]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_v6.cpp
Mgv6 mudflow: Remove decoration if 'dirt with grass' below flows away (#5798)
[dragonfireclient.git] / src / mapgen_v6.cpp
index 09acec7837215954be54dcbf16f0ca6e26801230..ff0d93496a568e5a841b1e45d4fff66d4a1f1715 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -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"
@@ -26,8 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //#include "serverobject.h"
 #include "content_sao.h"
 #include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
 #include "voxelalgorithms.h"
+//#include "profiler.h" // For TimeTaker
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
@@ -37,18 +38,22 @@ 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},
        {"mudflow",    MGV6_MUDFLOW},
        {"snowbiomes", MGV6_SNOWBIOMES},
+       {"flat",       MGV6_FLAT},
+       {"trees",      MGV6_TREES},
        {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;
@@ -56,26 +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
@@ -95,18 +99,12 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        c_snowblock       = ndef->getId("mapgen_snowblock");
        c_ice             = ndef->getId("mapgen_ice");
 
-       c_cobble          = ndef->getId("mapgen_cobble");
-       c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
-       c_mossycobble     = ndef->getId("mapgen_mossycobble");
-
-       if (c_desert_sand == CONTENT_IGNORE)
-               c_desert_sand = c_sand;
+       if (c_gravel == CONTENT_IGNORE)
+               c_gravel = c_stone;
        if (c_desert_stone == CONTENT_IGNORE)
                c_desert_stone = c_stone;
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
+       if (c_desert_sand == CONTENT_IGNORE)
+               c_desert_sand = c_sand;
        if (c_dirt_with_snow == CONTENT_IGNORE)
                c_dirt_with_snow = c_dirt_with_grass;
        if (c_snow == CONTENT_IGNORE)
@@ -115,6 +113,18 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
                c_snowblock = c_dirt_with_grass;
        if (c_ice == CONTENT_IGNORE)
                c_ice = c_water_source;
+
+       c_cobble             = ndef->getId("mapgen_cobble");
+       c_mossycobble        = ndef->getId("mapgen_mossycobble");
+       c_stair_cobble       = ndef->getId("mapgen_stair_cobble");
+       c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+
+       if (c_mossycobble == CONTENT_IGNORE)
+               c_mossycobble = c_cobble;
+       if (c_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_stair_desert_stone == CONTENT_IGNORE)
+               c_stair_desert_stone = c_desert_stone;
 }
 
 
@@ -135,7 +145,9 @@ 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;
 
@@ -175,7 +187,7 @@ void MapgenV6Params::readParams(const Settings *settings)
 
 void MapgenV6Params::writeParams(Settings *settings) const
 {
-       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+       settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
        settings->setFloat("mgv6_freq_desert", freq_desert);
        settings->setFloat("mgv6_freq_beach",  freq_beach);
 
@@ -195,7 +207,6 @@ 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)
 {
@@ -263,7 +274,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
 
 float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
 {
-       if (flags & MG_FLAT)
+       if (spflags & MGV6_FLAT)
                return water_level;
 
        float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
@@ -289,7 +300,7 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
 
 float MapgenV6::baseTerrainLevelFromMap(int index)
 {
-       if (flags & MG_FLAT)
+       if (spflags & MGV6_FLAT)
                return water_level;
 
        float terrain_base   = noise_terrain_base->result[index];
@@ -304,13 +315,24 @@ float MapgenV6::baseTerrainLevelFromMap(int index)
 
 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
 {
-       return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+       return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
 }
 
 
 int MapgenV6::getGroundLevelAtPoint(v2s16 p)
 {
-       return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+       return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+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;
 }
 
 
@@ -386,8 +408,8 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
 
 float MapgenV6::getMudAmount(int index)
 {
-       if (flags & MG_FLAT)
-               return AVERAGE_MUD_AMOUNT;
+       if (spflags & MGV6_FLAT)
+               return MGV6_AVERAGE_MUD_AMOUNT;
 
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
@@ -422,13 +444,13 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
        if (spflags & MGV6_SNOWBIOMES) {
                float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
 
-               if (d > FREQ_HOT + blend) {
-                       if (h > FREQ_JUNGLE + blend)
+               if (d > MGV6_FREQ_HOT + blend) {
+                       if (h > MGV6_FREQ_JUNGLE + blend)
                                return BT_JUNGLE;
                        else
                                return BT_DESERT;
-               } else if (d < FREQ_SNOW + blend) {
-                       if (h > FREQ_TAIGA + blend)
+               } else if (d < MGV6_FREQ_SNOW + blend) {
+                       if (h > MGV6_FREQ_TAIGA + blend)
                                return BT_TAIGA;
                        else
                                return BT_TUNDRA;
@@ -466,11 +488,11 @@ 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;
@@ -542,34 +564,51 @@ 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.only_in_ground   = true;
+               dp.corridor_len_min = 1;
+               dp.corridor_len_max = 13;
+               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.diagonal_dirs = true;
-                       dp.mossratio     = 0.0;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
+                       dp.c_wall              = c_desert_stone;
+                       dp.c_alt_wall          = CONTENT_IGNORE;
+                       dp.c_stair             = c_stair_desert_stone;
+
+                       dp.diagonal_dirs       = true;
+                       dp.holesize            = v3s16(2, 3, 2);
+                       dp.room_size_min       = v3s16(6, 9, 6);
+                       dp.room_size_max       = v3s16(10, 11, 10);
+                       dp.room_size_large_min = v3s16(10, 13, 10);
+                       dp.room_size_large_max = v3s16(18, 21, 18);
+                       dp.notifytype          = GENNOTIFY_TEMPLE;
                } else {
-                       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;
+                       dp.c_wall              = c_cobble;
+                       dp.c_alt_wall          = c_mossycobble;
+                       dp.c_stair             = c_stair_cobble;
+
+                       dp.diagonal_dirs       = false;
+                       dp.holesize            = v3s16(1, 2, 1);
+                       dp.room_size_min       = v3s16(4, 4, 4);
+                       dp.room_size_max       = v3s16(8, 6, 8);
+                       dp.room_size_large_min = v3s16(8, 8, 8);
+                       dp.room_size_large_max = v3s16(16, 16, 16);
+                       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
@@ -579,18 +618,21 @@ void MapgenV6::makeChunk(BlockMakeData *data)
        growGrass();
 
        // Generate some trees, and add grass, if a jungle
-       if (flags & MG_TREES)
+       if (spflags & MGV6_TREES)
                placeTreesAndJungleGrass();
 
        // Generate the registered decorations
-       m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+       if (flags & MG_DECORATIONS)
+               m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
 
        // Generate the registered ores
        m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
 
        // 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;
 }
@@ -603,7 +645,7 @@ void MapgenV6::calculateNoise()
        int fx = full_node_min.X;
        int fz = full_node_min.Z;
 
-       if (!(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);
@@ -626,7 +668,7 @@ int MapgenV6::generateGround()
        MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
        MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
        MapNode n_ice(c_ice);
-       int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+       int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
 
        u32 index = 0;
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
@@ -646,11 +688,11 @@ int MapgenV6::generateGround()
                for (s16 y = node_min.Y; y <= node_max.Y; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y) {
-                                       vm->m_data[i] = (y >= DESERT_STONE_BASE
+                                       vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
                                                        && bt == BT_DESERT) ?
                                                n_desert_stone : n_stone;
                                } else if (y <= water_level) {
-                                       vm->m_data[i] = (y >= ICE_BASE
+                                       vm->m_data[i] = (y >= MGV6_ICE_BASE
                                                        && bt == BT_TUNDRA) ?
                                                n_ice : n_water_source;
                                } else {
@@ -794,16 +836,20 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
                                        v3s16(-1, 0, 0), // left
                                };
 
-                               // Check that upper is air or doesn't exist.
-                               // Cancel dropping if upper keeps it in place
+                               // Check that upper is walkable. Cancel
+                               // dropping if upper keeps it in place.
                                u32 i3 = i;
                                vm->m_area.add_y(em, i3, 1);
-                               if (vm->m_area.contains(i3) == true &&
-                                               ndef->get(vm->m_data[i3]).walkable)
-                                       continue;
+                               MapNode *n3 = NULL;
+
+                               if (vm->m_area.contains(i3)) {
+                                       n3 = &vm->m_data[i3];
+                                       if (ndef->get(*n3).walkable)
+                                               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
@@ -828,7 +874,7 @@ 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;
@@ -843,10 +889,18 @@ 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
+                                               } else {
                                                        *n = MapNode(CONTENT_AIR);
+                                                       // Upper (n3) is not walkable or is NULL. If it is
+                                                       // not NULL and not air and not water it is a
+                                                       // decoration that needs removing, to avoid
+                                                       // unsupported decorations.
+                                                       if (n3 && n3->getContent() != CONTENT_AIR &&
+                                                                       n3->getContent() != c_water_source)
+                                                               *n3 = MapNode(CONTENT_AIR);
+                                               }
                                        }
 
                                        // Done
@@ -1046,9 +1100,10 @@ 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);
        }
 }