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authorkwolekr <kwolekr@minetest.net>2014-12-06 04:18:04 -0500
committerkwolekr <kwolekr@minetest.net>2014-12-06 13:53:35 -0500
commit5062b99cb0d252d9e377ff4560f7ecc9e66fd558 (patch)
tree3474c0734aac243cabfcf3af763becb4025da35b /src/mapgen_v6.cpp
parent2b119e1e192ead701e69e261fe94ccb7382dbee7 (diff)
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Rewrite generate notification mechanism
Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
Diffstat (limited to 'src/mapgen_v6.cpp')
-rw-r--r--src/mapgen_v6.cpp106
1 files changed, 49 insertions, 57 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index de0c81688..f1ba2a486 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -49,21 +49,13 @@ FlagDesc flagdesc_mapgen_v6[] = {
///////////////////////////////////////////////////////////////////////////////
-MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
-
- 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->gennotify = emerge->gennotify;
-
+MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->emerge = emerge;
this->ystride = csize.X; //////fix this
-
- MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
+ MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
this->spflags = sp->spflags;
this->freq_desert = sp->freq_desert;
this->freq_beach = sp->freq_beach;
@@ -224,7 +216,7 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
//////////////////////// Base terrain height functions
float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
- float steepness, float height_select) {
+ float steepness, float height_select) {
float base = 1 + terrain_base;
float higher = 1 + terrain_higher;
@@ -245,7 +237,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
float a_off = -0.20; // Offset to more low
float a = 0.5 + b * (a_off + height_select);
a = rangelim(a, 0.0, 1.0); // Limit
-
+
return base * (1.0 - a) + higher * a;
}
@@ -253,7 +245,7 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
if (flags & MG_FLAT)
return water_level;
-
+
float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
@@ -277,12 +269,12 @@ float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
float MapgenV6::baseTerrainLevelFromMap(int index) {
if (flags & MG_FLAT)
return water_level;
-
+
float terrain_base = noise_terrain_base->result[index];
float terrain_higher = noise_terrain_higher->result[index];
float steepness = noise_steepness->result[index];
float height_select = noise_height_select->result[index];
-
+
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
}
@@ -340,7 +332,7 @@ float MapgenV6::getTreeAmount(v2s16 p)
/*double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);*/
-
+
float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
float zeroval = -0.39;
if (noise < zeroval)
@@ -355,9 +347,9 @@ bool MapgenV6::getHaveAppleTree(v2s16 p)
/*is_apple_tree = noise2d_perlin(
0.5+(float)p.X/100, 0.5+(float)p.Z/100,
data->seed+342902, 3, 0.45) > 0.2;*/
-
+
float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
-
+
return noise > 0.2;
}
@@ -366,11 +358,11 @@ float MapgenV6::getMudAmount(int index)
{
if (flags & MG_FLAT)
return AVERAGE_MUD_AMOUNT;
-
+
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));*/
-
+
return noise_mud->result[index];
}
@@ -381,7 +373,7 @@ bool MapgenV6::getHaveBeach(int index)
/*double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);*/
-
+
float sandnoise = noise_beach->result[index];
return (sandnoise > freq_beach);
}
@@ -393,16 +385,16 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
/*double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);*/
-
+
float d = noise_biome->result[index];
if (d > freq_desert)
return BT_DESERT;
-
+
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;
-
+
return BT_NORMAL;
}
@@ -425,11 +417,11 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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);
-
+
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
-
+
// Hack: use minimum block coords for old code that assumes a single block
v3s16 blockpos = data->blockpos_requested;
v3s16 blockpos_min = data->blockpos_min;
@@ -491,7 +483,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
flowMud(mudflow_minpos, mudflow_maxpos);
}
-
+
// Add dungeons
if (flags & MG_DUNGEONS) {
DungeonParams dp;
@@ -525,7 +517,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
-
+
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
@@ -535,7 +527,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
// Generate some trees, and add grass, if a jungle
if (flags & MG_TREES)
placeTreesAndJungleGrass();
-
+
// Generate the registered decorations
emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
@@ -546,7 +538,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-
+
this->generating = false;
}
@@ -598,25 +590,25 @@ int MapgenV6::generateGround() {
MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
u32 index = 0;
-
+
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
// Surface height
s16 surface_y = (s16)baseTerrainLevelFromMap(index);
-
+
// Log it
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
BiomeV6Type bt = getBiome(index, v2s16(x, z));
-
+
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
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 > water_level && bt == BT_DESERT) ?
+ vm->m_data[i] = (y > water_level && bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
vm->m_data[i] = n_water_source;
@@ -627,7 +619,7 @@ int MapgenV6::generateGround() {
vm->m_area.add_y(em, i, 1);
}
}
-
+
return stone_surface_max_y;
}
@@ -647,11 +639,11 @@ void MapgenV6::addMud() {
// Find ground level
s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
-
+
// Handle area not found
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
-
+
BiomeV6Type bt = getBiome(index, v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
@@ -830,7 +822,7 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
void MapgenV6::addDirtGravelBlobs() {
if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
return;
-
+
PseudoRandom pr(blockseed + 983);
for (int i = 0; i < volume_nodes/10/10/10; i++) {
bool only_fill_cave = (myrand_range(0,1) != 0);
@@ -844,7 +836,7 @@ void MapgenV6::addDirtGravelBlobs() {
pr.range(node_min.Y, node_max.Y) - size.Y / 2,
pr.range(node_min.Z, node_max.Z) - size.Z / 2
);
-
+
MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel);
for (int z1 = 0; z1 < size.Z; z1++)
for (int y1 = 0; y1 < size.Y; y1++)
@@ -869,7 +861,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
//TimeTaker t("placeTrees");
if (node_max.Y < water_level)
return;
-
+
PseudoRandom grassrandom(blockseed + 53);
content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
// if we don't have junglegrass, don't place cignore... that's bad
@@ -877,12 +869,12 @@ void MapgenV6::placeTreesAndJungleGrass() {
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
v3s16 em = vm->m_area.getExtent();
-
+
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
-
+
// N.B. We must add jungle grass first, since tree leaves will
// obstruct the ground, giving us a false ground level
for (s16 z0 = 0; z0 < div; z0++)
@@ -902,10 +894,10 @@ void MapgenV6::placeTreesAndJungleGrass() {
node_min.X + sidelen + sidelen * x0 - 1,
node_min.Z + sidelen + sidelen * z0 - 1
);
-
+
// Amount of trees, jungle area
u32 tree_count = area * getTreeAmount(p2d_center);
-
+
float humidity;
bool is_jungle = false;
if (spflags & MGV6_JUNGLES) {
@@ -917,16 +909,16 @@ void MapgenV6::placeTreesAndJungleGrass() {
}
// Add jungle grass
- if (is_jungle) {
+ if (is_jungle) {
u32 grass_count = 5 * humidity * tree_count;
for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-
+
s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
if (y < water_level || y < node_min.Y || y > node_max.Y)
continue;
-
+
u32 vi = vm->m_area.index(x, y, z);
// place on dirt_with_grass, since we know it is exposed to sunlight
if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
@@ -935,7 +927,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
}
}
}
-
+
// Put trees in random places on part of division
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
@@ -945,7 +937,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
// Don't make a tree so high that it doesn't fit
if(y < water_level || y > node_max.Y - 6)
continue;
-
+
v3s16 p(x,y,z);
// Trees grow only on mud and grass
{
@@ -956,7 +948,7 @@ void MapgenV6::placeTreesAndJungleGrass() {
continue;
}
p.Y++;
-
+
// Make a tree
if (is_jungle) {
treegen::make_jungletree(*vm, p, ndef, myrand());
@@ -1009,15 +1001,15 @@ void MapgenV6::generateCaves(int max_stone_y) {
u32 bruises_count = 1;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
-
+
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
-
+
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
-
+
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveV6 cave(this, &ps, &ps2, large_cave);