Add jungle grass to jungles
authorkwolekr <kwolekr@minetest.net>
Mon, 18 Mar 2013 03:07:51 +0000 (23:07 -0400)
committerkwolekr <kwolekr@minetest.net>
Mon, 18 Mar 2013 03:08:11 +0000 (23:08 -0400)
src/mapgen.cpp
src/mapgen.h
src/mapgen_v6.cpp
src/mapgen_v6.h

index 4316be6fedddc4c460c8c9b198f2e3a45acc9a54..dc6dab6bb902bb4ea87cb4c500e891d51609ffbd 100644 (file)
@@ -111,7 +111,7 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
 }
 
 
-void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
        VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
                                nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
        bool block_is_underground = (water_level >= nmax.Y);
@@ -174,7 +174,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
 }
 
 
-void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
+void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
        enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
 
        VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
index 3f3cd424d0be6caa05877c83867e27f2435f0c12..f4bd659fb068034ff529aeae949aa9e16a6f96e2 100644 (file)
@@ -79,8 +79,8 @@ public:
        void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
        void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
        void lightSpread(VoxelArea &a, v3s16 p, u8 light);
-       void updateLighting(v3s16 nmin, v3s16 nmax);
-       void updateLightingOld(v3s16 nmin, v3s16 nmax);
+       void calcLighting(v3s16 nmin, v3s16 nmax);
+       void calcLightingOld(v3s16 nmin, v3s16 nmax);
 
        virtual void makeChunk(BlockMakeData *data) {};
        virtual int getGroundLevelAtPoint(v2s16 p) = 0;
index 5f428bb8f2e417e260190b8b2fcdada6b85a90f2..59a4d49fc7bba52c0f22d4e38abc85afbdb10c9a 100644 (file)
@@ -457,12 +457,12 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Grow grass
        growGrass();
 
-       // Generate some trees
+       // Generate some trees, and add grass, if a jungle
        if (flags & MG_TREES)
-               placeTrees();
+               placeTreesAndJungleGrass();
 
        // Calculate lighting
-       updateLighting(node_min, node_max);
+       calcLighting(node_min, node_max);
        
        this->generating = false;
 }
@@ -783,14 +783,26 @@ void MapgenV6::addDirtGravelBlobs() {
 }
 
 
-void MapgenV6::placeTrees() {
+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
+       if (c_junglegrass == CONTENT_IGNORE)
+               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++)
        for (s16 x0 = 0; x0 < div; x0++) {
                // Center position of part of division
@@ -811,9 +823,36 @@ void MapgenV6::placeTrees() {
                
                // Amount of trees, jungle area
                u32 tree_count = area * getTreeAmount(p2d_center);
-               bool is_jungle = (flags & MGV6_JUNGLES) && (getHumidity(p2d_center) > 0.75);
-               if (is_jungle)
-                       tree_count *= 4;
+               
+               float humidity;
+               bool is_jungle = false;
+               if (flags & MGV6_JUNGLES) {
+                       humidity = getHumidity(p2d_center);
+                       if (humidity > 0.75) {
+                               is_jungle = true;
+                               tree_count *= 4;
+                       }
+               }
+
+               // Add jungle grass
+               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 = find_ground_level(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) {
+                                       vm->m_area.add_y(em, vi, 1);
+                                       vm->m_data[vi] = n_junglegrass;
+                               }
+                       }
+               }
                
                // Put trees in random places on part of division
                for (u32 i = 0; i < tree_count; i++) {
@@ -846,7 +885,7 @@ void MapgenV6::placeTrees() {
                        }
                }
        }
-       //printf("placeTrees: %dms\n", t.stop());
+       //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
 }
 
 
@@ -878,6 +917,7 @@ void MapgenV6::growGrass() {
        }
 }
 
+
 void MapgenV6::defineCave(Cave &cave, PseudoRandom ps,
                                                 v3s16 node_min, bool large_cave) {
                cave.min_tunnel_diameter = 2;
index 662aed2ce8ec67af9ad730b59b0769e091f22f17..5b3ea9d275d179f0321e51dd26e074a7c4178b89 100644 (file)
@@ -163,7 +163,7 @@ public:
        void flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos);
        void addDirtGravelBlobs();
        void growGrass();
-       void placeTrees();
+       void placeTreesAndJungleGrass();
        virtual void defineCave(Cave &cave, PseudoRandom ps,
                                                        v3s16 node_min, bool large_cave);
        void generateCaves(int max_stone_y);