]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_indev.cpp
Pre-select current game in world creation dialog
[dragonfireclient.git] / src / mapgen_indev.cpp
index 5d455827ae4db28fe314731c096f935f6181589f..2eeaf13ebc7c7b20a14357e95084aaca05063041 100644 (file)
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "constants.h"
 #include "map.h"
 #include "main.h"
+#include "util/numeric.h"
 #include "log.h"
 
 /////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
@@ -154,9 +155,6 @@ void MapgenIndev::calculateNoise() {
                        z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
                noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
 
-       }
-       
-       if (!(flags & MG_FLAT)) {
                noiseindev_mud->perlinMap2D(
                        x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
                        z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
@@ -256,28 +254,64 @@ float MapgenIndev::getMudAmount(int index) {
        return noiseindev_mud->result[index];
 }
 
-void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
-       cave.min_tunnel_diameter = 2;
-       cave.max_tunnel_diameter = ps.range(2,6);
-       cave.dswitchint = ps.range(1,14);
-       cave.flooded = large_cave && ps.range(0,4);
-       if(large_cave){
-               cave.part_max_length_rs = ps.range(2,4);
-               if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
-                       cave.flooded = !ps.range(0, 3);
-                       cave.tunnel_routepoints = ps.range(5, 20);
-                       cave.min_tunnel_diameter = 30;
-                       cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
+void MapgenIndev::generateCaves(int max_stone_y) {
+       float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
+       int volume_nodes = (node_max.X - node_min.X + 1) *
+                                          (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+       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 (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+               caves_count   /= 3;
+               bruises_count /= 3;
+       }
+       
+       for (u32 i = 0; i < caves_count + bruises_count; i++) {
+               bool large_cave = (i >= caves_count);
+               CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
+
+               cave.makeCave(node_min, node_max, max_stone_y);
+       }
+}
+
+CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+                               v3s16 node_min, bool is_large_cave) {
+       this->vm = mg->vm;
+       this->water_level = mg->water_level;
+       this->large_cave = is_large_cave;
+       this->ps  = ps;
+       this->ps2 = ps2;
+       this->c_water_source = mg->c_water_source;
+       this->c_lava_source  = mg->c_lava_source;
+
+       min_tunnel_diameter = 2;
+       max_tunnel_diameter = ps->range(2,6);
+       dswitchint = ps->range(1,14);
+       flooded = large_cave && ps->range(0,4);
+       if (large_cave) {
+               part_max_length_rs = ps->range(2,4);
+               float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
+               if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
+                       flooded = !ps->range(0, 3);
+                       tunnel_routepoints = ps->range(5, 30);
+                       min_tunnel_diameter = 30;
+                       max_tunnel_diameter = ps->range(40, ps->range(80, 150));
                } else {
-                       cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
-                       cave.min_tunnel_diameter = 5;
-                       cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
+                       tunnel_routepoints = ps->range(5, ps->range(15,30));
+                       min_tunnel_diameter = 5;
+                       max_tunnel_diameter = ps->range(7, ps->range(8,24));
                }
        } else {
-               cave.part_max_length_rs = ps.range(2,9);
-               cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+               part_max_length_rs = ps->range(2,9);
+               tunnel_routepoints = ps->range(10, ps->range(15,30));
        }
-       cave.large_cave_is_flat = (ps.range(0,1) == 0);
+       large_cave_is_flat = (ps->range(0,1) == 0);
 }
 
 /*
@@ -365,7 +399,8 @@ void MapgenIndev::generateFloatIslands(int min_y) {
        }
 }
 
-void MapgenIndev::generateSomething() {
+void MapgenIndev::generateExperimental() {
        int float_islands = g_settings->getS16("mgindev_float_islands");
-       if(float_islands) generateFloatIslands(float_islands);
+       if (float_islands)
+               generateFloatIslands(float_islands);
 }