Mgv7: Always carve river channels in mountain terrain
[oweals/minetest.git] / src / mapgen_v7.cpp
index e6801a24b75293ad38db2838cbb8894274803675..7327facaef1c82b5a6ce048d3185ea2b64f8e1ae 100644 (file)
@@ -53,20 +53,6 @@ FlagDesc flagdesc_mapgen_v7[] = {
 MapgenV7::MapgenV7(int mapgenid, MapgenParams *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;
-       // 1-up 1-down overgeneration
-       this->zstride_1u1d = csize.X * (csize.Y + 2);
-       // 1-down overgeneration
-       this->zstride_1d = csize.X * (csize.Y + 1);
-
-       this->heightmap       = new s16[csize.X * csize.Z];
-       this->ridge_heightmap = new s16[csize.X * csize.Z];
-
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
 
        this->spflags    = sp->spflags;
@@ -85,40 +71,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        // 1-up 1-down overgeneration
        noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
        noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
-       // 1-down overgeneraion
-       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 1, csize.Z);
-       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 1, csize.Z);
-
-       // TODO(hmmmm): should we have a way to disable biomemanager biomes?
-       //// 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;
+
+       MapgenBasic::np_cave1 = sp->np_cave1;
+       MapgenBasic::np_cave2 = sp->np_cave2;
 }
 
 
@@ -133,13 +88,6 @@ MapgenV7::~MapgenV7()
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
-       delete noise_cave1;
-       delete noise_cave2;
-
-       delete biomegen;
-
-       delete[] ridge_heightmap;
-       delete[] heightmap;
 }
 
 
@@ -258,16 +206,15 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 
        blockseed = getBlockSeed2(full_node_min, seed);
 
-       // Make some noise
-       calculateNoise();
-
-       // Generate terrain and ridges with initial heightmaps
+       // Generate base and mountain terrain
+       // An initial heightmap is no longer created here for use in generateRidgeTerrain()
        s16 stone_surface_max_y = generateTerrain();
 
+       // Generate rivers
        if (spflags & MGV7_RIDGES)
                generateRidgeTerrain();
 
-       // Update heightmap to include mountain terrain
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
        // Init biome generator, place biome-specific nodes, and build biomemap
@@ -278,48 +225,8 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        if (flags & MG_CAVES)
                generateCaves(stone_surface_max_y, water_level);
 
-       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)
@@ -346,37 +253,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
 }
 
 
-void MapgenV7::calculateNoise()
-{
-       //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
-       s16 x = node_min.X;
-       s16 y = node_min.Y - 1;
-       s16 z = node_min.Z;
-
-       noise_terrain_persist->perlinMap2D(x, z);
-       float *persistmap = noise_terrain_persist->result;
-
-       noise_terrain_base->perlinMap2D(x, z, persistmap);
-       noise_terrain_alt->perlinMap2D(x, z, persistmap);
-       noise_height_select->perlinMap2D(x, z);
-
-       if (spflags & MGV7_MOUNTAINS) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
-       }
-
-       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
-               noise_ridge->perlinMap3D(x, y, z);
-               noise_ridge_uwater->perlinMap2D(x, z);
-       }
-
-       // Cave noises are calculated in generateCaves()
-       // only if solid terrain is present in mapchunk
-
-       //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
 {
        float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
@@ -436,16 +312,27 @@ int MapgenV7::generateTerrain()
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
+       //// Calculate noise for terrain generation
+       noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
+       float *persistmap = noise_terrain_persist->result;
+
+       noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
+       noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
+       noise_height_select->perlinMap2D(node_min.X, node_min.Z);
+
+       if (spflags & MGV7_MOUNTAINS) {
+               noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+               noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+       }
+
+       //// Place nodes
        v3s16 em = vm->m_area.getExtent();
        s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
        u32 index2d = 0;
-       bool mountain_flag = spflags & MGV7_MOUNTAINS;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
                s16 surface_y = baseTerrainLevelFromMap(index2d);
-               heightmap[index2d]       = surface_y;  // Create base terrain heightmap
-               ridge_heightmap[index2d] = surface_y;
 
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
@@ -457,7 +344,7 @@ int MapgenV7::generateTerrain()
                        if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
                                        vm->m_data[vi] = n_stone;  // Base terrain
-                               } else if (mountain_flag &&
+                               } else if ((spflags & MGV7_MOUNTAINS) &&
                                                getMountainTerrainFromMap(index3d, index2d, y)) {
                                        vm->m_data[vi] = n_stone;  // Mountain terrain
                                        if (y > stone_surface_max_y)
@@ -482,6 +369,9 @@ void MapgenV7::generateRidgeTerrain()
        if (node_max.Y < water_level - 16)
                return;
 
+       noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+       noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
+
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
@@ -493,9 +383,6 @@ void MapgenV7::generateRidgeTerrain()
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 
-                       if (heightmap[j] < water_level - 16)  // Use base terrain heightmap
-                               continue;
-
                        float uwatern = noise_ridge_uwater->result[j] * 2;
                        if (fabs(uwatern) > width)
                                continue;
@@ -508,9 +395,6 @@ void MapgenV7::generateRidgeTerrain()
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
 
-                       if (y < ridge_heightmap[j])
-                               ridge_heightmap[j] = y - 1;
-
                        vm->m_data[vi] = (y > water_level) ? n_air : n_water;
                }
        }