Mgvalleys: Make river depth variation and humidity drop optional (#7532)
[oweals/minetest.git] / src / mapgen / mg_biome.cpp
index eb12fcc737872493406bfe60af638f33bd3c236b..7f717011c307a2fdf8fc1f5694a797581ef611e8 100644 (file)
@@ -40,14 +40,16 @@ BiomeManager::BiomeManager(Server *server) :
        // Create default biome to be used in case none exist
        Biome *b = new Biome;
 
-       b->name            = "Default";
+       b->name            = "default";
        b->flags           = 0;
        b->depth_top       = 0;
        b->depth_filler    = -MAX_MAP_GENERATION_LIMIT;
        b->depth_water_top = 0;
        b->depth_riverbed  = 0;
-       b->y_min           = -MAX_MAP_GENERATION_LIMIT;
-       b->y_max           = MAX_MAP_GENERATION_LIMIT;
+       b->min_pos         = v3s16(-MAX_MAP_GENERATION_LIMIT,
+                       -MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
+       b->max_pos         = v3s16(MAX_MAP_GENERATION_LIMIT,
+                       MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
        b->heat_point      = 0.0;
        b->humidity_point  = 0.0;
        b->vertical_blend  = 0;
@@ -60,6 +62,10 @@ BiomeManager::BiomeManager(Server *server) :
        b->m_nodenames.emplace_back("mapgen_river_water_source");
        b->m_nodenames.emplace_back("mapgen_stone");
        b->m_nodenames.emplace_back("ignore");
+       b->m_nodenames.emplace_back("ignore");
+       b->m_nodenames.emplace_back("ignore");
+       b->m_nodenames.emplace_back("ignore");
+       b->m_nodenames.emplace_back("ignore");
        m_ndef->pendNodeResolve(b);
 
        add(b);
@@ -106,7 +112,7 @@ float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity
 
 
 // For BiomeGen type 'BiomeGenOriginal'
-Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y)
+Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
 {
        Biome *biome_closest = nullptr;
        Biome *biome_closest_blend = nullptr;
@@ -115,14 +121,17 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
 
        for (size_t i = 1; i < getNumObjects(); i++) {
                Biome *b = (Biome *)getRaw(i);
-               if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
+               if (!b ||
+                               pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
+                               pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
+                               pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
                        continue;
 
                float d_heat = heat - b->heat_point;
                float d_humidity = humidity - b->humidity_point;
                float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
 
-               if (y <= b->y_max) { // Within y limits of biome b
+               if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
                        if (dist < dist_min) {
                                dist_min = dist;
                                biome_closest = b;
@@ -133,10 +142,10 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
                }
        }
 
-       mysrand(y + (heat + humidity) / 2);
-       if (biome_closest_blend &&
+       mysrand(pos.Y + (heat + humidity) * 0.9f);
+       if (biome_closest_blend && dist_min_blend <= dist_min &&
                        myrand_range(0, biome_closest_blend->vertical_blend) >=
-                       y - biome_closest_blend->y_max)
+                       pos.Y - biome_closest_blend->max_pos.Y)
                return biome_closest_blend;
 
        return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
@@ -183,7 +192,12 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
 
        heatmap  = noise_heat->result;
        humidmap = noise_humidity->result;
+
        biomemap = new biome_t[m_csize.X * m_csize.Z];
+       // Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
+       // fallback biome when biome generation (which calculates the biomemap IDs)
+       // is disabled.
+       memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
 }
 
 BiomeGenOriginal::~BiomeGenOriginal()
@@ -206,7 +220,7 @@ Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
                NoisePerlin2D(&m_params->np_humidity,       pos.X, pos.Z, m_params->seed) +
                NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
 
-       return calcBiomeFromNoise(heat, humidity, pos.Y);
+       return calcBiomeFromNoise(heat, humidity, pos);
 }
 
 
@@ -226,13 +240,15 @@ void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
 }
 
 
-biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
+biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
 {
-       for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
+       for (s16 zr = 0; zr < m_csize.Z; zr++)
+       for (s16 xr = 0; xr < m_csize.X; xr++) {
+               s32 i = zr * m_csize.X + xr;
                Biome *biome = calcBiomeFromNoise(
                        noise_heat->result[i],
                        noise_humidity->result[i],
-                       heightmap[i]);
+                       v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
 
                biomemap[i] = biome->index;
        }
@@ -245,20 +261,20 @@ Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
 {
        return getBiomeAtIndex(
                (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
-               pos.Y);
+               pos);
 }
 
 
-Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
+Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
 {
        return calcBiomeFromNoise(
                noise_heat->result[index],
                noise_humidity->result[index],
-               y);
+               pos);
 }
 
 
-Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
+Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
 {
        Biome *biome_closest = nullptr;
        Biome *biome_closest_blend = nullptr;
@@ -267,14 +283,17 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
 
        for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
                Biome *b = (Biome *)m_bmgr->getRaw(i);
-               if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
+               if (!b ||
+                               pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
+                               pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
+                               pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
                        continue;
 
                float d_heat = heat - b->heat_point;
                float d_humidity = humidity - b->humidity_point;
                float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
 
-               if (y <= b->y_max) { // Within y limits of biome b
+               if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
                        if (dist < dist_min) {
                                dist_min = dist;
                                biome_closest = b;
@@ -288,11 +307,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
        // Carefully tune pseudorandom seed variation to avoid single node dither
        // and create larger scale blending patterns similar to horizontal biome
        // blend.
-       mysrand(y + (heat + humidity) / 2);
+       mysrand(pos.Y + (heat + humidity) * 0.9f);
 
-       if (biome_closest_blend &&
+       if (biome_closest_blend && dist_min_blend <= dist_min &&
                        myrand_range(0, biome_closest_blend->vertical_blend) >=
-                       y - biome_closest_blend->y_max)
+                       pos.Y - biome_closest_blend->max_pos.Y)
                return biome_closest_blend;
 
        return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);   
@@ -303,12 +322,16 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
 
 void Biome::resolveNodeNames()
 {
-       getIdFromNrBacklog(&c_top,         "mapgen_stone",              CONTENT_AIR);
-       getIdFromNrBacklog(&c_filler,      "mapgen_stone",              CONTENT_AIR);
-       getIdFromNrBacklog(&c_stone,       "mapgen_stone",              CONTENT_AIR);
-       getIdFromNrBacklog(&c_water_top,   "mapgen_water_source",       CONTENT_AIR);
-       getIdFromNrBacklog(&c_water,       "mapgen_water_source",       CONTENT_AIR);
-       getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
-       getIdFromNrBacklog(&c_riverbed,    "mapgen_stone",              CONTENT_AIR);
-       getIdFromNrBacklog(&c_dust,        "ignore",                    CONTENT_IGNORE);
+       getIdFromNrBacklog(&c_top,           "mapgen_stone",              CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_filler,        "mapgen_stone",              CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_stone,         "mapgen_stone",              CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_water_top,     "mapgen_water_source",       CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_water,         "mapgen_water_source",       CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_river_water,   "mapgen_river_water_source", CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_riverbed,      "mapgen_stone",              CONTENT_AIR,    false);
+       getIdFromNrBacklog(&c_dust,          "ignore",                    CONTENT_IGNORE, false);
+       getIdFromNrBacklog(&c_cave_liquid,   "ignore",                    CONTENT_IGNORE, false);
+       getIdFromNrBacklog(&c_dungeon,       "ignore",                    CONTENT_IGNORE, false);
+       getIdFromNrBacklog(&c_dungeon_alt,   "ignore",                    CONTENT_IGNORE, false);
+       getIdFromNrBacklog(&c_dungeon_stair, "ignore",                    CONTENT_IGNORE, false);
 }