X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapgen.cpp;h=77bd8a8b0a19d989a258d8ea643c4e4ab573ef12;hb=4c876ac62eb6aab0a6b2ee215e02b8d181cdf1cb;hp=71696a34962c72272edaf0e5078cf42aa47d6f61;hpb=13cf5425db613dc0a4323c87a4988bb18fb87aca;p=oweals%2Fminetest.git diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 71696a349..77bd8a8b0 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -19,12 +19,16 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen.h" #include "voxel.h" -#include "content_mapnode.h" #include "noise.h" #include "mapblock.h" #include "map.h" -#include "serverobject.h" -#include "mineral.h" +//#include "serverobject.h" +#include "content_sao.h" +#include "nodedef.h" +#include "content_mapnode.h" // For content_mapnode_get_new_name +#include "voxelalgorithms.h" +#include "profiler.h" +#include "main.h" // For g_profiler namespace mapgen { @@ -33,8 +37,10 @@ namespace mapgen Some helper functions for the map generator */ -#if 0 -static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) +#if 1 +// Returns Y one under area minimum if not found +static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; @@ -44,7 +50,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d)) + if(ndef->get(n).walkable) break; vmanip.m_area.add_y(em, i, -1); @@ -52,22 +58,26 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; } -static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) +// Returns Y one under area minimum if not found +static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; + content_t c_tree = LEGN(ndef, "CONTENT_TREE"); + content_t c_leaves = LEGN(ndef, "CONTENT_LEAVES"); for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d) - && n.d != CONTENT_TREE - && n.d != CONTENT_LEAVES) + if(ndef->get(n).walkable + && n.getContent() != c_tree + && n.getContent() != c_leaves) break; vmanip.m_area.add_y(em, i, -1); @@ -75,16 +85,42 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; } -#endif -static void make_tree(VoxelManipulator &vmanip, v3s16 p0) +// Returns Y one under area minimum if not found +static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { - MapNode treenode(CONTENT_TREE); - MapNode leavesnode(CONTENT_LEAVES); + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + content_t c_stone = LEGN(ndef, "CONTENT_STONE"); + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(n.getContent() == c_stone) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min - 1; +} +#endif - s16 trunk_h = myrand_range(3, 6); +void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, + bool is_apple_tree, INodeDefManager *ndef) +{ + MapNode treenode(LEGN(ndef, "CONTENT_TREE")); + MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES")); + MapNode applenode(LEGN(ndef, "CONTENT_APPLE")); + + s16 trunk_h = myrand_range(4, 5); v3s16 p1 = p0; for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); Buffer leaves_d(leaves_a.getVolume()); for(s32 i=0; i stone_d(stone_a.getVolume()); - for(s32 i=0; i leaves_d(new u8[leaves_a.getVolume()]); + Buffer leaves_d(leaves_a.getVolume()); + for(s32 i=0; i 0.0) + s16 d = 1; + for(s16 z=-d; z<=d; z++) + for(s16 y=-d; y<=d; y++) + for(s16 x=-d; x<=d; x++) { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; + leaves_d[leaves_a.index(v3s16(x,y,z))] = 1; } } - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) + // Add leaves randomly + for(u32 iii=0; iii<30; iii++) { s16 d = 1; v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) + myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), + myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), + myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) ); for(s16 z=0; z<=d; z++) for(s16 y=0; y<=d; y++) for(s16 x=0; x<=d; x++) { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; + leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; } - }*/ + } - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + // Blit leaves to vmanip + for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) + for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) + for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) { v3s16 p(x,y,z); - p += p0; + p += p1; if(vmanip.m_area.contains(p) == false) continue; u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) + if(vmanip.m_data[vi].getContent() != CONTENT_AIR + && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue; - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; + u32 i = leaves_a.index(x,y,z); + if(leaves_d[i] == 1) + vmanip.m_data[vi] = leavesnode; } } -#endif -#if 0 -static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) +void make_papyrus(VoxelManipulator &vmanip, v3s16 p0, + INodeDefManager *ndef) { - MapNode stonenode(CONTENT_STONE); - - s16 size = myrand_range(8, 16); - - VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); - Buffer stone_d(stone_a.getVolume()); - for(s32 i=0; i 1.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } + if(vmanip.m_area.contains(p1)) + vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode; + p1.Y++; } +} - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ +void make_cactus(VoxelManipulator &vmanip, v3s16 p0, + INodeDefManager *ndef) +{ + MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS")); - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + s16 trunk_h = 3; + v3s16 p1 = p0; + for(s16 ii=0; ii= 3) @@ -543,9 +512,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, p.Y += make_stairs; /*// If already empty - if(vmanip.getNodeNoExNoEmerge(p).d + if(vmanip.getNodeNoExNoEmerge(p).getContent() == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR) { }*/ @@ -556,7 +525,7 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, if(make_stairs) { make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0); make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), @@ -565,8 +534,8 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, else { make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); - make_hole1(vmanip, p); + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0); + make_hole1(vmanip, p, ndef); /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);*/ } @@ -605,10 +574,12 @@ class RoomWalker { public: - RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random): + RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random, + INodeDefManager *ndef): vmanip(vmanip_), m_pos(pos), - m_random(random) + m_random(random), + m_ndef(ndef) { randomizeDir(); } @@ -641,10 +612,10 @@ public: randomizeDir(); continue; } - if(vmanip.getNodeNoExNoEmerge(p).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p1).d - == CONTENT_COBBLE) + if(vmanip.getNodeNoExNoEmerge(p).getContent() + == LEGN(m_ndef, "CONTENT_COBBLE") + && vmanip.getNodeNoExNoEmerge(p1).getContent() + == LEGN(m_ndef, "CONTENT_COBBLE")) { // Found wall, this is a good place! result_place = p; @@ -657,26 +628,26 @@ public: Determine where to move next */ // Jump one up if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d - == CONTENT_AIR) + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() + == LEGN(m_ndef, "CONTENT_COBBLE") + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() + == LEGN(m_ndef, "CONTENT_AIR") + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() + == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,1,0); // Jump one down if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d - == CONTENT_AIR) + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() + == LEGN(m_ndef, "CONTENT_COBBLE") + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() + == LEGN(m_ndef, "CONTENT_AIR") + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() + == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,-1,0); // Check if walking is now possible - if(vmanip.getNodeNoExNoEmerge(p).d - != CONTENT_AIR - || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - != CONTENT_AIR) + if(vmanip.getNodeNoExNoEmerge(p).getContent() + != LEGN(m_ndef, "CONTENT_AIR") + || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() + != LEGN(m_ndef, "CONTENT_AIR")) { // Cannot continue walking here randomizeDir(); @@ -700,14 +671,30 @@ public: continue; v3s16 roomplace; // X east, Z north, Y up +#if 1 + if(doordir == v3s16(1,0,0)) // X+ + roomplace = doorplace + + v3s16(0,-1,m_random.range(-roomsize.Z+2,-2)); + if(doordir == v3s16(-1,0,0)) // X- + roomplace = doorplace + + v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2)); + if(doordir == v3s16(0,0,1)) // Z+ + roomplace = doorplace + + v3s16(m_random.range(-roomsize.X+2,-2),-1,0); + if(doordir == v3s16(0,0,-1)) // Z- + roomplace = doorplace + + v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1); +#endif +#if 0 if(doordir == v3s16(1,0,0)) // X+ - roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); + roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2); if(doordir == v3s16(-1,0,0)) // X- - roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); + roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2); if(doordir == v3s16(0,0,1)) // Z+ - roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0); + roomplace = doorplace + v3s16(-roomsize.X/2,-1,0); if(doordir == v3s16(0,0,-1)) // Z- - roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1); + roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1); +#endif // Check fit bool fits = true; @@ -746,9 +733,11 @@ private: v3s16 m_pos; v3s16 m_dir; PseudoRandom &m_random; + INodeDefManager *m_ndef; }; -static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) +static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, + INodeDefManager *ndef) { v3s16 areasize = vmanip.m_area.getExtent(); v3s16 roomsize; @@ -781,7 +770,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) fits = false; break; } - if(vmanip.m_data[vi].d == CONTENT_IGNORE) + if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE) { fits = false; break; @@ -805,12 +794,12 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) for(u32 i=0; i= 1.0) - f *= 2.0; + f *= 1.6; double h = WATER_LEVEL + 10 * noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+84174, 4, 0.5); @@ -960,6 +1002,7 @@ bool is_ground(u64 seed, v3s16 p) double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); return val_is_ground(val1, p, seed); } +#endif // Amount of trees per area in nodes double tree_amount_2d(u64 seed, v2s16 p) @@ -970,7 +1013,7 @@ double tree_amount_2d(u64 seed, v2s16 p) double noise = noise2d_perlin( 0.5+(float)p.X/125, 0.5+(float)p.Y/125, seed+2, 4, 0.66); - double zeroval = -0.35; + double zeroval = -0.39; if(noise < zeroval) return 0; else @@ -978,29 +1021,17 @@ double tree_amount_2d(u64 seed, v2s16 p) } #if 0 -double randomstone_amount_2d(u64 seed, v2s16 p) +double surface_humidity_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+3829434, 5, 0.66); - double zeroval = 0.1; - if(noise < zeroval) - return 0; - else - return 0.01 * (noise-zeroval) / (1.0-zeroval); -} -#endif - -double largestone_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+14143242, 5, 0.66); - double zeroval = 0.3; - if(noise < zeroval) - return 0; - else - return 0.005 * (noise-zeroval) / (1.0-zeroval); + 0.5+(float)p.X/500, 0.5+(float)p.Y/500, + seed+72384, 4, 0.66); + noise = (noise + 1.0)/2.0; + if(noise < 0.0) + noise = 0.0; + if(noise > 1.0) + noise = 1.0; + return noise; } /* @@ -1082,6 +1113,7 @@ double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = -31000; + // Corners a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, @@ -1090,8 +1122,18 @@ double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) v2s16(node_max.X, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); + // Center a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); + // Side middle points + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } @@ -1102,6 +1144,7 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) v2s16 node_min = sectorpos*MAP_BLOCKSIZE; v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); double a = 31000; + // Corners a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, @@ -1110,15 +1153,29 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) v2s16(node_max.X, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y), p)); + // Center a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); + // Side middle points + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p)); return a; } +#endif +// Required by mapgen.h bool block_is_underground(u64 seed, v3s16 blockpos) { - s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - seed, v2s16(blockpos.X, blockpos.Z)); + /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + seed, v2s16(blockpos.X, blockpos.Z));*/ + // Nah, this is just a heuristic, just return something + s16 minimum_groundlevel = WATER_LEVEL; if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; @@ -1126,7 +1183,6 @@ bool block_is_underground(u64 seed, v3s16 blockpos) return false; } -#if 0 #define AVERAGE_MUD_AMOUNT 4 double base_rock_level_2d(u64 seed, v2s16 p) @@ -1134,20 +1190,20 @@ double base_rock_level_2d(u64 seed, v2s16 p) // The base ground level double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + 20. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+654879876, 6, 0.6); + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+82341, 5, 0.6); /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - (seed>>27)+90340, 6, 0.69); + seed+93413, 6, 0.69); if(base2 > base) base = base2;*/ #if 1 // Higher ground level - double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.69); + double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed+85039, 5, 0.6); //higher = 30; // For debugging // Limit higher to at least base @@ -1155,25 +1211,33 @@ double base_rock_level_2d(u64 seed, v2s16 p) higher = base; // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); + double b = 0.85 + 0.5 * noise2d_perlin( + 0.5+(float)p.X/125., 0.5+(float)p.Y/125., + seed-932, 5, 0.7); b = rangelim(b, 0.0, 1000.0); - b = pow(b, 5); - b *= 7; - b = rangelim(b, 3.0, 1000.0); + b = pow(b, 7); + b *= 5; + b = rangelim(b, 0.5, 1000.0); + // Values 1.5...100 give quite horrible looking slopes + if(b > 1.5 && b < 100.0){ + if(b < 10.0) + b = 1.5; + else + b = 100.0; + } //dstream<<"b="< -0.15); } -/* - Adds random objects to block, depending on the content of the block -*/ -void add_random_objects(MapBlock *block) -{ - for(s16 z0=0; z0getNodeNoEx(p); - if(n.d == CONTENT_IGNORE) - continue; - if(content_features(n.d).liquid_type != LIQUID_NONE) - continue; - if(content_features(n.d).walkable) - { - last_node_walkable = true; - continue; - } - if(last_node_walkable) - { - // If block contains light information - if(content_features(n.d).param_type == CPT_LIGHT) - { - if(n.getLight(LIGHTBANK_DAY) <= 3) - { - if(myrand() % 300 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add some - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - delete obj; - } - if(myrand() % 1000 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add one - block->m_static_objects.insert(0, s_obj); - delete obj; - } - } - } - } - last_node_walkable = false; - } - } - block->setChangedFlag(); -} +#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 void make_block(BlockMakeData *data) { if(data->no_op) { - dstream<<"makeBlock: no-op"<blockpos; + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + INodeDefManager *ndef = data->nodedef; + + // Hack: use minimum block coordinates for old code that assumes + // a single block + v3s16 blockpos = data->blockpos_requested; /*dstream<<"makeBlock(): ("<blockpos_min; + v3s16 blockpos_max = data->blockpos_max; + v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); + v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); + ManualMapVoxelManipulator &vmanip = *(data->vmanip); - v3s16 blockpos_min = blockpos - v3s16(1,1,1); - v3s16 blockpos_max = blockpos + v3s16(1,1,1); - // Area of center block - v3s16 node_min = blockpos*MAP_BLOCKSIZE; - v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); + // Area of central chunk + v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; + v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); // Full allocated area - v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - // Area of a block - double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE; + v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; + v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); + v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); - /* - Get average ground level from noise - */ - - s16 approx_groundlevel = (s16)get_sector_average_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - //dstream<<"approx_groundlevel="<seed, v2s16(blockpos.X, blockpos.Z)); - // Minimum amount of ground above the top of the central block - s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; - - s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z), 1); - // Maximum amount of ground above the bottom of the central block - s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; + int volume_nodes = volume_blocks * + MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; - /* - Special case for high air or water: Just fill with air and water. - */ - if(maximum_ground_depth < -20) - { - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - - data->vmanip->m_area.add_y(em, i, 1); - } - } - } - - // We're done - return; - } + // Generated surface area + //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; + + // Horribly wrong heuristic, but better than nothing + bool block_is_underground = (WATER_LEVEL > node_max.Y); /* - If block is deep underground, this is set to true and ground - density noise is not generated, for speed optimization. + Create a block-specific seed */ - bool all_is_ground_except_caves = (minimum_ground_depth > 16); + /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 + + full_node_min.Y*42123 + full_node_min.X*23;*/ /* - Create a block-specific seed + Cache some ground type values for speed */ - u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234 - + full_node_min.Y*42123 + full_node_min.X*23; - + +// Creates variables c_name=id and n_name=node +#define CONTENT_VARIABLE(ndef, name)\ + content_t c_##name = ndef->getId(#name);\ + MapNode n_##name(c_##name); + + CONTENT_VARIABLE(ndef, stone); + CONTENT_VARIABLE(ndef, air); + CONTENT_VARIABLE(ndef, water_source); + CONTENT_VARIABLE(ndef, dirt); + CONTENT_VARIABLE(ndef, sand); + CONTENT_VARIABLE(ndef, gravel); + CONTENT_VARIABLE(ndef, clay); + CONTENT_VARIABLE(ndef, lava_source); + CONTENT_VARIABLE(ndef, cobble); + CONTENT_VARIABLE(ndef, mossycobble); + CONTENT_VARIABLE(ndef, dirt_with_grass); + CONTENT_VARIABLE(ndef, junglegrass); + CONTENT_VARIABLE(ndef, stone_with_coal); + CONTENT_VARIABLE(ndef, stone_with_iron); + CONTENT_VARIABLE(ndef, mese); + + // Maximum height of the stone surface and obstacles. + // This is used to guide the cave generation + s16 stone_surface_max_y = 0; + /* - Make some 3D noise + Generate general ground level to full area */ + { +#if 1 + TimeTaker timer1("Generating ground level"); - //NoiseBuffer noisebuf1; - //NoiseBuffer noisebuf2; - NoiseBuffer noisebuf_cave; - NoiseBuffer noisebuf_ground; - NoiseBuffer noisebuf_ground_crumbleness; - NoiseBuffer noisebuf_ground_wetness; + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) { - v3f minpos_f(node_min.X, node_min.Y, node_min.Z); - v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); - - //TimeTaker timer("noisebuf.create"); - + // Node position + v2s16 p2d = v2s16(x,z); + /* - Cave noise + Skip of already generated */ + /*{ + v3s16 p(p2d.X, node_min.Y, p2d.Y); + if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) + continue; + }*/ - noisebuf_cave.create(get_cave_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - 4, 3, 4); - - noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); + // Ground height at this point + float surface_y_f = 0.0; - /* - Ground noise - */ + // Use perlin noise for ground height + surface_y_f = base_rock_level_2d(data->seed, p2d); - // Sample length - v3f sl = v3f(4.0, 4.0, 4.0); + /*// Experimental stuff + { + float a = highlands_level_2d(data->seed, p2d); + if(a > surface_y_f) + surface_y_f = a; + }*/ + + // Convert to integer + s16 surface_y = (s16)surface_y_f; + // Log it + if(surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + /* - Density noise + Fill ground with stone */ - if(all_is_ground_except_caves == false) - //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, - noisebuf_ground.create(get_ground_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - - /* - Ground property noise - */ - sl = v3f(2.5, 2.5, 2.5); - noisebuf_ground_crumbleness.create( - get_ground_crumbleness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - noisebuf_ground_wetness.create( - get_ground_wetness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); + for(s16 y=node_min.Y; y<=node_max.Y; y++) + { + if(y <= surface_y){ + if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) + vmanip.m_data[i] = MapNode(c_stone); + } else if(y <= WATER_LEVEL){ + vmanip.m_data[i] = MapNode(c_water_source); + } else { + vmanip.m_data[i] = MapNode(c_air); + } + + vmanip.m_area.add_y(em, i, 1); + } + } } +#endif + }//timer1 + + // Limit dirt flow area by 1 because mud is flown into neighbors. + assert(central_area_size.X == central_area_size.Z); + s16 mudflow_minpos = 0-max_spread_amount+1; + s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; + /* - Make base ground level + Loop this part, it will make stuff look older and newer nicely */ - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) + const u32 age_loops = 2; + for(u32 i_age=0; i_age caves_count); + + if(bruise_surface) { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) + min_tunnel_diameter = 5; + max_tunnel_diameter = myrand_range(10, myrand_range(30,50)); + /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); + max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ + + /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, + data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ + + tunnel_routepoints = 5; + } + else + { + } + + // Allowed route area size in nodes + v3s16 ar = central_area_size; + + // Area starting point in nodes + v3s16 of = node_min; + + // Allow a bit more + //(this should be more than the maximum radius of the tunnel) + //s16 insure = 5; // Didn't work with max_d = 20 + s16 insure = 10; + s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; + ar += v3s16(1,0,1) * more * 2; + of -= v3s16(1,0,1) * more; + + s16 route_y_min = 0; + // Allow half a diameter + 7 over stone surface + s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; + + /*// If caves, don't go through surface too often + if(bruise_surface == false) + route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ + + // Limit maximum to area + route_y_max = rangelim(route_y_max, 0, ar.Y-1); + + if(bruise_surface) + { + /*// Minimum is at y=0 + route_y_min = -of.Y - 0;*/ + // Minimum is at y=max_tunnel_diameter/4 + //route_y_min = -of.Y + max_tunnel_diameter/4; + //s16 min = -of.Y + max_tunnel_diameter/4; + s16 min = -of.Y + 0; + route_y_min = myrand_range(min, min + max_tunnel_diameter); + route_y_min = rangelim(route_y_min, 0, route_y_max); + } + + /*dstream<<"route_y_min = "< CAVE_NOISE_THRESHOLD) - vmanip.m_data[i] = MapNode(CONTENT_AIR); - else - vmanip.m_data[i] = MapNode(CONTENT_STONE); } - - data->vmanip->m_area.add_y(em, i, 1); } + + orp = rp; } + } + }//timer1 +#endif + +#if 1 + { + // 15ms @cs=8 + TimeTaker timer1("add mud"); + /* - Add minerals + Add mud to the central chunk */ - + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) { - PseudoRandom mineralrandom(blockseed); + // Node position in 2d + v2s16 p2d = v2s16(x,z); + + MapNode addnode(c_dirt); + + // Randomize mud amount + s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; + + if(mud_add_amount <= 0){ + mud_add_amount = 1 - mud_add_amount; + addnode = MapNode(c_gravel); + } + + // Find ground level + s16 surface_y = find_stone_level(vmanip, p2d, ndef); + // Handle area not found + if(surface_y == vmanip.m_area.MinEdge.Y - 1) + continue; /* - Add meseblocks + If topmost node is grass, change it to mud. + It might be if it was flown to there from a neighboring + chunk and then converted. */ - for(s16 i=0; igetContent() == c_dirt_with_grass) + *n = MapNode(c_dirt); + } + + /* + Add mud on ground + */ + { + s16 mudcount = 0; + v3s16 em = vmanip.m_area.getExtent(); + s16 y_start = surface_y+1; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + for(s16 y=y_start; y<=node_max.Y; y++) { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_MESE); - } + if(mudcount >= mud_add_amount) + break; + MapNode &n = vmanip.m_data[i]; + n = addnode; + mudcount++; + + vmanip.m_area.add_y(em, i, 1); } } - /* - Add others - */ + + } + + }//timer1 +#endif + +#if 1 + { + // 340ms @cs=8 + TimeTaker timer1("flow mud"); + + /* + Flow mud away from steep edges + */ + + // Iterate a few times + for(s16 k=0; k<3; k++) + { + + for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++) + for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++) + { + // Invert coordinates every 2nd iteration + if(k%2 == 0) { - u16 a = mineralrandom.range(0,15); - a = a*a*a; - u16 amount = 20 * a/1000; - for(s16 i=0; i=node_min.Y; y--) { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + n = &vmanip.m_data[i]; + //if(content_walkable(n->d)) + // break; + if(n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass) + break; + + vmanip.m_area.add_y(em, i, -1); + } - u8 base_content = CONTENT_STONE; - MapNode new_content(CONTENT_IGNORE); - u32 sparseness = 6; + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if(y < node_min.Y) + break; - if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) - { - new_content = MapNode(CONTENT_STONE, MINERAL_COAL); - } + /*// If not mud, do nothing to it + MapNode *n = &vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue;*/ + + /* + Don't flow it if the stuff under it is not mud + */ + { + u32 i2 = i; + vmanip.m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + MapNode *n2 = &vmanip.m_data[i2]; + if(n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) + continue; + } + + // Make it exactly mud + n->setContent(c_dirt); + + /*s16 recurse_count = 0; + mudflow_recurse:*/ + + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Theck that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vmanip.m_area.add_y(em, i3, 1); + if(vmanip.m_area.contains(i3) == true + && ndef->get(vmanip.m_data[i3]).walkable) + { + continue; + } + + // Drop mud on side + + for(u32 di=0; di<4; di++) + { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vmanip.m_area.add_p(em, i2, dirp); + // Fail if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + // Check that under side is air + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + /*// Check that under that is air (need a drop of 2) + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue;*/ + // Loop further down until not air + bool dropped_to_unknown = false; + do{ + vmanip.m_area.add_y(em, i2, -1); + n2 = &vmanip.m_data[i2]; + // if out of known area + if(vmanip.m_area.contains(i2) == false + || n2->getContent() == CONTENT_IGNORE){ + dropped_to_unknown = true; + break; + } + }while(ndef->get(*n2).walkable == false); + // Loop one up so that we're in air + vmanip.m_area.add_y(em, i2, 1); + n2 = &vmanip.m_data[i2]; + + bool old_is_water = (n->getContent() == c_water_source); + // Move mud to new place + if(!dropped_to_unknown) + *n2 = *n; + // Set old place to be air (or water) + if(old_is_water) + *n = MapNode(c_water_source); else + *n = MapNode(CONTENT_AIR); + + // Done + break; + } + } + } + + } + + }//timer1 +#endif + + } // Aging loop + /*********************** + END OF AGING LOOP + ************************/ + + /* + Add top and bottom side of water to transforming_liquid queue + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool water_found = false; + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + if(water_found == false) { - if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) - new_content = MapNode(CONTENT_STONE, MINERAL_IRON); - /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); - else - vmanip.m_data[i] = MapNode(CONTENT_SAND);*/ + if(vmanip.m_data[i].getContent() == c_water_source) + { + v3s16 p = v3s16(p2d.X, y, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = true; + } } - /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) - { - }*/ - - if(new_content.d != CONTENT_IGNORE) + else { - for(u16 i=0; i<27; i++) + // This can be done because water_found can only + // turn to true and end up here after going through + // a single block. + if(vmanip.m_data[i+1].getContent() != c_water_source) { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == base_content) - { - if(mineralrandom.next()%sparseness == 0) - vmanip.m_data[vi] = new_content; - } + v3s16 p = v3s16(p2d.X, y+1, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = false; } } + + vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + Grow grass + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position in 2d + v2s16 p2d = v2s16(x,z); + + /* + Find the lowest surface to which enough light ends up + to make grass grow. + + Basically just wait until not air and not leaves. + */ + s16 surface_y = 0; + { + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + s16 y; + // Go to ground level + for(y=node_max.Y; y>=full_node_min.Y; y--) + { + MapNode &n = vmanip.m_data[i]; + if(ndef->get(n).param_type != CPT_LIGHT + || ndef->get(n).liquid_type != LIQUID_NONE) + break; + vmanip.m_area.add_y(em, i, -1); } + if(y >= full_node_min.Y) + surface_y = y; + else + surface_y = full_node_min.Y; } - /* - Add coal - */ - //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) - //for(s16 i=0; i<50; i++) - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(mineralrandom.next()%coal_rareness == 0) + + u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() == c_dirt) + n->setContent(c_dirt_with_grass); + } + + /* + Generate some trees + */ + assert(central_area_size.X == central_area_size.Z); + { + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + for(s16 x0=0; x0seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; i node_max.Y - 6) + continue; + v3s16 p(x,y,z); + /* + Trees grow only on mud and grass + */ { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL); + u32 i = vmanip.m_area.index(v3s16(p)); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() != c_dirt + && n->getContent() != c_dirt_with_grass) + continue; } + p.Y++; + // Make a tree + make_tree(vmanip, p, false, ndef); } } - /* - Add iron - */ - u16 iron_amount = 8; - u16 iron_rareness = 60 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(mineralrandom.next()%iron_rareness == 0) + } + +#if 0 + /* + Make base ground level + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); { - u16 a = mineralrandom.next() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; iseed) == false) + { + if(y <= WATER_LEVEL) + vmanip.m_data[i] = n_water_source; + else + vmanip.m_data[i] = n_air; + } + else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + vmanip.m_data[i] = n_air; + else + vmanip.m_data[i] = n_stone; } + + vmanip->m_area.add_y(em, i, 1); } } } @@ -1612,23 +2136,33 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { - if(vmanip.m_data[i].d == CONTENT_STONE) + if(vmanip.m_data[i].getContent() == c_stone) { if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) { if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); + vmanip.m_data[i] = n_dirt; else - vmanip.m_data[i] = MapNode(CONTENT_SAND); + vmanip.m_data[i] = n_sand; } else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) { if(noisebuf_ground_wetness.get(x,y,z) < -0.6) - vmanip.m_data[i] = MapNode(CONTENT_GRAVEL); + vmanip.m_data[i] = n_gravel; + } + else if(noisebuf_ground_crumbleness.get(x,y,z) < + -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) + { + vmanip.m_data[i] = n_lava_source; + for(s16 x1=-1; x1<=1; x1++) + for(s16 y1=-1; y1<=1; y1++) + for(s16 z1=-1; z1<=1; z1++) + data->transforming_liquid.push_back( + v3s16(p2d.X+x1, y+y1, p2d.Y+z1)); } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1648,7 +2182,7 @@ void make_block(BlockMakeData *data) && node_min.Y < approx_groundlevel) { // Dungeon generator doesn't modify places which have this set - data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE + vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open @@ -1664,11 +2198,11 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { - if(vmanip.m_data[i].d == CONTENT_AIR) + if(vmanip.m_data[i].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + else if(vmanip.m_data[i].getContent() == c_water_source) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1676,7 +2210,7 @@ void make_block(BlockMakeData *data) PseudoRandom random(blockseed+2); // Add it - make_dungeon1(vmanip, random); + make_dungeon1(vmanip, random, ndef); // Convert some cobble to mossy cobble for(s16 x=full_node_min.X; x<=full_node_max.X; x++) @@ -1697,23 +2231,34 @@ void make_block(BlockMakeData *data) double d = noise3d_perlin((float)x/2.5, (float)y/2.5,(float)z/2.5, blockseed, 2, 1.4); - if(vmanip.m_data[i].d == CONTENT_COBBLE) + if(vmanip.m_data[i].getContent() == c_cobble) { if(d < wetness/3.0) { - vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; + vmanip.m_data[i].setContent(c_mossycobble); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) - vmanip.m_data[i].d = CONTENT_MUD; + vmanip.m_data[i].setContent(c_dirt); }*/ - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } } + + /* + Add NC + */ + { + PseudoRandom ncrandom(blockseed+9324342); + if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) + { + make_nc(vmanip, ncrandom, ndef); + } + } /* Add top and bottom side of water to transforming_liquid queue @@ -1733,7 +2278,7 @@ void make_block(BlockMakeData *data) { if(water_found == false) { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == c_water_source) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); @@ -1745,7 +2290,7 @@ void make_block(BlockMakeData *data) // This can be done because water_found can only // turn to true and end up here after going through // a single block. - if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE) + if(vmanip.m_data[i+1].getContent() != c_water_source) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); @@ -1753,7 +2298,7 @@ void make_block(BlockMakeData *data) } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1782,29 +2327,22 @@ void make_block(BlockMakeData *data) bool water_detected = false; bool have_clay = false; - // Determine whether to have clay in the sand here - double claynoise = noise2d_perlin( - 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - data->seed+4321, 6, 0.95); - - have_clay = have_sand && (claynoise > 1.25); - // Use fast index incrementing s16 start_y = node_max.Y+2; v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); for(s16 y=start_y; y>=node_min.Y-3; y--) { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == c_water_source) water_detected = true; - if(vmanip.m_data[i].d == CONTENT_AIR) + if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; - if((vmanip.m_data[i].d == CONTENT_STONE - || vmanip.m_data[i].d == CONTENT_GRASS - || vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_SAND - || vmanip.m_data[i].d == CONTENT_GRAVEL + if((vmanip.m_data[i].getContent() == c_stone + || vmanip.m_data[i].getContent() == c_dirt_with_grass + || vmanip.m_data[i].getContent() == c_dirt + || vmanip.m_data[i].getContent() == c_sand + || vmanip.m_data[i].getContent() == c_gravel ) && (air_detected || water_detected)) { if(current_depth == 0 && y <= WATER_LEVEL+2 @@ -1815,24 +2353,33 @@ void make_block(BlockMakeData *data) { if(have_sand) { + // Determine whether to have clay in the sand here + double claynoise = noise2d_perlin( + 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, + data->seed+4321, 6, 0.95) + 0.5; + + have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && ( + ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) || + ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1)) + ); if (have_clay) - vmanip.m_data[i] = MapNode(CONTENT_CLAY); + vmanip.m_data[i] = MapNode(c_clay); else - vmanip.m_data[i] = MapNode(CONTENT_SAND); + vmanip.m_data[i] = MapNode(c_sand); } #if 1 else if(current_depth==0 && !water_detected && y >= WATER_LEVEL && air_detected) - vmanip.m_data[i] = MapNode(CONTENT_GRASS); + vmanip.m_data[i] = MapNode(c_dirt_with_grass); #endif else - vmanip.m_data[i] = MapNode(CONTENT_MUD); + vmanip.m_data[i] = MapNode(c_dirt); } else { - if(vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_GRASS) - vmanip.m_data[i] = MapNode(CONTENT_STONE); + if(vmanip.m_data[i].getContent() == c_dirt + || vmanip.m_data[i].getContent() == c_dirt_with_grass) + vmanip.m_data[i] = MapNode(c_stone); } current_depth++; @@ -1843,27 +2390,35 @@ void make_block(BlockMakeData *data) else if(current_depth != 0) break; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } /* - Add trees + Calculate some stuff */ + float surface_humidity = surface_humidity_2d(data->seed, p2d_center); + bool is_jungle = surface_humidity > 0.75; // Amount of trees - u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); + u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center); + if(is_jungle) + tree_count *= 5; + + /* + Add trees + */ PseudoRandom treerandom(blockseed); // Put trees in random places on part of division for(u32 i=0; ivmanip, v2s16(x,z)); + //s16 y = find_ground_level(vmanip, v2s16(x,z)); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); // Don't make a tree under water level - if(y < WATER_LEVEL - 1) + if(y < WATER_LEVEL) continue; // Make sure tree fits (only trees whose starting point is // at this block are added) @@ -1876,9 +2431,9 @@ void make_block(BlockMakeData *data) bool found = false; for(; p.Y >= y-6; p.Y--) { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE) + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; break; @@ -1889,33 +2444,90 @@ void make_block(BlockMakeData *data) continue; { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND) + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; // Papyrus grows only on mud and in water - if(n->d == CONTENT_MUD && y == WATER_LEVEL - 1) + if(n->getContent() == c_dirt && y <= WATER_LEVEL) { p.Y++; - make_papyrus(vmanip, p); + make_papyrus(vmanip, p, ndef); } - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Trees grow only on mud and grass - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) + // Trees grow only on mud and grass, on land + else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2) { p.Y++; - make_tree(vmanip, p); + //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) + if(is_jungle == false) + { + bool is_apple_tree; + if(myrand_range(0,4) != 0) + is_apple_tree = false; + else + is_apple_tree = noise2d_perlin( + 0.5+(float)p.X/100, 0.5+(float)p.Z/100, + data->seed+342902, 3, 0.45) > 0.2; + make_tree(vmanip, p, is_apple_tree, ndef); + } + else + make_jungletree(vmanip, p, ndef); } - // Cactii grow only on sand - else if(n->d == CONTENT_SAND) + // Cactii grow only on sand, on land + else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) { p.Y++; - make_cactus(vmanip, p); + make_cactus(vmanip, p, ndef); + } + } + } + + /* + Add jungle grass + */ + if(is_jungle) + { + PseudoRandom grassrandom(blockseed); + for(u32 i=0; iseed, v2s16(x,z), 4); + if(y < WATER_LEVEL) + continue; + if(y < node_min.Y || y > node_max.Y) + continue; + /* + Find exact ground level + */ + v3s16 p(x,y+6,z); + bool found = false; + for(; p.Y >= y-6; p.Y--) + { + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; + if(data->nodedef->get(*n).is_ground_content) + { + found = true; + break; + } } + // If not found, handle next one + if(found == false) + continue; + p.Y++; + if(vmanip.m_area.contains(p) == false) + continue; + if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) + continue; + /*p.Y--; + if(vmanip.m_area.contains(p)) + vmanip.m_data[vmanip.m_area.index(p)] = c_dirt; + p.Y++;*/ + if(vmanip.m_area.contains(p)) + vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass; } } @@ -1924,7 +2536,7 @@ void make_block(BlockMakeData *data) Add some kind of random stones */ - u32 random_stone_count = block_area_nodes * + u32 random_stone_count = gen_area_nodes * randomstone_amount_2d(data->seed, p2d_center); // Put in random places on part of division for(u32 i=0; ivmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one higher p.Y++; // Add it - make_randomstone(data->vmanip, p); + make_randomstone(vmanip, p); } #endif @@ -1958,7 +2570,7 @@ void make_block(BlockMakeData *data) Add larger stones */ - u32 large_stone_count = block_area_nodes * + u32 large_stone_count = gen_area_nodes * largestone_amount_2d(data->seed, p2d_center); //u32 large_stone_count = 1; // Put in random places on part of division @@ -1976,25 +2588,193 @@ void make_block(BlockMakeData *data) v3s16 p(x,y,z); // Filter placement /*{ - u32 i = data->vmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one lower p.Y--; // Add it - make_largestone(data->vmanip, p); + make_largestone(vmanip, p); } #endif } + /* + Add minerals + */ + + { + PseudoRandom mineralrandom(blockseed); + + /* + Add meseblocks + */ + for(s16 i=0; i 0.0) + new_content = MapNode(c_stone_with_iron); + /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) + vmanip.m_data[i] = MapNode(c_dirt); + else + vmanip.m_data[i] = MapNode(c_sand);*/ + } + /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) + { + }*/ + + if(new_content.getContent() != CONTENT_IGNORE) + { + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].getContent() == base_content) + { + if(mineralrandom.next()%sparseness == 0) + vmanip.m_data[vi] = new_content; + } + } + } + } + } + /* + Add coal + */ + //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) + //for(s16 i=0; i<50; i++) + u16 coal_amount = 30; + u16 coal_rareness = 60 / coal_amount; + if(coal_rareness == 0) + coal_rareness = 1; + if(mineralrandom.next()%coal_rareness == 0) + { + u16 a = mineralrandom.next() % 16; + u16 amount = coal_amount * a*a*a / 1000; + for(s16 i=0; i light_sources; + core::map unlight_from; + + voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, + light_sources, unlight_from); + + bool inexistent_top_provides_sunlight = !block_is_underground; + voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( + vmanip, a, inexistent_top_provides_sunlight, + light_sources, ndef); + // TODO: Do stuff according to bottom_sunlight_valid + + vmanip.unspreadLight(bank, unlight_from, light_sources, ndef); + + vmanip.spreadLight(bank, light_sources, ndef); + } + } } BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), - seed(0) + seed(0), + nodedef(NULL) {} BlockMakeData::~BlockMakeData()