LuaVoxelManip: Add option to allocate blank data
[oweals/minetest.git] / src / mapgen_v5.cpp
index 959e5c33f72bd636ee48a5eb8660796f4fc07cc4..9723c987b0ccabf10fb36c36827757fb855e63bf 100644 (file)
@@ -50,8 +50,8 @@ FlagDesc flagdesc_mapgen_v5[] = {
 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        : Mapgen(mapgenid, params, emerge)
 {
-       this->emerge = emerge;
-       this->bmgr   = emerge->biomemgr;
+       this->m_emerge = emerge;
+       this->bmgr     = emerge->biomemgr;
 
        // amount of elements to skip for the next index
        // for noise/height/biome maps (not vmanip)
@@ -77,8 +77,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, 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;
@@ -130,14 +130,14 @@ MapgenV5::~MapgenV5() {
 MapgenV5Params::MapgenV5Params() {
        spflags = MGV5_BLOBS;
 
-       np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7, 2.0);
+       np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
-       np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5, 2.0);
-       np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5, 2.0, NOISE_FLAG_EASED);
-       np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5, 2.0, NOISE_FLAG_EASED);
+       np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
+       np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5,  2.0, NOISE_FLAG_EASED);
+       np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5,  2.0, NOISE_FLAG_EASED);
        np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
-       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3, 2.0, NOISE_FLAG_EASED);
-       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1, 2.0);
+       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3,  2.0, NOISE_FLAG_EASED);
+       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1,  2.0);
 }
 
 
@@ -187,12 +187,12 @@ void MapgenV5Params::writeParams(Settings *settings) {
 int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
        //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
-       float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
+       float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
        if(f < 0.01)
                f = 0.01;
        else if(f >= 1.0)
                f *= 1.6;
-       float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
+       float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
        s16 search_top = water_level + 15;
        s16 search_base = water_level;
@@ -202,7 +202,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
 
        s16 level = -31000;
        for (s16 y = search_top; y >= search_base; y--) {
-               float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
+               float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
                if(n_ground * f > y - h) {
                        if(y >= search_top - 7)
                                break;
@@ -240,7 +240,7 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
        // Create a block-specific seed
-       blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
+       blockseed = m_emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
 
        // Make some noise
        calculateNoise();
@@ -268,10 +268,10 @@ void MapgenV5::makeChunk(BlockMakeData *data) {
        }
 
        // Generate the registered decorations
-       emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
        // Generate the registered ores
-       emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+       m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
        // Sprinkle some dust on top after everything else was generated
        dustTopNodes();
@@ -299,14 +299,10 @@ void MapgenV5::calculateNoise() {
        noise_filler_depth->perlinMap2D(x, z);
        noise_factor->perlinMap2D(x, z);
        noise_height->perlinMap2D(x, z);
-       noise_height->transformNoiseMap();
 
        noise_cave1->perlinMap3D(x, y, z);
-       noise_cave1->transformNoiseMap();
        noise_cave2->perlinMap3D(x, y, z);
-       noise_cave2->transformNoiseMap();
        noise_ground->perlinMap3D(x, y, z);
-       noise_ground->transformNoiseMap();
 
        if (spflags & MGV5_BLOBS) {
                noise_crumble->perlinMap3D(x, y, z);
@@ -443,10 +439,12 @@ void MapgenV5::generateBiomes() {
 
                                if (c_below != CONTENT_AIR) {
                                        if (nplaced < y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_filler);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_top);
+                                               // A hack to prevent dirt_with_grass from being
+                                               // placed below water.  TODO: fix later
+                                               content_t c_place = ((y < water_level) &&
+                                                       (biome->c_top == c_dirt_with_grass)) ?
+                                                        c_dirt : biome->c_top;
+                                               vm->m_data[i] = MapNode(c_place);
                                                nplaced++;
                                        } else if (nplaced < y0_filler && nplaced >= y0_top) {
                                                vm->m_data[i] = MapNode(biome->c_filler);