]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Cleanup jthread and fix win32 build
[minetest.git] / src / mapgen_v6.cpp
index 0b419617d22bb2d8a54986c1600386fa3fa4ec65..64f3b9ed9527a4f848114557f79bb13de10c6b6a 100644 (file)
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
+#include "cavegen.h"
 #include "treegen.h"
 #include "mapgen_v6.h"
 
@@ -78,19 +79,19 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
        this->freq_beach  = params->freq_beach;
 
        this->ystride = csize.X; //////fix this
-
-       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_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);
+       
+       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_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);
 }
 
 
@@ -107,23 +108,6 @@ MapgenV6::~MapgenV6() {
 
 //////////////////////// Some helper functions for the map generator
 
-// Returns Y one under area minimum if not found
-s16 MapgenV6::find_ground_level(v2s16 p2d) {
-       v3s16 em = vm->m_area.getExtent();
-       s16 y_nodes_max = vm->m_area.MaxEdge.Y;
-       s16 y_nodes_min = vm->m_area.MinEdge.Y;
-       u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
-       s16 y;
-       
-       for (y = y_nodes_max; y >= y_nodes_min; y--) {
-               MapNode &n = vm->m_data[i];
-               if(ndef->get(n).walkable)
-                       break;
-
-               vm->m_area.add_y(em, i, -1);
-       }
-       return (y >= y_nodes_min) ? y : y_nodes_min - 1;
-}
 
 // Returns Y one under area minimum if not found
 s16 MapgenV6::find_stone_level(v2s16 p2d) {
@@ -165,8 +149,8 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 
 float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
                                                                        float steepness, float height_select) { 
-       float base   = water_level + terrain_base;
-       float higher = water_level + terrain_higher;
+       float base   = 1 + terrain_base;
+       float higher = 1 + terrain_higher;
 
        // Limit higher ground level to at least base
        if(higher < base)
@@ -374,8 +358,6 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        v3s16 blockpos = data->blockpos_requested;
        v3s16 blockpos_min = data->blockpos_min;
        v3s16 blockpos_max = data->blockpos_max;
-       v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
-       v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
 
        // Area of central chunk
        node_min = blockpos_min*MAP_BLOCKSIZE;
@@ -423,7 +405,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate general ground level to full area
        stone_surface_max_y = generateGround();
 
-       generateSomething();
+       generateExperimental();
 
        const s16 max_spread_amount = MAP_BLOCKSIZE;
        // Limit dirt flow area by 1 because mud is flown into neighbors.
@@ -463,15 +445,23 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate some trees, and add grass, if a jungle
        if (flags & MG_TREES)
                placeTreesAndJungleGrass();
+       
+       // Generate the registered decorations
+       for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
+               Decoration *deco = emerge->decorations[i];
+               deco->placeDeco(this, blockseed + i, node_min, node_max);
+       }
 
        // 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);
+               ore->placeOre(this, blockseed + i, node_min, node_max);
        }
 
        // Calculate lighting
-       calcLighting(node_min, node_max);
+       if (!(flags & MG_NOLIGHT))
+               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
        
        this->generating = false;
 }
@@ -849,7 +839,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
                                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!
+                               s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
                                if (y < water_level || y < node_min.Y || y > node_max.Y)
                                        continue;
                                
@@ -866,7 +856,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
                for (u32 i = 0; i < tree_count; i++) {
                        s16 x = myrand_range(p2d_min.X, p2d_max.X);
                        s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
-                       s16 y = find_ground_level(v2s16(x, z)); ////////////////////optimize this!
+                       s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
                        // Don't make a tree under water level
                        // Don't make a tree so high that it doesn't fit
                        if(y < water_level || y > node_max.Y - 6)
@@ -926,35 +916,10 @@ 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");
-       
-       /*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
-               0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
-               data->seed+34329, 3, 0.50);*/
-       const s16 max_spread_amount = MAP_BLOCKSIZE;
        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;
@@ -969,232 +934,10 @@ void MapgenV6::generateCaves(int max_stone_y) {
                bruises_count /= 3;
        }
        
-       for(u32 jj = 0; jj < caves_count + bruises_count; jj++) {
-               /*int avg_height = (int)
-                         ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
-                               base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
-               if ((node_max.Y + node_min.Y) / 2 > avg_height)
-                       break;*/
-
-               bool large_cave = (jj >= caves_count);
+       for (u32 i = 0; i < caves_count + bruises_count; i++) {
+               bool large_cave = (i >= caves_count);
+               CaveV6 cave(this, &ps, &ps2, large_cave);
 
-               Cave cave;
-               defineCave(cave, ps, node_min, large_cave);
-
-               v3f main_direction(0,0,0);
-
-               // Allowed route area size in nodes
-               v3s16 ar = central_area_size;
-
-               // Area starting point in nodes
-               v3s16 of = node_min;
-
-               // Allow a bit more
-               //(this should be more than the maximum radius of the tunnel)
-               s16 insure = 10;
-               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 + cave.max_tunnel_diameter/2 + 7;
-
-               // Limit maximum to area
-               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
-               if(large_cave)
-               {
-                       s16 min = 0;
-                       if(node_min.Y < water_level && node_max.Y > water_level)
-                       {
-                               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 + cave.max_tunnel_diameter);
-                       route_y_min = rangelim(route_y_min, 0, route_y_max);
-               }
-
-               s16 route_start_y_min = route_y_min;
-               s16 route_start_y_max = route_y_max;
-
-               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
-               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
-               // Randomize starting position
-               v3f orp(
-                       (float)(ps.next()%ar.X)+0.5,
-                       (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(ps.next()%ar.Z)+0.5
-               );
-
-               v3s16 startp(orp.X, orp.Y, orp.Z);
-               startp += of;
-
-               MapNode airnode(CONTENT_AIR);
-               MapNode waternode(c_water_source);
-               MapNode lavanode(c_lava_source);
-
-               /*
-                       Generate some tunnel starting from orp
-               */
-
-               for(u16 j=0; j<cave.tunnel_routepoints; j++)
-               {
-                       if(j%cave.dswitchint==0 && large_cave == false)
-                       {
-                               main_direction = v3f(
-                                       ((float)(ps.next()%20)-(float)10)/10,
-                                       ((float)(ps.next()%20)-(float)10)/30,
-                                       ((float)(ps.next()%20)-(float)10)/10
-                               );
-                               main_direction *= (float)ps.range(0, 10)/10;
-                       }
-
-                       // Randomize size
-                       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
-                       bool randomize_xz = (ps2.range(1,2) == 1);
-
-                       v3s16 maxlen;
-                       if(large_cave)
-                       {
-                               maxlen = v3s16(
-                                       rs*cave.part_max_length_rs,
-                                       rs*cave.part_max_length_rs/2,
-                                       rs*cave.part_max_length_rs
-                               );
-                       }
-                       else
-                       {
-                               maxlen = v3s16(
-                                       rs*cave.part_max_length_rs,
-                                       ps.range(1, rs*cave.part_max_length_rs),
-                                       rs*cave.part_max_length_rs
-                               );
-                       }
-
-                       v3f vec;
-
-                       vec = v3f(
-                               (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                               (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
-                               (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                       );
-
-                       // Jump downward sometimes
-                       if(!large_cave && ps.range(0,12) == 0)
-                       {
-                               vec = v3f(
-                                       (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
-                                       (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
-                                       (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
-                               );
-                       }
-
-                       /*if(large_cave){
-                               v3f p = orp + vec;
-                               s16 h = find_ground_level_clever(vmanip,
-                                               v2s16(p.X, p.Z), ndef);
-                               route_y_min = h - rs/3;
-                               route_y_max = h + rs;
-                       }*/
-
-                       vec += main_direction;
-
-                       v3f rp = orp + vec;
-                       if(rp.X < 0)
-                               rp.X = 0;
-                       else if(rp.X >= ar.X)
-                               rp.X = ar.X-1;
-                       if(rp.Y < route_y_min)
-                               rp.Y = route_y_min;
-                       else if(rp.Y >= route_y_max)
-                               rp.Y = route_y_max-1;
-                       if(rp.Z < 0)
-                               rp.Z = 0;
-                       else if(rp.Z >= ar.Z)
-                               rp.Z = ar.Z-1;
-                       vec = rp - orp;
-
-                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
-                       {
-                               v3f fp = orp + vec * f;
-                               fp.X += 0.1*ps.range(-10,10);
-                               fp.Z += 0.1*ps.range(-10,10);
-                               v3s16 cp(fp.X, fp.Y, fp.Z);
-
-                               s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs;
-                               if(randomize_xz){
-                                       d0 += ps.range(-1,1);
-                                       d1 += ps.range(-1,1);
-                               }
-                               for(s16 z0=d0; z0<=d1; z0++)
-                               {
-                                       s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
-                                       for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
-                                       {
-                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
-                                               for(s16 y0=-si2; y0<=si2; y0++)
-                                               {
-                                                       /*// Make better floors in small caves
-                                                       if(y0 <= -rs/2 && rs<=7)
-                                                               continue;*/
-                                                       if (cave.large_cave_is_flat) {
-                                                               // Make large caves not so tall
-                                                               if (rs > 7 && abs(y0) >= rs/3)
-                                                                       continue;
-                                                       }
-
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       p += of;
-
-                                                       if(vm->m_area.contains(p) == false)
-                                                               continue;
-
-                                                       u32 i = vm->m_area.index(p);
-
-                                                       if(large_cave) {
-                                                               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 (cave.flooded && full_node_max.Y < water_level) {
-                                                                       if (p.Y < startp.Y - 2)
-                                                                               vm->m_data[i] = lavanode;
-                                                                       else
-                                                                               vm->m_data[i] = airnode;
-                                                               } else {
-                                                                       vm->m_data[i] = airnode;
-                                                               }
-                                                       } else {
-                                                               // Don't replace air or water or lava or ignore
-                                                               if (vm->m_data[i].getContent() == CONTENT_IGNORE ||
-                                                                       vm->m_data[i].getContent() == CONTENT_AIR ||
-                                                                       vm->m_data[i].getContent() == c_water_source ||
-                                                                       vm->m_data[i].getContent() == c_lava_source)
-                                                                       continue;
-
-                                                               vm->m_data[i] = airnode;
-
-                                                               // Set tunnel flag
-                                                               vm->m_flags[i] |= VMANIP_FLAG_CAVE;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-                       orp = rp;
-               }
+               cave.makeCave(node_min, node_max, max_stone_y);
        }
 }