]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Don't save alpha channel in screenshots (fixes #1451)
[minetest.git] / src / mapgen_v6.cpp
index eaca33988444e3059b891d8101961a5dfbecaa99..a212496a8bca679144bf4fc392c1363c057d4836 100644 (file)
@@ -37,61 +37,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "treegen.h"
 #include "mapgen_v6.h"
 
-/////////////////// Mapgen V6 perlin noise default values
-NoiseParams nparams_v6_def_terrain_base =
-       {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v6_def_terrain_higher =
-       {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
-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_mud =
-       {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
-NoiseParams nparams_v6_def_beach =
-       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-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};
-
+FlagDesc flagdesc_mapgen_v6[] = {
+       {"jungles",    MGV6_JUNGLES},
+       {"biomeblend", MGV6_BIOMEBLEND},
+       {"mudflow",    MGV6_MUDFLOW},
+       {NULL,         0}
+};
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) {
+MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
        this->generating  = false;
        this->id       = mapgenid;
        this->emerge   = emerge;
 
-       this->seed     = (int)params->seed;
+       this->seed        = (int)params->seed;
        this->water_level = params->water_level;
-       this->flags   = params->flags;
-       this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-
-       this->freq_desert = params->freq_desert;
-       this->freq_beach  = params->freq_beach;
+       this->flags       = params->flags;
+       this->csize       = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
+       this->gennotify   = emerge->gennotify;
 
        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);
+       
+       MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
+
+       this->spflags     = sp->spflags;
+       this->freq_desert = sp->freq_desert;
+       this->freq_beach  = sp->freq_beach;
+
+       np_cave        = &sp->np_cave;
+       np_humidity    = &sp->np_humidity;
+       np_trees       = &sp->np_trees;
+       np_apple_trees = &sp->np_apple_trees;
+
+       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, csize.X, csize.Y);
 }
 
 
@@ -106,26 +92,66 @@ MapgenV6::~MapgenV6() {
 }
 
 
-//////////////////////// Some helper functions for the map generator
+MapgenV6Params::MapgenV6Params() {
+       spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
+       freq_desert = 0.45;
+       freq_beach  = 0.15;
+
+       np_terrain_base   = NoiseParams(-4,  20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6);
+       np_terrain_higher = NoiseParams(20,  16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6);
+       np_steepness      = NoiseParams(0.85,0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7);
+       np_height_select  = NoiseParams(0.5, 1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69);
+       np_mud            = NoiseParams(4,   2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55);
+       np_beach          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50);
+       np_biome          = NoiseParams(0,   1.0,  v3f(250.0, 250.0, 250.0), 9130,   3, 0.50);
+       np_cave           = NoiseParams(6,   6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50);
+       np_humidity       = NoiseParams(0.5, 0.5,  v3f(500.0, 500.0, 500.0), 72384,  4, 0.66);
+       np_trees          = NoiseParams(0,   1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66);
+       np_apple_trees    = NoiseParams(0,   1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45);
+}
 
-// 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;
+void MapgenV6Params::readParams(Settings *settings) {
+       settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
+       settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
+       settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
+
+       settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
+       settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+       settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
+       settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
+       settings->getNoiseParams("mgv6_np_mud",            np_mud);
+       settings->getNoiseParams("mgv6_np_beach",          np_beach);
+       settings->getNoiseParams("mgv6_np_biome",          np_biome);
+       settings->getNoiseParams("mgv6_np_cave",           np_cave);
+       settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
+       settings->getNoiseParams("mgv6_np_trees",          np_trees);
+       settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
 }
 
+
+void MapgenV6Params::writeParams(Settings *settings) {
+       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+       settings->setFloat("mgv6_freq_desert", freq_desert);
+       settings->setFloat("mgv6_freq_beach",  freq_beach);
+
+       settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
+       settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
+       settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
+       settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
+       settings->setNoiseParams("mgv6_np_mud",            np_mud);
+       settings->setNoiseParams("mgv6_np_beach",          np_beach);
+       settings->setNoiseParams("mgv6_np_biome",          np_biome);
+       settings->setNoiseParams("mgv6_np_cave",           np_cave);
+       settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
+       settings->setNoiseParams("mgv6_np_trees",          np_trees);
+       settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
+}
+
+
+//////////////////////// Some helper functions for the map generator
+
+
 // Returns Y one under area minimum if not found
 s16 MapgenV6::find_stone_level(v2s16 p2d) {
        v3s16 em = vm->m_area.getExtent();
@@ -166,8 +192,8 @@ 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)
@@ -339,7 +365,7 @@ BiomeType MapgenV6::getBiome(int index, v2s16 p)
        if (d > freq_desert)
                return BT_DESERT;
                
-       if ((flags & MGV6_BIOME_BLEND) &&
+       if ((spflags & MGV6_BIOMEBLEND) &&
                (d > freq_desert - 0.10) &&
                ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
                return BT_DESERT;
@@ -410,10 +436,22 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        c_cobble          = ndef->getId("mapgen_cobble");
        c_desert_sand     = ndef->getId("mapgen_desert_sand");
        c_desert_stone    = ndef->getId("mapgen_desert_stone");
+       c_mossycobble     = ndef->getId("mapgen_mossycobble");
+       c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
+       c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
+       c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
        if (c_desert_sand == CONTENT_IGNORE)
                c_desert_sand = c_sand;
        if (c_desert_stone == CONTENT_IGNORE)
                c_desert_stone = c_stone;
+       if (c_mossycobble == CONTENT_IGNORE)
+               c_mossycobble = c_cobble;
+       if (c_sandbrick == CONTENT_IGNORE)
+               c_sandbrick = c_desert_stone;
+       if (c_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_stair_sandstone == CONTENT_IGNORE)
+               c_stair_sandstone = c_sandbrick;
 
        // Maximum height of the stone surface and obstacles.
        // This is used to guide the cave generation
@@ -443,14 +481,43 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
                addDirtGravelBlobs();
 
                // Flow mud away from steep edges
-               flowMud(mudflow_minpos, mudflow_maxpos);
+               if (spflags & MGV6_MUDFLOW)
+                       flowMud(mudflow_minpos, mudflow_maxpos);
 
        }
        
        // Add dungeons
        if (flags & MG_DUNGEONS) {
-               DungeonGen dgen(ndef, data->seed, water_level);
-               dgen.generate(vm, blockseed, full_node_min, full_node_max);
+               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;
+               if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
+                       dp.c_cobble  = c_cobble;
+                       dp.c_moss    = 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;
+               } else {
+                       dp.c_cobble  = c_sandbrick;
+                       dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
+                       dp.c_stair   = c_stair_sandstone;
+
+                       dp.diagonal_dirs = true;
+                       dp.mossratio  = 0.0;
+                       dp.holesize   = v3s16(2, 3, 2);
+                       dp.roomsize   = v3s16(2, 5, 2);
+                       dp.notifytype = GENNOTIFY_TEMPLE;
+               }
+
+               DungeonGen dgen(this, &dp);
+               dgen.generate(blockseed, full_node_min, full_node_max);
        }
        
        // Add top and bottom side of water to transforming_liquid queue
@@ -462,6 +529,12 @@ 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++) {
@@ -470,8 +543,9 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        }
 
        // Calculate lighting
-       calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                                node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+       if (flags & MG_LIGHT)
+               calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+                                        node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
        
        this->generating = false;
 }
@@ -834,7 +908,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
                
                float humidity;
                bool is_jungle = false;
-               if (flags & MGV6_JUNGLES) {
+               if (spflags & MGV6_JUNGLES) {
                        humidity = getHumidity(p2d_center);
                        if (humidity > 0.75) {
                                is_jungle = true;
@@ -849,7 +923,7 @@ 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 +940,7 @@ 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)