]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Translated using Weblate (German)
[minetest.git] / src / mapgen_v6.cpp
index 91947df846bb35c3a5ef460b3962569656f59d43..275d4b78fdd13993e2ab20917f46d83c181bb2b7 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());
 }
 
 
@@ -878,24 +925,25 @@ 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.tunnel_routepoints = 0;
-               //cave.part_max_length_rs = 0;
-               cave.flooded = 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::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
@@ -1072,7 +1120,13 @@ void MapgenV6::generateCaves(int max_stone_y) {
                                rp.Z = ar.Z-1;
                        vec = rp - orp;
 
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       float veclen = vec.getLength();
+                       // As odd as it sounds, veclen is *exactly*
+                       // 0.0 sometimes, causing a FPE
+                       if (veclen == 0.0)
+                               veclen = 1.0;
+
+                       for(float f=0; f<1.0; f+=1.0/veclen)
                        {
                                v3f fp = orp + vec * f;
                                fp.X += 0.1*ps.range(-10,10);