]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_valleys.cpp
RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch...
[dragonfireclient.git] / src / mapgen_valleys.cpp
index d424ca068707e345731d5dfa52dd0e9b89f13717..456e6aa1aeabcd121b3ffe401a4ac15186b8a74d 100644 (file)
@@ -64,59 +64,42 @@ static FlagDesc flagdesc_mapgen_valleys[] = {
 ///////////////////////////////////////////////////////////////////////////////
 
 
-MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
        : MapgenBasic(mapgenid, params, emerge)
 {
-       this->m_emerge = emerge;
-       this->bmgr     = emerge->biomemgr;
-
-       //// amount of elements to skip for the next index
-       //// for noise/height/biome maps (not vmanip)
-       this->ystride = csize.X;
-       this->zstride = csize.X * (csize.Y + 2);
-       // 1-down overgeneration
-       this->zstride_1d = csize.X * (csize.Y + 1);
-
-       this->heightmap = new s16[csize.X * csize.Z];
+       // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
+       this->m_bgen = (BiomeGenOriginal *)biomegen;
 
        this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
                        g_settings->getU16("map_generation_limit"));
 
-       MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
        BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
 
-       this->spflags            = sp->spflags;
-       this->altitude_chill     = sp->altitude_chill;
-       this->large_cave_depth   = sp->large_cave_depth;
-       this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
-       this->massive_cave_depth = sp->massive_cave_depth;
-       this->river_depth_bed    = sp->river_depth + 1.f;
-       this->river_size_factor  = sp->river_size / 100.f;
-       this->water_features_lim = rangelim(sp->water_features, 0, 10);
-       this->cave_width         = sp->cave_width;
+       this->spflags            = params->spflags;
+       this->altitude_chill     = params->altitude_chill;
+       this->large_cave_depth   = params->large_cave_depth;
+       this->lava_features_lim  = rangelim(params->lava_features, 0, 10);
+       this->massive_cave_depth = params->massive_cave_depth;
+       this->river_depth_bed    = params->river_depth + 1.f;
+       this->river_size_factor  = params->river_size / 100.f;
+       this->water_features_lim = rangelim(params->water_features, 0, 10);
+       this->cave_width         = params->cave_width;
 
        //// 2D Terrain noise
-       noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
-       noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
-       noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
-       noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
-       noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
-       noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
+       noise_filler_depth       = new Noise(&params->np_filler_depth,       seed, csize.X, csize.Z);
+       noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
+       noise_rivers             = new Noise(&params->np_rivers,             seed, csize.X, csize.Z);
+       noise_terrain_height     = new Noise(&params->np_terrain_height,     seed, csize.X, csize.Z);
+       noise_valley_depth       = new Noise(&params->np_valley_depth,       seed, csize.X, csize.Z);
+       noise_valley_profile     = new Noise(&params->np_valley_profile,     seed, csize.X, csize.Z);
 
        //// 3D Terrain noise
        // 1-up 1-down overgeneration
-       noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
        // 1-down overgeneraion
-       noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
-       noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
-       noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
-
-       //// Initialize biome generator
-       // NOTE: valleys mapgen can only use BiomeGenOriginal
-       biomegen = emerge->biomemgr->createBiomeGen(
-               BIOMEGEN_ORIGINAL, params->bparams, csize);
-       biomemap = biomegen->biomemap;
-       m_bgen = (BiomeGenOriginal *)biomegen;
+       noise_cave1             = new Noise(&params->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_cave2             = new Noise(&params->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
+       noise_massive_caves     = new Noise(&params->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
 
        this->humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
        this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
@@ -128,33 +111,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
 
        tcave_cache = new float[csize.Y + 2];
 
-       //// Resolve nodes to be used
-       c_cobble               = ndef->getId("mapgen_cobble");
-       c_desert_stone         = ndef->getId("mapgen_desert_stone");
-       c_dirt                 = ndef->getId("mapgen_dirt");
-       c_lava_source          = ndef->getId("mapgen_lava_source");
-       c_mossycobble          = ndef->getId("mapgen_mossycobble");
-       c_river_water_source   = ndef->getId("mapgen_river_water_source");
-       c_sand                 = ndef->getId("mapgen_sand");
-       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
-       c_sandstone            = ndef->getId("mapgen_sandstone");
-       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
-       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-       c_stone                = ndef->getId("mapgen_stone");
-       c_water_source         = ndef->getId("mapgen_water_source");
-
-       if (c_mossycobble == CONTENT_IGNORE)
-               c_mossycobble = c_cobble;
-       if (c_river_water_source == CONTENT_IGNORE)
-               c_river_water_source = c_water_source;
-       if (c_sand == CONTENT_IGNORE)
-               c_sand = c_stone;
-       if (c_sandstonebrick == CONTENT_IGNORE)
-               c_sandstonebrick = c_sandstone;
-       if (c_stair_cobble == CONTENT_IGNORE)
-               c_stair_cobble = c_cobble;
-       if (c_stair_sandstonebrick == CONTENT_IGNORE)
-               c_stair_sandstonebrick = c_sandstone;
+       // Resolve content to be used
+       c_lava_source = ndef->getId("mapgen_lava_source");
 }
 
 
@@ -171,9 +129,6 @@ MapgenValleys::~MapgenValleys()
        delete noise_valley_depth;
        delete noise_valley_profile;
 
-       delete biomegen;
-
-       delete[] heightmap;
        delete[] tcave_cache;
 }
 
@@ -188,10 +143,10 @@ MapgenValleysParams::MapgenValleysParams()
        river_depth        = 4;  // How deep to carve river channels.
        river_size         = 5;  // How wide to make rivers.
        water_features     = 0;  // How often water will occur in caves.
-       cave_width         = 0.3;
+       cave_width         = 0.2;
 
-       np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
-       np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 0.5,   2.0);
+       np_cave1              = NoiseParams(0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0);
+       np_cave2              = NoiseParams(0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0);
        np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
        np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
        np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
@@ -289,15 +244,12 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
        // Generate biome noises.  Note this must be executed strictly before
        // generateTerrain, because generateTerrain depends on intermediate
        // biome-related noises.
-       biomegen->calcBiomeNoise(node_min);
+       m_bgen->calcBiomeNoise(node_min);
 
        // Generate base terrain with initial heightmaps
        s16 stone_surface_max_y = generateTerrain();
 
-       // Build biomemap
-       biomegen->getBiomes(heightmap);
-
-       // Place biome-specific nodes
+       // Place biome-specific nodes and build biomemap
        MgStoneType stone_type = generateBiomes();
 
        // Cave creation.
@@ -305,48 +257,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
                generateCaves(stone_surface_max_y, large_cave_depth);
 
        // Dungeon creation
-       if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (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;
-               if (stone_type == MGSTONE_STONE) {
-                       dp.c_cobble = c_cobble;
-                       dp.c_moss   = c_mossycobble;
-                       dp.c_stair  = c_stair_cobble;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 3.f;
-                       dp.holesize      = v3s16(1, 2, 1);
-                       dp.roomsize      = v3s16(0, 0, 0);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               } else if (stone_type == MGSTONE_DESERT_STONE) {
-                       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.f;
-                       dp.holesize      = v3s16(2, 3, 2);
-                       dp.roomsize      = v3s16(2, 5, 2);
-                       dp.notifytype    = GENNOTIFY_TEMPLE;
-               } else if (stone_type == MGSTONE_SANDSTONE) {
-                       dp.c_cobble = c_sandstonebrick;
-                       dp.c_moss   = c_sandstonebrick;
-                       dp.c_stair  = c_sandstonebrick;
-
-                       dp.diagonal_dirs = false;
-                       dp.mossratio     = 0.f;
-                       dp.holesize      = v3s16(2, 2, 2);
-                       dp.roomsize      = v3s16(2, 0, 2);
-                       dp.notifytype    = GENNOTIFY_DUNGEON;
-               }
-
-               DungeonGen dgen(this, &dp);
-               dgen.generate(blockseed, full_node_min, full_node_max);
-       }
+       if ((flags & MG_DUNGEONS) && node_max.Y < 50)
+               generateDungeons(stone_surface_max_y, stone_type);
 
        // Generate the registered decorations
        if (flags & MG_DECORATIONS)
@@ -388,7 +300,6 @@ void MapgenValleys::calculateNoise()
 
        //TimeTaker tcn("actualNoise");
 
-       noise_filler_depth->perlinMap2D(x, z);
        noise_inter_valley_slope->perlinMap2D(x, z);
        noise_rivers->perlinMap2D(x, z);
        noise_terrain_height->perlinMap2D(x, z);
@@ -573,7 +484,6 @@ int MapgenValleys::generateTerrain()
 
        MapNode n_air(CONTENT_AIR);
        MapNode n_river_water(c_river_water_source);
-       MapNode n_sand(c_sand);
        MapNode n_stone(c_stone);
        MapNode n_water(c_water_source);
 
@@ -607,7 +517,7 @@ int MapgenValleys::generateTerrain()
                        }
                }
 
-               u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+               u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
                u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
 
                // Mapgens concern themselves with stone and water.
@@ -617,10 +527,7 @@ int MapgenValleys::generateTerrain()
                                float surface_delta = (float)y - surface_y;
                                bool river = y + 1 < river_y;
 
-                               if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
-                                       // river bottom
-                                       vm->m_data[index_data] = n_sand;
-                               } else if (slope * fill > surface_delta) {
+                               if (slope * fill > surface_delta) {
                                        // ground
                                        vm->m_data[index_data] = n_stone;
                                        if (y > heightmap[index_2d])
@@ -633,7 +540,7 @@ int MapgenValleys::generateTerrain()
                                } else if (river) {
                                        // river
                                        vm->m_data[index_data] = n_river_water;
-                               } else {
+                               } else {  // air
                                        vm->m_data[index_data] = n_air;
                                }
                        }
@@ -756,8 +663,9 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
        u32 index_2d = 0;
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
-               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+               Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
                bool tunnel_air_above = false;
+               bool is_under_river = false;
                bool underground = false;
                u32 index_data = vm->m_area.index(x, node_max.Y, z);
                u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
@@ -789,14 +697,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                        }
 
                        content_t c = vm->m_data[index_data].getContent();
+                       // Detect river water to place riverbed nodes in tunnels
+                       if (c == biome->c_river_water)
+                               is_under_river = true;
+
                        float d1 = contour(noise_cave1->result[index_3d]);
                        float d2 = contour(noise_cave2->result[index_3d]);
 
-                       // River water is not set as ground content
-                       // in the default game. This can produce strange results
-                       // when a tunnel undercuts a river. However, that's not for
-                       // the mapgen to correct. Fix it in lua.
-
                        if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
                                // in a tunnel
                                vm->m_data[index_data] = n_air;
@@ -809,8 +716,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
                                        vm->m_area.add_y(em, j, 1);
 
                                        if (sr > terrain - y) {
-                                               // Put dirt in tunnels near the surface.
-                                               if (underground)
+                                               // Put biome nodes in tunnels near the surface
+                                               if (is_under_river)
+                                                       vm->m_data[index_data] = MapNode(biome->c_riverbed);
+                                               else if (underground)
                                                        vm->m_data[index_data] = MapNode(biome->c_filler);
                                                else
                                                        vm->m_data[index_data] = MapNode(biome->c_top);
@@ -841,8 +750,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
        if (node_max.Y <= large_cave_depth && !made_a_big_one) {
                u32 bruises_count = ps.range(0, 2);
                for (u32 i = 0; i < bruises_count; i++) {
-                       CaveV5 cave(this, &ps);
-                       cave.makeCave(node_min, node_max, max_stone_y);
+                       CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
+                               c_water_source, c_lava_source);
+
+                       cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
                }
        }
 }