3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "content_mapnode.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
34 Some helper functions for the map generator
38 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
40 v3s16 em = vmanip.m_area.getExtent();
41 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
42 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
43 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
45 for(y=y_nodes_max; y>=y_nodes_min; y--)
47 MapNode &n = vmanip.m_data[i];
48 if(content_walkable(n.d))
51 vmanip.m_area.add_y(em, i, -1);
59 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
61 v3s16 em = vmanip.m_area.getExtent();
62 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
63 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
64 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
66 for(y=y_nodes_max; y>=y_nodes_min; y--)
68 MapNode &n = vmanip.m_data[i];
69 if(content_walkable(n.d)
70 && n.getContent() != CONTENT_TREE
71 && n.getContent() != CONTENT_LEAVES)
74 vmanip.m_area.add_y(em, i, -1);
83 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
85 MapNode treenode(CONTENT_TREE);
86 MapNode leavesnode(CONTENT_LEAVES);
88 s16 trunk_h = myrand_range(4, 5);
90 for(s16 ii=0; ii<trunk_h; ii++)
92 if(vmanip.m_area.contains(p1))
93 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
97 // p1 is now the last piece of the trunk
100 VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
101 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
102 Buffer<u8> leaves_d(leaves_a.getVolume());
103 for(s32 i=0; i<leaves_a.getVolume(); i++)
106 // Force leaves at near the end of the trunk
109 for(s16 z=-d; z<=d; z++)
110 for(s16 y=-d; y<=d; y++)
111 for(s16 x=-d; x<=d; x++)
113 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
117 // Add leaves randomly
118 for(u32 iii=0; iii<7; iii++)
123 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
124 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
125 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
128 for(s16 z=0; z<=d; z++)
129 for(s16 y=0; y<=d; y++)
130 for(s16 x=0; x<=d; x++)
132 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
136 // Blit leaves to vmanip
137 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
138 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
139 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
143 if(vmanip.m_area.contains(p) == false)
145 u32 vi = vmanip.m_area.index(p);
146 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
147 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
149 u32 i = leaves_a.index(x,y,z);
151 vmanip.m_data[vi] = leavesnode;
155 static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0)
157 MapNode treenode(CONTENT_JUNGLETREE);
158 MapNode leavesnode(CONTENT_LEAVES);
160 for(s16 x=-1; x<=1; x++)
161 for(s16 z=-1; z<=1; z++)
163 if(myrand_range(0, 2) == 0)
165 v3s16 p1 = p0 + v3s16(x,0,z);
166 v3s16 p2 = p0 + v3s16(x,-1,z);
167 if(vmanip.m_area.contains(p2)
168 && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
169 vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
170 else if(vmanip.m_area.contains(p1))
171 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
174 s16 trunk_h = myrand_range(8, 12);
176 for(s16 ii=0; ii<trunk_h; ii++)
178 if(vmanip.m_area.contains(p1))
179 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
183 // p1 is now the last piece of the trunk
186 VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
187 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
188 Buffer<u8> leaves_d(leaves_a.getVolume());
189 for(s32 i=0; i<leaves_a.getVolume(); i++)
192 // Force leaves at near the end of the trunk
195 for(s16 z=-d; z<=d; z++)
196 for(s16 y=-d; y<=d; y++)
197 for(s16 x=-d; x<=d; x++)
199 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
203 // Add leaves randomly
204 for(u32 iii=0; iii<30; iii++)
209 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
210 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
211 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
214 for(s16 z=0; z<=d; z++)
215 for(s16 y=0; y<=d; y++)
216 for(s16 x=0; x<=d; x++)
218 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
222 // Blit leaves to vmanip
223 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
224 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
225 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
229 if(vmanip.m_area.contains(p) == false)
231 u32 vi = vmanip.m_area.index(p);
232 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
233 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
235 u32 i = leaves_a.index(x,y,z);
237 vmanip.m_data[vi] = leavesnode;
241 void make_papyrus(VoxelManipulator &vmanip, v3s16 p0)
243 MapNode papyrusnode(CONTENT_PAPYRUS);
245 s16 trunk_h = myrand_range(2, 3);
247 for(s16 ii=0; ii<trunk_h; ii++)
249 if(vmanip.m_area.contains(p1))
250 vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
255 void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
257 MapNode cactusnode(CONTENT_CACTUS);
261 for(s16 ii=0; ii<trunk_h; ii++)
263 if(vmanip.m_area.contains(p1))
264 vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
270 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
272 MapNode stonenode(CONTENT_STONE);
274 s16 size = myrand_range(3, 6);
276 VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
277 Buffer<u8> stone_d(stone_a.getVolume());
278 for(s32 i=0; i<stone_a.getVolume(); i++)
281 // Force stone at bottom to make it usually touch the ground
283 for(s16 z=0; z<=0; z++)
284 for(s16 y=0; y<=0; y++)
285 for(s16 x=0; x<=0; x++)
287 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
291 // Generate from perlin noise
292 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
293 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
294 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
296 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
297 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
298 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
300 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
302 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
306 u32 vi = stone_a.index(v3s16(x,y,z));
311 /*// Add stone randomly
312 for(u32 iii=0; iii<7; iii++)
317 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
318 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
319 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
322 for(s16 z=0; z<=d; z++)
323 for(s16 y=0; y<=d; y++)
324 for(s16 x=0; x<=d; x++)
326 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
330 // Blit stone to vmanip
331 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
332 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
333 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
337 if(vmanip.m_area.contains(p) == false)
339 u32 vi = vmanip.m_area.index(p);
340 if(vmanip.m_data[vi].getContent() != CONTENT_AIR
341 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
343 u32 i = stone_a.index(x,y,z);
345 vmanip.m_data[vi] = stonenode;
351 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
353 MapNode stonenode(CONTENT_STONE);
355 s16 size = myrand_range(8, 16);
357 VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
358 Buffer<u8> stone_d(stone_a.getVolume());
359 for(s32 i=0; i<stone_a.getVolume(); i++)
362 // Force stone at bottom to make it usually touch the ground
364 for(s16 z=0; z<=0; z++)
365 for(s16 y=0; y<=0; y++)
366 for(s16 x=0; x<=0; x++)
368 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
372 // Generate from perlin noise
373 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
374 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
375 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
378 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
379 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
380 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
381 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
382 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
383 double dz = (double)z-mid_z;
384 double dx = (double)x-mid_x;
385 double dy = MYMAX(0, (double)y-mid_y);
386 double r = sqrt(dz*dz+dx*dx+dy*dy);
387 d /= (2*r/size)*2 + 0.01;
390 u32 vi = stone_a.index(v3s16(x,y,z));
395 /*// Add stone randomly
396 for(u32 iii=0; iii<7; iii++)
401 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
402 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
403 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
406 for(s16 z=0; z<=d; z++)
407 for(s16 y=0; y<=d; y++)
408 for(s16 x=0; x<=d; x++)
410 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
414 // Blit stone to vmanip
415 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
416 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
417 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
421 if(vmanip.m_area.contains(p) == false)
423 u32 vi = vmanip.m_area.index(p);
424 /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
425 && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
427 u32 i = stone_a.index(x,y,z);
429 vmanip.m_data[vi] = stonenode;
435 Dungeon making routines
438 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
439 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
440 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
441 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
443 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
446 for(s16 z=0; z<roomsize.Z; z++)
447 for(s16 y=0; y<roomsize.Y; y++)
450 v3s16 p = roomplace + v3s16(0,y,z);
451 if(vmanip.m_area.contains(p) == false)
453 u32 vi = vmanip.m_area.index(p);
454 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
456 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
459 v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
460 if(vmanip.m_area.contains(p) == false)
462 u32 vi = vmanip.m_area.index(p);
463 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
465 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
470 for(s16 x=0; x<roomsize.X; x++)
471 for(s16 y=0; y<roomsize.Y; y++)
474 v3s16 p = roomplace + v3s16(x,y,0);
475 if(vmanip.m_area.contains(p) == false)
477 u32 vi = vmanip.m_area.index(p);
478 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
480 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
483 v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
484 if(vmanip.m_area.contains(p) == false)
486 u32 vi = vmanip.m_area.index(p);
487 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
489 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
493 // Make +-Y walls (floor and ceiling)
494 for(s16 z=0; z<roomsize.Z; z++)
495 for(s16 x=0; x<roomsize.X; x++)
498 v3s16 p = roomplace + v3s16(x,0,z);
499 if(vmanip.m_area.contains(p) == false)
501 u32 vi = vmanip.m_area.index(p);
502 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
504 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
507 v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
508 if(vmanip.m_area.contains(p) == false)
510 u32 vi = vmanip.m_area.index(p);
511 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
513 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
518 for(s16 z=1; z<roomsize.Z-1; z++)
519 for(s16 y=1; y<roomsize.Y-1; y++)
520 for(s16 x=1; x<roomsize.X-1; x++)
522 v3s16 p = roomplace + v3s16(x,y,z);
523 if(vmanip.m_area.contains(p) == false)
525 u32 vi = vmanip.m_area.index(p);
526 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
527 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
531 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
532 u8 avoid_flags, MapNode n, u8 or_flags)
534 for(s16 z=0; z<size.Z; z++)
535 for(s16 y=0; y<size.Y; y++)
536 for(s16 x=0; x<size.X; x++)
538 v3s16 p = place + v3s16(x,y,z);
539 if(vmanip.m_area.contains(p) == false)
541 u32 vi = vmanip.m_area.index(p);
542 if(vmanip.m_flags[vi] & avoid_flags)
544 vmanip.m_flags[vi] |= or_flags;
545 vmanip.m_data[vi] = n;
549 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
551 make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
552 VMANIP_FLAG_DUNGEON_INSIDE);
555 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
557 make_hole1(vmanip, doorplace);
558 // Place torch (for testing)
559 //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
562 static v3s16 rand_ortho_dir(PseudoRandom &random)
564 if(random.next()%2==0)
565 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
567 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
570 static v3s16 turn_xz(v3s16 olddir, int t)
590 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
592 int turn = random.range(0,2);
601 dir = turn_xz(olddir, 0);
604 dir = turn_xz(olddir, 1);
608 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
609 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
610 PseudoRandom &random)
612 make_hole1(vmanip, doorplace);
613 v3s16 p0 = doorplace;
617 length = random.range(1,13);
619 length = random.range(1,6);
620 length = random.range(1,13);
621 u32 partlength = random.range(1,13);
624 if(random.next()%2 == 0 && partlength >= 3)
625 make_stairs = random.next()%2 ? 1 : -1;
626 for(u32 i=0; i<length; i++)
632 /*// If already empty
633 if(vmanip.getNodeNoExNoEmerge(p).getContent()
635 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
640 if(vmanip.m_area.contains(p) == true
641 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
645 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
646 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
647 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
648 VMANIP_FLAG_DUNGEON_INSIDE);
649 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
650 VMANIP_FLAG_DUNGEON_INSIDE);
654 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
655 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
656 make_hole1(vmanip, p);
657 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
658 VMANIP_FLAG_DUNGEON_INSIDE);*/
665 // Can't go here, turn away
666 dir = turn_xz(dir, random.range(0,1));
667 make_stairs = -make_stairs;
669 partlength = random.range(1,length);
674 if(partcount >= partlength)
678 dir = random_turn(random, dir);
680 partlength = random.range(1,length);
683 if(random.next()%2 == 0 && partlength >= 3)
684 make_stairs = random.next()%2 ? 1 : -1;
695 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
705 m_dir = rand_ortho_dir(m_random);
708 void setPos(v3s16 pos)
713 void setDir(v3s16 dir)
718 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
720 for(u32 i=0; i<100; i++)
722 v3s16 p = m_pos + m_dir;
723 v3s16 p1 = p + v3s16(0,1,0);
724 if(vmanip.m_area.contains(p) == false
725 || vmanip.m_area.contains(p1) == false
731 if(vmanip.getNodeNoExNoEmerge(p).getContent()
733 && vmanip.getNodeNoExNoEmerge(p1).getContent()
736 // Found wall, this is a good place!
739 // Randomize next direction
744 Determine where to move next
746 // Jump one up if the actual space is there
747 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
749 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
751 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
754 // Jump one down if the actual space is there
755 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
757 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
759 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
762 // Check if walking is now possible
763 if(vmanip.getNodeNoExNoEmerge(p).getContent()
765 || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
768 // Cannot continue walking here
778 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
779 v3s16 &result_doordir, v3s16 &result_roomplace)
781 for(s16 trycount=0; trycount<30; trycount++)
785 bool r = findPlaceForDoor(doorplace, doordir);
789 // X east, Z north, Y up
791 if(doordir == v3s16(1,0,0)) // X+
792 roomplace = doorplace +
793 v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
794 if(doordir == v3s16(-1,0,0)) // X-
795 roomplace = doorplace +
796 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
797 if(doordir == v3s16(0,0,1)) // Z+
798 roomplace = doorplace +
799 v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
800 if(doordir == v3s16(0,0,-1)) // Z-
801 roomplace = doorplace +
802 v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
805 if(doordir == v3s16(1,0,0)) // X+
806 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
807 if(doordir == v3s16(-1,0,0)) // X-
808 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
809 if(doordir == v3s16(0,0,1)) // Z+
810 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
811 if(doordir == v3s16(0,0,-1)) // Z-
812 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
817 for(s16 z=1; z<roomsize.Z-1; z++)
818 for(s16 y=1; y<roomsize.Y-1; y++)
819 for(s16 x=1; x<roomsize.X-1; x++)
821 v3s16 p = roomplace + v3s16(x,y,z);
822 if(vmanip.m_area.contains(p) == false)
827 if(vmanip.m_flags[vmanip.m_area.index(p)]
828 & VMANIP_FLAG_DUNGEON_INSIDE)
839 result_doorplace = doorplace;
840 result_doordir = doordir;
841 result_roomplace = roomplace;
848 VoxelManipulator &vmanip;
851 PseudoRandom &m_random;
854 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
856 v3s16 areasize = vmanip.m_area.getExtent();
861 Find place for first room
864 for(u32 i=0; i<100; i++)
866 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
867 roomplace = vmanip.m_area.MinEdge + v3s16(
868 random.range(0,areasize.X-roomsize.X-1),
869 random.range(0,areasize.Y-roomsize.Y-1),
870 random.range(0,areasize.Z-roomsize.Z-1));
872 Check that we're not putting the room to an unknown place,
873 otherwise it might end up floating in the air
876 for(s16 z=1; z<roomsize.Z-1; z++)
877 for(s16 y=1; y<roomsize.Y-1; y++)
878 for(s16 x=1; x<roomsize.X-1; x++)
880 v3s16 p = roomplace + v3s16(x,y,z);
881 u32 vi = vmanip.m_area.index(p);
882 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
887 if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
901 Stores the center position of the last room made, so that
902 a new corridor can be started from the last room instead of
903 the new room, if chosen so.
905 v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
907 u32 room_count = random.range(2,7);
908 for(u32 i=0; i<room_count; i++)
910 // Make a room to the determined place
911 make_room1(vmanip, roomsize, roomplace);
913 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
915 // Place torch at room center (for testing)
916 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
919 if(i == room_count-1)
922 // Determine walker start position
924 bool start_in_last_room = (random.range(0,2)!=0);
925 //bool start_in_last_room = true;
927 v3s16 walker_start_place;
929 if(start_in_last_room)
931 walker_start_place = last_room_center;
935 walker_start_place = room_center;
936 // Store center of current room as the last one
937 last_room_center = room_center;
940 // Create walker and find a place for a door
941 RoomWalker walker(vmanip, walker_start_place, random);
944 bool r = walker.findPlaceForDoor(doorplace, doordir);
948 if(random.range(0,1)==0)
950 make_door1(vmanip, doorplace, doordir);
952 // Don't actually make a door
953 doorplace -= doordir;
955 // Make a random corridor starting from the door
957 v3s16 corridor_end_dir;
958 make_corridor(vmanip, doorplace, doordir, corridor_end,
959 corridor_end_dir, random);
961 // Find a place for a random sized room
962 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
963 walker.setPos(corridor_end);
964 walker.setDir(corridor_end_dir);
965 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
969 if(random.range(0,1)==0)
971 make_door1(vmanip, doorplace, doordir);
973 // Don't actually make a door
974 roomplace -= doordir;
980 Noise functions. Make sure seed is mangled differently in each one.
984 Scaling the output of the noise function affects the overdrive of the
985 contour function, which affects the shape of the output considerably.
987 #define CAVE_NOISE_SCALE 12.0
988 //#define CAVE_NOISE_SCALE 10.0
989 //#define CAVE_NOISE_SCALE 7.5
990 //#define CAVE_NOISE_SCALE 5.0
991 //#define CAVE_NOISE_SCALE 1.0
993 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
994 #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
996 NoiseParams get_cave_noise1_params(u64 seed)
998 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
999 200, CAVE_NOISE_SCALE);*/
1000 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
1001 100, CAVE_NOISE_SCALE);*/
1002 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
1003 100, CAVE_NOISE_SCALE);*/
1004 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
1005 100, CAVE_NOISE_SCALE);*/
1006 return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
1007 50, CAVE_NOISE_SCALE);
1008 //return NoiseParams(NOISE_CONSTANT_ONE);
1011 NoiseParams get_cave_noise2_params(u64 seed)
1013 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
1014 200, CAVE_NOISE_SCALE);*/
1015 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
1016 100, CAVE_NOISE_SCALE);*/
1017 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
1018 100, CAVE_NOISE_SCALE);*/
1019 return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
1020 50, CAVE_NOISE_SCALE);
1021 //return NoiseParams(NOISE_CONSTANT_ONE);
1024 NoiseParams get_ground_noise1_params(u64 seed)
1026 return NoiseParams(NOISE_PERLIN, seed+983240, 4,
1030 NoiseParams get_ground_crumbleness_params(u64 seed)
1032 return NoiseParams(NOISE_PERLIN, seed+34413, 3,
1036 NoiseParams get_ground_wetness_params(u64 seed)
1038 return NoiseParams(NOISE_PERLIN, seed+32474, 4,
1042 bool is_cave(u64 seed, v3s16 p)
1044 double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
1045 double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
1046 return d1*d2 > CAVE_NOISE_THRESHOLD;
1050 Ground density noise shall be interpreted by using this.
1052 TODO: No perlin noises here, they should be outsourced
1054 NOTE: The speed of these actually isn't terrible
1056 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
1058 //return ((double)p.Y < ground_noise1_val);
1060 double f = 0.55 + noise2d_perlin(
1061 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1062 seed+920381, 3, 0.45);
1067 double h = WATER_LEVEL + 10 * noise2d_perlin(
1068 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
1069 seed+84174, 4, 0.5);
1072 return ((double)p.Y - h < ground_noise1_val * f);
1076 Queries whether a position is ground or not.
1078 bool is_ground(u64 seed, v3s16 p)
1080 double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
1081 return val_is_ground(val1, p, seed);
1084 // Amount of trees per area in nodes
1085 double tree_amount_2d(u64 seed, v2s16 p)
1087 /*double noise = noise2d_perlin(
1088 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1090 double noise = noise2d_perlin(
1091 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
1093 double zeroval = -0.39;
1097 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1100 double surface_humidity_2d(u64 seed, v2s16 p)
1102 double noise = noise2d_perlin(
1103 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
1104 seed+72384, 4, 0.66);
1105 noise = (noise + 1.0)/2.0;
1114 double randomstone_amount_2d(u64 seed, v2s16 p)
1116 double noise = noise2d_perlin(
1117 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1118 seed+3829434, 5, 0.66);
1119 double zeroval = 0.1;
1123 return 0.01 * (noise-zeroval) / (1.0-zeroval);
1127 double largestone_amount_2d(u64 seed, v2s16 p)
1129 double noise = noise2d_perlin(
1130 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1131 seed+14143242, 5, 0.66);
1132 double zeroval = 0.3;
1136 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1140 Incrementally find ground level from 3d noise
1142 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1144 // Start a bit fuzzy to make averaging lower precision values
1146 s16 level = myrand_range(-precision/2, precision/2);
1147 s16 dec[] = {31000, 100, 20, 4, 1, 0};
1149 for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1151 // First find non-ground by going upwards
1152 // Don't stop in caves.
1154 s16 max = level+dec[i-1]*2;
1155 v3s16 p(p2d.X, level, p2d.Y);
1156 for(; p.Y < max; p.Y += dec[i])
1158 if(!is_ground(seed, p))
1165 // Then find ground by going downwards from there.
1166 // Go in caves, too, when precision is 1.
1168 s16 min = level-dec[i-1]*2;
1169 v3s16 p(p2d.X, level, p2d.Y);
1170 for(; p.Y>min; p.Y-=dec[i])
1172 bool ground = is_ground(seed, p);
1173 /*if(dec[i] == 1 && is_cave(seed, p))
1184 // This is more like the actual ground level
1185 level += dec[i-1]/2;
1190 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1192 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1194 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1195 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1197 a += find_ground_level_from_noise(seed,
1198 v2s16(node_min.X, node_min.Y), p);
1199 a += find_ground_level_from_noise(seed,
1200 v2s16(node_min.X, node_max.Y), p);
1201 a += find_ground_level_from_noise(seed,
1202 v2s16(node_max.X, node_max.Y), p);
1203 a += find_ground_level_from_noise(seed,
1204 v2s16(node_max.X, node_min.Y), p);
1205 a += find_ground_level_from_noise(seed,
1206 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1211 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1213 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1215 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1216 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1219 a = MYMAX(a, find_ground_level_from_noise(seed,
1220 v2s16(node_min.X, node_min.Y), p));
1221 a = MYMAX(a, find_ground_level_from_noise(seed,
1222 v2s16(node_min.X, node_max.Y), p));
1223 a = MYMAX(a, find_ground_level_from_noise(seed,
1224 v2s16(node_max.X, node_max.Y), p));
1225 a = MYMAX(a, find_ground_level_from_noise(seed,
1226 v2s16(node_min.X, node_min.Y), p));
1228 a = MYMAX(a, find_ground_level_from_noise(seed,
1229 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1230 // Side middle points
1231 a = MYMAX(a, find_ground_level_from_noise(seed,
1232 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1233 a = MYMAX(a, find_ground_level_from_noise(seed,
1234 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1235 a = MYMAX(a, find_ground_level_from_noise(seed,
1236 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1237 a = MYMAX(a, find_ground_level_from_noise(seed,
1238 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1242 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1244 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1246 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1247 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1250 a = MYMIN(a, find_ground_level_from_noise(seed,
1251 v2s16(node_min.X, node_min.Y), p));
1252 a = MYMIN(a, find_ground_level_from_noise(seed,
1253 v2s16(node_min.X, node_max.Y), p));
1254 a = MYMIN(a, find_ground_level_from_noise(seed,
1255 v2s16(node_max.X, node_max.Y), p));
1256 a = MYMIN(a, find_ground_level_from_noise(seed,
1257 v2s16(node_min.X, node_min.Y), p));
1259 a = MYMIN(a, find_ground_level_from_noise(seed,
1260 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1261 // Side middle points
1262 a = MYMIN(a, find_ground_level_from_noise(seed,
1263 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1264 a = MYMIN(a, find_ground_level_from_noise(seed,
1265 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1266 a = MYMIN(a, find_ground_level_from_noise(seed,
1267 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1268 a = MYMIN(a, find_ground_level_from_noise(seed,
1269 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1273 bool block_is_underground(u64 seed, v3s16 blockpos)
1275 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1276 seed, v2s16(blockpos.X, blockpos.Z));
1278 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1285 #define AVERAGE_MUD_AMOUNT 4
1287 double base_rock_level_2d(u64 seed, v2s16 p)
1289 // The base ground level
1290 double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1291 + 20. * noise2d_perlin(
1292 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1293 (seed>>32)+654879876, 6, 0.6);
1295 /*// A bit hillier one
1296 double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1297 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1298 (seed>>27)+90340, 6, 0.69);
1302 // Higher ground level
1303 double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1304 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1305 seed+85039, 5, 0.69);
1306 //higher = 30; // For debugging
1308 // Limit higher to at least base
1312 // Steepness factor of cliffs
1313 double b = 1.0 + 1.0 * noise2d_perlin(
1314 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1316 b = rangelim(b, 0.0, 1000.0);
1319 b = rangelim(b, 3.0, 1000.0);
1320 //dstream<<"b="<<b<<std::endl;
1323 // Offset to more low
1324 double a_off = -0.2;
1325 // High/low selector
1326 /*double a = 0.5 + b * (a_off + noise2d_perlin(
1327 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1328 seed-359, 6, 0.7));*/
1329 double a = (double)0.5 + b * (a_off + noise2d_perlin(
1330 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1331 seed-359, 5, 0.60));
1333 a = rangelim(a, 0.0, 1.0);
1335 //dstream<<"a="<<a<<std::endl;
1337 double h = base*(1.0-a) + higher*a;
1344 double get_mud_add_amount(u64 seed, v2s16 p)
1346 return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1347 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1348 seed+91013, 3, 0.55));
1352 bool get_have_sand(u64 seed, v2s16 p2d)
1354 // Determine whether to have sand here
1355 double sandnoise = noise2d_perlin(
1356 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1357 seed+59420, 3, 0.50);
1359 return (sandnoise > -0.15);
1363 Adds random objects to block, depending on the content of the block
1365 void add_random_objects(MapBlock *block)
1367 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1368 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1370 bool last_node_walkable = false;
1371 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1374 MapNode n = block->getNodeNoEx(p);
1375 if(n.getContent() == CONTENT_IGNORE)
1377 if(content_features(n).liquid_type != LIQUID_NONE)
1379 if(content_features(n).walkable)
1381 last_node_walkable = true;
1384 if(last_node_walkable)
1386 // If block contains light information
1387 if(content_features(n).param_type == CPT_LIGHT)
1389 if(n.getLight(LIGHTBANK_DAY) <= 3)
1391 if(myrand() % 300 == 0)
1393 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1395 ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1396 std::string data = obj->getStaticData();
1397 StaticObject s_obj(obj->getType(),
1398 obj->getBasePosition(), data);
1400 block->m_static_objects.insert(0, s_obj);
1401 block->m_static_objects.insert(0, s_obj);
1402 block->m_static_objects.insert(0, s_obj);
1403 block->m_static_objects.insert(0, s_obj);
1404 block->m_static_objects.insert(0, s_obj);
1405 block->m_static_objects.insert(0, s_obj);
1408 if(myrand() % 1000 == 0)
1410 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1412 ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1413 std::string data = obj->getStaticData();
1414 StaticObject s_obj(obj->getType(),
1415 obj->getBasePosition(), data);
1417 block->m_static_objects.insert(0, s_obj);
1423 last_node_walkable = false;
1426 block->setChangedFlag();
1429 void make_block(BlockMakeData *data)
1433 //dstream<<"makeBlock: no-op"<<std::endl;
1437 v3s16 blockpos = data->blockpos;
1439 /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1440 <<blockpos.Z<<")"<<std::endl;*/
1442 ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1443 v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1444 v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1445 // Area of center block
1446 v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1447 v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1448 // Full allocated area
1449 v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1450 v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1452 double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1454 v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1457 Get average ground level from noise
1460 s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1461 data->seed, v2s16(blockpos.X, blockpos.Z));
1462 //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1464 s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1466 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1467 data->seed, v2s16(blockpos.X, blockpos.Z));
1468 // Minimum amount of ground above the top of the central block
1469 s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1471 s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1472 data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1473 // Maximum amount of ground above the bottom of the central block
1474 s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1478 Special case for high air or water: Just fill with air and water.
1480 if(maximum_ground_depth < -20)
1482 for(s16 x=node_min.X; x<=node_max.X; x++)
1483 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1488 // Use fast index incrementing
1489 v3s16 em = vmanip.m_area.getExtent();
1490 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1491 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1493 // Only modify places that have no content
1494 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
1496 if(y <= WATER_LEVEL)
1497 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1499 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1502 data->vmanip->m_area.add_y(em, i, 1);
1513 If block is deep underground, this is set to true and ground
1514 density noise is not generated, for speed optimization.
1516 bool all_is_ground_except_caves = (minimum_ground_depth > 40);
1519 Create a block-specific seed
1521 u32 blockseed = (u32)(data->seed%0x100000000) + full_node_min.Z*38134234
1522 + full_node_min.Y*42123 + full_node_min.X*23;
1528 //NoiseBuffer noisebuf1;
1529 //NoiseBuffer noisebuf2;
1530 NoiseBuffer noisebuf_cave;
1531 NoiseBuffer noisebuf_ground;
1532 NoiseBuffer noisebuf_ground_crumbleness;
1533 NoiseBuffer noisebuf_ground_wetness;
1535 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1536 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1538 //TimeTaker timer("noisebuf.create");
1544 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1545 minpos_f.X, minpos_f.Y, minpos_f.Z,
1546 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1548 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1556 v3f sl = v3f(4.0, 4.0, 4.0);
1561 if(all_is_ground_except_caves == false)
1562 //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1563 noisebuf_ground.create(get_ground_noise1_params(data->seed),
1564 minpos_f.X, minpos_f.Y, minpos_f.Z,
1565 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1569 Ground property noise
1571 sl = v3f(2.5, 2.5, 2.5);
1572 noisebuf_ground_crumbleness.create(
1573 get_ground_crumbleness_params(data->seed),
1574 minpos_f.X, minpos_f.Y, minpos_f.Z,
1575 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1577 noisebuf_ground_wetness.create(
1578 get_ground_wetness_params(data->seed),
1579 minpos_f.X, minpos_f.Y, minpos_f.Z,
1580 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1585 Make base ground level
1588 for(s16 x=node_min.X; x<=node_max.X; x++)
1589 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1594 // Use fast index incrementing
1595 v3s16 em = vmanip.m_area.getExtent();
1596 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1597 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1599 // Only modify places that have no content
1600 if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
1602 // First priority: make air and water.
1603 // This avoids caves inside water.
1604 if(all_is_ground_except_caves == false
1605 && val_is_ground(noisebuf_ground.get(x,y,z),
1606 v3s16(x,y,z), data->seed) == false)
1608 if(y <= WATER_LEVEL)
1609 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1611 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1613 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1614 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1616 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1619 data->vmanip->m_area.add_y(em, i, 1);
1629 PseudoRandom mineralrandom(blockseed);
1634 for(s16 i=0; i<approx_ground_depth/4; i++)
1636 if(mineralrandom.next()%50 == 0)
1638 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1639 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1640 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1641 for(u16 i=0; i<27; i++)
1643 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1644 u32 vi = vmanip.m_area.index(p);
1645 if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
1646 if(mineralrandom.next()%8 == 0)
1647 vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1656 u16 a = mineralrandom.range(0,15);
1658 u16 amount = 20 * a/1000;
1659 for(s16 i=0; i<amount; i++)
1661 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1662 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1663 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1665 u8 base_content = CONTENT_STONE;
1666 MapNode new_content(CONTENT_IGNORE);
1669 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1671 new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1675 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1676 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1677 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1678 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1680 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1682 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1686 if(new_content.getContent() != CONTENT_IGNORE)
1688 for(u16 i=0; i<27; i++)
1690 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1691 u32 vi = vmanip.m_area.index(p);
1692 if(vmanip.m_data[vi].getContent() == base_content)
1694 if(mineralrandom.next()%sparseness == 0)
1695 vmanip.m_data[vi] = new_content;
1704 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1705 //for(s16 i=0; i<50; i++)
1706 u16 coal_amount = 30;
1707 u16 coal_rareness = 60 / coal_amount;
1708 if(coal_rareness == 0)
1710 if(mineralrandom.next()%coal_rareness == 0)
1712 u16 a = mineralrandom.next() % 16;
1713 u16 amount = coal_amount * a*a*a / 1000;
1714 for(s16 i=0; i<amount; i++)
1716 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1717 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1718 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1719 for(u16 i=0; i<27; i++)
1721 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1722 u32 vi = vmanip.m_area.index(p);
1723 if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
1724 if(mineralrandom.next()%8 == 0)
1725 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1732 u16 iron_amount = 8;
1733 u16 iron_rareness = 60 / iron_amount;
1734 if(iron_rareness == 0)
1736 if(mineralrandom.next()%iron_rareness == 0)
1738 u16 a = mineralrandom.next() % 16;
1739 u16 amount = iron_amount * a*a*a / 1000;
1740 for(s16 i=0; i<amount; i++)
1742 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1743 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1744 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1745 for(u16 i=0; i<27; i++)
1747 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1748 u32 vi = vmanip.m_area.index(p);
1749 if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
1750 if(mineralrandom.next()%8 == 0)
1751 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1758 Add mud and sand and others underground (in place of stone)
1761 for(s16 x=node_min.X; x<=node_max.X; x++)
1762 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1767 // Use fast index incrementing
1768 v3s16 em = vmanip.m_area.getExtent();
1769 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1770 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1772 if(vmanip.m_data[i].getContent() == CONTENT_STONE)
1774 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1776 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1777 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1779 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1781 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1783 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1784 vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1788 data->vmanip->m_area.add_y(em, i, -1);
1797 //if(node_min.Y < approx_groundlevel)
1798 //if(myrand() % 3 == 0)
1799 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1800 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1801 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1802 float dungeon_rarity = 0.02;
1803 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1805 && node_min.Y < approx_groundlevel)
1807 // Dungeon generator doesn't modify places which have this set
1808 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1809 | VMANIP_FLAG_DUNGEON_PRESERVE);
1811 // Set all air and water to be untouchable to make dungeons open
1812 // to caves and open air
1813 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1814 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1819 // Use fast index incrementing
1820 v3s16 em = vmanip.m_area.getExtent();
1821 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1822 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1824 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
1825 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1826 else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
1827 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1828 data->vmanip->m_area.add_y(em, i, -1);
1833 PseudoRandom random(blockseed+2);
1836 make_dungeon1(vmanip, random);
1838 // Convert some cobble to mossy cobble
1839 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1840 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1845 // Use fast index incrementing
1846 v3s16 em = vmanip.m_area.getExtent();
1847 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1848 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1850 // (noisebuf not used because it doesn't contain the
1852 double wetness = noise3d_param(
1853 get_ground_wetness_params(data->seed), x,y,z);
1854 double d = noise3d_perlin((float)x/2.5,
1855 (float)y/2.5,(float)z/2.5,
1857 if(vmanip.m_data[i].getContent() == CONTENT_COBBLE)
1861 vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE);
1864 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1867 vmanip.m_data[i].setContent(CONTENT_MUD);
1869 data->vmanip->m_area.add_y(em, i, -1);
1876 Add top and bottom side of water to transforming_liquid queue
1879 for(s16 x=node_min.X; x<=node_max.X; x++)
1880 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1885 bool water_found = false;
1886 // Use fast index incrementing
1887 v3s16 em = vmanip.m_area.getExtent();
1888 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1889 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1891 if(water_found == false)
1893 if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
1895 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1896 data->transforming_liquid.push_back(p);
1902 // This can be done because water_found can only
1903 // turn to true and end up here after going through
1905 if(vmanip.m_data[i+1].getContent() != CONTENT_WATERSOURCE)
1907 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1908 data->transforming_liquid.push_back(p);
1909 water_found = false;
1913 data->vmanip->m_area.add_y(em, i, -1);
1919 If close to ground level
1922 //if(abs(approx_ground_depth) < 30)
1923 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1929 for(s16 x=node_min.X; x<=node_max.X; x++)
1930 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1935 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1936 bool have_sand = false;
1937 u32 current_depth = 0;
1938 bool air_detected = false;
1939 bool water_detected = false;
1940 bool have_clay = false;
1942 // Use fast index incrementing
1943 s16 start_y = node_max.Y+2;
1944 v3s16 em = vmanip.m_area.getExtent();
1945 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1946 for(s16 y=start_y; y>=node_min.Y-3; y--)
1948 if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
1949 water_detected = true;
1950 if(vmanip.m_data[i].getContent() == CONTENT_AIR)
1951 air_detected = true;
1953 if((vmanip.m_data[i].getContent() == CONTENT_STONE
1954 || vmanip.m_data[i].getContent() == CONTENT_GRASS
1955 || vmanip.m_data[i].getContent() == CONTENT_MUD
1956 || vmanip.m_data[i].getContent() == CONTENT_SAND
1957 || vmanip.m_data[i].getContent() == CONTENT_GRAVEL
1958 ) && (air_detected || water_detected))
1960 if(current_depth == 0 && y <= WATER_LEVEL+2
1961 && possibly_have_sand)
1964 if(current_depth < 4)
1968 // Determine whether to have clay in the sand here
1969 double claynoise = noise2d_perlin(
1970 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1971 data->seed+4321, 6, 0.95) + 0.5;
1973 have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
1974 ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
1975 ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
1978 vmanip.m_data[i] = MapNode(CONTENT_CLAY);
1980 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1983 else if(current_depth==0 && !water_detected
1984 && y >= WATER_LEVEL && air_detected)
1985 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1988 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1992 if(vmanip.m_data[i].getContent() == CONTENT_MUD
1993 || vmanip.m_data[i].getContent() == CONTENT_GRASS)
1994 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1999 if(current_depth >= 8)
2002 else if(current_depth != 0)
2005 data->vmanip->m_area.add_y(em, i, -1);
2011 Calculate some stuff
2014 float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
2015 bool is_jungle = surface_humidity > 0.75;
2017 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
2024 PseudoRandom treerandom(blockseed);
2025 // Put trees in random places on part of division
2026 for(u32 i=0; i<tree_count; i++)
2028 s16 x = treerandom.range(node_min.X, node_max.X);
2029 s16 z = treerandom.range(node_min.Z, node_max.Z);
2030 //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
2031 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2032 // Don't make a tree under water level
2035 // Make sure tree fits (only trees whose starting point is
2036 // at this block are added)
2037 if(y < node_min.Y || y > node_max.Y)
2040 Find exact ground level
2044 for(; p.Y >= y-6; p.Y--)
2046 u32 i = data->vmanip->m_area.index(p);
2047 MapNode *n = &data->vmanip->m_data[i];
2048 if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE)
2054 // If not found, handle next one
2059 u32 i = data->vmanip->m_area.index(p);
2060 MapNode *n = &data->vmanip->m_data[i];
2062 if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND)
2065 // Papyrus grows only on mud and in water
2066 if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL)
2069 make_papyrus(vmanip, p);
2071 // Trees grow only on mud and grass, on land
2072 else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2)
2075 //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
2076 if(is_jungle == false)
2077 make_tree(vmanip, p);
2079 make_jungletree(vmanip, p);
2081 // Cactii grow only on sand, on land
2082 else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2)
2085 make_cactus(vmanip, p);
2095 PseudoRandom grassrandom(blockseed);
2096 for(u32 i=0; i<surface_humidity*5*tree_count; i++)
2098 s16 x = grassrandom.range(node_min.X, node_max.X);
2099 s16 z = grassrandom.range(node_min.Z, node_max.Z);
2100 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
2103 if(y < node_min.Y || y > node_max.Y)
2106 Find exact ground level
2110 for(; p.Y >= y-6; p.Y--)
2112 u32 i = data->vmanip->m_area.index(p);
2113 MapNode *n = &data->vmanip->m_data[i];
2114 if(content_features(*n).is_ground_content
2115 || n->getContent() == CONTENT_JUNGLETREE)
2121 // If not found, handle next one
2125 if(vmanip.m_area.contains(p) == false)
2127 if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
2130 if(vmanip.m_area.contains(p))
2131 vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD;
2133 if(vmanip.m_area.contains(p))
2134 vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS;
2140 Add some kind of random stones
2143 u32 random_stone_count = block_area_nodes *
2144 randomstone_amount_2d(data->seed, p2d_center);
2145 // Put in random places on part of division
2146 for(u32 i=0; i<random_stone_count; i++)
2148 s16 x = myrand_range(node_min.X, node_max.X);
2149 s16 z = myrand_range(node_min.Z, node_max.Z);
2150 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2151 // Don't add under water level
2152 /*if(y < WATER_LEVEL)
2154 // Don't add if doesn't belong to this block
2155 if(y < node_min.Y || y > node_max.Y)
2160 u32 i = data->vmanip->m_area.index(v3s16(p));
2161 MapNode *n = &data->vmanip->m_data[i];
2162 if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
2165 // Will be placed one higher
2168 make_randomstone(data->vmanip, p);
2177 u32 large_stone_count = block_area_nodes *
2178 largestone_amount_2d(data->seed, p2d_center);
2179 //u32 large_stone_count = 1;
2180 // Put in random places on part of division
2181 for(u32 i=0; i<large_stone_count; i++)
2183 s16 x = myrand_range(node_min.X, node_max.X);
2184 s16 z = myrand_range(node_min.Z, node_max.Z);
2185 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
2186 // Don't add under water level
2187 /*if(y < WATER_LEVEL)
2189 // Don't add if doesn't belong to this block
2190 if(y < node_min.Y || y > node_max.Y)
2195 u32 i = data->vmanip->m_area.index(v3s16(p));
2196 MapNode *n = &data->vmanip->m_data[i];
2197 if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
2200 // Will be placed one lower
2203 make_largestone(data->vmanip, p);
2210 BlockMakeData::BlockMakeData():
2216 BlockMakeData::~BlockMakeData()
2221 }; // namespace mapgen