X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapgen_v6.cpp;h=7643f3a48920ce4d187294ac7c52fcd62eba9b95;hb=4bbb78a99b5d2a8446a1946eb44df01b618de4cc;hp=3a5e1093067b0eb6db1d96d90fce08645de0538c;hpb=f9a8efb99235c86eb61b6deb2bc034d5618e45ea;p=oweals%2Fminetest.git diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 3a5e10930..7643f3a48 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -31,6 +31,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "profiler.h" #include "settings.h" // For g_settings #include "main.h" // For g_profiler +#include "emerge.h" +#include "dungeongen.h" +#include "cavegen.h" +#include "treegen.h" #include "mapgen_v6.h" /////////////////// Mapgen V6 perlin noise default values @@ -42,8 +46,6 @@ NoiseParams nparams_v6_def_steepness = {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7}; NoiseParams nparams_v6_def_height_select = {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69}; -NoiseParams nparams_v6_def_trees = - {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; NoiseParams nparams_v6_def_mud = {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55}; NoiseParams nparams_v6_def_beach = @@ -52,14 +54,21 @@ NoiseParams nparams_v6_def_biome = {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50}; NoiseParams nparams_v6_def_cave = {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50}; +NoiseParams nparams_v6_def_humidity = + {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66}; +NoiseParams nparams_v6_def_trees = + {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; +NoiseParams nparams_v6_def_apple_trees = + {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45}; /////////////////////////////////////////////////////////////////////////////// -MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { +MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge) { this->generating = false; this->id = mapgenid; + this->emerge = emerge; this->seed = (int)params->seed; this->water_level = params->water_level; @@ -70,26 +79,19 @@ MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) { this->freq_beach = params->freq_beach; this->ystride = csize.X; //////fix this - - np_cave = params->np_cave; - - noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Y); - noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y); - noise_steepness = new Noise(params->np_steepness, seed, csize.X, csize.Y); - noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y); - noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y); - noise_mud = new Noise(params->np_mud, seed, csize.X, csize.Y); - noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y); - noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y); - - map_terrain_base = noise_terrain_base->result; - map_terrain_higher = noise_terrain_higher->result; - map_steepness = noise_steepness->result; - map_height_select = noise_height_select->result; - map_trees = noise_trees->result; - map_mud = noise_mud->result; - map_beach = noise_beach->result; - map_biome = noise_biome->result; + + np_cave = ¶ms->np_cave; + np_humidity = ¶ms->np_humidity; + np_trees = ¶ms->np_trees; + np_apple_trees = ¶ms->np_apple_trees; + + noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y); + noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y); + noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y); + noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y); + noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y); + noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y); + noise_biome = new Noise(¶ms->np_biome, seed, csize.X, csize.Y); } @@ -98,169 +100,36 @@ MapgenV6::~MapgenV6() { delete noise_terrain_higher; delete noise_steepness; delete noise_height_select; - delete noise_trees; delete noise_mud; delete noise_beach; delete noise_biome; } -/* - Some helper functions for the map generator -*/ +//////////////////////// Some helper functions for the map generator -#if 1 -// Returns Y one under area minimum if not found -s16 MapgenV6::find_ground_level(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; - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; - if(ndef->get(n).walkable) - break; - - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} // Returns Y one under area minimum if not found -s16 MapgenV6::find_stone_level(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 MapgenV6::find_stone_level(v2s16 p2d) { + v3s16 em = vm->m_area.getExtent(); + s16 y_nodes_max = vm->m_area.MaxEdge.Y; + s16 y_nodes_min = vm->m_area.MinEdge.Y; + u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y); s16 y; - content_t c_stone = ndef->getId("mapgen_stone"); - content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = vmanip.m_data[i]; + + for (y = y_nodes_max; y >= y_nodes_min; y--) { + MapNode &n = vm->m_data[i]; content_t c = n.getContent(); - if(c != CONTENT_IGNORE && ( - c == c_stone || c == c_desert_stone)) + if (c != CONTENT_IGNORE && ( + c == c_stone || c == c_desert_stone)) break; - vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - return y; - else - return y_nodes_min - 1; -} -#endif - -void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, - bool is_apple_tree, INodeDefManager *ndef) -{ - MapNode treenode(ndef->getId("mapgen_tree")); - MapNode leavesnode(ndef->getId("mapgen_leaves")); - MapNode applenode(ndef->getId("mapgen_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; im_area.add_y(em, i, -1); } + return (y >= y_nodes_min) ? y : y_nodes_min - 1; } -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ - - -// Amount of trees per area in nodes -double MapgenV6::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 noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)]; - double zeroval = -0.39; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} - // Required by mapgen.h bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) { @@ -276,105 +145,148 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) } -double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p) -{ - if (flags & MG_FLAT) - return water_level; - - int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); - - // The base ground level - /*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT - + 20. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+82341, 5, 0.6);*/ - double base = water_level + map_terrain_base[index]; +//////////////////////// Base terrain height functions - // Higher ground level - /*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);*/ - double higher = water_level + map_terrain_higher[index]; +float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, + float steepness, float height_select) { + float base = water_level + terrain_base; + float higher = water_level + terrain_higher; - // Limit higher to at least base + // Limit higher ground level to at least base if(higher < base) higher = base; // Steepness factor of cliffs - /*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);*/ - double b = map_steepness[index]; + float b = steepness; b = rangelim(b, 0.0, 1000.0); - b = pow(b, 7); - b *= 5; + b = 5 * b * b * b * b * b * b * b; 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; - } + if (b > 1.5 && b < 100.0) + b = (b < 10.0) ? 1.5 : 100.0; - // Offset to more low - double a_off = -0.20; + float a_off = -0.20; // Offset to more low + float a = 0.5 + b * (a_off + height_select); + a = rangelim(a, 0.0, 1.0); // Limit + + return base * (1.0 - a) + higher * a; +} - // High/low selector - /*double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+4213, 5, 0.69));*/ - double a = 0.5 + b * (a_off + map_height_select[index]); - // Limit - a = rangelim(a, 0.0, 1.0); +float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { + if (flags & MG_FLAT) + return water_level; + + float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np, + p.X, 0.5, p.Y, 0.5, seed); + float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np, + p.X, 0.5, p.Y, 0.5, seed); + float steepness = NoisePerlin2DPosOffset(noise_steepness->np, + p.X, 0.5, p.Y, 0.5, seed); + float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np, + p.X, 0.5, p.Y, 0.5, seed); + + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); +} - double h = base*(1.0-a) + higher*a; - return h; +float MapgenV6::baseTerrainLevelFromMap(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return baseTerrainLevelFromMap(index); } -double MapgenV6::baseRockLevelFromNoise(v2s16 p) { + +float MapgenV6::baseTerrainLevelFromMap(int index) { if (flags & MG_FLAT) return water_level; - double base = water_level + - NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed); - double higher = water_level + - NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed); + float terrain_base = noise_terrain_base->result[index]; + float terrain_higher = noise_terrain_higher->result[index]; + float steepness = noise_steepness->result[index]; + float height_select = noise_height_select->result[index]; + + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); +} - if (higher < base) - higher = base; - double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed); - b = rangelim(b, 0.0, 1000.0); - b = b*b*b*b*b*b*b; - b *= 5; - b = rangelim(b, 0.5, 1000.0); +s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { + return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; +} - if(b > 1.5 && b < 100.0){ - if(b < 10.0) - b = 1.5; - else - b = 100.0; - } - - double a_off = -0.20; - double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset( - noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed)); - a = rangelim(a, 0.0, 1.0); - return base * (1.0 - a) + higher * a; +int MapgenV6::getGroundLevelAtPoint(v2s16 p) { + return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; +} + + +//////////////////////// Noise functions + +float MapgenV6::getMudAmount(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getMudAmount(index); +} + + +bool MapgenV6::getHaveBeach(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getHaveBeach(index); +} + + +BiomeType MapgenV6::getBiome(v2s16 p) { + int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); + return getBiome(index, p); +} + + +float MapgenV6::getHumidity(v2s16 p) +{ + /*double noise = noise2d_perlin( + 0.5+(float)p.X/500, 0.5+(float)p.Y/500, + seed+72384, 4, 0.66); + noise = (noise + 1.0)/2.0;*/ + + float noise = NoisePerlin2D(np_humidity, p.X, p.Y, seed); + + if (noise < 0.0) + noise = 0.0; + if (noise > 1.0) + noise = 1.0; + return noise; } -s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +float MapgenV6::getTreeAmount(v2s16 p) { - return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; + /*double noise = noise2d_perlin( + 0.5+(float)p.X/125, 0.5+(float)p.Y/125, + seed+2, 4, 0.66);*/ + + float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed); + float zeroval = -0.39; + if (noise < zeroval) + return 0; + else + return 0.04 * (noise-zeroval) / (1.0-zeroval); } -double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p) + +bool MapgenV6::getHaveAppleTree(v2s16 p) +{ + /*is_apple_tree = noise2d_perlin( + 0.5+(float)p.X/100, 0.5+(float)p.Z/100, + data->seed+342902, 3, 0.45) > 0.2;*/ + + float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed); + + return noise > 0.2; +} + + +float MapgenV6::getMudAmount(int index) { if (flags & MG_FLAT) return AVERAGE_MUD_AMOUNT; @@ -382,39 +294,42 @@ double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p) /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin( 0.5+(float)p.X/200, 0.5+(float)p.Y/200, seed+91013, 3, 0.55));*/ - int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); - return map_mud[index]; + + return noise_mud->result[index]; } -bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d) + +bool MapgenV6::getHaveBeach(int index) { // Determine whether to have sand here /*double sandnoise = noise2d_perlin( 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250, seed+59420, 3, 0.50);*/ - int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X); - double sandnoise = map_beach[index]; - + + float sandnoise = noise_beach->result[index]; return (sandnoise > freq_beach); } -BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d) + +BiomeType MapgenV6::getBiome(int index, v2s16 p) { // Just do something very simple as for now /*double d = noise2d_perlin( 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250, seed+9130, 3, 0.50);*/ - int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X); - double d = map_biome[index]; - if(d > freq_desert) + + float d = noise_biome->result[index]; + if (d > freq_desert) return BT_DESERT; - if (flags & MGV6_BIOME_BLEND) { - if(d > freq_desert - 0.10 && - (noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0) - return BT_DESERT; - } + + if ((flags & MGV6_BIOME_BLEND) && + (d > freq_desert - 0.10) && + ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0)) + return BT_DESERT; + return BT_NORMAL; -}; +} + u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) { @@ -423,1016 +338,606 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) } -int MapgenV6::getGroundLevelAtPoint(v2s16 p) { - return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; -} - -#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 - -void MapgenV6::makeChunk(BlockMakeData *data) -{ - if(data->no_op) - { - //dstream<<"makeBlock: no-op"<generating = true; +//////////////////////// Map generator +void MapgenV6::makeChunk(BlockMakeData *data) { 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); + 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 + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; + + // Hack: use minimum block coords for old code that assumes a single block v3s16 blockpos = data->blockpos_requested; - - /*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); // Area of central chunk node_min = blockpos_min*MAP_BLOCKSIZE; node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); - // Full allocated area - v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); + // Full allocated area + full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; + full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - const s16 max_spread_amount = MAP_BLOCKSIZE; + central_area_size = node_max - node_min + v3s16(1,1,1); + assert(central_area_size.X == central_area_size.Z); int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) - * (blockpos_max.Y - blockpos_min.Y + 1) - * (blockpos_max.Z - blockpos_max.Z + 1); - - int volume_nodes = volume_blocks * - MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; - - // 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); - - /* - Create a block-specific seed - */ - u32 blockseed = get_blockseed(data->seed, full_node_min); - - /* - Make some noise - */ - { - int x = node_min.X; - int z = node_min.Z; - - // Need to adjust for the original implementation's +.5 offset... - if (!(flags & MG_FLAT)) { - noise_terrain_base->perlinMap2D( - x + 0.5 * noise_terrain_base->np->spread.X, - z + 0.5 * noise_terrain_base->np->spread.Z); - noise_terrain_base->transformNoiseMap(); - - noise_terrain_higher->perlinMap2D( - x + 0.5 * noise_terrain_higher->np->spread.X, - z + 0.5 * noise_terrain_higher->np->spread.Z); - noise_terrain_higher->transformNoiseMap(); - - noise_steepness->perlinMap2D( - x + 0.5 * noise_steepness->np->spread.X, - z + 0.5 * noise_steepness->np->spread.Z); - noise_steepness->transformNoiseMap(); - - noise_height_select->perlinMap2D( - x + 0.5 * noise_height_select->np->spread.X, - z + 0.5 * noise_height_select->np->spread.Z); - } - - noise_trees->perlinMap2D( - x + 0.5 * noise_trees->np->spread.X, - z + 0.5 * noise_trees->np->spread.Z); - - if (!(flags & MG_FLAT)) { - noise_mud->perlinMap2D( - x + 0.5 * noise_mud->np->spread.X, - z + 0.5 * noise_mud->np->spread.Z); - noise_mud->transformNoiseMap(); - } - noise_beach->perlinMap2D( - x + 0.2 * noise_beach->np->spread.X, - z + 0.7 * noise_beach->np->spread.Z); - - noise_biome->perlinMap2D( - x + 0.6 * noise_biome->np->spread.X, - z + 0.2 * noise_biome->np->spread.Z); - } - - - /* - Cache some ground type values for speed - */ - -// Creates variables c_name=id and n_name=node -#define CONTENT_VARIABLE(ndef, name)\ - content_t c_##name = ndef->getId("mapgen_" #name);\ - MapNode n_##name(c_##name); -// Default to something else if was CONTENT_IGNORE -#define CONTENT_VARIABLE_FALLBACK(name, dname)\ - if(c_##name == CONTENT_IGNORE){\ - c_##name = c_##dname;\ - n_##name = n_##dname;\ - } - - 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); - CONTENT_VARIABLE(ndef, desert_sand); - CONTENT_VARIABLE_FALLBACK(desert_sand, sand); - CONTENT_VARIABLE(ndef, desert_stone); - CONTENT_VARIABLE_FALLBACK(desert_stone, stone); + * (blockpos_max.Y - blockpos_min.Y + 1) + * (blockpos_max.Z - blockpos_max.Z + 1); + + volume_nodes = volume_blocks * + MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; + + // Create a block-specific seed + blockseed = get_blockseed(data->seed, full_node_min); + + // Make some noise + calculateNoise(); + + c_stone = ndef->getId("mapgen_stone"); + c_dirt = ndef->getId("mapgen_dirt"); + c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); + c_sand = ndef->getId("mapgen_sand"); + c_water_source = ndef->getId("mapgen_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_gravel = ndef->getId("mapgen_gravel"); + c_cobble = ndef->getId("mapgen_cobble"); + c_desert_sand = ndef->getId("mapgen_desert_sand"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + if (c_desert_sand == CONTENT_IGNORE) + c_desert_sand = c_sand; + if (c_desert_stone == CONTENT_IGNORE) + c_desert_stone = c_stone; // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation - s16 stone_surface_max_y = 0; - - /* - Generate general ground level to full area - */ - { -#if 1 - TimeTaker timer1("Generating 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 = v2s16(x,z); - - /* - 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; - }*/ + s16 stone_surface_max_y; - // Ground height at this point - float surface_y_f = 0.0; - - // Use perlin noise for ground height - surface_y_f = base_rock_level_2d(data->seed, p2d); - - /*// Experimental stuff - { - float a = highlands_level_2d(data->seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ + // Generate general ground level to full area + stone_surface_max_y = generateGround(); - // 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; - - BiomeType bt = get_biome(data->seed, p2d); - /* - Fill ground with stone - */ - { - // 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(vmanip.m_data[i].getContent() == CONTENT_IGNORE){ - if(y <= surface_y){ - if(y > water_level && bt == BT_DESERT) - vmanip.m_data[i] = n_desert_stone; - else - vmanip.m_data[i] = n_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 + generateExperimental(); + const s16 max_spread_amount = MAP_BLOCKSIZE; // 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; - - /* - Loop this part, it will make stuff look older and newer nicely - */ - - /*double cave_amount = 6.0 + 6.0 * noise2d_perlin( - 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250, - data->seed+34329, 3, 0.50);*/ - - double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed); + s16 mudflow_minpos = -max_spread_amount + 1; + s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2; + // Loop this part, it will make stuff look older and newer nicely const u32 age_loops = 2; - for(u32 i_age=0; i_ageseed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){ - caves_count /= 3; - bruises_count /= 3; - } - for(u32 jj=0; jjseed, v2s16(node_min.X, node_min.Z)) + - base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2); - if ((node_max.Y + node_min.Y) / 2 > avg_height) - break;*/ - - bool large_cave = (jj >= caves_count); - s16 min_tunnel_diameter = 2; - s16 max_tunnel_diameter = ps.range(2,6); - int dswitchint = ps.range(1,14); - u16 tunnel_routepoints = 0; - int part_max_length_rs = 0; - if(large_cave){ - part_max_length_rs = ps.range(2,4); - tunnel_routepoints = ps.range(5, ps.range(15,30)); - min_tunnel_diameter = 5; - max_tunnel_diameter = ps.range(7, ps.range(8,24)); - } else { - part_max_length_rs = ps.range(2,9); - tunnel_routepoints = ps.range(10, ps.range(15,30)); - } - bool large_cave_is_flat = (ps.range(0,1) == 0); + for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop + // Make caves (this code is relatively horrible) + if (flags & MG_CAVES) + generateCaves(stone_surface_max_y); - v3f main_direction(0,0,0); + // Add mud to the central chunk + addMud(); - // Allowed route area size in nodes - v3s16 ar = central_area_size; + // Add blobs of dirt and gravel underground + addDirtGravelBlobs(); - // Area starting point in nodes - v3s16 of = node_min; + // Flow mud away from steep edges + flowMud(mudflow_minpos, mudflow_maxpos); - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - 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; + } + + // Add dungeons + if (flags & MG_DUNGEONS) { + DungeonGen dgen(ndef, data->seed, water_level); + dgen.generate(vm, blockseed, full_node_min, full_node_max); + } + + // Add top and bottom side of water to transforming_liquid queue + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); - // Limit maximum to area - route_y_max = rangelim(route_y_max, 0, ar.Y-1); + // Grow grass + growGrass(); - if(large_cave) - { - s16 min = 0; - if(node_min.Y < water_level && node_max.Y > water_level) - { - min = water_level - max_tunnel_diameter/3 - of.Y; - route_y_max = water_level + max_tunnel_diameter/3 - of.Y; - } - route_y_min = ps.range(min, min + max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } + // Generate some trees, and add grass, if a jungle + if (flags & MG_TREES) + placeTreesAndJungleGrass(); + + // Generate the registered decorations + for (unsigned int i = 0; i != emerge->decorations.size(); i++) { + Decoration *deco = emerge->decorations[i]; + deco->placeDeco(this, blockseed + i, node_min, node_max); + } - s16 route_start_y_min = route_y_min; - s16 route_start_y_max = route_y_max; + // Generate the registered ores + for (unsigned int i = 0; i != emerge->ores.size(); i++) { + Ore *ore = emerge->ores[i]; + ore->placeOre(this, blockseed + i, node_min, node_max); + } - route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); + // Calculate lighting + if (!(flags & MG_NOLIGHT)) + calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE, + node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); + + this->generating = false; +} - // Randomize starting position - v3f orp( - (float)(ps.next()%ar.X)+0.5, - (float)(ps.range(route_start_y_min, route_start_y_max))+0.5, - (float)(ps.next()%ar.Z)+0.5 - ); - v3s16 startp(orp.X, orp.Y, orp.Z); - startp += of; +void MapgenV6::calculateNoise() { + int x = node_min.X; + int z = node_min.Z; - MapNode airnode(CONTENT_AIR); - MapNode waternode(c_water_source); - MapNode lavanode(c_lava_source); + // Need to adjust for the original implementation's +.5 offset... + if (!(flags & MG_FLAT)) { + noise_terrain_base->perlinMap2D( + x + 0.5 * noise_terrain_base->np->spread.X, + z + 0.5 * noise_terrain_base->np->spread.Z); + noise_terrain_base->transformNoiseMap(); - /* - Generate some tunnel starting from orp - */ + noise_terrain_higher->perlinMap2D( + x + 0.5 * noise_terrain_higher->np->spread.X, + z + 0.5 * noise_terrain_higher->np->spread.Z); + noise_terrain_higher->transformNoiseMap(); - for(u16 j=0; jperlinMap2D( + x + 0.5 * noise_steepness->np->spread.X, + z + 0.5 * noise_steepness->np->spread.Z); + noise_steepness->transformNoiseMap(); - // Randomize size - s16 min_d = min_tunnel_diameter; - s16 max_d = max_tunnel_diameter; - s16 rs = ps.range(min_d, max_d); + noise_height_select->perlinMap2D( + x + 0.5 * noise_height_select->np->spread.X, + z + 0.5 * noise_height_select->np->spread.Z); - // Every second section is rough - bool randomize_xz = (ps2.range(1,2) == 1); + noise_mud->perlinMap2D( + x + 0.5 * noise_mud->np->spread.X, + z + 0.5 * noise_mud->np->spread.Z); + noise_mud->transformNoiseMap(); + } - v3s16 maxlen; - if(large_cave) - { - maxlen = v3s16( - rs*part_max_length_rs, - rs*part_max_length_rs/2, - rs*part_max_length_rs - ); - } - else - { - maxlen = v3s16( - rs*part_max_length_rs, - ps.range(1, rs*part_max_length_rs), - rs*part_max_length_rs - ); - } + noise_beach->perlinMap2D( + x + 0.2 * noise_beach->np->spread.X, + z + 0.7 * noise_beach->np->spread.Z); - v3f vec; + noise_biome->perlinMap2D( + x + 0.6 * noise_biome->np->spread.X, + z + 0.2 * noise_biome->np->spread.Z); +} - vec = v3f( - (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2, - (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2, - (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 - ); - // Jump downward sometimes - if(!large_cave && ps.range(0,12) == 0) - { - vec = v3f( - (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2, - (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2, - (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 - ); - } +int MapgenV6::generateGround() { + //TimeTaker timer1("Generating ground level"); + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone), n_desert_stone(c_desert_stone); + int stone_surface_max_y = -MAP_GENERATION_LIMIT; + u32 index = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + // Surface height + s16 surface_y = (s16)baseTerrainLevelFromMap(index); + + // Log it + if (surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; - /*if(large_cave){ - v3f p = orp + vec; - s16 h = find_ground_level_clever(vmanip, - v2s16(p.X, p.Z), ndef); - route_y_min = h - rs/3; - route_y_max = h + rs; - }*/ - - vec += main_direction; - - v3f rp = orp + vec; - if(rp.X < 0) - rp.X = 0; - else if(rp.X >= ar.X) - rp.X = ar.X-1; - if(rp.Y < route_y_min) - rp.Y = route_y_min; - else if(rp.Y >= route_y_max) - rp.Y = route_y_max-1; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z-1; - vec = rp - orp; - - for(float f=0; f<1.0; f+=1.0/vec.getLength()) - { - v3f fp = orp + vec * f; - fp.X += 0.1*ps.range(-10,10); - fp.Z += 0.1*ps.range(-10,10); - v3s16 cp(fp.X, fp.Y, fp.Z); - - s16 d0 = -rs/2; - s16 d1 = d0 + rs; - if(randomize_xz){ - d0 += ps.range(-1,1); - d1 += ps.range(-1,1); - } - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1); - for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++) - { - s16 maxabsxz = MYMAX(abs(x0), abs(z0)); - s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1); - for(s16 y0=-si2; y0<=si2; y0++) - { - /*// Make better floors in small caves - if(y0 <= -rs/2 && rs<=7) - continue;*/ - if(large_cave_is_flat){ - // Make large caves not so tall - if(rs > 7 && abs(y0) >= rs/3) - continue; - } - - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - p += of; - - if(vmanip.m_area.contains(p) == false) - continue; - - u32 i = vmanip.m_area.index(p); - - if(large_cave) - { - if(full_node_min.Y < water_level && - full_node_max.Y > water_level){ - if(p.Y <= water_level) - vmanip.m_data[i] = waternode; - else - vmanip.m_data[i] = airnode; - } else if(full_node_max.Y < water_level){ - if(p.Y < startp.Y - 2) - vmanip.m_data[i] = lavanode; - else - vmanip.m_data[i] = airnode; - } else { - vmanip.m_data[i] = airnode; - } - } else { - // Don't replace air or water or lava or ignore - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE || - vmanip.m_data[i].getContent() == CONTENT_AIR || - vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source) - continue; - - vmanip.m_data[i] = airnode; - - // Set tunnel flag - vmanip.m_flags[i] |= VMANIP_FLAG_CAVE; - } - } - } + BiomeType bt = getBiome(index, v2s16(x, z)); + + // Fill ground with stone + v3s16 em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(x, node_min.Y, z); + for (s16 y = node_min.Y; y <= node_max.Y; y++) { + if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (y <= surface_y) { + vm->m_data[i] = (y > water_level && bt == BT_DESERT) ? + n_desert_stone : n_stone; + } else if (y <= water_level) { + vm->m_data[i] = n_water_source; + } else { + vm->m_data[i] = n_air; } } - - orp = rp; + vm->m_area.add_y(em, i, 1); } - } + + return stone_surface_max_y; +} - }//timer1 -#endif -#if 1 - { +void MapgenV6::addMud() { // 15ms @cs=8 - TimeTaker timer1("add mud"); - - /* - 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++) - { - // Node position in 2d - v2s16 p2d = v2s16(x,z); - + //TimeTaker timer1("add mud"); + MapNode n_dirt(c_dirt), n_gravel(c_gravel); + MapNode n_sand(c_sand), n_desert_sand(c_desert_sand); + MapNode addnode; + + u32 index = 0; + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { // Randomize mud amount - s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5; + s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5; // Find ground level - s16 surface_y = find_stone_level(vmanip, p2d, ndef); + s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this! + // Handle area not found - if(surface_y == vmanip.m_area.MinEdge.Y - 1) + if (surface_y == vm->m_area.MinEdge.Y - 1) continue; + + BiomeType bt = getBiome(index, v2s16(x, z)); + addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt; - MapNode addnode(c_dirt); - BiomeType bt = get_biome(data->seed, p2d); - - if(bt == BT_DESERT) - addnode = MapNode(c_desert_sand); - - if(bt == BT_DESERT && surface_y + mud_add_amount <= water_level+1){ - addnode = MapNode(c_sand); - } else if(mud_add_amount <= 0){ + if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) { + addnode = n_sand; + } else if (mud_add_amount <= 0) { mud_add_amount = 1 - mud_add_amount; - addnode = MapNode(c_gravel); - } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) && - surface_y + mud_add_amount <= water_level+2){ - addnode = MapNode(c_sand); - } - - if(bt == BT_DESERT){ - if(surface_y > 20){ - mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5); - } - } - - /* - 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. - */ - { - u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt_with_grass) - *n = MapNode(c_dirt); + addnode = n_gravel; + } else if (bt == BT_NORMAL && getHaveBeach(index) && + surface_y + mud_add_amount <= water_level + 2) { + addnode = n_sand; } - /* - 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++) - { - if(mudcount >= mud_add_amount) - break; + if (bt == BT_DESERT && surface_y > 20) + mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5); + + // 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. + u32 i = vm->m_area.index(x, surface_y, z); + if (vm->m_data[i].getContent() == c_dirt_with_grass) + vm->m_data[i] = n_dirt; + + // Add mud on ground + s16 mudcount = 0; + v3s16 em = vm->m_area.getExtent(); + s16 y_start = surface_y + 1; + i = vm->m_area.index(x, y_start, z); + for (s16 y = y_start; y <= node_max.Y; y++) { + if (mudcount >= mud_add_amount) + break; - MapNode &n = vmanip.m_data[i]; - n = addnode; - mudcount++; + vm->m_data[i] = addnode; + mudcount++; - vmanip.m_area.add_y(em, i, 1); - } + vm->m_area.add_y(em, i, 1); } - } +} - }//timer1 -#endif - - /* - Add blobs of dirt and gravel underground - */ - if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) - { - PseudoRandom pr(blockseed+983); - for(int i=0; i -32 && pr.range(0,1) == 0) - n1 = MapNode(c_dirt); - else - n1 = MapNode(c_gravel); - for(int x1=0; x1m_area.getExtent(); + u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y); + s16 y = node_max.Y; - while(y >= node_min.Y) - { + while(y >= node_min.Y) + { - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=node_min.Y; y--) + for(;; y--) { - n = &vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->getContent() == c_dirt || + MapNode *n = NULL; + // Find mud + for(; y >= node_min.Y; y--) { + n = &vm->m_data[i]; + if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass || n->getContent() == c_gravel) - break; - - vmanip.m_area.add_y(em, i, -1); - } + break; - // Stop if out of area - //if(vmanip.m_area.contains(i) == false) - if(y < node_min.Y) - break; + vm->m_area.add_y(em, i, -1); + } - /*// If not mud, do nothing to it - MapNode *n = &vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if (y < node_min.Y) + break; - if(n->getContent() == c_dirt || + if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) - { - // Make it exactly mud - n->setContent(c_dirt); - - /* - 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 && + // Make it exactly mud + n->setContent(c_dirt); + + // Don't flow it if the stuff under it is not mud + { + u32 i2 = i; + vm->m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vm->m_area.contains(i2) == false) + continue; + MapNode *n2 = &vm->m_data[i2]; + if (n2->getContent() != c_dirt && n2->getContent() != c_dirt_with_grass) - continue; + continue; + } } - } - - /*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) + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Check that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vm->m_area.add_y(em, i3, 1); + if (vm->m_area.contains(i3) == true && + ndef->get(vm->m_data[i3]).walkable) 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; + + // Drop mud on side + for(u32 di=0; di<4; di++) { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vm->m_area.add_p(em, i2, dirp); + // Fail if out of area + if (vm->m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; + // Check that under side is air + vm->m_area.add_y(em, i2, -1); + if (vm->m_area.contains(i2) == false) + continue; + n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; + // Loop further down until not air + bool dropped_to_unknown = false; + do { + vm->m_area.add_y(em, i2, -1); + n2 = &vm->m_data[i2]; + // if out of known area + if(vm->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 + vm->m_area.add_y(em, i2, 1); + n2 = &vm->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); } - }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; + // Done + break; + } + } } - } } } +} - } - }//timer1 -#endif +void MapgenV6::addDirtGravelBlobs() { + if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL) + return; + + PseudoRandom pr(blockseed + 983); + for (int i = 0; i < volume_nodes/10/10/10; i++) { + bool only_fill_cave = (myrand_range(0,1) != 0); + v3s16 size( + pr.range(1, 8), + pr.range(1, 8), + pr.range(1, 8) + ); + v3s16 p0( + pr.range(node_min.X, node_max.X) - size.X / 2, + pr.range(node_min.Y, node_max.Y) - size.Y / 2, + pr.range(node_min.Z, node_max.Z) - size.Z / 2 + ); + + MapNode n1((p0.Y > -32 && !pr.range(0, 1)) ? c_dirt : c_gravel); + for (int z1 = 0; z1 < size.Z; z1++) + for (int y1 = 0; y1 < size.Y; y1++) + for (int x1 = 0; x1 < size.X; x1++) { + v3s16 p = p0 + v3s16(x1, y1, z1); + u32 i = vm->m_area.index(p); + if (!vm->m_area.contains(i)) + continue; + // Cancel if not stone and not cave air + if (vm->m_data[i].getContent() != c_stone && + !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) + continue; + if (only_fill_cave && !(vm->m_flags[i] & VMANIP_FLAG_CAVE)) + continue; + vm->m_data[i] = n1; + } + } +} - } // Aging loop - /*********************** - END OF AGING LOOP - ************************/ - /* - Add top and bottom side of water to transforming_liquid queue - */ +void MapgenV6::placeTreesAndJungleGrass() { + //TimeTaker t("placeTrees"); + if (node_max.Y < water_level) + return; + + PseudoRandom grassrandom(blockseed + 53); + content_t c_junglegrass = ndef->getId("mapgen_junglegrass"); + // if we don't have junglegrass, don't place cignore... that's bad + if (c_junglegrass == CONTENT_IGNORE) + c_junglegrass = CONTENT_AIR; + MapNode n_junglegrass(c_junglegrass); + v3s16 em = vm->m_area.getExtent(); + + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + + // N.B. We must add jungle grass first, since tree leaves will + // obstruct the ground, giving us a false ground level + for (s16 z0 = 0; z0 < div; z0++) + for (s16 x0 = 0; x0 < div; x0++) { + // Center position of part of division + v2s16 p2d_center( + node_min.X + sidelen / 2 + sidelen * x0, + node_min.Z + sidelen / 2 + sidelen * z0 + ); + // Minimum edge of part of division + v2s16 p2d_min( + node_min.X + sidelen * x0, + node_min.Z + sidelen * z0 + ); + // Maximum edge of part of division + v2s16 p2d_max( + node_min.X + sidelen + sidelen * x0 - 1, + node_min.Z + sidelen + sidelen * z0 - 1 + ); + + // Amount of trees, jungle area + u32 tree_count = area * getTreeAmount(p2d_center); + + float humidity; + bool is_jungle = false; + if (flags & MGV6_JUNGLES) { + humidity = getHumidity(p2d_center); + if (humidity > 0.75) { + is_jungle = true; + tree_count *= 4; + } + } - 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(y == full_node_max.Y){ - water_found = - (vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source); - } - else if(water_found == false) - { - if(vmanip.m_data[i].getContent() == c_water_source || - vmanip.m_data[i].getContent() == c_lava_source) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = true; - } - } - else - { - // 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 || - vmanip.m_data[i+1].getContent() != c_lava_source) - { - v3s16 p = v3s16(p2d.X, y+1, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = false; - } + // Add jungle grass + if (is_jungle) { + u32 grass_count = 5 * humidity * tree_count; + for (u32 i = 0; i < grass_count; i++) { + s16 x = grassrandom.range(p2d_min.X, p2d_max.X); + s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); + + s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this! + if (y < water_level || y < node_min.Y || y > node_max.Y) + continue; + + u32 vi = vm->m_area.index(x, y, z); + // place on dirt_with_grass, since we know it is exposed to sunlight + if (vm->m_data[vi].getContent() == c_dirt_with_grass) { + vm->m_area.add_y(em, vi, 1); + vm->m_data[vi] = n_junglegrass; } - - vmanip.m_area.add_y(em, i, -1); + } + } + + // Put trees in random places on part of division + for (u32 i = 0; i < tree_count; i++) { + s16 x = myrand_range(p2d_min.X, p2d_max.X); + s16 z = myrand_range(p2d_min.Y, p2d_max.Y); + s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this! + // Don't make a tree under water level + // Don't make a tree so high that it doesn't fit + if(y < water_level || y > node_max.Y - 6) + continue; + + v3s16 p(x,y,z); + // Trees grow only on mud and grass + { + u32 i = vm->m_area.index(p); + MapNode *n = &vm->m_data[i]; + if (n->getContent() != c_dirt && + n->getContent() != c_dirt_with_grass) + continue; + } + p.Y++; + + // Make a tree + if (is_jungle) { + treegen::make_jungletree(*vm, p, ndef, myrand()); + } else { + bool is_apple_tree = (myrand_range(0, 3) == 0) && + getHaveAppleTree(v2s16(x, z)); + treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); } } } + //printf("placeTreesAndJungleGrass: %dms\n", t.stop()); +} - /* - 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. - */ +void MapgenV6::growGrass() { + for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++) + for (s16 x = full_node_min.X; x <= full_node_max.X; x++) { + // 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)); + v3s16 em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(x, node_max.Y, z); 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) + for (y = node_max.Y; y >= full_node_min.Y; y--) { + MapNode &n = vm->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); + vm->m_area.add_y(em, i, -1); } - if(y >= full_node_min.Y) - surface_y = y; - else - surface_y = full_node_min.Y; + surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; } - u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &vmanip.m_data[i]; - if(n->getContent() == c_dirt){ - // Well yeah, this can't be overground... - if(surface_y < water_level - 20) - continue; + u32 i = vm->m_area.index(x, surface_y, z); + MapNode *n = &vm->m_data[i]; + if (n->getContent() == c_dirt && surface_y >= water_level - 20) n->setContent(c_dirt_with_grass); - } - } - - /* - Generate some trees - */ - assert(central_area_size.X == central_area_size.Z); - if (flags & MG_TREES) { - // 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 - */ - { - 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); - } - } } +} - /* - Calculate lighting - */ - { - ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", - SPT_AVG); - //VoxelArea a(node_min, node_max); - VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE, - node_max+v3s16(1,0,1)*MAP_BLOCKSIZE); - /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2, - node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/ - enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT}; - for(int i=0; i<2; i++) - { - enum LightBank bank = banks[i]; - - core::map 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); +void MapgenV6::generateCaves(int max_stone_y) { + float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); + int volume_nodes = (node_max.X - node_min.X + 1) * + (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; + cave_amount = MYMAX(0.0, cave_amount); + u32 caves_count = cave_amount * volume_nodes / 50000; + u32 bruises_count = 1; + PseudoRandom ps(blockseed + 21343); + PseudoRandom ps2(blockseed + 1032); + + if (ps.range(1, 6) == 1) + bruises_count = ps.range(0, ps.range(0, 2)); + + if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) { + caves_count /= 3; + bruises_count /= 3; } + + for (u32 i = 0; i < caves_count + bruises_count; i++) { + bool large_cave = (i >= caves_count); + CaveV6 cave(this, &ps, &ps2, large_cave); + + cave.makeCave(node_min, node_max, max_stone_y); } }