Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
[oweals/minetest.git] / src / mapgen_flat.cpp
index cb9aa9a8b3d9f4cc6c99af993860a8bd42c5f01c..97f1c4b2a3fe53a8e5e4668859a88178de1e2501 100644 (file)
@@ -50,7 +50,7 @@ FlagDesc flagdesc_mapgen_flat[] = {
 
 
 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
-       : Mapgen(mapgenid, params, emerge)
+       : MapgenBasic(mapgenid, params, emerge)
 {
        this->m_emerge = emerge;
        this->bmgr     = emerge->biomemgr;
@@ -248,7 +248,7 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
        MgStoneType stone_type = generateBiomes();
 
        if (flags & MG_CAVES)
-               generateCaves(stone_surface_max_y);
+               generateCaves(stone_surface_max_y, large_cave_depth);
 
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
                DungeonParams dp;
@@ -381,220 +381,3 @@ s16 MapgenFlat::generateTerrain()
 
        return stone_surface_max_y;
 }
-
-
-MgStoneType MapgenFlat::generateBiomes()
-{
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-       MgStoneType stone_type = STONE;
-
-       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 = NULL;
-               u16 depth_top = 0;
-               u16 base_filler = 0;
-               u16 depth_water_top = 0;
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-
-               // Check node at base of mapchunk above, either a node of a previously
-               // generated mapchunk or if not, a node of overgenerated base terrain.
-               content_t c_above = vm->m_data[vi + em.X].getContent();
-               bool air_above = c_above == CONTENT_AIR;
-               bool water_above = c_above == c_water_source;
-
-               // If there is air or water above enable top/filler placement, otherwise force
-               // nplaced to stone level by setting a number exceeding any possible filler depth.
-               u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
-
-               for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[vi].getContent();
-
-                       // Biome is recalculated each time an upper surface is detected while
-                       // working down a column. The selected biome then remains in effect for
-                       // all nodes below until the next surface and biome recalculation.
-                       // Biome is recalculated:
-                       // 1. At the surface of stone below air or water.
-                       // 2. At the surface of water below air.
-                       // 3. When stone or water is detected but biome has not yet been calculated.
-                       if ((c == c_stone && (air_above || water_above || !biome)) ||
-                                       (c == c_water_source && (air_above || !biome))) {
-                               biome = biomegen->getBiomeAtIndex(index, y);
-
-                               depth_top = biome->depth_top;
-                               base_filler = MYMAX(depth_top + biome->depth_filler
-                                       + noise_filler_depth->result[index], 0);
-                               depth_water_top = biome->depth_water_top;
-
-                               // Detect stone type for dungeons during every biome calculation.
-                               // This is more efficient than detecting per-node and will not
-                               // miss any desert stone or sandstone biomes.
-                               if (biome->c_stone == c_desert_stone)
-                                       stone_type = DESERT_STONE;
-                               else if (biome->c_stone == c_sandstone)
-                                       stone_type = SANDSTONE;
-                       }
-
-                       if (c == c_stone) {
-                               content_t c_below = vm->m_data[vi - em.X].getContent();
-
-                               // If the node below isn't solid, make this node stone, so that
-                               // any top/filler nodes above are structurally supported.
-                               // This is done by aborting the cycle of top/filler placement
-                               // immediately by forcing nplaced to stone level.
-                               if (c_below == CONTENT_AIR || c_below == c_water_source)
-                                       nplaced = U16_MAX;
-
-                               if (nplaced < depth_top) {
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-                                       nplaced++;
-                               } else if (nplaced < base_filler) {
-                                       vm->m_data[vi] = MapNode(biome->c_filler);
-                                       nplaced++;
-                               } else {
-                                       vm->m_data[vi] = MapNode(biome->c_stone);
-                               }
-
-                               air_above = false;
-                               water_above = false;
-                       } else if (c == c_water_source) {
-                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
-                                               biome->c_water_top : biome->c_water);
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = false;
-                               water_above = true;
-                       } else if (c == CONTENT_AIR) {
-                               nplaced = 0;  // Enable top/filler placement for next surface
-                               air_above = true;
-                               water_above = false;
-                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
-                               nplaced = U16_MAX;  // Disable top/filler placement
-                               air_above = false;
-                               water_above = false;
-                       }
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-       }
-
-       return stone_type;
-}
-
-
-void MapgenFlat::dustTopNodes()
-{
-       if (node_max.Y < water_level)
-               return;
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index = 0;
-
-       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->getRaw(biomemap[index]);
-
-               if (biome->c_dust == CONTENT_IGNORE)
-                       continue;
-
-               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
-               content_t c_full_max = vm->m_data[vi].getContent();
-               s16 y_start;
-
-               if (c_full_max == CONTENT_AIR) {
-                       y_start = full_node_max.Y - 1;
-               } else if (c_full_max == CONTENT_IGNORE) {
-                       vi = vm->m_area.index(x, node_max.Y + 1, z);
-                       content_t c_max = vm->m_data[vi].getContent();
-
-                       if (c_max == CONTENT_AIR)
-                               y_start = node_max.Y;
-                       else
-                               continue;
-               } else {
-                       continue;
-               }
-
-               vi = vm->m_area.index(x, y_start, z);
-               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
-                       if (vm->m_data[vi].getContent() != CONTENT_AIR)
-                               break;
-
-                       vm->m_area.add_y(em, vi, -1);
-               }
-
-               content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
-                       vm->m_area.add_y(em, vi, 1);
-                       vm->m_data[vi] = MapNode(biome->c_dust);
-               }
-       }
-}
-
-
-void MapgenFlat::generateCaves(s16 max_stone_y)
-{
-       if (max_stone_y < node_min.Y)
-               return;
-
-       noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-       noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-
-       v3s16 em = vm->m_area.getExtent();
-       u32 index2d = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
-               bool column_is_open = false;  // Is column open to overground
-               bool is_tunnel = false;  // Is tunnel or tunnel floor
-               u32 vi = vm->m_area.index(x, node_max.Y, z);
-               u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
-                       (x - node_min.X);
-               // Biome of column
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
-               // Don't excavate the overgenerated stone at node_max.Y + 1,
-               // this creates a 'roof' over the tunnel, preventing light in
-               // tunnels at mapchunk borders when generating mapchunks upwards.
-               // This 'roof' is removed when the mapchunk above is generated.
-               for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
-                               index3d -= ystride,
-                               vm->m_area.add_y(em, vi, -1)) {
-
-                       content_t c = vm->m_data[vi].getContent();
-                       if (c == CONTENT_AIR || c == biome->c_water_top ||
-                                       c == biome->c_water) {
-                               column_is_open = true;
-                               continue;
-                       }
-                       // Ground
-                       float d1 = contour(noise_cave1->result[index3d]);
-                       float d2 = contour(noise_cave2->result[index3d]);
-
-                       if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
-                               // In tunnel and ground content, excavate
-                               vm->m_data[vi] = MapNode(CONTENT_AIR);
-                               is_tunnel = true;
-                       } else {
-                               // Not in tunnel or not ground content
-                               if (is_tunnel && column_is_open &&
-                                               (c == biome->c_filler || c == biome->c_stone))
-                                       // Tunnel entrance floor
-                                       vm->m_data[vi] = MapNode(biome->c_top);
-
-                               column_is_open = false;
-                               is_tunnel = false;
-                       }
-               }
-       }
-
-       if (node_max.Y > large_cave_depth)
-               return;
-
-       PseudoRandom ps(blockseed + 21343);
-       u32 bruises_count = ps.range(0, 2);
-       for (u32 i = 0; i < bruises_count; i++) {
-               CaveV5 cave(this, &ps);
-               cave.makeCave(node_min, node_max, max_stone_y);
-       }
-}