X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v6.cpp;h=a212496a8bca679144bf4fc392c1363c057d4836;hb=b2102bfe49002f1ac10ca8288f5337e9feec7f65;hp=eaca33988444e3059b891d8101961a5dfbecaa99;hpb=d00e8bd31a185a4000807de6d21eccce9f86671e;p=minetest.git diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index eaca33988..a212496a8 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -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 = ¶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); + + 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)