Use fixed size for builtin menus on non-android platforms
[oweals/minetest.git] / src / mapgen_v6.cpp
index f1ba2a486205dbe75764579a4e717e8ee2d0bdd3..95cdbd279693363befca0cd4d2623e9d27117439 100644 (file)
@@ -52,7 +52,7 @@ FlagDesc flagdesc_mapgen_v6[] = {
 MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        : Mapgen(mapgenid, params, emerge)
 {
-       this->emerge  = emerge;
+       this->m_emerge = emerge;
        this->ystride = csize.X; //////fix this
 
        MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
@@ -106,7 +106,8 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
 }
 
 
-MapgenV6::~MapgenV6() {
+MapgenV6::~MapgenV6()
+{
        delete noise_terrain_base;
        delete noise_terrain_higher;
        delete noise_steepness;
@@ -117,26 +118,28 @@ MapgenV6::~MapgenV6() {
 }
 
 
-MapgenV6Params::MapgenV6Params() {
+MapgenV6Params::MapgenV6Params()
+{
        spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
        freq_desert = 0.45;
        freq_beach  = 0.15;
 
-       np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6);
-       np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
-       np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
-       np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
-       np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
-       np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
-       np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
-       np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
-       np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
-       np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
-       np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
+       np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6, 2.0);
+       np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6, 2.0);
+       np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7, 2.0);
+       np_height_select  = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
+       np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
+       np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
+       np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50, 2.0);
+       np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
+       np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66, 2.0);
+       np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
+       np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
 }
 
 
-void MapgenV6Params::readParams(Settings *settings) {
+void MapgenV6Params::readParams(Settings *settings)
+{
        settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
        settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
        settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
@@ -155,7 +158,8 @@ void MapgenV6Params::readParams(Settings *settings) {
 }
 
 
-void MapgenV6Params::writeParams(Settings *settings) {
+void MapgenV6Params::writeParams(Settings *settings)
+{
        settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
        settings->setFloat("mgv6_freq_desert", freq_desert);
        settings->setFloat("mgv6_freq_beach",  freq_beach);
@@ -178,7 +182,8 @@ void MapgenV6Params::writeParams(Settings *settings) {
 
 
 // Returns Y one under area minimum if not found
-s16 MapgenV6::find_stone_level(v2s16 p2d) {
+s16 MapgenV6::find_stone_level(v2s16 p2d)
+{
        v3s16 em = vm->m_area.getExtent();
        s16 y_nodes_max = vm->m_area.MaxEdge.Y;
        s16 y_nodes_min = vm->m_area.MinEdge.Y;
@@ -216,7 +221,8 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 //////////////////////// Base terrain height functions
 
 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
-                                                                       float steepness, float height_select) {
+       float steepness, float height_select)
+{
        float base   = 1 + terrain_base;
        float higher = 1 + terrain_higher;
 
@@ -242,17 +248,18 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
 }
 
 
-float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
+{
        if (flags & MG_FLAT)
                return water_level;
 
-       float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
+       float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+       float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
+       float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
-       float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+       float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
                                                        p.X, 0.5, p.Y, 0.5, seed);
 
        return baseTerrainLevel(terrain_base, terrain_higher,
@@ -260,13 +267,15 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
 }
 
 
-float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
+float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return baseTerrainLevelFromMap(index);
 }
 
 
-float MapgenV6::baseTerrainLevelFromMap(int index) {
+float MapgenV6::baseTerrainLevelFromMap(int index)
+{
        if (flags & MG_FLAT)
                return water_level;
 
@@ -280,31 +289,36 @@ float MapgenV6::baseTerrainLevelFromMap(int index) {
 }
 
 
-s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
        return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
 }
 
 
-int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV6::getGroundLevelAtPoint(v2s16 p)
+{
        return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
 }
 
 
 //////////////////////// Noise functions
 
-float MapgenV6::getMudAmount(v2s16 p) {
+float MapgenV6::getMudAmount(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getMudAmount(index);
 }
 
 
-bool MapgenV6::getHaveBeach(v2s16 p) {
+bool MapgenV6::getHaveBeach(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getHaveBeach(index);
 }
 
 
-BiomeV6Type MapgenV6::getBiome(v2s16 p) {
+BiomeV6Type MapgenV6::getBiome(v2s16 p)
+{
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getBiome(index, p);
 }
@@ -408,7 +422,8 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 
 //////////////////////// Map generator
 
-void MapgenV6::makeChunk(BlockMakeData *data) {
+void MapgenV6::makeChunk(BlockMakeData *data)
+{
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -423,7 +438,6 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        this->ndef = data->nodedef;
 
        // Hack: use minimum block coords for old code that assumes a single block
-       v3s16 blockpos = data->blockpos_requested;
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
 
@@ -485,7 +499,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        }
 
        // Add dungeons
-       if (flags & MG_DUNGEONS) {
+       if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
                DungeonParams dp;
 
                dp.np_rarity  = nparams_dungeon_rarity;
@@ -529,62 +543,39 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
                placeTreesAndJungleGrass();
 
        // 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);
 
        // Calculate lighting
        if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+               calcLighting(node_min, node_max);
 
        this->generating = false;
 }
 
 
-void MapgenV6::calculateNoise() {
+void MapgenV6::calculateNoise()
+{
        int x = node_min.X;
        int z = node_min.Z;
 
-       // Need to adjust for the original implementation's +.5 offset...
        if (!(flags & MG_FLAT)) {
-               noise_terrain_base->perlinMap2D(
-                       x + 0.5 * noise_terrain_base->np->spread.X,
-                       z + 0.5 * noise_terrain_base->np->spread.Z);
-               noise_terrain_base->transformNoiseMap();
-
-               noise_terrain_higher->perlinMap2D(
-                       x + 0.5 * noise_terrain_higher->np->spread.X,
-                       z + 0.5 * noise_terrain_higher->np->spread.Z);
-               noise_terrain_higher->transformNoiseMap();
-
-               noise_steepness->perlinMap2D(
-                       x + 0.5 * noise_steepness->np->spread.X,
-                       z + 0.5 * noise_steepness->np->spread.Z);
-               noise_steepness->transformNoiseMap();
-
-               noise_height_select->perlinMap2D(
-                       x + 0.5 * noise_height_select->np->spread.X,
-                       z + 0.5 * noise_height_select->np->spread.Z);
-
-               noise_mud->perlinMap2D(
-                       x + 0.5 * noise_mud->np->spread.X,
-                       z + 0.5 * noise_mud->np->spread.Z);
-               noise_mud->transformNoiseMap();
+               noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
+               noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
        }
 
-       noise_beach->perlinMap2D(
-               x + 0.2 * noise_beach->np->spread.X,
-               z + 0.7 * noise_beach->np->spread.Z);
-
-       noise_biome->perlinMap2D(
-               x + 0.6 * noise_biome->np->spread.X,
-               z + 0.2 * noise_biome->np->spread.Z);
+       noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
+       noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
 }
 
 
-int MapgenV6::generateGround() {
+int MapgenV6::generateGround()
+{
        //TimeTaker timer1("Generating ground level");
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
        MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
@@ -624,7 +615,8 @@ int MapgenV6::generateGround() {
 }
 
 
-void MapgenV6::addMud() {
+void MapgenV6::addMud()
+{
        // 15ms @cs=8
        //TimeTaker timer1("add mud");
        MapNode n_dirt(c_dirt), n_gravel(c_gravel);
@@ -684,7 +676,8 @@ void MapgenV6::addMud() {
 }
 
 
-void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
+void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
+{
        // 340ms @cs=8
        TimeTaker timer1("flow mud");
 
@@ -819,7 +812,8 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
 }
 
 
-void MapgenV6::addDirtGravelBlobs() {
+void MapgenV6::addDirtGravelBlobs()
+{
        if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
                return;
 
@@ -857,7 +851,8 @@ void MapgenV6::addDirtGravelBlobs() {
 }
 
 
-void MapgenV6::placeTreesAndJungleGrass() {
+void MapgenV6::placeTreesAndJungleGrass()
+{
        //TimeTaker t("placeTrees");
        if (node_max.Y < water_level)
                return;
@@ -963,7 +958,8 @@ void MapgenV6::placeTreesAndJungleGrass() {
 }
 
 
-void MapgenV6::growGrass() {
+void MapgenV6::growGrass()
+{
        for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
        for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
                // Find the lowest surface to which enough light ends up to make
@@ -992,7 +988,8 @@ void MapgenV6::growGrass() {
 }
 
 
-void MapgenV6::generateCaves(int max_stone_y) {
+void MapgenV6::generateCaves(int max_stone_y)
+{
        float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
        int volume_nodes = (node_max.X - node_min.X + 1) *
                                           (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;