LuaVoxelManip: Add option to allocate blank data
[oweals/minetest.git] / src / mapgen_v7.cpp
index be60a2c98ff3ccf73bdc7ec320268c645b2da782..2f55964d815dbf8cdcc5221226901e94bb41b435 100644 (file)
@@ -52,8 +52,8 @@ FlagDesc flagdesc_mapgen_v7[] = {
 MapgenV7::MapgenV7(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)
@@ -122,13 +122,13 @@ MapgenV7::~MapgenV7() {
 MapgenV7Params::MapgenV7Params() {
        spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
 
-       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
-       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6, 2.0);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6, 2.0);
+       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
+       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
        np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7, 2.0);
-       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
-       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
+       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
+       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
+       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
        np_mountain        = NoiseParams(0,    1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
        np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
 }
@@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
 
        // Ridge/river terrain calculation
        float width = 0.3;
-       float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+       float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
        // actually computing the depth of the ridge is much more expensive;
        // if inside a river, simply guess
        if (uwatern >= -width && uwatern <= width)
@@ -215,7 +215,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
        full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
 
-       blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
+       blockseed = m_emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
 
        // Make some noise
        calculateNoise();
@@ -241,10 +241,10 @@ void MapgenV7::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();
@@ -270,26 +270,18 @@ void MapgenV7::calculateNoise() {
        int z = node_min.Z;
 
        noise_height_select->perlinMap2D(x, z);
-       noise_height_select->transformNoiseMap();
-
        noise_terrain_persist->perlinMap2D(x, z);
-       noise_terrain_persist->transformNoiseMap();
        float *persistmap = noise_terrain_persist->result;
        for (int i = 0; i != csize.X * csize.Z; i++)
                persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
 
        noise_terrain_base->perlinMap2D(x, z, persistmap);
-       noise_terrain_base->transformNoiseMap();
-
        noise_terrain_alt->perlinMap2D(x, z, persistmap);
-       noise_terrain_alt->transformNoiseMap();
-
        noise_filler_depth->perlinMap2D(x, z);
 
        if (spflags & MGV7_MOUNTAINS) {
                noise_mountain->perlinMap3D(x, y, z);
                noise_mount_height->perlinMap2D(x, z);
-               noise_mount_height->transformNoiseMap();
        }
 
        if (spflags & MGV7_RIDGES) {
@@ -553,10 +545,12 @@ void MapgenV7::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);