]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Remove ClientMap::m_camera_mutex
[minetest.git] / src / mapgen_v6.cpp
index 5e9219816cd7d742ef43741f58f158d731cb8ef5..e24083cffb3b71d5092227633d7de2abf4959e8e 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 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
@@ -17,6 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
@@ -26,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //#include "serverobject.h"
 #include "content_sao.h"
 #include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
 #include "voxelalgorithms.h"
 //#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
@@ -38,15 +38,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mg_decoration.h"
 #include "mapgen_v6.h"
 
+
 FlagDesc flagdesc_mapgen_v6[] = {
        {"jungles",    MGV6_JUNGLES},
        {"biomeblend", MGV6_BIOMEBLEND},
        {"mudflow",    MGV6_MUDFLOW},
        {"snowbiomes", MGV6_SNOWBIOMES},
+       {"flat",       MGV6_FLAT},
+       {"trees",      MGV6_TREES},
        {NULL,         0}
 };
 
-///////////////////////////////////////////////////////////////////////////////
+
+/////////////////////////////////////////////////////////////////////////////
 
 
 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
@@ -176,7 +180,7 @@ void MapgenV6Params::readParams(const Settings *settings)
 
 void MapgenV6Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
        settings->setFloat("mgv6_freq_desert", freq_desert);
        settings->setFloat("mgv6_freq_beach",  freq_beach);
 
@@ -196,7 +200,6 @@ void MapgenV6Params::writeParams(Settings *settings) const
 
 //////////////////////// Some helper functions for the map generator
 
-
 // Returns Y one under area minimum if not found
 s16 MapgenV6::find_stone_level(v2s16 p2d)
 {
@@ -264,7 +267,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
 
 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
 {
-       if (flags & MG_FLAT)
+       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
                return water_level;
 
        float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
@@ -290,7 +293,7 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
 
 float MapgenV6::baseTerrainLevelFromMap(int index)
 {
-       if (flags & MG_FLAT)
+       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
                return water_level;
 
        float terrain_base   = noise_terrain_base->result[index];
@@ -305,13 +308,24 @@ float MapgenV6::baseTerrainLevelFromMap(int index)
 
 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
 {
-       return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+       return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
 }
 
 
 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
 {
-       return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+       return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+       s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+       if (level_at_point <= water_level ||
+                       level_at_point > water_level + 16)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       else
+               return level_at_point;
 }
 
 
@@ -387,8 +401,8 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
 
 float MapgenV6::getMudAmount(int index)
 {
-       if (flags & MG_FLAT)
-               return AVERAGE_MUD_AMOUNT;
+       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
+               return MGV6_AVERAGE_MUD_AMOUNT;
 
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
@@ -423,13 +437,13 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
        if (spflags & MGV6_SNOWBIOMES) {
                float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
 
-               if (d > FREQ_HOT + blend) {
-                       if (h > FREQ_JUNGLE + blend)
+               if (d > MGV6_FREQ_HOT + blend) {
+                       if (h > MGV6_FREQ_JUNGLE + blend)
                                return BT_JUNGLE;
                        else
                                return BT_DESERT;
-               } else if (d < FREQ_SNOW + blend) {
-                       if (h > FREQ_TAIGA + blend)
+               } else if (d < MGV6_FREQ_SNOW + blend) {
+                       if (h > MGV6_FREQ_TAIGA + blend)
                                return BT_TAIGA;
                        else
                                return BT_TUNDRA;
@@ -467,11 +481,11 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
 
        this->generating = true;
        this->vm   = data->vmanip;
@@ -580,18 +594,21 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        growGrass();
 
        // Generate some trees, and add grass, if a jungle
-       if (flags & MG_TREES)
+       if ((spflags & MGV6_TREES) || (flags & MG_TREES))
                placeTreesAndJungleGrass();
 
        // 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);
 
        // Calculate lighting
        if (flags & MG_LIGHT)
-               calcLighting(node_min, node_max);
+               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+                       node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+                       full_node_min, full_node_max);
 
        this->generating = false;
 }
@@ -604,7 +621,7 @@ void MapgenV6::calculateNoise()
        int fx = full_node_min.X;
        int fz = full_node_min.Z;
 
-       if (!(flags & MG_FLAT)) {
+       if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
                noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
                noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
                noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
@@ -647,11 +664,11 @@ int MapgenV6::generateGround()
                for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
-                                       vm->m_data[i] = (y >= DESERT_STONE_BASE
+                                       vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
                                                        && bt == BT_DESERT) ?
                                                n_desert_stone : n_stone;
                                } else if (y <= water_level) {
-                                       vm->m_data[i] = (y >= ICE_BASE
+                                       vm->m_data[i] = (y >= MGV6_ICE_BASE
                                                        && bt == BT_TUNDRA) ?
                                                n_ice : n_water_source;
                                } else {
@@ -804,7 +821,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                        continue;
 
                                // Drop mud on side
-                               for(u32 di = 0; di < 4; di++) {
+                               for (u32 di = 0; di < 4; di++) {
                                        v3s16 dirp = dirs4[di];
                                        u32 i2 = i;
                                        // Move to side
@@ -829,7 +846,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                                vm->m_area.add_y(em, i2, -1);
                                                n2 = &vm->m_data[i2];
                                                // if out of known area
-                                               if(vm->m_area.contains(i2) == false ||
+                                               if (vm->m_area.contains(i2) == false ||
                                                                n2->getContent() == CONTENT_IGNORE) {
                                                        dropped_to_unknown = true;
                                                        break;
@@ -844,7 +861,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                        if (!dropped_to_unknown) {
                                                *n2 = *n;
                                                // Set old place to be air (or water)
-                                               if(old_is_water)
+                                               if (old_is_water)
                                                        *n = MapNode(c_water_source);
                                                else
                                                        *n = MapNode(CONTENT_AIR);