]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v7.cpp
Drop luaentity_common.h which is not included anywhere
[minetest.git] / src / mapgen_v7.cpp
index 1e4815486d9e2edec41d0e57dc753d80f85f6f00..029f56a45a74d3d9b8f38dcbaa7024ab552d065e 100644 (file)
@@ -202,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
 ///////////////////////////////////////
 
 
-int MapgenV7::getGroundLevelAtPoint(v2s16 p)
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
 {
        // Base terrain calculation
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
@@ -210,22 +210,24 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
        // Ridge/river terrain calculation
        float width = 0.2;
        float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
-       // actually computing the depth of the ridge is much more expensive;
-       // if inside a river, simply guess
+       // if inside a river this is an unsuitable spawn point
        if (fabs(uwatern) <= width)
-               return water_level - 10;
+               return MAX_MAP_GENERATION_LIMIT;
 
        // Mountain terrain calculation
-       int iters = 128; // don't even bother iterating more than 128 times..
+       int iters = 128;
        while (iters--) {
-               //current point would have been air
-               if (!getMountainTerrainAtPoint(p.X, y, p.Y))
-                       return y;
-
+               if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
+                       if (y <= water_level || y > water_level + 16)
+                               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+                       else
+                               return y;
+               }
                y++;
        }
 
-       return y;
+       // Unsuitable spawn point, no ground surface found
+       return MAX_MAP_GENERATION_LIMIT;
 }
 
 
@@ -345,9 +347,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 void MapgenV7::calculateNoise()
 {
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       int x = node_min.X;
-       int y = node_min.Y - 1;
-       int z = node_min.Z;
+       s16 x = node_min.X;
+       s16 y = node_min.Y - 1;
+       s16 z = node_min.Z;
 
        noise_terrain_persist->perlinMap2D(x, z);
        float *persistmap = noise_terrain_persist->result;
@@ -356,17 +358,16 @@ void MapgenV7::calculateNoise()
        noise_terrain_alt->perlinMap2D(x, z, persistmap);
        noise_height_select->perlinMap2D(x, z);
 
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
-       }
-
        if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
 
+       // Cave noises are calculated in generateCaves()
+       // only if solid terrain is present in mapchunk
+
        // Mountain noises are calculated in generateMountainTerrain()
+       // only if solid terrain surface dips into mapchunk
 
        noise_filler_depth->perlinMap2D(x, z);
        noise_heat->perlinMap2D(x, z);
@@ -527,17 +528,17 @@ void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_
                if (surface_y > surface_max_y)
                        surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y - 1, z);
+               u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
                for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+                       if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y)
-                                       vm->m_data[i] = n_stone;
+                                       vm->m_data[vi] = n_stone;
                                else if (y <= water_level)
-                                       vm->m_data[i] = n_water;
+                                       vm->m_data[vi] = n_water;
                                else
-                                       vm->m_data[i] = n_air;
+                                       vm->m_data[vi] = n_air;
                        }
-                       vm->m_area.add_y(em, i, 1);
+                       vm->m_area.add_y(em, vi, 1);
                }
        }
 
@@ -585,7 +586,7 @@ void MapgenV7::generateRidgeTerrain()
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
-       float width = 0.2; // TODO: figure out acceptable perlin noise values
+       float width = 0.2;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
@@ -862,41 +863,45 @@ void MapgenV7::addTopNodes()
 
 void MapgenV7::generateCaves(s16 max_stone_y)
 {
-       if (max_stone_y >= node_min.Y) {
-               v3s16 em = vm->m_area.getExtent();
-               u32 index2d = 0;
-               u32 index3d;
-
-               for (s16 z = node_min.Z; z <= node_max.Z; z++)
-               for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
-                       bool open = false;  // Is column open to overground
-                       u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
-                               (x - node_min.X);
-                       // Biome of column
-                       Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
-                       for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
-                                       y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
-                               content_t c = vm->m_data[vi].getContent();
-                               if (c == CONTENT_AIR || c == biome->c_water_top ||
-                                               c == biome->c_water) {
-                                       open = true;
-                                       continue;
-                               }
-                               // Ground
-                               float d1 = contour(noise_cave1->result[index3d]);
-                               float d2 = contour(noise_cave2->result[index3d]);
-                               if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
-                                       // In tunnel and ground content, excavate
-                                       vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
-                                       // Tunnel entrance floor
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       open = false;
-                               } else {
-                                       open = false;
-                               }
+       if (max_stone_y < node_min.Y)
+               return;
+
+       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+       v3s16 em = vm->m_area.getExtent();
+       u32 index2d = 0;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++)
+       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+               bool column_is_open = false;  // Is column open to overground
+               u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+               u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+                       (x - node_min.X);
+               // Biome of column
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+               for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+                               y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+                       content_t c = vm->m_data[vi].getContent();
+                       if (c == CONTENT_AIR || c == biome->c_water_top ||
+                                       c == biome->c_water) {
+                               column_is_open = true;
+                               continue;
+                       }
+                       // Ground
+                       float d1 = contour(noise_cave1->result[index3d]);
+                       float d2 = contour(noise_cave2->result[index3d]);
+                       if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+                               // In tunnel and ground content, excavate
+                               vm->m_data[vi] = MapNode(CONTENT_AIR);
+                       } else if (column_is_open &&
+                                       (c == biome->c_filler || c == biome->c_stone)) {
+                               // Tunnel entrance floor
+                               vm->m_data[vi] = MapNode(biome->c_top);
+                               column_is_open = false;
+                       } else {
+                               column_is_open = false;
                        }
                }
        }