]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
Fix missing #include
[minetest.git] / src / mapgen_v5.cpp
index 92febf43b2f4e2ff8c24278a8e1bdcb5e4d9fd5e..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;
 }
 
 
@@ -330,7 +338,16 @@ void MapgenV5::calculateNoise()
        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());
 }
 
@@ -356,7 +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++) {
@@ -414,7 +431,7 @@ 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();
@@ -451,7 +468,7 @@ 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);
@@ -476,7 +493,7 @@ 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;
                        }
@@ -491,33 +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);
@@ -577,4 +588,3 @@ void MapgenV5::dustTopNodes()
                }
        }
 }
-