/*
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
#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"
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;
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(¶ms->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
delete noise_heat;
delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
delete[] heightmap;
delete[] biomemap;
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);
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;
}
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());
}
{
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++) {
// 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();
// 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);
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;
}
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);
}
}
}
-