]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_flat.cpp
Remove ClientMap::m_camera_mutex
[minetest.git] / src / mapgen_flat.cpp
index c961d755a45a7ddae17cb3048f7672bb0af79282..0d071411d75a5a376511804c90e035f656003ffa 100644 (file)
@@ -192,18 +192,25 @@ void MapgenFlatParams::writeParams(Settings *settings) const
 /////////////////////////////////////////////////////////////////
 
 
-int MapgenFlat::getGroundLevelAtPoint(v2s16 p)
+int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
 {
+       s16 level_at_point = ground_level;
        float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+
        if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
-               s16 depress = (lake_threshold - n_terrain) * lake_steepness;
-               return ground_level - depress;
+               level_at_point = ground_level -
+                       (lake_threshold - n_terrain) * lake_steepness;
        } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
-               s16 rise = (n_terrain - hill_threshold) * hill_steepness;
-               return ground_level + rise;
-       } else {
-               return ground_level;
+               level_at_point = ground_level +
+                       (n_terrain - hill_threshold) * hill_steepness;
        }
+
+       if (ground_level < water_level)  // Ocean world, allow spawn in water
+               return MYMAX(level_at_point, water_level);
+       else if (level_at_point > water_level)
+               return level_at_point;  // Spawn on land
+       else
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
 }
 
 
@@ -323,20 +330,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
 void MapgenFlat::calculateNoise()
 {
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y - 1;
-       int z = node_min.Z;
+       s16 x = node_min.X;
+       s16 z = node_min.Z;
 
        if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
                noise_terrain->perlinMap2D(x, z);
 
-       noise_filler_depth->perlinMap2D(x, z);
-
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
 
+       noise_filler_depth->perlinMap2D(x, z);
        noise_heat->perlinMap2D(x, z);
        noise_humidity->perlinMap2D(x, z);
        noise_heat_blend->perlinMap2D(x, z);
@@ -550,22 +553,45 @@ void MapgenFlat::dustTopNodes()
 
 void MapgenFlat::generateCaves(s16 max_stone_y)
 {
-       if (max_stone_y >= node_min.Y) {
-               u32 index = 0;
+       if (max_stone_y < node_min.Y)
+               return;
 
-               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++, index++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1 * d2 > 0.3f) {
-                                       content_t c = vm->m_data[vi].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
-                                       vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               }
+       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+               u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+                       (x - node_min.X);
+               // Biome of column
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+               for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+                               y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+                       if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                       } else if (column_is_open &&
+                                       (c == biome->c_filler || c == biome->c_stone)) {
+                               // Tunnel entrance floor
+                               vm->m_data[vi] = MapNode(biome->c_top);
+                               column_is_open = false;
+                       } else {
+                               column_is_open = false;
                        }
                }
        }