]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_valleys.cpp
Ores: Make 'absheight' flag non-functional
[minetest.git] / src / mapgen_valleys.cpp
index bbf20719ddc3e6b60e02824b146c2a61bc1999d1..cf982206ba44a5ed73c4e3d372f44e1b44c8b906 100644 (file)
@@ -1,8 +1,7 @@
 /*
 Minetest Valleys C
-Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2010-2015 paramat, Matt Gregory
-Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
+Copyright (C) 2016-2017 Duane Robertson <duane@duanerobertson.com>
+Copyright (C) 2016-2017 paramat
 
 Based on Valleys Mapgen by Gael de Sailly
  (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
@@ -37,7 +36,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
-#include "treegen.h"
 #include "mg_biome.h"
 #include "mg_ore.h"
 #include "mg_decoration.h"
@@ -64,43 +62,39 @@ static FlagDesc flagdesc_mapgen_valleys[] = {
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
        : MapgenBasic(mapgenid, params, emerge)
 {
        // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
        this->m_bgen = (BiomeGenOriginal *)biomegen;
 
-       this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
-                       g_settings->getU16("map_generation_limit"));
-
-       MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
        BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
 
-       this->spflags            = sp->spflags;
-       this->altitude_chill     = sp->altitude_chill;
-       this->large_cave_depth   = sp->large_cave_depth;
-       this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
-       this->massive_cave_depth = sp->massive_cave_depth;
-       this->river_depth_bed    = sp->river_depth + 1.f;
-       this->river_size_factor  = sp->river_size / 100.f;
-       this->water_features_lim = rangelim(sp->water_features, 0, 10);
-       this->cave_width         = sp->cave_width;
+       this->spflags            = params->spflags;
+       this->altitude_chill     = params->altitude_chill;
+       this->large_cave_depth   = params->large_cave_depth;
+       this->lava_features_lim  = rangelim(params->lava_features, 0, 10);
+       this->massive_cave_depth = params->massive_cave_depth;
+       this->river_depth_bed    = params->river_depth + 1.f;
+       this->river_size_factor  = params->river_size / 100.f;
+       this->water_features_lim = rangelim(params->water_features, 0, 10);
+       this->cave_width         = params->cave_width;
 
        //// 2D Terrain noise
-       noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
-       noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
-       noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
-       noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
-       noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
-       noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
+       noise_filler_depth       = new Noise(&params->np_filler_depth,       seed, csize.X, csize.Z);
+       noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
+       noise_rivers             = new Noise(&params->np_rivers,             seed, csize.X, csize.Z);
+       noise_terrain_height     = new Noise(&params->np_terrain_height,     seed, csize.X, csize.Z);
+       noise_valley_depth       = new Noise(&params->np_valley_depth,       seed, csize.X, csize.Z);
+       noise_valley_profile     = new Noise(&params->np_valley_profile,     seed, csize.X, csize.Z);
 
        //// 3D Terrain noise
        // 1-up 1-down overgeneration
-       noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
        // 1-down overgeneraion
-       noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
-       noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
-       noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave1             = new Noise(&params->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2             = new Noise(&params->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_massive_caves     = new Noise(&params->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
 
        this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
        this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
@@ -111,9 +105,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
        this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;
 
        tcave_cache = new float[csize.Y + 2];
-
-       // Resolve content to be used
-       c_lava_source = ndef->getId("mapgen_lava_source");
 }
 
 
@@ -136,18 +127,8 @@ MapgenValleys::~MapgenValleys()
 
 MapgenValleysParams::MapgenValleysParams()
 {
-       spflags            = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
-       altitude_chill     = 90; // The altitude at which temperature drops by 20C.
-       large_cave_depth   = -33;
-       lava_features      = 0;  // How often water will occur in caves.
-       massive_cave_depth = -256;  // highest altitude of massive caves
-       river_depth        = 4;  // How deep to carve river channels.
-       river_size         = 5;  // How wide to make rivers.
-       water_features     = 0;  // How often water will occur in caves.
-       cave_width         = 0.3;
-
-       np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
-       np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 0.5,   2.0);
+       np_cave1              = NoiseParams(0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0);
+       np_cave2              = NoiseParams(0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0);
        np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
        np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
        np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
@@ -239,17 +220,21 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Generate noise maps and base terrain height.
-       calculateNoise();
-
        // Generate biome noises.  Note this must be executed strictly before
        // generateTerrain, because generateTerrain depends on intermediate
        // biome-related noises.
        m_bgen->calcBiomeNoise(node_min);
 
+       // Generate noise maps and base terrain height.
+       // Modify heat and humidity maps.
+       calculateNoise();
+
        // Generate base terrain with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
+       // Recalculate heightmap
+       updateHeightmap(node_min, node_max);
+
        // Place biome-specific nodes and build biomemap
        MgStoneType stone_type = generateBiomes();
 
@@ -550,10 +535,6 @@ int MapgenValleys::generateTerrain()
                        index_3d += ystride;
                }
 
-               // This happens if we're generating a chunk that doesn't
-               // contain the terrain surface, in which case, we need
-               // to set heightmap to a value outside of the chunk,
-               // to avoid confusing lua mods that use heightmap.
                if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
                        s16 surface_y_int = myround(surface_y);
                        if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
@@ -622,7 +603,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
        const float massive_cave_threshold = 0.6f;
        // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
 
-       float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
+       float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
        float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
        bool made_a_big_one = false;
 
@@ -647,11 +628,11 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
 
        // lava_depth varies between one and ten as you approach
        //  the bottom of the world.
-       s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
+       s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
        // This allows random lava spawns to be less common at the surface.
        s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
        // water_depth varies between ten and one on the way down.
-       s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
+       s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
        // This allows random water spawns to be more common at the surface.
        s16 water_chance = MYCUBE(water_features_lim) * water_depth;
 
@@ -666,6 +647,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
                Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
                bool tunnel_air_above = false;
+               bool is_under_river = false;
                bool underground = false;
                u32 index_data = vm->m_area.index(x, node_max.Y, z);
                u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
@@ -697,14 +679,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                        }
 
                        content_t c = vm->m_data[index_data].getContent();
+                       // Detect river water to place riverbed nodes in tunnels
+                       if (c == biome->c_river_water)
+                               is_under_river = true;
+
                        float d1 = contour(noise_cave1->result[index_3d]);
                        float d2 = contour(noise_cave2->result[index_3d]);
 
-                       // River water is not set as ground content
-                       // in the default game. This can produce strange results
-                       // when a tunnel undercuts a river. However, that's not for
-                       // the mapgen to correct. Fix it in lua.
-
                        if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
                                // in a tunnel
                                vm->m_data[index_data] = n_air;
@@ -717,8 +698,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                                        vm->m_area.add_y(em, j, 1);
 
                                        if (sr > terrain - y) {
-                                               // Put dirt in tunnels near the surface.
-                                               if (underground)
+                                               // Put biome nodes in tunnels near the surface
+                                               if (is_under_river)
+                                                       vm->m_data[index_data] = MapNode(biome->c_riverbed);
+                                               else if (underground)
                                                        vm->m_data[index_data] = MapNode(biome->c_filler);
                                                else
                                                        vm->m_data[index_data] = MapNode(biome->c_top);
@@ -750,7 +733,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                u32 bruises_count = ps.range(0, 2);
                for (u32 i = 0; i < bruises_count; i++) {
                        CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
-                               c_water_source, c_lava_source);
+                               c_water_source, c_lava_source, lava_max_height);
 
                        cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
                }