Use proper CMakeLists.txt for network and client directories
[oweals/minetest.git] / src / mapgen_v7.cpp
index 3b7c20b96dfa89515eb0a029659b018b259d0567..a7b9076b3f2c77b9d0920699885985867fe6b8c2 100644 (file)
@@ -79,6 +79,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        //// 3d terrain noise
        noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
        noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
+       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y, csize.Z);
+       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y, csize.Z);
 
        //// Biome noise
        noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
@@ -110,6 +112,8 @@ MapgenV7::~MapgenV7()
        delete noise_ridge_uwater;
        delete noise_mountain;
        delete noise_ridge;
+       delete noise_cave1;
+       delete noise_cave2;
 
        delete noise_heat;
        delete noise_humidity;
@@ -131,8 +135,10 @@ MapgenV7Params::MapgenV7Params()
        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_mountain        = NoiseParams(-0.6, 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);
+       np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
+       np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
 }
 
 
@@ -149,6 +155,8 @@ void MapgenV7Params::readParams(Settings *settings)
        settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
        settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
        settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
 }
 
 
@@ -165,6 +173,8 @@ void MapgenV7Params::writeParams(Settings *settings)
        settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
        settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
        settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
+       settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
+       settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
 }
 
 
@@ -177,11 +187,11 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p)
        s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
 
        // Ridge/river terrain calculation
-       float width = 0.3;
+       float width = 0.2;
        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)
+       if (fabs(uwatern) <= width)
                return water_level - 10;
 
        // Mountain terrain calculation
@@ -260,8 +270,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
        if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
-                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+               calcLighting(node_min, node_max);
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
 
@@ -276,29 +285,33 @@ void MapgenV7::calculateNoise()
        int y = node_min.Y;
        int z = node_min.Z;
 
-       noise_height_select->perlinMap2D(x, z);
        noise_terrain_persist->perlinMap2D(x, z);
        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_alt->perlinMap2D(x, z, persistmap);
-       noise_filler_depth->perlinMap2D(x, z);
+       noise_height_select->perlinMap2D(x, z);
 
-       if (spflags & MGV7_MOUNTAINS) {
-               noise_mountain->perlinMap3D(x, y, z);
-               noise_mount_height->perlinMap2D(x, z);
+       if (flags & MG_CAVES) {
+               noise_cave1->perlinMap3D(x, y, z);
+               noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (spflags & MGV7_RIDGES) {
+       if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
                noise_ridge->perlinMap3D(x, y, z);
                noise_ridge_uwater->perlinMap2D(x, z);
        }
 
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
+       if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
+               noise_mountain->perlinMap3D(x, y, z);
+               noise_mount_height->perlinMap2D(x, z);
+       }
 
+       if (node_max.Y >= water_level) {
+               noise_filler_depth->perlinMap2D(x, z);
+               noise_heat->perlinMap2D(x, z);
+               noise_humidity->perlinMap2D(x, z);
+       }
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
@@ -319,7 +332,6 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
        hselect = rangelim(hselect, 0.0, 1.0);
 
        float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
-       persist = rangelim(persist, 0.4, 0.9);
 
        noise_terrain_base->np.persist = persist;
        float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
@@ -350,18 +362,16 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
 {
        float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
-       float height_modifier = -((float)y / mnt_h_n);
        float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
-
-       return mnt_n + height_modifier >= 0.6;
+       return mnt_n * mnt_h_n >= (float)y;
 }
 
 
 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
 {
        float mounthn = noise_mount_height->result[idx_xz];
-       float height_modifier = -((float)y / mounthn);
-       return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
+       float mountn = noise_mountain->result[idx_xyz];
+       return mountn * mounthn >= (float)y;
 }
 
 
@@ -455,7 +465,7 @@ int MapgenV7::generateBaseTerrain()
 
 int MapgenV7::generateMountainTerrain(int ymax)
 {
-       if (node_max.Y <= water_level)
+       if (node_max.Y < 0)
                return ymax;
 
        MapNode n_stone(c_stone);
@@ -486,9 +496,13 @@ int MapgenV7::generateMountainTerrain(int ymax)
 
 void MapgenV7::generateRidgeTerrain()
 {
+       if (node_max.Y < water_level)
+               return;
+
        MapNode n_water(c_water_source);
        MapNode n_air(CONTENT_AIR);
        u32 index = 0;
+       float width = 0.2; // TODO: figure out acceptable perlin noise values
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 y = node_min.Y; y <= node_max.Y; y++) {
@@ -496,23 +510,17 @@ 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 - 4)
+                       if (heightmap[j] < water_level - 16)
                                continue;
 
-                       float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
-                       //widthn = rangelim(widthn, -0.05, 0.5);
-
-                       float width = 0.3; // TODO: figure out acceptable perlin noise values
                        float uwatern = noise_ridge_uwater->result[j] * 2;
-                       if (uwatern < -width || uwatern > width)
+                       if (fabs(uwatern) > width)
                                continue;
 
-                       float height_mod = (float)(y + 17) / 2.5;
-                       float width_mod  = (width - fabs(uwatern));
-                       float nridge = noise_ridge->result[index] * (float)y / 7.0;
-
-                       if (y < water_level)
-                               nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
+                       float altitude = y - water_level;
+                       float height_mod = (altitude + 17) / 2.5;
+                       float width_mod  = width - fabs(uwatern);
+                       float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
 
                        if (nridge + width_mod * height_mod < 0.6)
                                continue;
@@ -623,12 +631,12 @@ void MapgenV7::generateBiomes()
 
 void MapgenV7::dustTopNodes()
 {
+       if (node_max.Y < water_level)
+               return;
+
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
 
-       if (water_level > node_max.Y)
-               return;
-
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
                Biome *biome = (Biome *)bmgr->get(biomemap[index]);
@@ -753,27 +761,39 @@ void MapgenV7::addTopNodes()
 #endif
 
 
-NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
-
 void MapgenV7::generateCaves(int max_stone_y)
 {
-       PseudoRandom ps(blockseed + 21343);
-
-       int volume_nodes = (node_max.X - node_min.X + 1) *
-                                          (node_max.Y - node_min.Y + 1) *
-                                          (node_max.Z - node_min.Z + 1);
-       float cave_amount = NoisePerlin2D(&nparams_v7_def_cave,
-                                                               node_min.X, node_min.Y, seed);
-
-       u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
-       for (u32 i = 0; i < caves_count; i++) {
-               CaveV7 cave(this, &ps, false);
-               cave.makeCave(node_min, node_max, max_stone_y);
+       if (max_stone_y >= node_min.Y) {
+               u32 index   = 0;
+               u32 index2d = 0;
+
+               for (s16 z = node_min.Z; z <= node_max.Z; z++) {
+                       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+                               u32 i = vm->m_area.index(node_min.X, y, z);
+                               for (s16 x = node_min.X; x <= node_max.X;
+                                               x++, i++, index++, index2d++) {
+                                       Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
+                                       content_t c = vm->m_data[i].getContent();
+                                       if (c == CONTENT_AIR || (y <= water_level &&
+                                               c != biome->c_stone && c != c_stone))
+                                               continue;
+
+                                       float d1 = contour(noise_cave1->result[index]);
+                                       float d2 = contour(noise_cave2->result[index]);
+                                       if (d1 * d2 > 0.3)
+                                               vm->m_data[i] = MapNode(CONTENT_AIR);
+                               }
+                               index2d -= ystride;
+                       }
+                       index2d += ystride;
+               }
        }
 
-       u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
        for (u32 i = 0; i < bruises_count; i++) {
                CaveV7 cave(this, &ps, true);
                cave.makeCave(node_min, node_max, max_stone_y);
        }
 }
+