]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
Add '/clearobjects quick'
[minetest.git] / src / mapgen_v5.cpp
index f23dad4ecb635e2d58dca0c118f657998f3ae404..0bb3715a85337773a3a5b2ac2d5d64be4ecb42c9 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
 
 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
@@ -27,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
@@ -36,7 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mg_ore.h"
 #include "mg_decoration.h"
 #include "mapgen_v5.h"
-#include "util/directiontables.h"
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
@@ -159,7 +160,7 @@ void MapgenV5Params::readParams(const Settings *settings)
 
 void MapgenV5Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
+       settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
 
        settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
        settings->setNoiseParams("mgv5_np_factor",       np_factor);
@@ -170,7 +171,7 @@ void MapgenV5Params::writeParams(Settings *settings) const
 }
 
 
-int MapgenV5::getGroundLevelAtPoint(v2s16 p)
+int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
 {
        //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
@@ -181,23 +182,25 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
                f *= 1.6;
        float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
-       s16 search_top = water_level + 15;
-       s16 search_base = water_level;
-
-       s16 level = -31000;
-       for (s16 y = search_top; y >= search_base; y--) {
+       for (s16 y = 128; y >= -128; y--) {
                float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
-               if (n_ground * f > y - h) {
-                       if (y >= search_top - 7)
-                               break;
-                       else
-                               level = y;
-                               break;
+
+               if (n_ground * f > y - h) {  // If solid
+                       // If either top 2 nodes of search are solid this is inside a
+                       // mountain or floatland with possibly no space for the player to spawn.
+                       if (y >= 127) {
+                               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+                       } else {  // Ground below at least 2 nodes of empty space
+                               if (y <= water_level || y > water_level + 16)
+                                       return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+                               else
+                                       return y;
+                       }
                }
        }
 
        //printf("getGroundLevelAtPoint: %dus\n", t.stop());
-       return level;
+       return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
 }
 
 
@@ -213,9 +216,9 @@ void MapgenV5::makeChunk(BlockMakeData *data)
                data->blockpos_requested.Y <= data->blockpos_max.Y &&
                data->blockpos_requested.Z <= data->blockpos_max.Z);
 
-       generating = true;
-       vm   = data->vmanip;
-       ndef = data->nodedef;
+       this->generating = true;
+       this->vm   = data->vmanip;
+       this->ndef = data->nodedef;
        //TimeTaker t("makeChunk");
 
        v3s16 blockpos_min = data->blockpos_min;
@@ -293,7 +296,8 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        }
 
        // Generate the registered decorations
-       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       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);
@@ -319,18 +323,16 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 void MapgenV5::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 y = node_min.Y - 1;
+       s16 z = node_min.Z;
 
        noise_factor->perlinMap2D(x, z);
        noise_height->perlinMap2D(x, z);
        noise_ground->perlinMap3D(x, y, 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);
@@ -370,13 +372,13 @@ int MapgenV5::generateBaseTerrain()
 {
        u32 index = 0;
        u32 index2d = 0;
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+       int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
 
        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 i = vm->m_area.index(node_min.X, y, z);
-                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
-                               if (vm->m_data[i].getContent() != CONTENT_IGNORE)
+                       u32 vi = vm->m_area.index(node_min.X, y, z);
+                       for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
+                               if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
                                        continue;
 
                                float f = 0.55 + noise_factor->result[index2d];
@@ -388,11 +390,11 @@ int MapgenV5::generateBaseTerrain()
 
                                if (noise_ground->result[index] * f < y - h) {
                                        if (y <= water_level)
-                                               vm->m_data[i] = MapNode(c_water_source);
+                                               vm->m_data[vi] = MapNode(c_water_source);
                                        else
-                                               vm->m_data[i] = MapNode(CONTENT_AIR);
+                                               vm->m_data[vi] = MapNode(CONTENT_AIR);
                                } else {
-                                       vm->m_data[i] = MapNode(c_stone);
+                                       vm->m_data[vi] = MapNode(c_stone);
                                        if (y > stone_surface_max_y)
                                                stone_surface_max_y = y;
                                }
@@ -428,7 +430,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 
                // 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)-1;
+               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();
@@ -465,7 +467,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
                                // 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)-1;
+                                       nplaced = U16_MAX;
 
                                if (nplaced < depth_top) {
                                        vm->m_data[vi] = MapNode(biome->c_top);
@@ -490,7 +492,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
                                air_above = true;
                                water_above = false;
                        } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = (u16)-1;  // Disable top/filler placement
+                               nplaced = U16_MAX;  // Disable top/filler placement
                                air_above = false;
                                water_above = false;
                        }
@@ -505,31 +507,35 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 
 void MapgenV5::generateCaves(int max_stone_y)
 {
-       if (max_stone_y >= node_min.Y) {
-               u32 index = 0;
-
-               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 i = vm->m_area.index(node_min.X, y, z);
-                       for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
-                               if (d1*d2 > 0.125) {
-                                       content_t c = vm->m_data[i].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
-                                               continue;
-
-                                       vm->m_data[i] = MapNode(CONTENT_AIR);
-                               }
+       if (max_stone_y < node_min.Y)
+               return;
+
+       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);
+
+       u32 index = 0;
+
+       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 > 0.125f) {
+                               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);
                        }
                }
        }
 
-       if (node_max.Y > LARGE_CAVE_DEPTH)
+       if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
                return;
 
        PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+       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);
@@ -585,4 +591,3 @@ void MapgenV5::dustTopNodes()
                }
        }
 }
-