]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_flat.cpp
Formspec: Add container[] and container_end[] elements
[minetest.git] / src / mapgen_flat.cpp
index b7f01320fec4e635343ab2aca6eb26321dde867b..2c1715e61ba06134b61e38dcf6f3c7dd6abebe3d 100644 (file)
@@ -49,72 +49,24 @@ FlagDesc flagdesc_mapgen_flat[] = {
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
-MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *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;
-       this->zstride = csize.X * (csize.Y + 2);
-
-       this->biomemap        = new u8[csize.X * csize.Z];
-       this->heightmap       = new s16[csize.X * csize.Z];
-       this->heatmap         = NULL;
-       this->humidmap        = NULL;
-
-       MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
-       this->spflags = sp->spflags;
-
-       this->ground_level = sp->ground_level;
-       this->large_cave_depth = sp->large_cave_depth;
-       this->lake_threshold = sp->lake_threshold;
-       this->lake_steepness = sp->lake_steepness;
-       this->hill_threshold = sp->hill_threshold;
-       this->hill_steepness = sp->hill_steepness;
+       this->spflags          = params->spflags;
+       this->ground_level     = params->ground_level;
+       this->large_cave_depth = params->large_cave_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;
 
        //// 2D noise
-       noise_terrain      = new Noise(&sp->np_terrain,      seed, csize.X, csize.Z);
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-
-       //// 3D noise
-       noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
-
-       //// Biome noise
-       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
-       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
-       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
-       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
-
-       //// Resolve nodes to be used
-       INodeDefManager *ndef = emerge->ndef;
-
-       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;
+       noise_terrain      = new Noise(&params->np_terrain,      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;
 }
 
 
@@ -122,43 +74,33 @@ MapgenFlat::~MapgenFlat()
 {
        delete noise_terrain;
        delete noise_filler_depth;
-       delete noise_cave1;
-       delete noise_cave2;
-
-       delete noise_heat;
-       delete noise_humidity;
-       delete noise_heat_blend;
-       delete noise_humidity_blend;
-
-       delete[] heightmap;
-       delete[] biomemap;
 }
 
 
 MapgenFlatParams::MapgenFlatParams()
 {
-       spflags = 0;
-
-       ground_level = 8;
+       spflags          = 0;
+       ground_level     = 8;
        large_cave_depth = -33;
-       lake_threshold = -0.45;
-       lake_steepness = 48.0;
-       hill_threshold = 0.45;
-       hill_steepness = 64.0;
+       cave_width       = 0.2;
+       lake_threshold   = -0.45;
+       lake_steepness   = 48.0;
+       hill_threshold   = 0.45;
+       hill_steepness   = 64.0;
 
        np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
        np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
-       np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
-       np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
+       np_cave1        = NoiseParams(0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
+       np_cave2        = NoiseParams(0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
 }
 
 
 void MapgenFlatParams::readParams(const Settings *settings)
 {
-       settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
-
+       settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
        settings->getS16NoEx("mgflat_ground_level",     ground_level);
        settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
+       settings->getFloatNoEx("mgflat_cave_width",     cave_width);
        settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
        settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
        settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
@@ -173,10 +115,10 @@ void MapgenFlatParams::readParams(const Settings *settings)
 
 void MapgenFlatParams::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
-
+       settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
        settings->setS16("mgflat_ground_level",     ground_level);
        settings->setS16("mgflat_large_cave_depth", large_cave_depth);
+       settings->setFloat("mgflat_cave_width",     cave_width);
        settings->setFloat("mgflat_lake_threshold", lake_threshold);
        settings->setFloat("mgflat_lake_steepness", lake_steepness);
        settings->setFloat("mgflat_hill_threshold", hill_threshold);
@@ -192,18 +134,25 @@ 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
 }
 
 
@@ -233,67 +182,21 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
        // Generate base terrain, mountains, and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
        // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Create biomemap at heightmap surface
-       bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
-               noise_humidity->result, heightmap, biomemap);
-
-       // Actually place the biome-specific nodes
-       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
+       // Init biome generator, place biome-specific nodes, and build biomemap
+       biomegen->calcBiomeNoise(node_min);
+       MgStoneType stone_type = generateBiomes();
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
-
-       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 == 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 == 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 == 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;
-               }
+               generateCaves(stone_surface_max_y, large_cave_depth);
 
-               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)
@@ -320,39 +223,6 @@ 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;
-
-       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);
-       }
-
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-       noise_heat_blend->perlinMap2D(x, z);
-       noise_humidity_blend->perlinMap2D(x, z);
-
-       for (s32 i = 0; i < csize.X * csize.Z; i++) {
-               noise_heat->result[i] += noise_heat_blend->result[i];
-               noise_humidity->result[i] += noise_humidity_blend->result[i];
-       }
-
-       heatmap = noise_heat->result;
-       humidmap = noise_humidity->result;
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 s16 MapgenFlat::generateTerrain()
 {
        MapNode n_air(CONTENT_AIR);
@@ -363,13 +233,14 @@ s16 MapgenFlat::generateTerrain()
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 ni2d = 0;
 
+       bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
+       if (use_noise)
+               noise_terrain->perlinMap2D(node_min.X, node_min.Z);
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
                s16 stone_level = ground_level;
-               float n_terrain = 0.0f;
-
-               if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
-                       n_terrain = noise_terrain->result[ni2d];
+               float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
 
                if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
                        s16 depress = (lake_threshold - n_terrain) * lake_steepness;
@@ -398,204 +269,3 @@ s16 MapgenFlat::generateTerrain()
 
        return stone_surface_max_y;
 }
-
-
-MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = c_above == c_water_source;
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome)) ||
-                                       (c == c_water_source && (air_above || !biome))) {
-                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top + biome->depth_filler
-                                       + noise_filler_depth->result[index], 0);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
-                       }
-
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR || c_below == c_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
-                                               biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
-                       }
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-       }
-
-       return stone_type;
-}
-
-
-void MapgenFlat::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
-}
-
-
-void MapgenFlat::generateCaves(s16 max_stone_y)
-{
-       if (max_stone_y >= node_min.Y) {
-               v3s16 em = vm->m_area.getExtent();
-               u32 index2d = 0;
-               u32 index3d;
-
-               for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
-                       bool open = false;  // Is column open to overground
-                       u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       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) {
-                                       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 (open && (c == biome->c_filler || c == biome->c_stone)) {
-                                       // Tunnel entrance floor
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       open = false;
-                               } else {
-                                       open = false;
-                               }
-                       }
-               }
-       }
-
-       if (node_max.Y > large_cave_depth)
-               return;
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = ps.range(0, 2);
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV5 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}