/*
If block doesn't exist, create one.
If it exists, it is a dummy. In that case unDummify() it.
+
+ NOTE: This already sets the map as the parent of the block
*/
if(block == NULL)
{
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
- // Allocate the block to be a proper one.
+ // Allocate the block to contain the generated data
block->unDummify();
}
+ u8 water_material = CONTENT_WATER;
+ if(g_settings.getBool("endless_water"))
+ water_material = CONTENT_OCEAN;
+
+ s32 lowest_ground_y = 32767;
+ s32 highest_ground_y = -32768;
+
+ // DEBUG
+ //sector->printHeightmaps();
+
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
+
+ float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
+ //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
+ if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
+ {
+ dstream<<"WARNING: Surface height not found in sector "
+ "for block that is being emerged"<<std::endl;
+ surface_y_f = 0.0;
+ }
+
+ s16 surface_y = surface_y_f;
+ //avg_ground_y += surface_y;
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
+
+ s32 surface_depth = 0;
+
+ float slope = sector->getSlope(v2s16(x0,z0)).getLength();
+
+ //float min_slope = 0.45;
+ //float max_slope = 0.85;
+ float min_slope = 0.60;
+ float max_slope = 1.20;
+ float min_slope_depth = 5.0;
+ float max_slope_depth = 0;
+
+ if(slope < min_slope)
+ surface_depth = min_slope_depth;
+ else if(slope > max_slope)
+ surface_depth = max_slope_depth;
+ else
+ surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
+
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+ MapNode n;
+ /*
+ Calculate lighting
+
+ NOTE: If there are some man-made structures above the
+ newly created block, they won't be taken into account.
+ */
+ if(real_y > surface_y)
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+
+ /*
+ Calculate material
+ */
+
+ // If node is over heightmap y, it's air or water
+ if(real_y > surface_y)
+ {
+ // If under water level, it's water
+ if(real_y < WATER_LEVEL)
+ {
+ n.d = water_material;
+ n.setLight(LIGHTBANK_DAY,
+ diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+ }
+ // else air
+ else
+ n.d = CONTENT_AIR;
+ }
+ // Else it's ground or dungeons (air)
+ else
+ {
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
+ {
+ n.d = CONTENT_STONE;
+ }
+ else
+ {
+ // It is mud if it is under the first ground
+ // level or under water
+ if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
+ {
+ n.d = CONTENT_MUD;
+ }
+ else
+ {
+ n.d = CONTENT_GRASS;
+ }
+
+ //n.d = CONTENT_MUD;
+
+ /*// If under water level, it's mud
+ if(real_y < WATER_LEVEL)
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
+ else
+ n.d = CONTENT_GRASS;*/
+ }
+ }
+
+ block->setNode(v3s16(x0,y0,z0), n);
+ }
+ }
+
+ /*
+ Calculate some helper variables
+ */
+
+ // Completely underground if the highest part of block is under lowest
+ // ground height.
+ // This has to be very sure; it's probably one too strict now but
+ // that's just better.
+ bool completely_underground =
+ block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
+
+ bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
+
/*
- Create dungeon making table
+ Generate dungeons
*/
+
+ // Initialize temporary table
const s32 ued = MAP_BLOCKSIZE;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
underground_emptiness[i] = 0;
}
- // Generate dungeons
+ // Fill table
{
/*
Initialize orp and ors. Try to find if some neighboring
/*
Don't always generate dungeon
*/
- if(found_existing || rand() % 2 == 0)
+ bool do_generate_dungeons = true;
+ if(!some_part_underground)
+ do_generate_dungeons = false;
+ else if(!completely_underground)
+ do_generate_dungeons = rand() % 5;
+ else if(found_existing)
+ do_generate_dungeons = true;
+ else
+ do_generate_dungeons = rand() % 2;
+
+ if(do_generate_dungeons)
{
/*
Generate some tunnel starting from orp and ors
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
- s16 max_d = 4;
+ s16 max_d = 6;
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
}
}
}
-
- u8 water_material = CONTENT_WATER;
- if(g_settings.getBool("endless_water"))
- water_material = CONTENT_OCEAN;
-
- s32 lowest_ground_y = 32767;
- s32 highest_ground_y = -32768;
-
- // DEBUG
- //sector->printHeightmaps();
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
+ /*
+ Apply temporary cave data to block
+ */
+
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
- //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
- float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
- //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
- if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
- {
- dstream<<"WARNING: Surface height not found in sector "
- "for block that is being emerged"<<std::endl;
- surface_y_f = 0.0;
- }
-
- s16 surface_y = surface_y_f;
- //avg_ground_y += surface_y;
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
-
- s32 surface_depth = 0;
-
- float slope = sector->getSlope(v2s16(x0,z0)).getLength();
-
- //float min_slope = 0.45;
- //float max_slope = 0.85;
- float min_slope = 0.60;
- float max_slope = 1.20;
- float min_slope_depth = 5.0;
- float max_slope_depth = 0;
-
- if(slope < min_slope)
- surface_depth = min_slope_depth;
- else if(slope > max_slope)
- surface_depth = max_slope_depth;
- else
- surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
-
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
- s16 real_y = block_y * MAP_BLOCKSIZE + y0;
- MapNode n;
- /*
- Calculate lighting
-
- NOTE: If there are some man-made structures above the
- newly created block, they won't be taken into account.
- */
- if(real_y > surface_y)
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
- /*
- Calculate material
- */
+ MapNode n = block->getNode(v3s16(x0,y0,z0));
- // If node is over heightmap y, it's air or water
- if(real_y > surface_y)
- {
- // If under water level, it's water
- if(real_y < WATER_LEVEL)
- {
- n.d = water_material;
- n.setLight(LIGHTBANK_DAY,
- diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
- }
- // else air
- else
- n.d = CONTENT_AIR;
- }
- // Else it's ground or dungeons (air)
- else
+ // Create dungeons
+ if(underground_emptiness[
+ ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ +ued*(y0*ued/MAP_BLOCKSIZE)
+ +(x0*ued/MAP_BLOCKSIZE)])
{
- // If it's surface_depth under ground, it's stone
- if(real_y <= surface_y - surface_depth)
- {
- n.d = CONTENT_STONE;
- }
- else
- {
- // It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }
-
- //n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
- }
-
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
+ if(is_ground_content(n.d))
{
- // Has now caves if previous content is air
- if(n.d != CONTENT_AIR)
- {
- has_caves = true;
- }
-
+ // Has now caves
+ has_caves = true;
+ // Set air to node
n.d = CONTENT_AIR;
}
}
block->setNode(v3s16(x0,y0,z0), n);
}
}
-
+
/*
- Calculate completely_underground
+ This is used for guessing whether or not the block should
+ receive sunlight from the top if the top block doesn't exist
*/
- // Completely underground if the highest part of block is under lowest
- // ground height.
- // This has to be very sure; it's probably one too strict now but
- // that's just better.
- bool completely_underground =
- block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
-
- // This isn't used anymore (?) but set it anyway
block->setIsUnderground(completely_underground);
- bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
-
/*
Force lighting update if some part of block is partly
underground and has caves.
*/
-
- if(some_part_underground && !completely_underground && has_caves)
+ /*if(some_part_underground && !completely_underground && has_caves)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
- }
+ }*/
// DEBUG: Always update lighting
//lighting_invalidated_blocks[block->getPos()] = block;
-
+
/*
Add some minerals
*/
objects->remove(*i);
}
+ /*
+ Initially update sunlight
+ */
+
+ {
+ core::map<v3s16, bool> light_sources;
+ bool black_air_left = false;
+ bool bottom_invalid =
+ block->propagateSunlight(light_sources, true, &black_air_left);
+
+ // If sunlight didn't reach everywhere and part of block is
+ // above ground, lighting has to be properly updated
+ if(black_air_left && some_part_underground)
+ {
+ lighting_invalidated_blocks[block->getPos()] = block;
+ }
+ }
+
+ /*
+ Translate sector's changed blocks to global changed blocks
+ */
+
for(core::map<s16, MapBlock*>::Iterator
i = changed_blocks_sector.getIterator();
i.atEnd() == false; i++)