN)
+               updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
+       // Calculate lighting
        if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
                        full_node_min, full_node_max);
 
-       //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-       //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
        this->generating = false;
+
+       //printf("makeChunk: %lums\n", t.stop());
 }
 
 
@@ -384,24 +415,29 @@ s16 MapgenFractal::generateTerrain()
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
 
-       noise_seabed->perlinMap2D(node_min.X, node_min.Z);
+       if (noise_seabed)
+               noise_seabed->perlinMap2D(node_min.X, node_min.Z);
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++) {
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                        u32 vi = vm->m_area.index(node_min.X, y, z);
                        for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
-                               if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
-                                       s16 seabed_height = noise_seabed->result[index2d];
-
-                                       if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
-                                               vm->m_data[vi] = n_stone;
-                                               if (y > stone_surface_max_y)
-                                                       stone_surface_max_y = y;
-                                       } else if (y <= water_level) {
-                                               vm->m_data[vi] = n_water;
-                                       } else {
-                                               vm->m_data[vi] = n_air;
-                                       }
+                               if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+                                       continue;
+
+                               s16 seabed_height = -MAX_MAP_GENERATION_LIMIT;
+                               if (noise_seabed)
+                                       seabed_height = noise_seabed->result[index2d];
+
+                               if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) ||
+                                               getFractalAtPoint(x, y, z)) {
+                                       vm->m_data[vi] = n_stone;
+                                       if (y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
+                               } else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) {
+                                       vm->m_data[vi] = n_water;
+                               } else {
+                                       vm->m_data[vi] = n_air;
                                }
                        }
                        index2d -= ystride;