Footsteps: Fix offset footstep and shallow water sound bugs
[oweals/minetest.git] / src / mapgen_v5.cpp
index 0c063dc6f9f6eaa5f3a286543f3c24e1011b6740..9f189e25399b58f161992293ee15f9acee0dd8aa 100644 (file)
@@ -45,64 +45,23 @@ FlagDesc flagdesc_mapgen_v5[] = {
 };
 
 
-MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
        : MapgenBasic(mapgenid, params, emerge)
 {
-       this->m_emerge = emerge;
-       this->bmgr     = emerge->biomemgr;
-
-       // amount of elements to skip for the next index
-       // for noise/height/biome maps (not vmanip)
-       this->ystride = csize.X;
-
-       this->heightmap = new s16[csize.X * csize.Z];
-
-       MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
-
-       this->spflags    = sp->spflags;
-       this->cave_width = sp->cave_width;
+       this->spflags    = params->spflags;
+       this->cave_width = params->cave_width;
 
        // Terrain noise
-       noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
-       noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
-       noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
+       noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+       noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
+       noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain noise
        // 1-up 1-down overgeneration
-       noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
-
-       MapgenBasic::np_cave1 = sp->np_cave1;
-       MapgenBasic::np_cave2 = sp->np_cave2;
-
-       //// Initialize biome generator
-       biomegen = emerge->biomemgr->createBiomeGen(
-               BIOMEGEN_ORIGINAL, params->bparams, csize);
-       biomemap = biomegen->biomemap;
-
-       //// Resolve nodes to be used
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_ice                  = ndef->getId("mapgen_ice");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
-       if (c_ice == CONTENT_IGNORE)
-               c_ice = CONTENT_AIR;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+
+       MapgenBasic::np_cave1 = params->np_cave1;
+       MapgenBasic::np_cave2 = params->np_cave2;
 }
 
 
@@ -112,10 +71,6 @@ MapgenV5::~MapgenV5()
        delete noise_factor;
        delete noise_height;
        delete noise_ground;
-
-       delete biomegen;
-
-       delete[] heightmap;
 }
 
 
@@ -225,9 +180,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        // Create a block-specific seed
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
        // Generate base terrain
        s16 stone_surface_max_y = generateBaseTerrain();
 
@@ -236,7 +188,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 
        // Init biome generator, place biome-specific nodes, and build biomemap
        biomegen->calcBiomeNoise(node_min);
-       biomegen->getBiomes(heightmap);
        MgStoneType stone_type = generateBiomes();
 
        // Generate caves
@@ -244,48 +195,8 @@ void MapgenV5::makeChunk(BlockMakeData *data)
                generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
 
        // Generate dungeons and desert temples
-       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
-               DungeonParams dp;
-
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_density = nparams_dungeon_density;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.c_water    = c_water_source;
-               if (stone_type == MGSTONE_STONE) {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.0;
-                       dp.holesize      = v3s16(1, 2, 1);
-                       dp.roomsize      = v3s16(0, 0, 0);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == MGSTONE_DESERT_STONE) {
-                       dp.c_cobble = c_desert_stone;
-                       dp.c_moss   = c_desert_stone;
-                       dp.c_stair  = c_desert_stone;
-
-                       dp.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == MGSTONE_SANDSTONE) {
-                       dp.c_cobble = c_sandstonebrick;
-                       dp.c_moss   = c_sandstonebrick;
-                       dp.c_stair  = c_sandstonebrick;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 2, 2);
-                       dp.roomsize      = v3s16(2, 0, 2);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               }
-
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if (flags & MG_DUNGEONS)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
@@ -312,26 +223,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenV5::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       s16 x = node_min.X;
-       s16 y = node_min.Y - 1;
-       s16 z = node_min.Z;
-
-       noise_factor->perlinMap2D(x, z);
-       noise_height->perlinMap2D(x, z);
-       noise_ground->perlinMap3D(x, y, z);
-
-       // Cave noises are calculated in generateCaves()
-       // only if solid terrain is present in mapchunk
-
-       noise_filler_depth->perlinMap2D(x, z);
-
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 //bool is_cave(u32 index) {
 //     double d1 = contour(noise_cave1->result[index]);
 //     double d2 = contour(noise_cave2->result[index]);
@@ -355,6 +246,10 @@ int MapgenV5::generateBaseTerrain()
        u32 index2d = 0;
        int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
 
+       noise_factor->perlinMap2D(node_min.X, node_min.Z);
+       noise_height->perlinMap2D(node_min.X, node_min.Z);
+       noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
        for (s16 z=node_min.Z; z<=node_max.Z; z++) {
                for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
                        u32 vi = vm->m_area.index(node_min.X, y, z);