]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v7.cpp
Noise: Create a deep copy of NoiseParams
[dragonfireclient.git] / src / mapgen_v7.cpp
index bad01bc2a649091c9e9c30b3ba0b9671df8141a1..be60a2c98ff3ccf73bdc7ec320268c645b2da782 100644 (file)
@@ -49,19 +49,12 @@ FlagDesc flagdesc_mapgen_v7[] = {
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
-       this->generating  = false;
-       this->id     = mapgenid;
+MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+       : Mapgen(mapgenid, params, emerge)
+{
        this->emerge = emerge;
        this->bmgr   = emerge->biomemgr;
 
-       this->seed        = (int)params->seed;
-       this->water_level = params->water_level;
-       this->flags       = params->flags;
-       this->gennotify   = emerge->gennotify;
-
-       this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-
        //// amount of elements to skip for the next index
        //// for noise/height/biome maps (not vmanip)
        this->ystride = csize.X;
@@ -88,8 +81,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
 
        //// Biome noise
-       noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
-       noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+       noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
+       noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
 
        //// Resolve nodes to be used
        INodeDefManager *ndef = emerge->ndef;
@@ -119,7 +112,7 @@ MapgenV7::~MapgenV7() {
 
        delete noise_heat;
        delete noise_humidity;
-       
+
        delete[] ridge_heightmap;
        delete[] heightmap;
        delete[] biomemap;
@@ -129,15 +122,15 @@ MapgenV7::~MapgenV7() {
 MapgenV7Params::MapgenV7Params() {
        spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
 
-       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7);
-       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6);
-       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7);
-       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6);
-       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6);
-       np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68);
-       np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75);
+       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
+       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6, 2.0);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6, 2.0);
+       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
+       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_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
 }
 
 
@@ -177,22 +170,22 @@ void MapgenV7Params::writeParams(Settings *settings) {
 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
        // Base terrain calculation
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
-       
+
        // Ridge/river terrain calculation
        float width = 0.3;
-       float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+       float uwatern = NoisePerlin2DNoTxfm(&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)
                return water_level - 10;
-       
+
        // Mountain terrain calculation
        int iters = 128; // don't even bother iterating more than 128 times..
        while (iters--) {
                //current point would have been air
                if (!getMountainTerrainAtPoint(p.X, y, p.Y))
                        return y;
-                       
+
                y++;
        }
 
@@ -209,12 +202,12 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        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);
-                       
+
        this->generating = true;
-       this->vm   = data->vmanip;      
+       this->vm   = data->vmanip;
        this->ndef = data->nodedef;
        //TimeTaker t("makeChunk");
-       
+
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
        node_min = blockpos_min * MAP_BLOCKSIZE;
@@ -223,19 +216,19 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
        blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
-       
+
        // Make some noise
        calculateNoise();
-       
+
        // Generate base terrain, mountains, and ridges with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
-       
+
        updateHeightmap(node_min, node_max);
-       
+
        // Calculate biomes
        bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
                noise_humidity->result, heightmap, biomemap);
-       
+
        // Actually place the biome-specific nodes and what not
        generateBiomes();
 
@@ -255,17 +248,17 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
-       
+
        //printf("makeChunk: %dms\n", t.stop());
-       
+
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-       
+
        if (flags & MG_LIGHT)
                calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
                                         node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-       
+
        this->generating = false;
 }
 
@@ -275,24 +268,24 @@ void MapgenV7::calculateNoise() {
        int x = node_min.X;
        int y = node_min.Y;
        int z = node_min.Z;
-       
+
        noise_height_select->perlinMap2D(x, z);
        noise_height_select->transformNoiseMap();
-       
+
        noise_terrain_persist->perlinMap2D(x, z);
        noise_terrain_persist->transformNoiseMap();
        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->perlinMap2DModulated(x, z, persistmap);
+
+       noise_terrain_base->perlinMap2D(x, z, persistmap);
        noise_terrain_base->transformNoiseMap();
-       
-       noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
+
+       noise_terrain_alt->perlinMap2D(x, z, persistmap);
        noise_terrain_alt->transformNoiseMap();
-       
+
        noise_filler_depth->perlinMap2D(x, z);
-       
+
        if (spflags & MGV7_MOUNTAINS) {
                noise_mountain->perlinMap3D(x, y, z);
                noise_mount_height->perlinMap2D(x, z);
@@ -303,39 +296,39 @@ void MapgenV7::calculateNoise() {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
-       
+
        noise_heat->perlinMap2D(x, z);
        noise_humidity->perlinMap2D(x, z);
-       
+
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
 
 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
-       float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
-       float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
+       float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
+       float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
        s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-       
+
        return bmgr->getBiome(heat, humidity, groundlevel);
 }
 
 //needs to be updated
 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
-       float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+       float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
        hselect = rangelim(hselect, 0.0, 1.0);
-       
-       float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+
+       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);
+       noise_terrain_base->np.persist = persist;
+       float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
 
-       noise_terrain_alt->np->persist = persist;
-       float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+       noise_terrain_alt->np.persist = persist;
+       float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
 
        if (height_alt > height_base)
                return height_alt;
-               
+
        return (height_base * hselect) + (height_alt * (1.0 - hselect));
 }
 
@@ -344,7 +337,7 @@ float MapgenV7::baseTerrainLevelFromMap(int index) {
        float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
        float height_base = noise_terrain_base->result[index];
        float height_alt  = noise_terrain_alt->result[index];
-       
+
        if (height_alt > height_base)
                return height_alt;
 
@@ -353,9 +346,9 @@ 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 mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
        float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
-       float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+       float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
 
        return mnt_n + height_modifier >= 0.6;
 }
@@ -373,28 +366,28 @@ void MapgenV7::carveRivers() {
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
        MapNode n_stone(c_stone);
        u32 index = 0;
-       
+
        int river_depth = 4;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
                float terrain_mod  = noise_terrain_mod->result[index];
                NoiseParams *np = noise_terrain_river->np;
-               np->persist = noise_terrain_persist->result[index];
+               np.persist = noise_terrain_persist->result[index];
                float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
                float height = terrain_river * (1 - abs(terrain_mod)) *
-                                               noise_terrain_river->np->scale;
+                                               noise_terrain_river->np.scale;
                height = log(height * height); //log(h^3) is pretty interesting for terrain
-               
+
                s16 y = heightmap[index];
                if (height < 1.0 && y > river_depth &&
                        y - river_depth >= node_min.Y && y <= node_max.Y) {
-                       
+
                        for (s16 ry = y; ry != y - river_depth; ry--) {
                                u32 vi = vm->m_area.index(x, ry, z);
                                vm->m_data[vi] = n_air;
                        }
-                       
+
                        u32 vi = vm->m_area.index(x, y - river_depth, z);
                        vm->m_data[vi] = n_water_source;
                }
@@ -411,7 +404,7 @@ int MapgenV7::generateTerrain() {
 
        if (spflags & MGV7_RIDGES)
                generateRidgeTerrain();
-               
+
        return ymax;
 }
 
@@ -420,23 +413,23 @@ int MapgenV7::generateBaseTerrain() {
        MapNode n_air(CONTENT_AIR);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
-       
+
        int stone_surface_max_y = -MAP_GENERATION_LIMIT;
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
-       
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
                float surface_height = baseTerrainLevelFromMap(index);
                s16 surface_y = (s16)surface_height;
-               
-               heightmap[index]       = surface_y; 
+
+               heightmap[index]       = surface_y;
                ridge_heightmap[index] = surface_y;
-               
+
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y, z);             
+               u32 i = vm->m_area.index(x, node_min.Y, z);
                for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y)
@@ -449,7 +442,7 @@ int MapgenV7::generateBaseTerrain() {
                        vm->m_area.add_y(em, i, 1);
                }
        }
-       
+
        return stone_surface_max_y;
 }
 
@@ -457,10 +450,10 @@ int MapgenV7::generateBaseTerrain() {
 void MapgenV7::generateMountainTerrain() {
        if (node_max.Y <= water_level)
                return;
-               
+
        MapNode n_stone(c_stone);
        u32 j = 0;
-       
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                u32 vi = vm->m_area.index(node_min.X, y, z);
@@ -469,7 +462,7 @@ void MapgenV7::generateMountainTerrain() {
 
                        if (getMountainTerrainFromMap(j, index, y))
                                vm->m_data[vi] = n_stone;
-                               
+
                        vi++;
                        j++;
                }
@@ -481,36 +474,36 @@ void MapgenV7::generateRidgeTerrain() {
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
-       
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                u32 vi = vm->m_area.index(node_min.X, y, z);
                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)
                                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)
                                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;
-                       
+
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
-                       
+
                        if (y < ridge_heightmap[j])
-                               ridge_heightmap[j] = y - 1; 
+                               ridge_heightmap[j] = y - 1;
 
                        vm->m_data[vi] = (y > water_level) ? n_air : n_water;
                }
@@ -528,7 +521,7 @@ void MapgenV7::generateBiomes() {
 
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
-       
+
        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]);
@@ -537,14 +530,14 @@ void MapgenV7::generateBiomes() {
                s16 y0_filler = biome->depth_top + dfiller;
 
                s16 nplaced = 0;
-               u32 i = vm->m_area.index(x, node_max.Y, z);     
+               u32 i = vm->m_area.index(x, node_max.Y, z);
 
                content_t c_above = vm->m_data[i + em.X].getContent();
                bool have_air = c_above == CONTENT_AIR;
-               
+
                for (s16 y = node_max.Y; y >= node_min.Y; y--) {
                        content_t c = vm->m_data[i].getContent();
-                       
+
                        // It could be the case that the elevation is equal to the chunk
                        // boundary, but the chunk above has not been generated yet
                        if (y == node_max.Y && c_above == CONTENT_IGNORE &&
@@ -554,10 +547,10 @@ void MapgenV7::generateBiomes() {
                                                (x - node_min.X);
                                have_air = !getMountainTerrainFromMap(j, index, y);
                        }
-                       
+
                        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)
@@ -593,7 +586,7 @@ void MapgenV7::generateBiomes() {
                                have_air = true;
                                nplaced = 0;
                        }
-                       
+
                        vm->m_area.add_y(em, i, -1);
                }
        }
@@ -603,14 +596,14 @@ void MapgenV7::generateBiomes() {
 void MapgenV7::dustTopNodes() {
        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]);
-       
+
                if (biome->c_dust == CONTENT_IGNORE)
                        continue;
 
@@ -622,17 +615,17 @@ void MapgenV7::dustTopNodes() {
 
                        vm->m_area.add_y(em, vi, -1);
                }
-                       
+
                content_t c = vm->m_data[vi].getContent();
                if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
                        if (y < node_min.Y)
                                continue;
-                               
+
                        vm->m_data[vi] = MapNode(biome->c_dust_water);
                } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
                        if (y == node_max.Y)
                                continue;
-                               
+
                        vm->m_area.add_y(em, vi, 1);
                        vm->m_data[vi] = MapNode(biome->c_dust);
                }
@@ -649,10 +642,10 @@ void MapgenV7::addTopNodes() {
        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 = bmgr->biomes[biomemap[index]];
-               
+
                //////////////////// First, add top nodes below the ridge
                s16 y = ridge_heightmap[index];
-               
+
                // This cutoff is good enough, but not perfect.
                // It will cut off potentially placed top nodes at chunk boundaries
                if (y < node_min.Y)
@@ -664,7 +657,7 @@ void MapgenV7::addTopNodes() {
                        if (ndef->get(c).walkable)
                                continue;
                }
-               
+
                // N.B.  It is necessary to search downward since ridge_heightmap[i]
                // might not be the actual height, just the lowest part in the chunk
                // where a ridge had been carved
@@ -692,7 +685,7 @@ void MapgenV7::addTopNodes() {
                                        vm->m_data[i] = MapNode(c_dirt_with_grass);
                        }
                }
-               
+
                //////////////////// Now, add top nodes on top of the ridge
                y = heightmap[index];
                if (y > node_max.Y) {
@@ -735,7 +728,7 @@ void MapgenV7::addTopNodes() {
 #endif
 
 
-NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50);
+NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
 
 void MapgenV7::generateCaves(int max_stone_y) {
        PseudoRandom ps(blockseed + 21343);