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"
26 #include "serverobject.h"
33 Some helper functions for the map generator
37 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
39 v3s16 em = vmanip.m_area.getExtent();
40 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
41 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
42 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
44 for(y=y_nodes_max; y>=y_nodes_min; y--)
46 MapNode &n = vmanip.m_data[i];
47 if(content_walkable(n.d))
50 vmanip.m_area.add_y(em, i, -1);
58 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
60 v3s16 em = vmanip.m_area.getExtent();
61 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
62 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
63 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
65 for(y=y_nodes_max; y>=y_nodes_min; y--)
67 MapNode &n = vmanip.m_data[i];
68 if(content_walkable(n.d)
69 && n.d != CONTENT_TREE
70 && n.d != CONTENT_LEAVES)
73 vmanip.m_area.add_y(em, i, -1);
82 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
84 MapNode treenode(CONTENT_TREE);
85 MapNode leavesnode(CONTENT_LEAVES);
87 s16 trunk_h = myrand_range(3, 6);
89 for(s16 ii=0; ii<trunk_h; ii++)
91 if(vmanip.m_area.contains(p1))
92 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
96 // p1 is now the last piece of the trunk
99 VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
100 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
101 Buffer<u8> leaves_d(leaves_a.getVolume());
102 for(s32 i=0; i<leaves_a.getVolume(); i++)
105 // Force leaves at near the end of the trunk
108 for(s16 z=-d; z<=d; z++)
109 for(s16 y=-d; y<=d; y++)
110 for(s16 x=-d; x<=d; x++)
112 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
116 // Add leaves randomly
117 for(u32 iii=0; iii<7; iii++)
122 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
123 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
124 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
127 for(s16 z=0; z<=d; z++)
128 for(s16 y=0; y<=d; y++)
129 for(s16 x=0; x<=d; x++)
131 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
135 // Blit leaves to vmanip
136 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
137 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
138 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
142 if(vmanip.m_area.contains(p) == false)
144 u32 vi = vmanip.m_area.index(p);
145 if(vmanip.m_data[vi].d != CONTENT_AIR
146 && vmanip.m_data[vi].d != CONTENT_IGNORE)
148 u32 i = leaves_a.index(x,y,z);
150 vmanip.m_data[vi] = leavesnode;
155 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
157 MapNode stonenode(CONTENT_STONE);
159 s16 size = myrand_range(3, 6);
161 VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
162 Buffer<u8> stone_d(stone_a.getVolume());
163 for(s32 i=0; i<stone_a.getVolume(); i++)
166 // Force stone at bottom to make it usually touch the ground
168 for(s16 z=0; z<=0; z++)
169 for(s16 y=0; y<=0; y++)
170 for(s16 x=0; x<=0; x++)
172 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
176 // Generate from perlin noise
177 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
178 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
179 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
181 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
182 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
183 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
185 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
187 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
191 u32 vi = stone_a.index(v3s16(x,y,z));
196 /*// Add stone randomly
197 for(u32 iii=0; iii<7; iii++)
202 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
203 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
204 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
207 for(s16 z=0; z<=d; z++)
208 for(s16 y=0; y<=d; y++)
209 for(s16 x=0; x<=d; x++)
211 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
215 // Blit stone to vmanip
216 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
217 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
218 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
222 if(vmanip.m_area.contains(p) == false)
224 u32 vi = vmanip.m_area.index(p);
225 if(vmanip.m_data[vi].d != CONTENT_AIR
226 && vmanip.m_data[vi].d != CONTENT_IGNORE)
228 u32 i = stone_a.index(x,y,z);
230 vmanip.m_data[vi] = stonenode;
236 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
238 MapNode stonenode(CONTENT_STONE);
240 s16 size = myrand_range(8, 16);
242 VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
243 Buffer<u8> stone_d(stone_a.getVolume());
244 for(s32 i=0; i<stone_a.getVolume(); i++)
247 // Force stone at bottom to make it usually touch the ground
249 for(s16 z=0; z<=0; z++)
250 for(s16 y=0; y<=0; y++)
251 for(s16 x=0; x<=0; x++)
253 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
257 // Generate from perlin noise
258 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
259 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
260 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
263 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
264 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
265 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
266 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
267 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
268 double dz = (double)z-mid_z;
269 double dx = (double)x-mid_x;
270 double dy = MYMAX(0, (double)y-mid_y);
271 double r = sqrt(dz*dz+dx*dx+dy*dy);
272 d /= (2*r/size)*2 + 0.01;
275 u32 vi = stone_a.index(v3s16(x,y,z));
280 /*// Add stone randomly
281 for(u32 iii=0; iii<7; iii++)
286 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
287 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
288 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
291 for(s16 z=0; z<=d; z++)
292 for(s16 y=0; y<=d; y++)
293 for(s16 x=0; x<=d; x++)
295 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
299 // Blit stone to vmanip
300 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
301 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
302 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
306 if(vmanip.m_area.contains(p) == false)
308 u32 vi = vmanip.m_area.index(p);
309 /*if(vmanip.m_data[vi].d != CONTENT_AIR
310 && vmanip.m_data[vi].d != CONTENT_IGNORE)
312 u32 i = stone_a.index(x,y,z);
314 vmanip.m_data[vi] = stonenode;
320 Dungeon making routines
323 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
324 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
325 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
326 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
328 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
331 for(s16 z=0; z<roomsize.Z; z++)
332 for(s16 y=0; y<roomsize.Y; y++)
335 v3s16 p = roomplace + v3s16(0,y,z);
336 if(vmanip.m_area.contains(p) == false)
338 u32 vi = vmanip.m_area.index(p);
339 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
341 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
344 v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
345 if(vmanip.m_area.contains(p) == false)
347 u32 vi = vmanip.m_area.index(p);
348 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
350 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
355 for(s16 x=0; x<roomsize.X; x++)
356 for(s16 y=0; y<roomsize.Y; y++)
359 v3s16 p = roomplace + v3s16(x,y,0);
360 if(vmanip.m_area.contains(p) == false)
362 u32 vi = vmanip.m_area.index(p);
363 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
365 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
368 v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
369 if(vmanip.m_area.contains(p) == false)
371 u32 vi = vmanip.m_area.index(p);
372 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
374 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
378 // Make +-Y walls (floor and ceiling)
379 for(s16 z=0; z<roomsize.Z; z++)
380 for(s16 x=0; x<roomsize.X; x++)
383 v3s16 p = roomplace + v3s16(x,0,z);
384 if(vmanip.m_area.contains(p) == false)
386 u32 vi = vmanip.m_area.index(p);
387 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
389 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
392 v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
393 if(vmanip.m_area.contains(p) == false)
395 u32 vi = vmanip.m_area.index(p);
396 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
398 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
403 for(s16 z=1; z<roomsize.Z-1; z++)
404 for(s16 y=1; y<roomsize.Y-1; y++)
405 for(s16 x=1; x<roomsize.X-1; x++)
407 v3s16 p = roomplace + v3s16(x,y,z);
408 if(vmanip.m_area.contains(p) == false)
410 u32 vi = vmanip.m_area.index(p);
411 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
412 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
416 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
417 u8 avoid_flags, MapNode n, u8 or_flags)
419 for(s16 z=0; z<size.Z; z++)
420 for(s16 y=0; y<size.Y; y++)
421 for(s16 x=0; x<size.X; x++)
423 v3s16 p = place + v3s16(x,y,z);
424 if(vmanip.m_area.contains(p) == false)
426 u32 vi = vmanip.m_area.index(p);
427 if(vmanip.m_flags[vi] & avoid_flags)
429 vmanip.m_flags[vi] |= or_flags;
430 vmanip.m_data[vi] = n;
434 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
436 make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
437 VMANIP_FLAG_DUNGEON_INSIDE);
440 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
442 make_hole1(vmanip, doorplace);
443 // Place torch (for testing)
444 //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
447 static v3s16 rand_ortho_dir(PseudoRandom &random)
449 if(random.next()%2==0)
450 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
452 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
455 static v3s16 turn_xz(v3s16 olddir, int t)
475 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
477 int turn = random.range(0,2);
486 dir = turn_xz(olddir, 0);
489 dir = turn_xz(olddir, 1);
493 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
494 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
495 PseudoRandom &random)
497 make_hole1(vmanip, doorplace);
498 v3s16 p0 = doorplace;
502 length = random.range(1,13);
504 length = random.range(1,6);
505 length = random.range(1,13);
506 u32 partlength = random.range(1,length);
509 if(random.next()%2 == 0 && partlength >= 3)
510 make_stairs = random.next()%2 ? 1 : -1;
511 for(u32 i=0; i<length; i++)
517 /*// If already empty
518 if(vmanip.getNodeNoExNoEmerge(p).d
520 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
525 if(vmanip.m_area.contains(p) == true
526 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
530 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
531 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
532 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
533 VMANIP_FLAG_DUNGEON_INSIDE);
534 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
535 VMANIP_FLAG_DUNGEON_INSIDE);
539 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
540 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
541 make_hole1(vmanip, p);
542 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
543 VMANIP_FLAG_DUNGEON_INSIDE);*/
550 // Can't go here, turn away
551 dir = turn_xz(dir, random.range(0,1));
552 make_stairs = -make_stairs;
554 partlength = random.range(1,length);
559 if(partcount >= partlength)
563 dir = random_turn(random, dir);
565 partlength = random.range(1,length);
568 if(random.next()%2 == 0 && partlength >= 3)
569 make_stairs = random.next()%2 ? 1 : -1;
580 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
590 m_dir = rand_ortho_dir(m_random);
593 void setPos(v3s16 pos)
598 void setDir(v3s16 dir)
603 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
605 for(u32 i=0; i<100; i++)
607 v3s16 p = m_pos + m_dir;
608 v3s16 p1 = p + v3s16(0,1,0);
609 if(vmanip.m_area.contains(p) == false
610 || vmanip.m_area.contains(p1) == false
616 if(vmanip.getNodeNoExNoEmerge(p).d
618 && vmanip.getNodeNoExNoEmerge(p1).d
621 // Found wall, this is a good place!
624 // Randomize next direction
629 Determine where to move next
631 // Jump one up if the actual space is there
632 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
634 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
636 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
639 // Jump one down if the actual space is there
640 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
642 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
644 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
647 // Check if walking is now possible
648 if(vmanip.getNodeNoExNoEmerge(p).d
650 || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
653 // Cannot continue walking here
663 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
664 v3s16 &result_doordir, v3s16 &result_roomplace)
666 for(s16 trycount=0; trycount<30; trycount++)
670 bool r = findPlaceForDoor(doorplace, doordir);
674 // X east, Z north, Y up
675 if(doordir == v3s16(1,0,0)) // X+
676 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
677 if(doordir == v3s16(-1,0,0)) // X-
678 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
679 if(doordir == v3s16(0,0,1)) // Z+
680 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
681 if(doordir == v3s16(0,0,-1)) // Z-
682 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
686 for(s16 z=1; z<roomsize.Z-1; z++)
687 for(s16 y=1; y<roomsize.Y-1; y++)
688 for(s16 x=1; x<roomsize.X-1; x++)
690 v3s16 p = roomplace + v3s16(x,y,z);
691 if(vmanip.m_area.contains(p) == false)
696 if(vmanip.m_flags[vmanip.m_area.index(p)]
697 & VMANIP_FLAG_DUNGEON_INSIDE)
708 result_doorplace = doorplace;
709 result_doordir = doordir;
710 result_roomplace = roomplace;
717 VoxelManipulator &vmanip;
720 PseudoRandom &m_random;
723 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
725 v3s16 areasize = vmanip.m_area.getExtent();
730 Find place for first room
733 for(u32 i=0; i<100; i++)
735 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
736 roomplace = vmanip.m_area.MinEdge + v3s16(
737 random.range(0,areasize.X-roomsize.X-1),
738 random.range(0,areasize.Y-roomsize.Y-1),
739 random.range(0,areasize.Z-roomsize.Z-1));
741 Check that we're not putting the room to an unknown place,
742 otherwise it might end up floating in the air
745 for(s16 z=1; z<roomsize.Z-1; z++)
746 for(s16 y=1; y<roomsize.Y-1; y++)
747 for(s16 x=1; x<roomsize.X-1; x++)
749 v3s16 p = roomplace + v3s16(x,y,z);
750 u32 vi = vmanip.m_area.index(p);
751 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
756 if(vmanip.m_data[vi].d == CONTENT_IGNORE)
770 Stores the center position of the last room made, so that
771 a new corridor can be started from the last room instead of
772 the new room, if chosen so.
774 v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
776 u32 room_count = random.range(2,7);
777 for(u32 i=0; i<room_count; i++)
779 // Make a room to the determined place
780 make_room1(vmanip, roomsize, roomplace);
782 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
784 // Place torch at room center (for testing)
785 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
788 if(i == room_count-1)
791 // Determine walker start position
793 bool start_in_last_room = (random.range(0,1)==0);
794 //bool start_in_last_room = true;
796 v3s16 walker_start_place;
798 if(start_in_last_room)
800 walker_start_place = last_room_center;
804 walker_start_place = room_center;
805 // Store center of current room as the last one
806 last_room_center = room_center;
809 // Create walker and find a place for a door
810 RoomWalker walker(vmanip, walker_start_place, random);
813 bool r = walker.findPlaceForDoor(doorplace, doordir);
817 if(random.range(0,1)==0)
819 make_door1(vmanip, doorplace, doordir);
821 // Don't actually make a door
822 doorplace -= doordir;
824 // Make a random corridor starting from the door
826 v3s16 corridor_end_dir;
827 make_corridor(vmanip, doorplace, doordir, corridor_end,
828 corridor_end_dir, random);
830 // Find a place for a random sized room
831 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
832 walker.setPos(corridor_end);
833 walker.setDir(corridor_end_dir);
834 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
838 if(random.range(0,1)==0)
840 make_door1(vmanip, doorplace, doordir);
842 // Don't actually make a door
843 roomplace -= doordir;
849 Noise functions. Make sure seed is mangled differently in each one.
852 // This affects the shape of the contour
853 //#define CAVE_NOISE_SCALE 10.0
854 //#define CAVE_NOISE_SCALE 7.5
855 #define CAVE_NOISE_SCALE 5.0
857 NoiseParams get_cave_noise1_params(u64 seed)
859 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
860 200, CAVE_NOISE_SCALE);*/
861 return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
862 100, CAVE_NOISE_SCALE);
865 NoiseParams get_cave_noise2_params(u64 seed)
867 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
868 200, CAVE_NOISE_SCALE);*/
869 return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
870 100, CAVE_NOISE_SCALE);
873 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
874 #define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
876 NoiseParams get_ground_noise1_params(u64 seed)
878 return NoiseParams(NOISE_PERLIN, seed+983240, 5,
882 NoiseParams get_ground_crumbleness_params(u64 seed)
884 return NoiseParams(NOISE_PERLIN, seed+34413, 3,
888 NoiseParams get_ground_wetness_params(u64 seed)
890 return NoiseParams(NOISE_PERLIN, seed+32474, 4,
894 bool is_cave(u64 seed, v3s16 p)
896 double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
897 double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
898 return d1*d2 > CAVE_NOISE_THRESHOLD;
902 Ground density noise shall be interpreted by using this.
904 TODO: No perlin noises here, they should be outsourced
906 NOTE: The speed of these actually isn't terrible
908 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
910 //return ((double)p.Y < ground_noise1_val);
912 double f = 0.8 + noise2d_perlin(
913 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
914 seed+920381, 3, 0.5);
919 double h = WATER_LEVEL + 10 * noise2d_perlin(
920 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
924 return ((double)p.Y - h < ground_noise1_val * f);
928 Queries whether a position is ground or not.
930 bool is_ground(u64 seed, v3s16 p)
932 double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
933 return val_is_ground(val1, p, seed);
936 // Amount of trees per area in nodes
937 double tree_amount_2d(u64 seed, v2s16 p)
939 /*double noise = noise2d_perlin(
940 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
942 double noise = noise2d_perlin(
943 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
945 double zeroval = -0.35;
949 return 0.04 * (noise-zeroval) / (1.0-zeroval);
953 double randomstone_amount_2d(u64 seed, v2s16 p)
955 double noise = noise2d_perlin(
956 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
957 seed+3829434, 5, 0.66);
958 double zeroval = 0.1;
962 return 0.01 * (noise-zeroval) / (1.0-zeroval);
966 double largestone_amount_2d(u64 seed, v2s16 p)
968 double noise = noise2d_perlin(
969 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
970 seed+14143242, 5, 0.66);
971 double zeroval = 0.3;
975 return 0.005 * (noise-zeroval) / (1.0-zeroval);
979 Incrementally find ground level from 3d noise
981 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
983 // Start a bit fuzzy to make averaging lower precision values
985 s16 level = myrand_range(-precision/2, precision/2);
986 s16 dec[] = {31000, 100, 20, 4, 1, 0};
988 for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
990 // First find non-ground by going upwards
991 // Don't stop in caves.
993 s16 max = level+dec[i-1]*2;
994 v3s16 p(p2d.X, level, p2d.Y);
995 for(; p.Y < max; p.Y += dec[i])
997 if(!is_ground(seed, p))
1004 // Then find ground by going downwards from there.
1005 // Go in caves, too, when precision is 1.
1007 s16 min = level-dec[i-1]*2;
1008 v3s16 p(p2d.X, level, p2d.Y);
1009 for(; p.Y>min; p.Y-=dec[i])
1011 bool ground = is_ground(seed, p);
1012 /*if(dec[i] == 1 && is_cave(seed, p))
1023 // This is more like the actual ground level
1024 level += dec[i-1]/2;
1029 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1031 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1033 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1034 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1036 a += find_ground_level_from_noise(seed,
1037 v2s16(node_min.X, node_min.Y), p);
1038 a += find_ground_level_from_noise(seed,
1039 v2s16(node_min.X, node_max.Y), p);
1040 a += find_ground_level_from_noise(seed,
1041 v2s16(node_max.X, node_max.Y), p);
1042 a += find_ground_level_from_noise(seed,
1043 v2s16(node_max.X, node_min.Y), p);
1044 a += find_ground_level_from_noise(seed,
1045 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1050 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1052 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1054 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1055 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1057 a = MYMAX(a, find_ground_level_from_noise(seed,
1058 v2s16(node_min.X, node_min.Y), p));
1059 a = MYMAX(a, find_ground_level_from_noise(seed,
1060 v2s16(node_min.X, node_max.Y), p));
1061 a = MYMAX(a, find_ground_level_from_noise(seed,
1062 v2s16(node_max.X, node_max.Y), p));
1063 a = MYMAX(a, find_ground_level_from_noise(seed,
1064 v2s16(node_min.X, node_min.Y), p));
1065 a = MYMAX(a, find_ground_level_from_noise(seed,
1066 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1070 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1072 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1074 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1075 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1077 a = MYMIN(a, find_ground_level_from_noise(seed,
1078 v2s16(node_min.X, node_min.Y), p));
1079 a = MYMIN(a, find_ground_level_from_noise(seed,
1080 v2s16(node_min.X, node_max.Y), p));
1081 a = MYMIN(a, find_ground_level_from_noise(seed,
1082 v2s16(node_max.X, node_max.Y), p));
1083 a = MYMIN(a, find_ground_level_from_noise(seed,
1084 v2s16(node_min.X, node_min.Y), p));
1085 a = MYMIN(a, find_ground_level_from_noise(seed,
1086 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1090 bool block_is_underground(u64 seed, v3s16 blockpos)
1092 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1093 seed, v2s16(blockpos.X, blockpos.Z));
1095 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1102 #define AVERAGE_MUD_AMOUNT 4
1104 double base_rock_level_2d(u64 seed, v2s16 p)
1106 // The base ground level
1107 double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1108 + 20. * noise2d_perlin(
1109 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1110 (seed>>32)+654879876, 6, 0.6);
1112 /*// A bit hillier one
1113 double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1114 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1115 (seed>>27)+90340, 6, 0.69);
1119 // Higher ground level
1120 double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1121 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1122 seed+85039, 5, 0.69);
1123 //higher = 30; // For debugging
1125 // Limit higher to at least base
1129 // Steepness factor of cliffs
1130 double b = 1.0 + 1.0 * noise2d_perlin(
1131 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1133 b = rangelim(b, 0.0, 1000.0);
1136 b = rangelim(b, 3.0, 1000.0);
1137 //dstream<<"b="<<b<<std::endl;
1140 // Offset to more low
1141 double a_off = -0.2;
1142 // High/low selector
1143 /*double a = 0.5 + b * (a_off + noise2d_perlin(
1144 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1145 seed-359, 6, 0.7));*/
1146 double a = (double)0.5 + b * (a_off + noise2d_perlin(
1147 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1148 seed-359, 5, 0.60));
1150 a = rangelim(a, 0.0, 1.0);
1152 //dstream<<"a="<<a<<std::endl;
1154 double h = base*(1.0-a) + higher*a;
1161 double get_mud_add_amount(u64 seed, v2s16 p)
1163 return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1164 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1165 seed+91013, 3, 0.55));
1169 bool get_have_sand(u64 seed, v2s16 p2d)
1171 // Determine whether to have sand here
1172 double sandnoise = noise2d_perlin(
1173 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1174 seed+59420, 3, 0.50);
1176 return (sandnoise > -0.15);
1180 Adds random objects to block, depending on the content of the block
1182 void add_random_objects(MapBlock *block)
1184 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1185 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1187 bool last_node_walkable = false;
1188 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1191 MapNode n = block->getNodeNoEx(p);
1192 if(n.d == CONTENT_IGNORE)
1194 if(content_features(n.d).liquid_type != LIQUID_NONE)
1196 if(content_features(n.d).walkable)
1198 last_node_walkable = true;
1201 if(last_node_walkable)
1203 // If block contains light information
1204 if(content_features(n.d).param_type == CPT_LIGHT)
1206 if(n.getLight(LIGHTBANK_DAY) <= 3)
1208 if(myrand() % 300 == 0)
1210 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1212 ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1213 std::string data = obj->getStaticData();
1214 StaticObject s_obj(obj->getType(),
1215 obj->getBasePosition(), data);
1217 block->m_static_objects.insert(0, s_obj);
1218 block->m_static_objects.insert(0, s_obj);
1219 block->m_static_objects.insert(0, s_obj);
1220 block->m_static_objects.insert(0, s_obj);
1221 block->m_static_objects.insert(0, s_obj);
1222 block->m_static_objects.insert(0, s_obj);
1225 if(myrand() % 1000 == 0)
1227 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1229 ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1230 std::string data = obj->getStaticData();
1231 StaticObject s_obj(obj->getType(),
1232 obj->getBasePosition(), data);
1234 block->m_static_objects.insert(0, s_obj);
1240 last_node_walkable = false;
1243 block->setChangedFlag();
1246 void make_block(BlockMakeData *data)
1250 dstream<<"makeBlock: no-op"<<std::endl;
1254 v3s16 blockpos = data->blockpos;
1256 /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1257 <<blockpos.Z<<")"<<std::endl;*/
1259 ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1260 v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1261 v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1262 // Area of center block
1263 v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1264 v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1265 // Full allocated area
1266 v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1267 v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1269 double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1271 v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1274 Get average ground level from noise
1277 s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1278 data->seed, v2s16(blockpos.X, blockpos.Z));
1279 //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1281 s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1283 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1284 data->seed, v2s16(blockpos.X, blockpos.Z));
1285 // Minimum amount of ground above the top of the central block
1286 s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1288 s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1289 data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1290 // Maximum amount of ground above the bottom of the central block
1291 s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1294 Special case for high air or water: Just fill with air and water.
1296 if(maximum_ground_depth < -20)
1298 for(s16 x=node_min.X; x<=node_max.X; x++)
1299 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1304 // Use fast index incrementing
1305 v3s16 em = vmanip.m_area.getExtent();
1306 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1307 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1309 // Only modify places that have no content
1310 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1312 if(y <= WATER_LEVEL)
1313 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1315 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1318 data->vmanip->m_area.add_y(em, i, 1);
1328 If block is deep underground, this is set to true and ground
1329 density noise is not generated, for speed optimization.
1331 bool all_is_ground_except_caves = (minimum_ground_depth > 16);
1334 Create a block-specific seed
1336 u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
1337 + full_node_min.Y*42123 + full_node_min.X*23;
1343 //NoiseBuffer noisebuf1;
1344 //NoiseBuffer noisebuf2;
1345 NoiseBuffer noisebuf_cave;
1346 NoiseBuffer noisebuf_ground;
1347 NoiseBuffer noisebuf_ground_crumbleness;
1348 NoiseBuffer noisebuf_ground_wetness;
1350 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1351 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1353 //TimeTaker timer("noisebuf.create");
1359 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1360 minpos_f.X, minpos_f.Y, minpos_f.Z,
1361 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1364 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1371 v3f sl = v3f(4.0, 4.0, 4.0);
1376 if(all_is_ground_except_caves == false)
1377 //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1378 noisebuf_ground.create(get_ground_noise1_params(data->seed),
1379 minpos_f.X, minpos_f.Y, minpos_f.Z,
1380 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1384 Ground property noise
1386 sl = v3f(2.5, 2.5, 2.5);
1387 noisebuf_ground_crumbleness.create(
1388 get_ground_crumbleness_params(data->seed),
1389 minpos_f.X, minpos_f.Y, minpos_f.Z,
1390 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1392 noisebuf_ground_wetness.create(
1393 get_ground_wetness_params(data->seed),
1394 minpos_f.X, minpos_f.Y, minpos_f.Z,
1395 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1400 Make base ground level
1403 for(s16 x=node_min.X; x<=node_max.X; x++)
1404 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1409 // Use fast index incrementing
1410 v3s16 em = vmanip.m_area.getExtent();
1411 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1412 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1414 // Only modify places that have no content
1415 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1417 // First priority: make air and water.
1418 // This avoids caves inside water.
1419 if(all_is_ground_except_caves == false
1420 && val_is_ground(noisebuf_ground.get(x,y,z),
1421 v3s16(x,y,z), data->seed) == false)
1423 if(y <= WATER_LEVEL)
1424 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1426 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1428 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1429 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1431 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1434 data->vmanip->m_area.add_y(em, i, 1);
1444 PseudoRandom mineralrandom(blockseed);
1449 for(s16 i=0; i<approx_ground_depth/4; i++)
1451 if(mineralrandom.next()%50 == 0)
1453 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1454 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1455 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1456 for(u16 i=0; i<27; i++)
1458 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1459 u32 vi = vmanip.m_area.index(p);
1460 if(vmanip.m_data[vi].d == CONTENT_STONE)
1461 if(mineralrandom.next()%8 == 0)
1462 vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1471 u16 a = mineralrandom.range(0,15);
1473 u16 amount = 20 * a/1000;
1474 for(s16 i=0; i<amount; i++)
1476 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1477 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1478 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1480 u8 base_content = CONTENT_STONE;
1481 MapNode new_content(CONTENT_IGNORE);
1484 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1486 new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1490 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1491 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1492 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1493 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1495 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1497 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1501 if(new_content.d != CONTENT_IGNORE)
1503 for(u16 i=0; i<27; i++)
1505 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1506 u32 vi = vmanip.m_area.index(p);
1507 if(vmanip.m_data[vi].d == base_content)
1509 if(mineralrandom.next()%sparseness == 0)
1510 vmanip.m_data[vi] = new_content;
1519 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1520 //for(s16 i=0; i<50; i++)
1521 u16 coal_amount = 30;
1522 u16 coal_rareness = 60 / coal_amount;
1523 if(coal_rareness == 0)
1525 if(mineralrandom.next()%coal_rareness == 0)
1527 u16 a = mineralrandom.next() % 16;
1528 u16 amount = coal_amount * a*a*a / 1000;
1529 for(s16 i=0; i<amount; i++)
1531 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1532 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1533 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1534 for(u16 i=0; i<27; i++)
1536 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1537 u32 vi = vmanip.m_area.index(p);
1538 if(vmanip.m_data[vi].d == CONTENT_STONE)
1539 if(mineralrandom.next()%8 == 0)
1540 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1547 u16 iron_amount = 8;
1548 u16 iron_rareness = 60 / iron_amount;
1549 if(iron_rareness == 0)
1551 if(mineralrandom.next()%iron_rareness == 0)
1553 u16 a = mineralrandom.next() % 16;
1554 u16 amount = iron_amount * a*a*a / 1000;
1555 for(s16 i=0; i<amount; i++)
1557 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1558 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1559 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1560 for(u16 i=0; i<27; i++)
1562 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1563 u32 vi = vmanip.m_area.index(p);
1564 if(vmanip.m_data[vi].d == CONTENT_STONE)
1565 if(mineralrandom.next()%8 == 0)
1566 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1573 Add mud and sand and others underground (in place of stone)
1576 for(s16 x=node_min.X; x<=node_max.X; x++)
1577 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1582 // Use fast index incrementing
1583 v3s16 em = vmanip.m_area.getExtent();
1584 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1585 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1587 if(vmanip.m_data[i].d == CONTENT_STONE)
1589 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1591 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1592 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1594 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1596 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1598 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1599 vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1603 data->vmanip->m_area.add_y(em, i, -1);
1612 //if(node_min.Y < approx_groundlevel)
1613 //if(myrand() % 3 == 0)
1614 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1615 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1616 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1617 float dungeon_rarity = 0.02;
1618 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1620 && node_min.Y < approx_groundlevel)
1622 // Dungeon generator doesn't modify places which have this set
1623 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1624 | VMANIP_FLAG_DUNGEON_PRESERVE);
1626 // Set all air and water to be untouchable to make dungeons open
1627 // to caves and open air
1628 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1629 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1634 // Use fast index incrementing
1635 v3s16 em = vmanip.m_area.getExtent();
1636 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1637 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1639 if(vmanip.m_data[i].d == CONTENT_AIR)
1640 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1641 else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1642 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1643 data->vmanip->m_area.add_y(em, i, -1);
1648 PseudoRandom random(blockseed+2);
1651 make_dungeon1(vmanip, random);
1653 // Convert some cobble to mossy cobble
1654 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1655 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1660 // Use fast index incrementing
1661 v3s16 em = vmanip.m_area.getExtent();
1662 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1663 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1665 // (noisebuf not used because it doesn't contain the
1667 double wetness = noise3d_param(
1668 get_ground_wetness_params(data->seed), x,y,z);
1669 double d = noise3d_perlin((float)x/2.5,
1670 (float)y/2.5,(float)z/2.5,
1672 if(vmanip.m_data[i].d == CONTENT_COBBLE)
1676 vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1679 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1682 vmanip.m_data[i].d = CONTENT_MUD;
1684 data->vmanip->m_area.add_y(em, i, -1);
1691 Add top and bottom side of water to transforming_liquid queue
1694 for(s16 x=node_min.X; x<=node_max.X; x++)
1695 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1700 bool water_found = false;
1701 // Use fast index incrementing
1702 v3s16 em = vmanip.m_area.getExtent();
1703 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1704 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1706 if(water_found == false)
1708 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1710 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1711 data->transforming_liquid.push_back(p);
1717 // This can be done because water_found can only
1718 // turn to true and end up here after going through
1720 if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1722 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1723 data->transforming_liquid.push_back(p);
1724 water_found = false;
1728 data->vmanip->m_area.add_y(em, i, -1);
1734 If close to ground level
1737 //if(abs(approx_ground_depth) < 30)
1738 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1744 for(s16 x=node_min.X; x<=node_max.X; x++)
1745 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1750 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1751 bool have_sand = false;
1752 u32 current_depth = 0;
1753 bool air_detected = false;
1754 bool water_detected = false;
1755 // Use fast index incrementing
1756 s16 start_y = node_max.Y+2;
1757 v3s16 em = vmanip.m_area.getExtent();
1758 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1759 for(s16 y=start_y; y>=node_min.Y-3; y--)
1761 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1762 water_detected = true;
1763 if(vmanip.m_data[i].d == CONTENT_AIR)
1764 air_detected = true;
1766 if((vmanip.m_data[i].d == CONTENT_STONE
1767 || vmanip.m_data[i].d == CONTENT_GRASS
1768 || vmanip.m_data[i].d == CONTENT_MUD
1769 || vmanip.m_data[i].d == CONTENT_SAND
1770 || vmanip.m_data[i].d == CONTENT_GRAVEL
1771 ) && (air_detected || water_detected))
1773 if(current_depth == 0 && y <= WATER_LEVEL+2
1774 && possibly_have_sand)
1777 if(current_depth < 4)
1781 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1784 else if(current_depth==0 && !water_detected
1785 && y >= WATER_LEVEL && air_detected)
1786 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1789 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1793 if(vmanip.m_data[i].d == CONTENT_MUD
1794 || vmanip.m_data[i].d == CONTENT_GRASS)
1795 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1800 if(current_depth >= 8)
1803 else if(current_depth != 0)
1806 data->vmanip->m_area.add_y(em, i, -1);
1816 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1817 PseudoRandom treerandom(blockseed);
1818 // Put trees in random places on part of division
1819 for(u32 i=0; i<tree_count; i++)
1821 s16 x = treerandom.range(node_min.X, node_max.X);
1822 s16 z = treerandom.range(node_min.Z, node_max.Z);
1823 //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1824 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1825 // Don't make a tree under water level
1828 // Make sure tree fits (only trees whose starting point is
1829 // at this block are added)
1830 if(y < node_min.Y || y > node_max.Y)
1833 Find exact ground level
1837 for(; p.Y >= y-6; p.Y--)
1839 u32 i = data->vmanip->m_area.index(p);
1840 MapNode *n = &data->vmanip->m_data[i];
1841 if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
1847 // If not found, handle next one
1851 Trees grow only on mud and grass
1854 u32 i = data->vmanip->m_area.index(p);
1855 MapNode *n = &data->vmanip->m_data[i];
1856 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1859 // Tree will be placed one higher
1862 make_tree(vmanip, p);
1867 Add some kind of random stones
1870 u32 random_stone_count = block_area_nodes *
1871 randomstone_amount_2d(data->seed, p2d_center);
1872 // Put in random places on part of division
1873 for(u32 i=0; i<random_stone_count; i++)
1875 s16 x = myrand_range(node_min.X, node_max.X);
1876 s16 z = myrand_range(node_min.Z, node_max.Z);
1877 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1878 // Don't add under water level
1879 /*if(y < WATER_LEVEL)
1881 // Don't add if doesn't belong to this block
1882 if(y < node_min.Y || y > node_max.Y)
1887 u32 i = data->vmanip->m_area.index(v3s16(p));
1888 MapNode *n = &data->vmanip->m_data[i];
1889 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1892 // Will be placed one higher
1895 make_randomstone(data->vmanip, p);
1904 u32 large_stone_count = block_area_nodes *
1905 largestone_amount_2d(data->seed, p2d_center);
1906 //u32 large_stone_count = 1;
1907 // Put in random places on part of division
1908 for(u32 i=0; i<large_stone_count; i++)
1910 s16 x = myrand_range(node_min.X, node_max.X);
1911 s16 z = myrand_range(node_min.Z, node_max.Z);
1912 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1913 // Don't add under water level
1914 /*if(y < WATER_LEVEL)
1916 // Don't add if doesn't belong to this block
1917 if(y < node_min.Y || y > node_max.Y)
1922 u32 i = data->vmanip->m_area.index(v3s16(p));
1923 MapNode *n = &data->vmanip->m_data[i];
1924 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1927 // Will be placed one lower
1930 make_largestone(data->vmanip, p);
1937 BlockMakeData::BlockMakeData():
1943 BlockMakeData::~BlockMakeData()
1948 }; // namespace mapgen