]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
Fix missing #include
[minetest.git] / src / mapgen_v5.cpp
index 54fc137458a39454618b1f4ec5157c4378746f03..10e9f5e65993b0147466546710f39721246408b3 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
@@ -27,7 +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"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
@@ -58,6 +59,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
 
        this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
+       this->heatmap   = NULL;
+       this->humidmap  = NULL;
 
        MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
        this->spflags      = sp->spflags;
@@ -68,13 +71,15 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain 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);
-       noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
+       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);
+       noise_ground = new Noise(&sp->np_ground, 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           = 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;
@@ -116,6 +121,8 @@ MapgenV5::~MapgenV5()
 
        delete noise_heat;
        delete noise_humidity;
+       delete noise_heat_blend;
+       delete noise_humidity_blend;
 
        delete[] heightmap;
        delete[] biomemap;
@@ -154,7 +161,7 @@ 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);
@@ -176,23 +183,24 @@ 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 search_start = 128; // Only bother searching this range, actual
+       s16 search_end = -128;  // ground level is rarely higher or lower.
 
-       s16 level = -31000;
-       for (s16 y = search_top; y >= search_base; y--) {
+       for (s16 y = search_start; y >= search_end; y--) {
                float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+               // If solid
                if (n_ground * f > y - h) {
-                       if (y >= search_top - 7)
-                               break;
+                       // If either top 2 nodes of search are solid this is inside a
+                       // mountain or floatland with no space for the player to spawn.
+                       if (y >= search_start - 1)
+                               return MAX_MAP_GENERATION_LIMIT;
                        else
-                               level = y;
-                               break;
+                               return y; // Ground below at least 2 nodes of space
                }
        }
 
        //printf("getGroundLevelAtPoint: %dus\n", t.stop());
-       return level;
+       return -MAX_MAP_GENERATION_LIMIT;
 }
 
 
@@ -327,12 +335,19 @@ void MapgenV5::calculateNoise()
                noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (node_max.Y >= water_level) {
-               noise_filler_depth->perlinMap2D(x, z);
-               noise_heat->perlinMap2D(x, z);
-               noise_humidity->perlinMap2D(x, z);
+       noise_filler_depth->perlinMap2D(x, 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());
 }
 
@@ -358,7 +373,7 @@ 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++) {
@@ -396,9 +411,6 @@ int MapgenV5::generateBaseTerrain()
 
 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 {
-       if (node_max.Y < water_level)
-               return STONE;
-
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
        MgStoneType stone_type = STONE;
@@ -406,74 +418,87 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
        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;
-               s16 dfiller = 0;
-               s16 y0_top = 0;
-               s16 y0_filler = 0;
-               s16 depth_water_top = 0;
+               u16 depth_top = 0;
+               u16 base_filler = 0;
+               u16 depth_water_top = 0;
+               u32 vi = vm->m_area.index(x, node_max.Y, z);
 
-               s16 nplaced = 0;
-               u32 i = 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;
 
-               content_t c_above = vm->m_data[i + em.X].getContent();
-               bool have_air = c_above == CONTENT_AIR;
+               // 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[i].getContent();
-
-                       if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
-                                       (y == node_max.Y || have_air)) {
+                       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);
-                               dfiller = biome->depth_filler + noise_filler_depth->result[index];
-                               y0_top = biome->depth_top;
-                               y0_filler = biome->depth_top + dfiller;
+                               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 && have_air) {
-                               content_t c_below = vm->m_data[i - em.X].getContent();
-
-                               if (c_below != CONTENT_AIR && c_below != c_water_source) {
-                                       if (nplaced < y0_top) {
-                                               vm->m_data[i] = MapNode(biome->c_top);
-                                               nplaced++;
-                                       } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               vm->m_data[i] = MapNode(biome->c_filler);
-                                               nplaced++;
-                                       } else if (c == c_stone) {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                               vm->m_data[i] = MapNode(biome->c_stone);
-                                       } else {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                       }
-                               } else if (c == c_stone) {
-                                       have_air = false;
-                                       nplaced = 0;
-                                       vm->m_data[i] = MapNode(biome->c_stone);
+                       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);
                                }
-                       } else if (c == c_stone) {
-                               have_air = false;
-                               nplaced = 0;
-                               vm->m_data[i] = MapNode(biome->c_stone);
+
+                               air_above = false;
+                               water_above = false;
                        } else if (c == c_water_source) {
-                               have_air = true;
-                               nplaced = 0;
-                               if (y > water_level - depth_water_top)
-                                       vm->m_data[i] = MapNode(biome->c_water_top);
-                               else
-                                       vm->m_data[i] = MapNode(biome->c_water);
+                               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) {
-                               have_air = true;
-                               nplaced = 0;
+                               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, i, -1);
+                       vm->m_area.add_y(em, vi, -1);
                }
        }
 
@@ -483,33 +508,27 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 
 void MapgenV5::generateCaves(int max_stone_y)
 {
-       u32 index = 0;
-       u32 index2d = 0;
+       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++) {
+               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++) {
+                       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) {
-                                       Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
                                        content_t c = vm->m_data[i].getContent();
-                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
-                                                       (y <= water_level &&
-                                                       c != biome->c_stone &&
-                                                       c != c_stone))
+                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
                                                continue;
 
                                        vm->m_data[i] = MapNode(CONTENT_AIR);
                                }
                        }
-                       index2d -= ystride;
                }
-               index2d += ystride;
        }
 
-       if (node_max.Y > LARGE_CAVE_DEPTH)
+       if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
                return;
 
        PseudoRandom ps(blockseed + 21343);
@@ -569,4 +588,3 @@ void MapgenV5::dustTopNodes()
                }
        }
 }
-