]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen.cpp
Add dtime_s to entity activation
[dragonfireclient.git] / src / mapgen.cpp
index f3452689156f9f9f1a245a19efac4a0e338fd038..67e92f4498bca02d0f458a64cb818e7b498fa760 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -102,10 +102,13 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
        u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
        s16 y;
        content_t c_stone = ndef->getId("mapgen_stone");
+       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
-               if(n.getContent() == c_stone)
+               content_t c = n.getContent();
+               if(c != CONTENT_IGNORE && (
+                               c == c_stone || c == c_desert_stone))
                        break;
 
                vmanip.m_area.add_y(em, i, -1);
@@ -1276,12 +1279,31 @@ bool get_have_beach(u64 seed, v2s16 p2d)
 {
        // Determine whether to have sand here
        double sandnoise = noise2d_perlin(
-                       0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
                        seed+59420, 3, 0.50);
 
        return (sandnoise > 0.15);
 }
 
+enum BiomeType
+{
+       BT_NORMAL,
+       BT_DESERT
+};
+
+BiomeType get_biome(u64 seed, v2s16 p2d)
+{
+       // Just do something very simple as for now
+       double d = noise2d_perlin(
+                       0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
+                       seed+9130, 3, 0.50);
+       if(d > 0.45) 
+               return BT_DESERT;
+       if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  ) 
+               return BT_DESERT;
+       return BT_NORMAL;
+};
+
 u32 get_blockseed(u64 seed, v3s16 p)
 {
        s32 x=p.X, y=p.Y, z=p.Z;
@@ -1359,6 +1381,12 @@ void make_block(BlockMakeData *data)
 #define CONTENT_VARIABLE(ndef, name)\
        content_t c_##name = ndef->getId("mapgen_" #name);\
        MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+       if(c_##name == CONTENT_IGNORE){\
+               c_##name = c_##dname;\
+               n_##name = n_##dname;\
+       }
 
        CONTENT_VARIABLE(ndef, stone);
        CONTENT_VARIABLE(ndef, air);
@@ -1375,6 +1403,10 @@ void make_block(BlockMakeData *data)
        CONTENT_VARIABLE(ndef, stone_with_coal);
        CONTENT_VARIABLE(ndef, stone_with_iron);
        CONTENT_VARIABLE(ndef, mese);
+       CONTENT_VARIABLE(ndef, desert_sand);
+       CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+       CONTENT_VARIABLE(ndef, desert_stone);
+       CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
 
        // Maximum height of the stone surface and obstacles.
        // This is used to guide the cave generation
@@ -1422,6 +1454,7 @@ void make_block(BlockMakeData *data)
                if(surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
+               BiomeType bt = get_biome(data->seed, p2d);
                /*
                        Fill ground with stone
                */
@@ -1431,15 +1464,18 @@ void make_block(BlockMakeData *data)
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
                        for(s16 y=node_min.Y; y<=node_max.Y; y++)
                        {
-                               if(y <= surface_y){
-                                       if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
-                                               vmanip.m_data[i] = MapNode(c_stone);
-                               } else if(y <= WATER_LEVEL){
-                                       vmanip.m_data[i] = MapNode(c_water_source);
-                               } else {
-                                       vmanip.m_data[i] = MapNode(c_air);
+                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+                                       if(y <= surface_y){
+                                               if(y > WATER_LEVEL && bt == BT_DESERT)
+                                                       vmanip.m_data[i] = n_desert_stone;
+                                               else
+                                                       vmanip.m_data[i] = n_stone;
+                                       } else if(y <= WATER_LEVEL){
+                                               vmanip.m_data[i] = MapNode(c_water_source);
+                                       } else {
+                                               vmanip.m_data[i] = MapNode(c_air);
+                                       }
                                }
-
                                vmanip.m_area.add_y(em, i, 1);
                        }
                }
@@ -1472,42 +1508,40 @@ void make_block(BlockMakeData *data)
        /*
                Make caves (this code is relatively horrible)
        */
-       double cave_amount = noise2d_perlin(
+       double cave_amount = 6.0 + 6.0 * noise2d_perlin(
                        0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
                        data->seed+34329, 3, 0.50);
-       cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
-       u32 caves_count = cave_amount * volume_nodes / 100000;
-       u32 bruises_count = cave_amount * volume_nodes / 400000;
-       bruises_count *= MYMAX(1, -node_max.Y/100);
-       if(stone_surface_max_y < WATER_LEVEL - 20)
-               bruises_count = 0;
+       cave_amount = MYMAX(0.0, cave_amount);
+       u32 caves_count = cave_amount * volume_nodes / 50000;
+       u32 bruises_count = 1;
+       PseudoRandom ps(blockseed+21343);
+       PseudoRandom ps2(blockseed+1032);
+       if(ps.range(1, 6) == 1)
+               bruises_count = ps.range(0, ps.range(0, 2));
+       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+               caves_count /= 3;
+               bruises_count /= 3;
+       }
        for(u32 jj=0; jj<caves_count+bruises_count; jj++)
        {
+               bool large_cave = (jj >= caves_count);
                s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = myrand_range(3,5);
-               u16 tunnel_routepoints = myrand_range(5,25);
-               int dswitchint = myrand_range(1,14);
-               int part_max_length_rs = myrand_range(2,11);
-               
-               v3f main_direction(0,0,0);
-
-               bool bruise_surface = (jj > caves_count);
-
-               if(bruise_surface)
-               {
+               s16 max_tunnel_diameter = ps.range(2,6);
+               int dswitchint = ps.range(1,14);
+               u16 tunnel_routepoints = 0;
+               int part_max_length_rs = 0;
+               if(large_cave){
+                       part_max_length_rs = ps.range(2,4);
+                       tunnel_routepoints = ps.range(5, ps.range(15,30));
                        min_tunnel_diameter = 5;
-                       max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
-                       /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
-                       max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-                       
-                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
-                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
-
-                       tunnel_routepoints = 5;
-               }
-               else
-               {
+                       max_tunnel_diameter = ps.range(7, ps.range(8,24));
+               } else {
+                       part_max_length_rs = ps.range(2,9);
+                       tunnel_routepoints = ps.range(10, ps.range(15,30));
                }
+               bool large_cave_is_flat = (ps.range(0,1) == 0);
+               
+               v3f main_direction(0,0,0);
 
                // Allowed route area size in nodes
                v3s16 ar = central_area_size;
@@ -1528,13 +1562,13 @@ void make_block(BlockMakeData *data)
                s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
 
                /*// If caves, don't go through surface too often
-               if(bruise_surface == false)
-                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+               if(large_cave == false)
+                       route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
 
                // Limit maximum to area
                route_y_max = rangelim(route_y_max, 0, ar.Y-1);
 
-               if(bruise_surface)
+               if(large_cave)
                {
                        /*// Minimum is at y=0
                        route_y_min = -of.Y - 0;*/
@@ -1543,7 +1577,12 @@ void make_block(BlockMakeData *data)
                        //s16 min = -of.Y + max_tunnel_diameter/4;
                        //s16 min = -of.Y + 0;
                        s16 min = 0;
-                       route_y_min = myrand_range(min, min + max_tunnel_diameter);
+                       if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
+                       {
+                               min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+                               route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
+                       }
+                       route_y_min = ps.range(min, min + max_tunnel_diameter);
                        route_y_min = rangelim(route_y_min, 0, route_y_max);
                }
 
@@ -1556,7 +1595,7 @@ void make_block(BlockMakeData *data)
                // Start every 4th cave from surface when applicable
                /*bool coming_from_surface = false;
                if(node_min.Y <= 0 && node_max.Y >= 0){
-                       coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+                       coming_from_surface = (jj % 4 == 0 && large_cave == false);
                        if(coming_from_surface)
                                route_start_y_min = -of.Y + stone_surface_max_y + 10;
                }*/
@@ -1566,9 +1605,9 @@ void make_block(BlockMakeData *data)
 
                // Randomize starting position
                v3f orp(
-                       (float)(myrand()%ar.X)+0.5,
-                       (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(myrand()%ar.Z)+0.5
+                       (float)(ps.next()%ar.X)+0.5,
+                       (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+                       (float)(ps.next()%ar.Z)+0.5
                );
 
                v3s16 startp(orp.X, orp.Y, orp.Z);
@@ -1584,50 +1623,61 @@ void make_block(BlockMakeData *data)
                
                for(u16 j=0; j<tunnel_routepoints; j++)
                {
-                       if(j%dswitchint==0 && bruise_surface == false)
+                       if(j%dswitchint==0 && large_cave == false)
                        {
                                main_direction = v3f(
-                                       ((float)(myrand()%20)-(float)10)/10,
-                                       ((float)(myrand()%20)-(float)10)/30,
-                                       ((float)(myrand()%20)-(float)10)/10
+                                       ((float)(ps.next()%20)-(float)10)/10,
+                                       ((float)(ps.next()%20)-(float)10)/30,
+                                       ((float)(ps.next()%20)-(float)10)/10
                                );
-                               main_direction *= (float)myrand_range(0, 10)/10;
+                               main_direction *= (float)ps.range(0, 10)/10;
                        }
-
+                       
                        // Randomize size
                        s16 min_d = min_tunnel_diameter;
                        s16 max_d = max_tunnel_diameter;
-                       s16 rs = myrand_range(min_d, max_d);
+                       s16 rs = ps.range(min_d, max_d);
                        
+                       // Every second section is rough
+                       bool randomize_xz = (ps2.range(1,2) == 1);
+
                        v3s16 maxlen;
-                       if(bruise_surface)
+                       if(large_cave)
                        {
-                               maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       rs*part_max_length_rs/2,
+                                       rs*part_max_length_rs
+                               );
                        }
                        else
                        {
-                               maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       ps.range(1, rs*part_max_length_rs),
+                                       rs*part_max_length_rs
+                               );
                        }
 
                        v3f vec;
                        
                        vec = v3f(
-                               (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
-                               (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
-                               (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+                               (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+                               (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+                               (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
                        );
                
                        // Jump downward sometimes
-                       if(!bruise_surface && myrand_range(0,12) == 0)
+                       if(!large_cave && ps.range(0,12) == 0)
                        {
                                vec = v3f(
-                                       (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
-                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
-                                       (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+                                       (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+                                       (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+                                       (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
                                );
                        }
                        
-                       /*if(bruise_surface){
+                       /*if(large_cave){
                                v3f p = orp + vec;
                                s16 h = find_ground_level_clever(vmanip,
                                                v2s16(p.X, p.Z), ndef);
@@ -1655,48 +1705,46 @@ void make_block(BlockMakeData *data)
                        for(float f=0; f<1.0; f+=1.0/vec.getLength())
                        {
                                v3f fp = orp + vec * f;
-                               fp.X += 0.1*myrand_range(-10,10);
-                               fp.Z += 0.1*myrand_range(-10,10);
+                               fp.X += 0.1*ps.range(-10,10);
+                               fp.Z += 0.1*ps.range(-10,10);
                                v3s16 cp(fp.X, fp.Y, fp.Z);
 
                                s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs - 1;
+                               s16 d1 = d0 + rs;
+                               if(randomize_xz){
+                                       d0 += ps.range(-1,1);
+                                       d1 += ps.range(-1,1);
+                               }
                                for(s16 z0=d0; z0<=d1; z0++)
                                {
-                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
-                                       //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
-                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+                                       for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
                                        {
                                                s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
-                                               s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
-                                               //s16 si2 = rs - abs(x0);
-                                               for(s16 y0=-si2; y0<=si2-1; y0++)
+                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+                                               for(s16 y0=-si2; y0<=si2; y0++)
                                                {
-                                                       // Make better floors in small caves
-                                                       if(y0 < -rs + 1 && si<=7)
-                                                               continue;
-                                                       bool is_bottomish = (y0 <= -si2 + 1);
+                                                       /*// Make better floors in small caves
+                                                       if(y0 <= -rs/2 && rs<=7)
+                                                               continue;*/
+                                                       if(large_cave_is_flat){
+                                                               // Make large caves not so tall
+                                                               if(rs > 7 && abs(y0) >= rs/3)
+                                                                       continue;
+                                                       }
 
                                                        s16 z = cp.Z + z0;
                                                        s16 y = cp.Y + y0;
                                                        s16 x = cp.X + x0;
                                                        v3s16 p(x,y,z);
-                                                       /*if(isInArea(p, ar) == false)
-                                                               continue;*/
-                                                       // Check only height
-                                                       if(y < 0 || y >= ar.Y)
-                                                               continue;
                                                        p += of;
                                                        
                                                        if(vmanip.m_area.contains(p) == false)
                                                                continue;
                                                        
-                                                       // Just set it to air, it will be changed to
-                                                       // water afterwards
                                                        u32 i = vmanip.m_area.index(p);
                                                        
-                                                       if(bruise_surface)
+                                                       if(large_cave)
                                                        {
                                                                if(full_node_min.Y < WATER_LEVEL &&
                                                                        full_node_max.Y > WATER_LEVEL){
@@ -1705,9 +1753,7 @@ void make_block(BlockMakeData *data)
                                                                        else
                                                                                vmanip.m_data[i] = airnode;
                                                                } else if(full_node_max.Y < WATER_LEVEL){
-                                                                       if(is_bottomish)
-                                                                               vmanip.m_data[i] = MapNode(c_stone);
-                                                                       else if(p.Y < startp.Y - 2)
+                                                                       if(p.Y < startp.Y - 2)
                                                                                vmanip.m_data[i] = lavanode;
                                                                        else
                                                                                vmanip.m_data[i] = airnode;
@@ -1715,16 +1761,15 @@ void make_block(BlockMakeData *data)
                                                                        vmanip.m_data[i] = airnode;
                                                                }
                                                        } else {
-                                                               // Don't replace air or water or lava
-                                                               if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
+                                                               // Don't replace air or water or lava or ignore
+                                                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+                                                               vmanip.m_data[i].getContent() == CONTENT_AIR ||
                                                                vmanip.m_data[i].getContent() == c_water_source ||
                                                                vmanip.m_data[i].getContent() == c_lava_source)
                                                                        continue;
+                                                               
                                                                vmanip.m_data[i] = airnode;
-                                                       }
 
-                                                       if(bruise_surface == false)
-                                                       {
                                                                // Set tunnel flag
                                                                vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
                                                        }
@@ -1756,10 +1801,8 @@ void make_block(BlockMakeData *data)
                // Node position in 2d
                v2s16 p2d = v2s16(x,z);
                
-               MapNode addnode(c_dirt);
-
                // Randomize mud amount
-               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
 
                // Find ground level
                s16 surface_y = find_stone_level(vmanip, p2d, ndef);
@@ -1767,13 +1810,27 @@ void make_block(BlockMakeData *data)
                if(surface_y == vmanip.m_area.MinEdge.Y - 1)
                        continue;
 
-               if(mud_add_amount <= 0){
+               MapNode addnode(c_dirt);
+               BiomeType bt = get_biome(data->seed, p2d);
+
+               if(bt == BT_DESERT)
+                       addnode = MapNode(c_desert_sand);
+
+               if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
+                       addnode = MapNode(c_sand);
+               } else if(mud_add_amount <= 0){
                        mud_add_amount = 1 - mud_add_amount;
                        addnode = MapNode(c_gravel);
-               } else if(get_have_beach(data->seed, p2d) &&
+               } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
                                surface_y + mud_add_amount <= WATER_LEVEL+2){
                        addnode = MapNode(c_sand);
                }
+               
+               if(bt == BT_DESERT){
+                       if(surface_y > 20){
+                               mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+                       }
+               }
 
                /*
                        If topmost node is grass, change it to mud.
@@ -1816,6 +1873,7 @@ void make_block(BlockMakeData *data)
        /*
                Add blobs of dirt and gravel underground
        */
+       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
        {
        PseudoRandom pr(blockseed+983);
        for(int i=0; i<volume_nodes/10/10/10; i++)
@@ -1885,6 +1943,9 @@ void make_block(BlockMakeData *data)
                u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
                s16 y=node_max.Y;
 
+               while(y >= node_min.Y)
+               {
+
                for(;; y--)
                {
                        MapNode *n = NULL;
@@ -2001,18 +2062,20 @@ void make_block(BlockMakeData *data)
                                
                                bool old_is_water = (n->getContent() == c_water_source);
                                // Move mud to new place
-                               if(!dropped_to_unknown)
+                               if(!dropped_to_unknown) {
                                        *n2 = *n;
-                               // Set old place to be air (or water)
-                               if(old_is_water)
-                                       *n = MapNode(c_water_source);
-                               else
-                                       *n = MapNode(CONTENT_AIR);
+                                       // Set old place to be air (or water)
+                                       if(old_is_water)
+                                               *n = MapNode(c_water_source);
+                                       else
+                                               *n = MapNode(CONTENT_AIR);
+                               }
 
                                // Done
                                break;
                        }
                }
+               }
        }
        
        }
@@ -2453,19 +2516,7 @@ void make_block(BlockMakeData *data)
                                                {
                                                        if(have_sand)
                                                        {
-                                                               // Determine whether to have clay in the sand here
-                                                               double claynoise = noise2d_perlin(
-                                                                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                                                                               data->seed+4321, 6, 0.95) + 0.5;
-                               
-                                                               have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
-                                                                       ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
-                                                                       ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
-                                                                       );
-                                                               if (have_clay)
-                                                                       vmanip.m_data[i] = MapNode(c_clay);
-                                                               else
-                                                                       vmanip.m_data[i] = MapNode(c_sand);
+                                                               vmanip.m_data[i] = MapNode(c_sand);
                                                        }
                                                        #if 1
                                                        else if(current_depth==0 && !water_detected