X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v6.cpp;h=7643f3a48920ce4d187294ac7c52fcd62eba9b95;hb=c8bd2ae11cb0972eda86577ab15c2c69ecae33d0;hp=59a4d49fc7bba52c0f22d4e38abc85afbdb10c9a;hpb=939397dd6e9cf26358b7e7f07aa58b72b175691f;p=dragonfireclient.git diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 59a4d49fc..7643f3a48 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -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" @@ -64,9 +65,10 @@ NoiseParams nparams_v6_def_apple_trees = /////////////////////////////////////////////////////////////////////////////// -MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { +MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) { this->generating = false; this->id = mapgenid; + this->emerge = emerge; this->seed = (int)params->seed; this->water_level = params->water_level; @@ -77,19 +79,19 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { 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 = ¶ms->np_cave; + np_humidity = ¶ms->np_humidity; + np_trees = ¶ms->np_trees; + np_apple_trees = ¶ms->np_apple_trees; + + noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y); + noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y); + noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y); + noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y); + noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y); + noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y); + noise_biome = new Noise(¶ms->np_biome, seed, csize.X, csize.Y); } @@ -106,23 +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) { @@ -373,8 +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; @@ -422,6 +405,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) { // Generate general ground level to full area stone_surface_max_y = generateGround(); + generateExperimental(); + const s16 max_spread_amount = MAP_BLOCKSIZE; // Limit dirt flow area by 1 because mud is flown into neighbors. s16 mudflow_minpos = -max_spread_amount + 1; @@ -460,9 +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->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; } @@ -492,14 +491,13 @@ void MapgenV6::calculateNoise() { noise_height_select->perlinMap2D( x + 0.5 * noise_height_select->np->spread.X, z + 0.5 * noise_height_select->np->spread.Z); - } - - if (!(flags & MG_FLAT)) { + noise_mud->perlinMap2D( x + 0.5 * noise_mud->np->spread.X, z + 0.5 * noise_mud->np->spread.Z); noise_mud->transformNoiseMap(); } + noise_beach->perlinMap2D( x + 0.2 * noise_beach->np->spread.X, z + 0.7 * noise_beach->np->spread.Z); @@ -841,7 +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; @@ -858,7 +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) @@ -918,35 +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; @@ -961,232 +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); - - 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; + for (u32 i = 0; i < caves_count + bruises_count; i++) { + bool large_cave = (i >= caves_count); + CaveV6 cave(this, &ps, &ps2, large_cave); - 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= 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); } }