]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v6.cpp
Add missing keyname_to_keycode function (needed on Android)
[dragonfireclient.git] / src / mapgen_v6.cpp
index 3b5915bd1d390b1162357a08d50e1c2196f53c27..79617a8306d3a76f0554f89b2ce89c070bbb163d 100644 (file)
@@ -17,6 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
@@ -37,6 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mg_decoration.h"
 #include "mapgen_v6.h"
 
+
 FlagDesc flagdesc_mapgen_v6[] = {
        {"jungles",    MGV6_JUNGLES},
        {"biomeblend", MGV6_BIOMEBLEND},
@@ -47,10 +49,11 @@ FlagDesc flagdesc_mapgen_v6[] = {
        {NULL,         0}
 };
 
-///////////////////////////////////////////////////////////////////////////////
 
+/////////////////////////////////////////////////////////////////////////////
 
-MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
        : Mapgen(mapgenid, params, emerge)
 {
        this->m_emerge = emerge;
@@ -58,26 +61,25 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
 
        this->heightmap = new s16[csize.X * csize.Z];
 
-       MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
-       this->spflags     = sp->spflags;
-       this->freq_desert = sp->freq_desert;
-       this->freq_beach  = sp->freq_beach;
+       this->spflags     = params->spflags;
+       this->freq_desert = params->freq_desert;
+       this->freq_beach  = params->freq_beach;
 
-       np_cave        = &sp->np_cave;
-       np_humidity    = &sp->np_humidity;
-       np_trees       = &sp->np_trees;
-       np_apple_trees = &sp->np_apple_trees;
+       np_cave        = &params->np_cave;
+       np_humidity    = &params->np_humidity;
+       np_trees       = &params->np_trees;
+       np_apple_trees = &params->np_apple_trees;
 
        //// Create noise objects
-       noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
-       noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
-       noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
-       noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
-       noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
-       noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
-       noise_biome          = new Noise(&sp->np_biome,          seed,
+       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 + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
-       noise_humidity       = new Noise(&sp->np_humidity,       seed,
+       noise_humidity       = new Noise(&params->np_humidity,       seed,
                        csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
 
        //// Resolve nodes to be used
@@ -137,7 +139,9 @@ MapgenV6::~MapgenV6()
 
 MapgenV6Params::MapgenV6Params()
 {
-       spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+       spflags = MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES |
+               MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+
        freq_desert = 0.45;
        freq_beach  = 0.15;
 
@@ -197,7 +201,6 @@ void MapgenV6Params::writeParams(Settings *settings) const
 
 //////////////////////// Some helper functions for the map generator
 
-
 // Returns Y one under area minimum if not found
 s16 MapgenV6::find_stone_level(v2s16 p2d)
 {
@@ -265,7 +268,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
 
 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
 {
-       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
+       if (spflags & MGV6_FLAT)
                return water_level;
 
        float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
@@ -291,7 +294,7 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
 
 float MapgenV6::baseTerrainLevelFromMap(int index)
 {
-       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
+       if (spflags & MGV6_FLAT)
                return water_level;
 
        float terrain_base   = noise_terrain_base->result[index];
@@ -316,6 +319,17 @@ int MapgenV6::getGroundLevelAtPoint(v2s16 p)
 }
 
 
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+       s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+       if (level_at_point <= water_level ||
+                       level_at_point > water_level + 16)
+               return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
+       else
+               return level_at_point;
+}
+
+
 //////////////////////// Noise functions
 
 float MapgenV6::getMudAmount(v2s16 p)
@@ -388,7 +402,7 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
 
 float MapgenV6::getMudAmount(int index)
 {
-       if ((spflags & MGV6_FLAT) || (flags & MG_FLAT))
+       if (spflags & MGV6_FLAT)
                return MGV6_AVERAGE_MUD_AMOUNT;
 
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
@@ -468,11 +482,11 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
-                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
-                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+               data->blockpos_requested.Y >= data->blockpos_min.Y &&
+               data->blockpos_requested.Z >= data->blockpos_min.Z);
        assert(data->blockpos_requested.X <= data->blockpos_max.X &&
-                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
-                  data->blockpos_requested.Z <= data->blockpos_max.Z);
+               data->blockpos_requested.Y <= data->blockpos_max.Y &&
+               data->blockpos_requested.Z <= data->blockpos_max.Z);
 
        this->generating = true;
        this->vm   = data->vmanip;
@@ -544,34 +558,38 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
                DungeonParams dp;
 
-               dp.np_rarity  = nparams_dungeon_rarity;
-               dp.np_density = nparams_dungeon_density;
-               dp.np_wetness = nparams_dungeon_wetness;
-               dp.c_water    = c_water_source;
+               dp.seed = seed;
+               dp.c_water       = c_water_source;
+               dp.c_river_water = c_water_source;
+               dp.rooms_min     = 2;
+               dp.rooms_max     = 16;
+               dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
+               dp.y_max         = MAX_MAP_GENERATION_LIMIT;
+               dp.np_density    = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+               dp.np_alt_wall   = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
                if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
-                       dp.c_cobble = c_desert_stone;
-                       dp.c_moss   = c_desert_stone;
-                       dp.c_stair  = c_desert_stone;
+                       dp.c_wall     = c_desert_stone;
+                       dp.c_alt_wall = CONTENT_IGNORE;
+                       dp.c_stair    = c_desert_stone;
 
                        dp.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
                        dp.holesize      = v3s16(2, 3, 2);
                        dp.roomsize      = v3s16(2, 5, 2);
                        dp.notifytype    = GENNOTIFY_TEMPLE;
                } else {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
+                       dp.c_wall     = c_cobble;
+                       dp.c_alt_wall = c_mossycobble;
+                       dp.c_stair    = c_stair_cobble;
 
                        dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.0;
                        dp.holesize      = v3s16(1, 2, 1);
                        dp.roomsize      = v3s16(0, 0, 0);
                        dp.notifytype    = GENNOTIFY_DUNGEON;
                }
 
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
+               DungeonGen dgen(ndef, &gennotify, &dp);
+               dgen.generate(vm, blockseed, full_node_min, full_node_max);
        }
 
        // Add top and bottom side of water to transforming_liquid queue
@@ -581,7 +599,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        growGrass();
 
        // Generate some trees, and add grass, if a jungle
-       if ((spflags & MGV6_TREES) || (flags & MG_TREES))
+       if (spflags & MGV6_TREES)
                placeTreesAndJungleGrass();
 
        // Generate the registered decorations
@@ -593,7 +611,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)
 
        // Calculate lighting
        if (flags & MG_LIGHT)
-               calcLighting(node_min, node_max);
+               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+                       node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+                       full_node_min, full_node_max);
 
        this->generating = false;
 }
@@ -606,7 +626,7 @@ void MapgenV6::calculateNoise()
        int fx = full_node_min.X;
        int fz = full_node_min.Z;
 
-       if (!((spflags & MGV6_FLAT) || (flags & MG_FLAT))) {
+       if (!(spflags & MGV6_FLAT)) {
                noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
                noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
                noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
@@ -806,7 +826,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                        continue;
 
                                // Drop mud on side
-                               for(u32 di = 0; di < 4; di++) {
+                               for (u32 di = 0; di < 4; di++) {
                                        v3s16 dirp = dirs4[di];
                                        u32 i2 = i;
                                        // Move to side
@@ -831,7 +851,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                                vm->m_area.add_y(em, i2, -1);
                                                n2 = &vm->m_data[i2];
                                                // if out of known area
-                                               if(vm->m_area.contains(i2) == false ||
+                                               if (vm->m_area.contains(i2) == false ||
                                                                n2->getContent() == CONTENT_IGNORE) {
                                                        dropped_to_unknown = true;
                                                        break;
@@ -846,7 +866,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                        if (!dropped_to_unknown) {
                                                *n2 = *n;
                                                // Set old place to be air (or water)
-                                               if(old_is_water)
+                                               if (old_is_water)
                                                        *n = MapNode(c_water_source);
                                                else
                                                        *n = MapNode(CONTENT_AIR);
@@ -1049,9 +1069,10 @@ void MapgenV6::generateCaves(int max_stone_y)
        }
 
        for (u32 i = 0; i < caves_count + bruises_count; i++) {
-               bool large_cave = (i >= caves_count);
-               CaveV6 cave(this, &ps, &ps2, large_cave);
+               CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
 
-               cave.makeCave(node_min, node_max, max_stone_y);
+               bool large_cave = (i >= caves_count);
+               cave.makeCave(vm, node_min, node_max, &ps, &ps2,
+                       large_cave, max_stone_y, heightmap);
        }
 }