]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_indev.cpp
Fix MinGW build
[dragonfireclient.git] / src / mapgen_indev.cpp
index 6956fc63f14880cac96d7f29556f2a9ba4e852bc..7203fc85d7f1c34ea66d70bdbf733165ade97f75 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)
@@ -80,18 +81,17 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
         }
 }
 
-MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
-        noiseindev_terrain_base   = new NoiseIndev(params->npindev_terrain_base,   seed, csize.X, csize.Z);
-        noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
-        noiseindev_steepness      = new NoiseIndev(params->npindev_steepness,      seed, csize.X, csize.Z);
-//        noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
-//        noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
-        noiseindev_mud            = new NoiseIndev(params->npindev_mud,            seed, csize.X, csize.Z);
-//        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
-        noiseindev_float_islands1  = new NoiseIndev(params->npindev_float_islands1,  seed, csize.X, csize.Y, csize.Z);
-        noiseindev_float_islands2  = new NoiseIndev(params->npindev_float_islands2,  seed, csize.X, csize.Y, csize.Z);
-        noiseindev_float_islands3  = new NoiseIndev(params->npindev_float_islands3,  seed, csize.X, csize.Z);
-        noiseindev_biome          = new NoiseIndev(params->npindev_biome,          seed, csize.X, csize.Z);
+MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge) 
+       : MapgenV6(mapgenid, params, emerge)
+{
+       noiseindev_terrain_base    = new NoiseIndev(&params->npindev_terrain_base,   seed, csize.X, csize.Z);
+       noiseindev_terrain_higher  = new NoiseIndev(&params->npindev_terrain_higher, seed, csize.X, csize.Z);
+       noiseindev_steepness       = new NoiseIndev(&params->npindev_steepness,      seed, csize.X, csize.Z);
+       noiseindev_mud             = new NoiseIndev(&params->npindev_mud,            seed, csize.X, csize.Z);
+       noiseindev_float_islands1  = new NoiseIndev(&params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands2  = new NoiseIndev(&params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands3  = new NoiseIndev(&params->npindev_float_islands3, seed, csize.X, csize.Z);
+       noiseindev_biome           = new NoiseIndev(&params->npindev_biome,          seed, csize.X, csize.Z);
 }
 
 MapgenIndev::~MapgenIndev() {
@@ -152,9 +152,6 @@ 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));
@@ -170,46 +167,41 @@ void MapgenIndev::calculateNoise() {
 }
 
 bool MapgenIndevParams::readParams(Settings *settings) {
-        freq_desert = settings->getFloat("mgv6_freq_desert");
-        freq_beach  = settings->getFloat("mgv6_freq_beach");
-
-        npindev_terrain_base   = settings->getNoiseIndevParams("mgindev_np_terrain_base");
-        npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
-        npindev_steepness      = settings->getNoiseIndevParams("mgindev_np_steepness");
-        np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
-        np_trees          = settings->getNoiseParams("mgv6_np_trees");
-        npindev_mud            = settings->getNoiseIndevParams("mgindev_np_mud");
-        np_beach          = settings->getNoiseParams("mgv6_np_beach");
-        npindev_biome     = settings->getNoiseIndevParams("mgindev_np_biome");
-        np_cave           = settings->getNoiseParams("mgv6_np_cave");
-        npindev_float_islands1  = settings->getNoiseIndevParams("mgindev_np_float_islands1");
-        npindev_float_islands2  = settings->getNoiseIndevParams("mgindev_np_float_islands2");
-        npindev_float_islands3  = settings->getNoiseIndevParams("mgindev_np_float_islands3");
-
-        bool success =
-                npindev_terrain_base  && npindev_terrain_higher && npindev_steepness &&
-                np_height_select && np_trees          && npindev_mud       &&
-                np_beach         && np_biome          && np_cave &&
-                npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
-        return success;
+       freq_desert = settings->getFloat("mgv6_freq_desert");
+       freq_beach  = settings->getFloat("mgv6_freq_beach");
+
+       bool success = 
+               settings->getNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base)   &&
+               settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher) &&
+               settings->getNoiseIndevParams("mgindev_np_steepness",      npindev_steepness)      &&
+               settings->getNoiseParams("mgv6_np_height_select",          np_height_select)       &&
+               settings->getNoiseParams("mgv6_np_trees",                  np_trees)               &&
+               settings->getNoiseIndevParams("mgindev_np_mud",            npindev_mud)            &&
+               settings->getNoiseParams("mgv6_np_beach",                  np_beach)               &&
+               settings->getNoiseIndevParams("mgindev_np_biome",          npindev_biome)          &&
+               settings->getNoiseParams("mgv6_np_cave",                   np_cave)                &&
+               settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1) &&
+               settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2) &&
+               settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
+       return success;
 }
 
 void MapgenIndevParams::writeParams(Settings *settings) {
-        settings->setFloat("mgv6_freq_desert", freq_desert);
-        settings->setFloat("mgv6_freq_beach",  freq_beach);
-
-        settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
-        settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
-        settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
-        settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
-        settings->setNoiseParams("mgv6_np_trees",          np_trees);
-        settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
-        settings->setNoiseParams("mgv6_np_beach",          np_beach);
-        settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
-        settings->setNoiseParams("mgv6_np_cave",           np_cave);
-        settings->setNoiseIndevParams("mgindev_np_float_islands1",  npindev_float_islands1);
-        settings->setNoiseIndevParams("mgindev_np_float_islands2",  npindev_float_islands2);
-        settings->setNoiseIndevParams("mgindev_np_float_islands3",  npindev_float_islands3);
+       settings->setFloat("mgv6_freq_desert", freq_desert);
+       settings->setFloat("mgv6_freq_beach",  freq_beach);
+
+       settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
+       settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
+       settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
+       settings->setNoiseParams("mgv6_np_height_select",          np_height_select);
+       settings->setNoiseParams("mgv6_np_trees",                  np_trees);
+       settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
+       settings->setNoiseParams("mgv6_np_beach",                  np_beach);
+       settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
+       settings->setNoiseParams("mgv6_np_cave",                   np_cave);
+       settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+       settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+       settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
 }
 
 
@@ -254,28 +246,64 @@ 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);
 }
 
 /*
@@ -331,39 +359,37 @@ void MapgenIndev::generateFloatIslands(int min_y) {
        float xl = node_max.X - node_min.X;
        float yl = node_max.Y - node_min.Y;
        float zl = node_max.Z - node_min.Z;
+       u32 zstride = xl + 1;
        float midy = node_min.Y + yl * 0.5;
-       u32 index = 0, index2d = 0;
-       for (int x1 = 0; x1 <= xl; ++x1)
-       {
-               for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
-               {
-                       float noise3 = noiseindev_float_islands3->result[index2d];
-                       float pmidy = midy + noise3 / 1.5 * AMPY;
-                       for (int y1 = 0; y1 <= yl; ++y1, ++index)
-                       {
-                               int y = y1 + node_min.Y;
-                               float noise1 = noiseindev_float_islands1->result[index];
-                               float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
-                               float noise1off = noise1 - offset - RAR;
-                               if (noise1off > 0 && noise1off < 0.7) {
-                                       float noise2 = noiseindev_float_islands2->result[index];
-                                       if (noise2 - noise1off > -0.7){
-                                               v3s16 p = p0 + v3s16(x1, y1, z1);
-                                               u32 i = vm->m_area.index(p);
-                                               if (!vm->m_area.contains(i))
-                                                       continue;
-                                               // Cancel if not  air
-                                               if (vm->m_data[i].getContent() != CONTENT_AIR)
-                                                       continue;
-                                               vm->m_data[i] = n1;
-                                       }
-                               }
+       u32 index = 0;
+       for (int z1 = 0; z1 <= zl; ++z1)
+       for (int y1 = 0; y1 <= yl; ++y1)
+       for (int x1 = 0; x1 <= xl; ++x1, ++index) {
+               int y = y1 + node_min.Y;
+               u32 index2d = z1 * zstride + x1;
+               float noise3 = noiseindev_float_islands3->result[index2d];
+               float pmidy = midy + noise3 / 1.5 * AMPY;
+               float noise1 = noiseindev_float_islands1->result[index];
+               float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+               float noise1off = noise1 - offset - RAR;
+               if (noise1off > 0 && noise1off < 0.7) {
+                       float noise2 = noiseindev_float_islands2->result[index];
+                       if (noise2 - noise1off > -0.7) {
+                               v3s16 p = p0 + v3s16(x1, y1, z1);
+                               u32 i = vm->m_area.index(p);
+                               if (!vm->m_area.contains(i))
+                                       continue;
+                               // Cancel if not  air
+                               if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                       continue;
+                               vm->m_data[i] = n1;
                        }
                }
        }
 }
 
-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);
 }