]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
Fix RUN_IN_PLACE broken due to invalid usage of assert
[minetest.git] / src / mapgen_v5.cpp
index f7efc4e18e10ccdcb380a6cb499e3863f73cb6ef..ffd16477440009db3da0af70f5e54c746835afdb 100644 (file)
@@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {"blobs", MGV5_BLOBS},
        {NULL,         0}
 };
 
@@ -61,6 +60,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
 
+       initHeightMap(this->heightmap, csize.X * csize.Z);
+
        MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
        this->spflags      = sp->spflags;
 
@@ -73,8 +74,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        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_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
 
        // Biome noise
        noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
@@ -117,8 +116,6 @@ MapgenV5::~MapgenV5()
        delete noise_cave1;
        delete noise_cave2;
        delete noise_ground;
-       delete noise_crumble;
-       delete noise_wetness;
 
        delete noise_heat;
        delete noise_humidity;
@@ -130,7 +127,7 @@ MapgenV5::~MapgenV5()
 
 MapgenV5Params::MapgenV5Params()
 {
-       spflags = MGV5_BLOBS;
+       spflags = 0;
 
        np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
@@ -138,18 +135,11 @@ MapgenV5Params::MapgenV5Params()
        np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
        np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
        np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
-       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3,  2.0, NOISE_FLAG_EASED);
-       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1,  2.0);
 }
 
 
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
-
-// Two original MT 0.3 parameters for non-eased noise:
-
 //#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
 
 
 void MapgenV5Params::readParams(Settings *settings)
@@ -162,8 +152,6 @@ void MapgenV5Params::readParams(Settings *settings)
        settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->getNoiseParams("mgv5_np_ground",       np_ground);
-       settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
@@ -177,8 +165,6 @@ void MapgenV5Params::writeParams(Settings *settings)
        settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->setNoiseParams("mgv5_np_ground",       np_ground);
-       settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
@@ -187,23 +173,20 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
        //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
        float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
-       if(f < 0.01)
+       if (f < 0.01)
                f = 0.01;
-       else if(f >= 1.0)
+       else if (f >= 1.0)
                f *= 1.6;
        float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
        s16 search_top = water_level + 15;
        s16 search_base = water_level;
-       // Use these 2 lines instead for a slower search returning highest ground level:
-       //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
-       //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
 
        s16 level = -31000;
        for (s16 y = search_top; y >= search_base; 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)
+               if (n_ground * f > y - h) {
+                       if (y >= search_top - 7)
                                break;
                        else
                                level = y;
@@ -218,6 +201,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
 
 void MapgenV5::makeChunk(BlockMakeData *data)
 {
+       // Pre-conditions
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -247,18 +231,20 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 
        // Generate base terrain
        s16 stone_surface_max_y = generateBaseTerrain();
+
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Calculate biomes
+       // 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
-       generateBiomes();
+       generateBiomes(noise_heat->result, noise_humidity->result);
 
        // Generate caves
        if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
-               generateCaves();
+               generateCaves(stone_surface_max_y);
 
        // Generate dungeons and desert temples
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
@@ -269,11 +255,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        // Generate the registered decorations
        m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
-       // Generate underground dirt, sand, gravel and lava blobs
-       if (spflags & MGV5_BLOBS) {
-               generateBlobs();
-       }
-
        // Generate the registered ores
        m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
@@ -311,11 +292,6 @@ void MapgenV5::calculateNoise()
                noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (spflags & MGV5_BLOBS) {
-               noise_crumble->perlinMap3D(x, y, z);
-               noise_wetness->perlinMap3D(x, y, z);
-       }
-
        if (node_max.Y >= water_level) {
                noise_filler_depth->perlinMap2D(x, z);
                noise_heat->perlinMap2D(x, z);
@@ -326,8 +302,6 @@ void MapgenV5::calculateNoise()
 }
 
 
-// Two original MT 0.3 functions:
-
 //bool is_cave(u32 index) {
 //     double d1 = contour(noise_cave1->result[index]);
 //     double d2 = contour(noise_cave2->result[index]);
@@ -351,22 +325,22 @@ int MapgenV5::generateBaseTerrain()
        u32 index2d = 0;
        int stone_surface_max_y = -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++) {
+       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)
+                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                               if (vm->m_data[i].getContent() != CONTENT_IGNORE)
                                        continue;
 
                                float f = 0.55 + noise_factor->result[index2d];
-                               if(f < 0.01)
+                               if (f < 0.01)
                                        f = 0.01;
-                               else if(f >= 1.0)
+                               else if (f >= 1.0)
                                        f *= 1.6;
-                               float h = water_level + noise_height->result[index2d];
+                               float h = noise_height->result[index2d];
 
-                               if(noise_ground->result[index] * f < y - h) {
-                                       if(y <= water_level)
+                               if (noise_ground->result[index] * f < y - h) {
+                                       if (y <= water_level)
                                                vm->m_data[i] = MapNode(c_water_source);
                                        else
                                                vm->m_data[i] = MapNode(CONTENT_AIR);
@@ -385,7 +359,7 @@ int MapgenV5::generateBaseTerrain()
 }
 
 
-void MapgenV5::generateBiomes()
+void MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 {
        if (node_max.Y < water_level)
                return;
@@ -399,12 +373,11 @@ void MapgenV5::generateBiomes()
 
        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->get(biomemap[index]);
-               s16 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
-               s16 y0_top          = biome->depth_top;
-               s16 y0_filler       = biome->depth_top + dfiller;
-               s16 shore_max       = water_level + biome->height_shore;
-               s16 depth_water_top = biome->depth_water_top;
+               Biome *biome = NULL;
+               s16 dfiller = 0;
+               s16 y0_top = 0;
+               s16 y0_filler = 0;
+               s16 depth_water_top = 0;
 
                s16 nplaced = 0;
                u32 i = vm->m_area.index(x, node_max.Y, z);
@@ -415,25 +388,23 @@ void MapgenV5::generateBiomes()
                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)) {
+                               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_water_top = biome->depth_water_top;
+                       }
+
                        if (c == c_stone && have_air) {
                                content_t c_below = vm->m_data[i - em.X].getContent();
 
                                if (c_below != CONTENT_AIR) {
                                        if (nplaced < y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_top);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_top);
+                                               vm->m_data[i] = MapNode(biome->c_top);
                                                nplaced++;
                                        } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_filler);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_filler);
+                                               vm->m_data[i] = MapNode(biome->c_filler);
                                                nplaced++;
                                        } else if (c == c_stone) {
                                                have_air = false;
@@ -470,18 +441,18 @@ void MapgenV5::generateBiomes()
 }
 
 
-void MapgenV5::generateCaves()
+void MapgenV5::generateCaves(int max_stone_y)
 {
        u32 index = 0;
        u32 index2d = 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++, index2d++) {
                                Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
                                content_t c = vm->m_data[i].getContent();
-                               if(c == CONTENT_AIR
+                               if (c == CONTENT_AIR
                                                || (y <= water_level
                                                && c != biome->c_stone
                                                && c != c_stone))
@@ -489,43 +460,22 @@ void MapgenV5::generateCaves()
 
                                float d1 = contour(noise_cave1->result[index]);
                                float d2 = contour(noise_cave2->result[index]);
-                               if(d1*d2 > 0.125)
+                               if (d1*d2 > 0.125)
                                        vm->m_data[i] = MapNode(CONTENT_AIR);
                        }
                        index2d = index2d - ystride;
                }
                index2d = index2d + ystride;
        }
-}
 
+       if (node_max.Y > -256)
+               return;
 
-void MapgenV5::generateBlobs()
-{
-       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++) {
-                               content_t c = vm->m_data[i].getContent();
-                               if(c != c_stone)
-                                       continue;
-
-                               if(noise_crumble->result[index] > 1.3) {
-                                       if(noise_wetness->result[index] > 0.0)
-                                               vm->m_data[i] = MapNode(c_dirt);
-                                       else
-                                               vm->m_data[i] = MapNode(c_sand);
-                               } else if(noise_crumble->result[index] > 0.7) {
-                                       if(noise_wetness->result[index] < -0.6)
-                                               vm->m_data[i] = MapNode(c_gravel);
-                               } else if(noise_crumble->result[index] < -3.5 +
-                                               MYMIN(0.1 *
-                                               sqrt((float)MYMAX(0, -y)), 1.5)) {
-                                       vm->m_data[i] = MapNode(c_lava_source);
-                               }
-                       }
-               }
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+       for (u32 i = 0; i < bruises_count; i++) {
+               CaveV5 cave(this, &ps);
+               cave.makeCave(node_min, node_max, max_stone_y);
        }
 }