]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v6.cpp
Closed add object <-> object collision handling
[dragonfireclient.git] / src / mapgen_v6.cpp
index b60758310a18f8a1b5cd95063980c66bfa7a44ca..0b419617d22bb2d8a54986c1600386fa3fa4ec65 100644 (file)
@@ -45,8 +45,6 @@ NoiseParams nparams_v6_def_steepness =
        {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
 NoiseParams nparams_v6_def_height_select =
        {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v6_def_trees =
-       {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
 NoiseParams nparams_v6_def_mud =
        {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
 NoiseParams nparams_v6_def_beach =
@@ -55,14 +53,21 @@ NoiseParams nparams_v6_def_biome =
        {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
 NoiseParams nparams_v6_def_cave =
        {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
+NoiseParams nparams_v6_def_humidity =
+       {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
+NoiseParams nparams_v6_def_trees =
+       {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
+NoiseParams nparams_v6_def_apple_trees =
+       {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
        this->generating  = false;
        this->id       = mapgenid;
+       this->emerge   = emerge;
 
        this->seed     = (int)params->seed;
        this->water_level = params->water_level;
@@ -74,13 +79,15 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
 
        this->ystride = csize.X; //////fix this
 
-       np_cave = params->np_cave;
+       np_cave        = params->np_cave;
+       np_humidity    = params->np_humidity;
+       np_trees       = params->np_trees;
+       np_apple_trees = params->np_apple_trees;
 
        noise_terrain_base   = new Noise(params->np_terrain_base,   seed, csize.X, csize.Y);
        noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
        noise_steepness      = new Noise(params->np_steepness,      seed, csize.X, csize.Y);
        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);
        noise_mud            = new Noise(params->np_mud,            seed, csize.X, csize.Y);
        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
        noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
@@ -92,7 +99,6 @@ MapgenV6::~MapgenV6() {
        delete noise_terrain_higher;
        delete noise_steepness;
        delete noise_height_select;
-       delete noise_trees;
        delete noise_mud;
        delete noise_beach;
        delete noise_biome;
@@ -234,12 +240,6 @@ int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
 
 //////////////////////// Noise functions
 
-float MapgenV6::getTreeAmount(v2s16 p) {
-       int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
-       return getTreeAmount(index);
-}
-
-
 float MapgenV6::getMudAmount(v2s16 p) {
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
        return getMudAmount(index);
@@ -258,13 +258,30 @@ BiomeType MapgenV6::getBiome(v2s16 p) {
 }
 
 
-float MapgenV6::getTreeAmount(int index)
+float MapgenV6::getHumidity(v2s16 p)
+{
+       /*double noise = noise2d_perlin(
+               0.5+(float)p.X/500, 0.5+(float)p.Y/500,
+               seed+72384, 4, 0.66);
+       noise = (noise + 1.0)/2.0;*/
+
+       float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+
+       if (noise < 0.0)
+               noise = 0.0;
+       if (noise > 1.0)
+               noise = 1.0;
+       return noise;
+}
+
+
+float MapgenV6::getTreeAmount(v2s16 p)
 {
        /*double noise = noise2d_perlin(
                        0.5+(float)p.X/125, 0.5+(float)p.Y/125,
                        seed+2, 4, 0.66);*/
        
-       float noise = noise_trees->result[index];
+       float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
        float zeroval = -0.39;
        if (noise < zeroval)
                return 0;
@@ -273,6 +290,18 @@ float MapgenV6::getTreeAmount(int index)
 }
 
 
+bool MapgenV6::getHaveAppleTree(v2s16 p)
+{
+       /*is_apple_tree = noise2d_perlin(
+               0.5+(float)p.X/100, 0.5+(float)p.Z/100,
+               data->seed+342902, 3, 0.45) > 0.2;*/
+       
+       float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
+       
+       return noise > 0.2;
+}
+
+
 float MapgenV6::getMudAmount(int index)
 {
        if (flags & MG_FLAT)
@@ -394,6 +423,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate general ground level to full area
        stone_surface_max_y = generateGround();
 
+       generateSomething();
+
        const s16 max_spread_amount = MAP_BLOCKSIZE;
        // Limit dirt flow area by 1 because mud is flown into neighbors.
        s16 mudflow_minpos = -max_spread_amount + 1;
@@ -429,12 +460,18 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Grow grass
        growGrass();
 
-       // Generate some trees
+       // Generate some trees, and add grass, if a jungle
        if (flags & MG_TREES)
-               placeTrees();
+               placeTreesAndJungleGrass();
+
+       // Generate the registered ores
+       for (unsigned int i = 0; i != emerge->ores.size(); i++) {
+               Ore *ore = emerge->ores[i];
+               ore->generate(this, blockseed + i, node_min, node_max);
+       }
 
        // Calculate lighting
-       updateLighting(node_min, node_max);
+       calcLighting(node_min, node_max);
        
        this->generating = false;
 }
@@ -464,20 +501,13 @@ void MapgenV6::calculateNoise() {
                noise_height_select->perlinMap2D(
                        x + 0.5 * noise_height_select->np->spread.X,
                        z + 0.5 * noise_height_select->np->spread.Z);
-       }
-       
-       if (flags & MG_TREES) {
-               noise_trees->perlinMap2D(
-                       x + 0.5 * noise_trees->np->spread.X,
-                       z + 0.5 * noise_trees->np->spread.Z);
-       }
-               
-       if (!(flags & MG_FLAT)) {
+
                noise_mud->perlinMap2D(
                        x + 0.5 * noise_mud->np->spread.X,
                        z + 0.5 * noise_mud->np->spread.Z);
                noise_mud->transformNoiseMap();
        }
+
        noise_beach->perlinMap2D(
                x + 0.2 * noise_beach->np->spread.X,
                z + 0.7 * noise_beach->np->spread.Z);
@@ -761,12 +791,26 @@ void MapgenV6::addDirtGravelBlobs() {
 }
 
 
-void MapgenV6::placeTrees() {
+void MapgenV6::placeTreesAndJungleGrass() {
+       //TimeTaker t("placeTrees");
+       if (node_max.Y < water_level)
+               return;
+       
+       PseudoRandom grassrandom(blockseed + 53);
+       content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
+       // if we don't have junglegrass, don't place cignore... that's bad
+       if (c_junglegrass == CONTENT_IGNORE)
+               c_junglegrass = CONTENT_AIR;
+       MapNode n_junglegrass(c_junglegrass);
+       v3s16 em = vm->m_area.getExtent();
+       
        // Divide area into parts
        s16 div = 8;
        s16 sidelen = central_area_size.X / div;
        double area = sidelen * sidelen;
        
+       // N.B.  We must add jungle grass first, since tree leaves will
+       // obstruct the ground, giving us a false ground level
        for (s16 z0 = 0; z0 < div; z0++)
        for (s16 x0 = 0; x0 < div; x0++) {
                // Center position of part of division
@@ -784,8 +828,40 @@ void MapgenV6::placeTrees() {
                        node_min.X + sidelen + sidelen * x0 - 1,
                        node_min.Z + sidelen + sidelen * z0 - 1
                );
-               // Amount of trees
-               u32 tree_count = area * getTreeAmount(p2d_center); /////////////optimize this!
+               
+               // Amount of trees, jungle area
+               u32 tree_count = area * getTreeAmount(p2d_center);
+               
+               float humidity;
+               bool is_jungle = false;
+               if (flags & MGV6_JUNGLES) {
+                       humidity = getHumidity(p2d_center);
+                       if (humidity > 0.75) {
+                               is_jungle = true;
+                               tree_count *= 4;
+                       }
+               }
+
+               // Add jungle grass
+               if (is_jungle) {                        
+                       u32 grass_count = 5 * humidity * tree_count;
+                       for (u32 i = 0; i < grass_count; i++) {
+                               s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
+                               s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
+                               
+                               s16 y = find_ground_level(v2s16(x, z)); ////////////////optimize this!
+                               if (y < water_level || y < node_min.Y || y > node_max.Y)
+                                       continue;
+                               
+                               u32 vi = vm->m_area.index(x, y, z);
+                               // place on dirt_with_grass, since we know it is exposed to sunlight
+                               if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
+                                       vm->m_area.add_y(em, vi, 1);
+                                       vm->m_data[vi] = n_junglegrass;
+                               }
+                       }
+               }
+               
                // Put trees in random places on part of division
                for (u32 i = 0; i < tree_count; i++) {
                        s16 x = myrand_range(p2d_min.X, p2d_max.X);
@@ -806,10 +882,18 @@ void MapgenV6::placeTrees() {
                                        continue;
                        }
                        p.Y++;
+                       
                        // Make a tree
-                       treegen::make_tree(*vm, p, false, ndef, myrand());
+                       if (is_jungle) {
+                               treegen::make_jungletree(*vm, p, ndef, myrand());
+                       } else {
+                               bool is_apple_tree = (myrand_range(0, 3) == 0) &&
+                                                                               getHaveAppleTree(v2s16(x, z));
+                               treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
+                       }
                }
        }
+       //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
 }
 
 
@@ -842,6 +926,25 @@ void MapgenV6::growGrass() {
 }
 
 
+void MapgenV6::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 = true; //large_cave && ps.range(0,4);
+               if(large_cave){
+                       cave.part_max_length_rs = ps.range(2,4);
+                       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));
+               } else {
+                       cave.part_max_length_rs = ps.range(2,9);
+                       cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+               }
+               cave.large_cave_is_flat = (ps.range(0,1) == 0);
+}
+
+
 void MapgenV6::generateCaves(int max_stone_y) {
        // 24ms @cs=8
        //TimeTaker timer1("caves");
@@ -874,21 +977,9 @@ void MapgenV6::generateCaves(int max_stone_y) {
                        break;*/
 
                bool large_cave = (jj >= caves_count);
-               s16 min_tunnel_diameter = 2;
-               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 = 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);
+
+               Cave cave;
+               defineCave(cave, ps, node_min, large_cave);
 
                v3f main_direction(0,0,0);
 
@@ -901,13 +992,13 @@ void MapgenV6::generateCaves(int max_stone_y) {
                // Allow a bit more
                //(this should be more than the maximum radius of the tunnel)
                s16 insure = 10;
-               s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure;
+               s16 more = max_spread_amount - cave.max_tunnel_diameter / 2 - insure;
                ar += v3s16(1,0,1) * more * 2;
                of -= v3s16(1,0,1) * more;
 
                s16 route_y_min = 0;
                // Allow half a diameter + 7 over stone surface
-               s16 route_y_max = -of.Y + max_stone_y + max_tunnel_diameter/2 + 7;
+               s16 route_y_max = -of.Y + max_stone_y + cave.max_tunnel_diameter/2 + 7;
 
                // Limit maximum to area
                route_y_max = rangelim(route_y_max, 0, ar.Y-1);
@@ -917,10 +1008,10 @@ void MapgenV6::generateCaves(int max_stone_y) {
                        s16 min = 0;
                        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;
+                               min = water_level - cave.max_tunnel_diameter/3 - of.Y;
+                               route_y_max = water_level + cave.max_tunnel_diameter/3 - of.Y;
                        }
-                       route_y_min = ps.range(min, min + max_tunnel_diameter);
+                       route_y_min = ps.range(min, min + cave.max_tunnel_diameter);
                        route_y_min = rangelim(route_y_min, 0, route_y_max);
                }
 
@@ -948,9 +1039,9 @@ void MapgenV6::generateCaves(int max_stone_y) {
                        Generate some tunnel starting from orp
                */
 
-               for(u16 j=0; j<tunnel_routepoints; j++)
+               for(u16 j=0; j<cave.tunnel_routepoints; j++)
                {
-                       if(j%dswitchint==0 && large_cave == false)
+                       if(j%cave.dswitchint==0 && large_cave == false)
                        {
                                main_direction = v3f(
                                        ((float)(ps.next()%20)-(float)10)/10,
@@ -961,8 +1052,8 @@ void MapgenV6::generateCaves(int max_stone_y) {
                        }
 
                        // Randomize size
-                       s16 min_d = min_tunnel_diameter;
-                       s16 max_d = max_tunnel_diameter;
+                       s16 min_d = cave.min_tunnel_diameter;
+                       s16 max_d = cave.max_tunnel_diameter;
                        s16 rs = ps.range(min_d, max_d);
 
                        // Every second section is rough
@@ -972,17 +1063,17 @@ void MapgenV6::generateCaves(int max_stone_y) {
                        if(large_cave)
                        {
                                maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       rs*part_max_length_rs/2,
-                                       rs*part_max_length_rs
+                                       rs*cave.part_max_length_rs,
+                                       rs*cave.part_max_length_rs/2,
+                                       rs*cave.part_max_length_rs
                                );
                        }
                        else
                        {
                                maxlen = v3s16(
-                                       rs*part_max_length_rs,
-                                       ps.range(1, rs*part_max_length_rs),
-                                       rs*part_max_length_rs
+                                       rs*cave.part_max_length_rs,
+                                       ps.range(1, rs*cave.part_max_length_rs),
+                                       rs*cave.part_max_length_rs
                                );
                        }
 
@@ -1054,7 +1145,7 @@ void MapgenV6::generateCaves(int max_stone_y) {
                                                        /*// Make better floors in small caves
                                                        if(y0 <= -rs/2 && rs<=7)
                                                                continue;*/
-                                                       if (large_cave_is_flat) {
+                                                       if (cave.large_cave_is_flat) {
                                                                // Make large caves not so tall
                                                                if (rs > 7 && abs(y0) >= rs/3)
                                                                        continue;
@@ -1072,13 +1163,13 @@ void MapgenV6::generateCaves(int max_stone_y) {
                                                        u32 i = vm->m_area.index(p);
 
                                                        if(large_cave) {
-                                                               if (full_node_min.Y < water_level &&
+                                                               if (cave.flooded && full_node_min.Y < water_level &&
                                                                        full_node_max.Y > water_level) {
                                                                        if (p.Y <= water_level)
                                                                                vm->m_data[i] = waternode;
                                                                        else
                                                                                vm->m_data[i] = airnode;
-                                                               } else if (full_node_max.Y < water_level) {
+                                                               } else if (cave.flooded && full_node_max.Y < water_level) {
                                                                        if (p.Y < startp.Y - 2)
                                                                                vm->m_data[i] = lavanode;
                                                                        else