]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Merge remote branch 'origin/master'
[minetest.git] / src / mapgen_v6.cpp
index dca4e535354a16a4ea8e04e957b48c088f1dc096..0b419617d22bb2d8a54986c1600386fa3fa4ec65 100644 (file)
@@ -64,9 +64,10 @@ NoiseParams nparams_v6_def_apple_trees =
 ///////////////////////////////////////////////////////////////////////////////
 
 
-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;
@@ -422,6 +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;
@@ -457,12 +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;
 }
@@ -492,14 +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_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);
@@ -783,14 +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
@@ -811,9 +831,36 @@ void MapgenV6::placeTrees() {
                
                // Amount of trees, jungle area
                u32 tree_count = area * getTreeAmount(p2d_center);
-               bool is_jungle = (flags & MGV6_JUNGLES) && (getHumidity(p2d_center) > 0.75);
-               if (is_jungle)
-                       tree_count *= 4;
+               
+               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++) {
@@ -846,7 +893,7 @@ void MapgenV6::placeTrees() {
                        }
                }
        }
-       //printf("placeTrees: %dms\n", t.stop());
+       //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
 }
 
 
@@ -879,6 +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");
@@ -911,21 +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);
 
@@ -938,13 +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);
@@ -954,10 +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);
                }
 
@@ -985,9 +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,
@@ -998,8 +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
@@ -1009,17 +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
                                );
                        }
 
@@ -1091,7 +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;
@@ -1109,13 +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