]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Respect game mapgen flags and save world noise params
[dragonfireclient.git] / src / mapgen_v7.cpp
index d44d8adc47b5b8d68af60db4dee241b8e8ff45e1..4b5a10ca14b5c0d6ad0b34fa8c0caed1f7b3c339 100644 (file)
@@ -64,6 +64,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        this->heightmap = new s16[csize.X * csize.Z];
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
+       initHeightMap(this->heightmap, csize.X * csize.Z);
+
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
        this->spflags = sp->spflags;
 
@@ -135,14 +137,14 @@ MapgenV7Params::MapgenV7Params()
        np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
        np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
        np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
-       np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
+       np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
        np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
        np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
        np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
 }
 
 
-void MapgenV7Params::readParams(Settings *settings)
+void MapgenV7Params::readParams(const Settings *settings)
 {
        settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
 
@@ -160,7 +162,7 @@ void MapgenV7Params::readParams(Settings *settings)
 }
 
 
-void MapgenV7Params::writeParams(Settings *settings)
+void MapgenV7Params::writeParams(Settings *settings) const
 {
        settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
 
@@ -187,11 +189,11 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
 
        // Ridge/river terrain calculation
-       float width = 0.3;
+       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 (uwatern >= -width && uwatern <= width)
+       if (fabs(uwatern) <= width)
                return water_level - 10;
 
        // Mountain terrain calculation
@@ -210,6 +212,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
 
 void MapgenV7::makeChunk(BlockMakeData *data)
 {
+       // Pre-conditions
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -239,14 +242,15 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        // Generate base terrain, mountains, and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
+       // 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 and what not
-       generateBiomes();
+       // Actually place the biome-specific nodes
+       generateBiomes(noise_heat->result, noise_humidity->result);
 
        if (flags & MG_CAVES)
                generateCaves(stone_surface_max_y);
@@ -285,34 +289,33 @@ void MapgenV7::calculateNoise()
        int y = node_min.Y;
        int z = node_min.Z;
 
-       noise_height_select->perlinMap2D(x, z);
        noise_terrain_persist->perlinMap2D(x, z);
        float *persistmap = noise_terrain_persist->result;
-       for (int i = 0; i != csize.X * csize.Z; i++)
-               persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
 
        noise_terrain_base->perlinMap2D(x, z, persistmap);
        noise_terrain_alt->perlinMap2D(x, z, persistmap);
-       noise_filler_depth->perlinMap2D(x, z);
+       noise_height_select->perlinMap2D(x, z);
 
-       if (spflags & MGV7_MOUNTAINS) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
+       if (flags & MG_CAVES) {
+               noise_cave1->perlinMap3D(x, y, z);
+               noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (spflags & MGV7_RIDGES) {
+       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
 
-       if (flags & MG_CAVES) {
-               noise_cave1->perlinMap3D(x, y, z);
-               noise_cave2->perlinMap3D(x, y, z);
+       if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
+               noise_mountain->perlinMap3D(x, y, z);
+               noise_mount_height->perlinMap2D(x, z);
        }
 
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
-
+       if (node_max.Y >= water_level) {
+               noise_filler_depth->perlinMap2D(x, z);
+               noise_heat->perlinMap2D(x, z);
+               noise_humidity->perlinMap2D(x, z);
+       }
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
@@ -333,7 +336,6 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
        hselect = rangelim(hselect, 0.0, 1.0);
 
        float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
-       persist = rangelim(persist, 0.4, 0.9);
 
        noise_terrain_base->np.persist = persist;
        float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
@@ -364,18 +366,16 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
 {
        float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
-       float height_modifier = -((float)y / mnt_h_n);
        float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
-
-       return mnt_n + height_modifier >= 0.6;
+       return mnt_n * mnt_h_n >= (float)y;
 }
 
 
 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
 {
        float mounthn = noise_mount_height->result[idx_xz];
-       float height_modifier = -((float)y / mounthn);
-       return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
+       float mountn = noise_mountain->result[idx_xyz];
+       return mountn * mounthn >= (float)y;
 }
 
 
@@ -469,7 +469,7 @@ int MapgenV7::generateBaseTerrain()
 
 int MapgenV7::generateMountainTerrain(int ymax)
 {
-       if (node_max.Y <= water_level)
+       if (node_max.Y < 0)
                return ymax;
 
        MapNode n_stone(c_stone);
@@ -500,9 +500,13 @@ int MapgenV7::generateMountainTerrain(int ymax)
 
 void MapgenV7::generateRidgeTerrain()
 {
+       if (node_max.Y < water_level)
+               return;
+
        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
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y; y <= node_max.Y; y++) {
@@ -510,23 +514,17 @@ void MapgenV7::generateRidgeTerrain()
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 4)
+                       if (heightmap[j] < water_level - 16)
                                continue;
 
-                       float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
-                       //widthn = rangelim(widthn, -0.05, 0.5);
-
-                       float width = 0.3; // TODO: figure out acceptable perlin noise values
                        float uwatern = noise_ridge_uwater->result[j] * 2;
-                       if (uwatern < -width || uwatern > width)
+                       if (fabs(uwatern) > width)
                                continue;
 
-                       float height_mod = (float)(y + 17) / 2.5;
-                       float width_mod  = (width - fabs(uwatern));
-                       float nridge = noise_ridge->result[index] * (float)y / 7.0;
-
-                       if (y < water_level)
-                               nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+                       float altitude = y - water_level;
+                       float height_mod = (altitude + 17) / 2.5;
+                       float width_mod  = width - fabs(uwatern);
+                       float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
 
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
@@ -540,7 +538,7 @@ void MapgenV7::generateRidgeTerrain()
 }
 
 
-void MapgenV7::generateBiomes()
+void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
 {
        if (node_max.Y < water_level)
                return;
@@ -554,12 +552,11 @@ void MapgenV7::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);
@@ -580,25 +577,23 @@ void MapgenV7::generateBiomes()
                                have_air = !getMountainTerrainFromMap(j, index, y);
                        }
 
+                       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;
@@ -637,12 +632,12 @@ void MapgenV7::generateBiomes()
 
 void MapgenV7::dustTopNodes()
 {
+       if (node_max.Y < water_level)
+               return;
+
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
 
-       if (water_level > node_max.Y)
-               return;
-
        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]);
@@ -796,9 +791,9 @@ void MapgenV7::generateCaves(int max_stone_y)
        }
 
        PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(1, 2) : 0;
+       u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
        for (u32 i = 0; i < bruises_count; i++) {
-               CaveV7 cave(this, &ps, true);
+               CaveV7 cave(this, &ps);
                cave.makeCave(node_min, node_max, max_stone_y);
        }
 }