3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "content_mapnode.h"
27 //#include "serverobject.h"
28 #include "content_sao.h"
34 Some helper functions for the map generator
38 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
40 v3s16 em = vmanip.m_area.getExtent();
41 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
42 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
43 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
45 for(y=y_nodes_max; y>=y_nodes_min; y--)
47 MapNode &n = vmanip.m_data[i];
48 if(content_walkable(n.d))
51 vmanip.m_area.add_y(em, i, -1);
59 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
61 v3s16 em = vmanip.m_area.getExtent();
62 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
63 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
64 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
66 for(y=y_nodes_max; y>=y_nodes_min; y--)
68 MapNode &n = vmanip.m_data[i];
69 if(content_walkable(n.d)
70 && n.d != CONTENT_TREE
71 && n.d != CONTENT_LEAVES)
74 vmanip.m_area.add_y(em, i, -1);
83 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
85 MapNode treenode(CONTENT_TREE);
86 MapNode leavesnode(CONTENT_LEAVES);
88 s16 trunk_h = myrand_range(3, 6);
90 for(s16 ii=0; ii<trunk_h; ii++)
92 if(vmanip.m_area.contains(p1))
93 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
97 // p1 is now the last piece of the trunk
100 VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
101 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
102 Buffer<u8> leaves_d(leaves_a.getVolume());
103 for(s32 i=0; i<leaves_a.getVolume(); i++)
106 // Force leaves at near the end of the trunk
109 for(s16 z=-d; z<=d; z++)
110 for(s16 y=-d; y<=d; y++)
111 for(s16 x=-d; x<=d; x++)
113 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
117 // Add leaves randomly
118 for(u32 iii=0; iii<7; iii++)
123 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
124 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
125 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
128 for(s16 z=0; z<=d; z++)
129 for(s16 y=0; y<=d; y++)
130 for(s16 x=0; x<=d; x++)
132 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
136 // Blit leaves to vmanip
137 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
138 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
139 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
143 if(vmanip.m_area.contains(p) == false)
145 u32 vi = vmanip.m_area.index(p);
146 if(vmanip.m_data[vi].d != CONTENT_AIR
147 && vmanip.m_data[vi].d != CONTENT_IGNORE)
149 u32 i = leaves_a.index(x,y,z);
151 vmanip.m_data[vi] = leavesnode;
156 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
158 MapNode stonenode(CONTENT_STONE);
160 s16 size = myrand_range(3, 6);
162 VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
163 Buffer<u8> stone_d(stone_a.getVolume());
164 for(s32 i=0; i<stone_a.getVolume(); i++)
167 // Force stone at bottom to make it usually touch the ground
169 for(s16 z=0; z<=0; z++)
170 for(s16 y=0; y<=0; y++)
171 for(s16 x=0; x<=0; x++)
173 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
177 // Generate from perlin noise
178 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
179 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
180 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
182 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
183 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
184 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
186 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
188 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
192 u32 vi = stone_a.index(v3s16(x,y,z));
197 /*// Add stone randomly
198 for(u32 iii=0; iii<7; iii++)
203 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
204 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
205 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
208 for(s16 z=0; z<=d; z++)
209 for(s16 y=0; y<=d; y++)
210 for(s16 x=0; x<=d; x++)
212 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
216 // Blit stone to vmanip
217 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
218 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
219 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
223 if(vmanip.m_area.contains(p) == false)
225 u32 vi = vmanip.m_area.index(p);
226 if(vmanip.m_data[vi].d != CONTENT_AIR
227 && vmanip.m_data[vi].d != CONTENT_IGNORE)
229 u32 i = stone_a.index(x,y,z);
231 vmanip.m_data[vi] = stonenode;
237 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
239 MapNode stonenode(CONTENT_STONE);
241 s16 size = myrand_range(8, 16);
243 VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
244 Buffer<u8> stone_d(stone_a.getVolume());
245 for(s32 i=0; i<stone_a.getVolume(); i++)
248 // Force stone at bottom to make it usually touch the ground
250 for(s16 z=0; z<=0; z++)
251 for(s16 y=0; y<=0; y++)
252 for(s16 x=0; x<=0; x++)
254 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
258 // Generate from perlin noise
259 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
260 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
261 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
264 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
265 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
266 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
267 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
268 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
269 double dz = (double)z-mid_z;
270 double dx = (double)x-mid_x;
271 double dy = MYMAX(0, (double)y-mid_y);
272 double r = sqrt(dz*dz+dx*dx+dy*dy);
273 d /= (2*r/size)*2 + 0.01;
276 u32 vi = stone_a.index(v3s16(x,y,z));
281 /*// Add stone randomly
282 for(u32 iii=0; iii<7; iii++)
287 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
288 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
289 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
292 for(s16 z=0; z<=d; z++)
293 for(s16 y=0; y<=d; y++)
294 for(s16 x=0; x<=d; x++)
296 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
300 // Blit stone to vmanip
301 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
302 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
303 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
307 if(vmanip.m_area.contains(p) == false)
309 u32 vi = vmanip.m_area.index(p);
310 /*if(vmanip.m_data[vi].d != CONTENT_AIR
311 && vmanip.m_data[vi].d != CONTENT_IGNORE)
313 u32 i = stone_a.index(x,y,z);
315 vmanip.m_data[vi] = stonenode;
321 Dungeon making routines
324 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
325 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
326 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
327 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
329 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
332 for(s16 z=0; z<roomsize.Z; z++)
333 for(s16 y=0; y<roomsize.Y; y++)
336 v3s16 p = roomplace + v3s16(0,y,z);
337 if(vmanip.m_area.contains(p) == false)
339 u32 vi = vmanip.m_area.index(p);
340 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
342 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
345 v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
346 if(vmanip.m_area.contains(p) == false)
348 u32 vi = vmanip.m_area.index(p);
349 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
351 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
356 for(s16 x=0; x<roomsize.X; x++)
357 for(s16 y=0; y<roomsize.Y; y++)
360 v3s16 p = roomplace + v3s16(x,y,0);
361 if(vmanip.m_area.contains(p) == false)
363 u32 vi = vmanip.m_area.index(p);
364 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
366 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
369 v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
370 if(vmanip.m_area.contains(p) == false)
372 u32 vi = vmanip.m_area.index(p);
373 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
375 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
379 // Make +-Y walls (floor and ceiling)
380 for(s16 z=0; z<roomsize.Z; z++)
381 for(s16 x=0; x<roomsize.X; x++)
384 v3s16 p = roomplace + v3s16(x,0,z);
385 if(vmanip.m_area.contains(p) == false)
387 u32 vi = vmanip.m_area.index(p);
388 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
390 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
393 v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
394 if(vmanip.m_area.contains(p) == false)
396 u32 vi = vmanip.m_area.index(p);
397 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
399 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
404 for(s16 z=1; z<roomsize.Z-1; z++)
405 for(s16 y=1; y<roomsize.Y-1; y++)
406 for(s16 x=1; x<roomsize.X-1; x++)
408 v3s16 p = roomplace + v3s16(x,y,z);
409 if(vmanip.m_area.contains(p) == false)
411 u32 vi = vmanip.m_area.index(p);
412 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
413 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
417 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
418 u8 avoid_flags, MapNode n, u8 or_flags)
420 for(s16 z=0; z<size.Z; z++)
421 for(s16 y=0; y<size.Y; y++)
422 for(s16 x=0; x<size.X; x++)
424 v3s16 p = place + v3s16(x,y,z);
425 if(vmanip.m_area.contains(p) == false)
427 u32 vi = vmanip.m_area.index(p);
428 if(vmanip.m_flags[vi] & avoid_flags)
430 vmanip.m_flags[vi] |= or_flags;
431 vmanip.m_data[vi] = n;
435 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
437 make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
438 VMANIP_FLAG_DUNGEON_INSIDE);
441 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
443 make_hole1(vmanip, doorplace);
444 // Place torch (for testing)
445 //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
448 static v3s16 rand_ortho_dir(PseudoRandom &random)
450 if(random.next()%2==0)
451 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
453 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
456 static v3s16 turn_xz(v3s16 olddir, int t)
476 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
478 int turn = random.range(0,2);
487 dir = turn_xz(olddir, 0);
490 dir = turn_xz(olddir, 1);
494 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
495 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
496 PseudoRandom &random)
498 make_hole1(vmanip, doorplace);
499 v3s16 p0 = doorplace;
503 length = random.range(1,13);
505 length = random.range(1,6);
506 length = random.range(1,13);
507 u32 partlength = random.range(1,13);
510 if(random.next()%2 == 0 && partlength >= 3)
511 make_stairs = random.next()%2 ? 1 : -1;
512 for(u32 i=0; i<length; i++)
518 /*// If already empty
519 if(vmanip.getNodeNoExNoEmerge(p).d
521 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
526 if(vmanip.m_area.contains(p) == true
527 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
531 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
532 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
533 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
534 VMANIP_FLAG_DUNGEON_INSIDE);
535 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
536 VMANIP_FLAG_DUNGEON_INSIDE);
540 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
541 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
542 make_hole1(vmanip, p);
543 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
544 VMANIP_FLAG_DUNGEON_INSIDE);*/
551 // Can't go here, turn away
552 dir = turn_xz(dir, random.range(0,1));
553 make_stairs = -make_stairs;
555 partlength = random.range(1,length);
560 if(partcount >= partlength)
564 dir = random_turn(random, dir);
566 partlength = random.range(1,length);
569 if(random.next()%2 == 0 && partlength >= 3)
570 make_stairs = random.next()%2 ? 1 : -1;
581 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
591 m_dir = rand_ortho_dir(m_random);
594 void setPos(v3s16 pos)
599 void setDir(v3s16 dir)
604 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
606 for(u32 i=0; i<100; i++)
608 v3s16 p = m_pos + m_dir;
609 v3s16 p1 = p + v3s16(0,1,0);
610 if(vmanip.m_area.contains(p) == false
611 || vmanip.m_area.contains(p1) == false
617 if(vmanip.getNodeNoExNoEmerge(p).d
619 && vmanip.getNodeNoExNoEmerge(p1).d
622 // Found wall, this is a good place!
625 // Randomize next direction
630 Determine where to move next
632 // Jump one up if the actual space is there
633 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
635 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
637 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
640 // Jump one down if the actual space is there
641 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
643 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
645 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
648 // Check if walking is now possible
649 if(vmanip.getNodeNoExNoEmerge(p).d
651 || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
654 // Cannot continue walking here
664 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
665 v3s16 &result_doordir, v3s16 &result_roomplace)
667 for(s16 trycount=0; trycount<30; trycount++)
671 bool r = findPlaceForDoor(doorplace, doordir);
675 // X east, Z north, Y up
677 if(doordir == v3s16(1,0,0)) // X+
678 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
679 m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
680 if(doordir == v3s16(-1,0,0)) // X-
681 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
682 +m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
683 if(doordir == v3s16(0,0,1)) // Z+
684 roomplace = doorplace + v3s16(-roomsize.X/2
685 +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
686 if(doordir == v3s16(0,0,-1)) // Z-
687 roomplace = doorplace + v3s16(-roomsize.X/2
688 +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,
692 if(doordir == v3s16(1,0,0)) // X+
693 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
694 m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
696 if(doordir == v3s16(-1,0,0)) // X-
697 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
698 +m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
700 if(doordir == v3s16(0,0,1)) // Z+
701 roomplace = doorplace + v3s16(-roomsize.X/2
702 +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
703 roomsize.X/2-1),-1,0);
704 if(doordir == v3s16(0,0,-1)) // Z-
705 roomplace = doorplace + v3s16(-roomsize.X/2
706 +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
707 roomsize.X/2-1),-1, -roomsize.Z+1);
710 if(doordir == v3s16(1,0,0)) // X+
711 roomplace = doorplace +
712 v3s16(0,-1,m_random.range(-roomsize.Z+1,-2));
713 if(doordir == v3s16(-1,0,0)) // X-
714 roomplace = doorplace +
715 v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+1,-2));
716 if(doordir == v3s16(0,0,1)) // Z+
717 roomplace = doorplace +
718 v3s16(m_random.range(-roomsize.X+1,-2),-1,0);
719 if(doordir == v3s16(0,0,-1)) // Z-
720 roomplace = doorplace +
721 v3s16(m_random.range(-roomsize.X+1,-2),-1,-roomsize.Z+1);
724 if(doordir == v3s16(1,0,0)) // X+
725 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
726 if(doordir == v3s16(-1,0,0)) // X-
727 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
728 if(doordir == v3s16(0,0,1)) // Z+
729 roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
730 if(doordir == v3s16(0,0,-1)) // Z-
731 roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
736 for(s16 z=1; z<roomsize.Z-1; z++)
737 for(s16 y=1; y<roomsize.Y-1; y++)
738 for(s16 x=1; x<roomsize.X-1; x++)
740 v3s16 p = roomplace + v3s16(x,y,z);
741 if(vmanip.m_area.contains(p) == false)
746 if(vmanip.m_flags[vmanip.m_area.index(p)]
747 & VMANIP_FLAG_DUNGEON_INSIDE)
758 result_doorplace = doorplace;
759 result_doordir = doordir;
760 result_roomplace = roomplace;
767 VoxelManipulator &vmanip;
770 PseudoRandom &m_random;
773 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
775 v3s16 areasize = vmanip.m_area.getExtent();
780 Find place for first room
783 for(u32 i=0; i<100; i++)
785 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
786 roomplace = vmanip.m_area.MinEdge + v3s16(
787 random.range(0,areasize.X-roomsize.X-1),
788 random.range(0,areasize.Y-roomsize.Y-1),
789 random.range(0,areasize.Z-roomsize.Z-1));
791 Check that we're not putting the room to an unknown place,
792 otherwise it might end up floating in the air
795 for(s16 z=1; z<roomsize.Z-1; z++)
796 for(s16 y=1; y<roomsize.Y-1; y++)
797 for(s16 x=1; x<roomsize.X-1; x++)
799 v3s16 p = roomplace + v3s16(x,y,z);
800 u32 vi = vmanip.m_area.index(p);
801 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
806 if(vmanip.m_data[vi].d == CONTENT_IGNORE)
820 Stores the center position of the last room made, so that
821 a new corridor can be started from the last room instead of
822 the new room, if chosen so.
824 v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
826 u32 room_count = random.range(2,7);
827 for(u32 i=0; i<room_count; i++)
829 // Make a room to the determined place
830 make_room1(vmanip, roomsize, roomplace);
832 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
834 // Place torch at room center (for testing)
835 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
838 if(i == room_count-1)
841 // Determine walker start position
843 bool start_in_last_room = (random.range(0,2)!=0);
844 //bool start_in_last_room = true;
846 v3s16 walker_start_place;
848 if(start_in_last_room)
850 walker_start_place = last_room_center;
854 walker_start_place = room_center;
855 // Store center of current room as the last one
856 last_room_center = room_center;
859 // Create walker and find a place for a door
860 RoomWalker walker(vmanip, walker_start_place, random);
863 bool r = walker.findPlaceForDoor(doorplace, doordir);
867 if(random.range(0,1)==0)
869 make_door1(vmanip, doorplace, doordir);
871 // Don't actually make a door
872 doorplace -= doordir;
874 // Make a random corridor starting from the door
876 v3s16 corridor_end_dir;
877 make_corridor(vmanip, doorplace, doordir, corridor_end,
878 corridor_end_dir, random);
880 // Find a place for a random sized room
881 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
882 walker.setPos(corridor_end);
883 walker.setDir(corridor_end_dir);
884 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
888 if(random.range(0,1)==0)
890 make_door1(vmanip, doorplace, doordir);
892 // Don't actually make a door
893 roomplace -= doordir;
899 Noise functions. Make sure seed is mangled differently in each one.
902 // This affects the shape of the contour
903 //#define CAVE_NOISE_SCALE 10.0
904 //#define CAVE_NOISE_SCALE 7.5
905 #define CAVE_NOISE_SCALE 5.0
907 NoiseParams get_cave_noise1_params(u64 seed)
909 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
910 200, CAVE_NOISE_SCALE);*/
911 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
912 100, CAVE_NOISE_SCALE);*/
913 return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
914 100, CAVE_NOISE_SCALE);
917 NoiseParams get_cave_noise2_params(u64 seed)
919 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
920 200, CAVE_NOISE_SCALE);*/
921 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
922 100, CAVE_NOISE_SCALE);*/
923 return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.6,
924 100, CAVE_NOISE_SCALE);
927 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
928 #define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
930 NoiseParams get_ground_noise1_params(u64 seed)
932 return NoiseParams(NOISE_PERLIN, seed+983240, 5,
936 NoiseParams get_ground_crumbleness_params(u64 seed)
938 return NoiseParams(NOISE_PERLIN, seed+34413, 3,
942 NoiseParams get_ground_wetness_params(u64 seed)
944 return NoiseParams(NOISE_PERLIN, seed+32474, 4,
948 bool is_cave(u64 seed, v3s16 p)
950 double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
951 double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
952 return d1*d2 > CAVE_NOISE_THRESHOLD;
956 Ground density noise shall be interpreted by using this.
958 TODO: No perlin noises here, they should be outsourced
960 NOTE: The speed of these actually isn't terrible
962 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
964 //return ((double)p.Y < ground_noise1_val);
966 double f = 0.8 + noise2d_perlin(
967 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
968 seed+920381, 3, 0.5);
973 double h = WATER_LEVEL + 10 * noise2d_perlin(
974 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
978 return ((double)p.Y - h < ground_noise1_val * f);
982 Queries whether a position is ground or not.
984 bool is_ground(u64 seed, v3s16 p)
986 double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
987 return val_is_ground(val1, p, seed);
990 // Amount of trees per area in nodes
991 double tree_amount_2d(u64 seed, v2s16 p)
993 /*double noise = noise2d_perlin(
994 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
996 double noise = noise2d_perlin(
997 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
999 double zeroval = -0.35;
1003 return 0.04 * (noise-zeroval) / (1.0-zeroval);
1007 double randomstone_amount_2d(u64 seed, v2s16 p)
1009 double noise = noise2d_perlin(
1010 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1011 seed+3829434, 5, 0.66);
1012 double zeroval = 0.1;
1016 return 0.01 * (noise-zeroval) / (1.0-zeroval);
1020 double largestone_amount_2d(u64 seed, v2s16 p)
1022 double noise = noise2d_perlin(
1023 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
1024 seed+14143242, 5, 0.66);
1025 double zeroval = 0.3;
1029 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1033 Incrementally find ground level from 3d noise
1035 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1037 // Start a bit fuzzy to make averaging lower precision values
1039 s16 level = myrand_range(-precision/2, precision/2);
1040 s16 dec[] = {31000, 100, 20, 4, 1, 0};
1042 for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1044 // First find non-ground by going upwards
1045 // Don't stop in caves.
1047 s16 max = level+dec[i-1]*2;
1048 v3s16 p(p2d.X, level, p2d.Y);
1049 for(; p.Y < max; p.Y += dec[i])
1051 if(!is_ground(seed, p))
1058 // Then find ground by going downwards from there.
1059 // Go in caves, too, when precision is 1.
1061 s16 min = level-dec[i-1]*2;
1062 v3s16 p(p2d.X, level, p2d.Y);
1063 for(; p.Y>min; p.Y-=dec[i])
1065 bool ground = is_ground(seed, p);
1066 /*if(dec[i] == 1 && is_cave(seed, p))
1077 // This is more like the actual ground level
1078 level += dec[i-1]/2;
1083 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1085 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1087 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1088 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1090 a += find_ground_level_from_noise(seed,
1091 v2s16(node_min.X, node_min.Y), p);
1092 a += find_ground_level_from_noise(seed,
1093 v2s16(node_min.X, node_max.Y), p);
1094 a += find_ground_level_from_noise(seed,
1095 v2s16(node_max.X, node_max.Y), p);
1096 a += find_ground_level_from_noise(seed,
1097 v2s16(node_max.X, node_min.Y), p);
1098 a += find_ground_level_from_noise(seed,
1099 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1104 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1106 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1108 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1109 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1112 a = MYMAX(a, find_ground_level_from_noise(seed,
1113 v2s16(node_min.X, node_min.Y), p));
1114 a = MYMAX(a, find_ground_level_from_noise(seed,
1115 v2s16(node_min.X, node_max.Y), p));
1116 a = MYMAX(a, find_ground_level_from_noise(seed,
1117 v2s16(node_max.X, node_max.Y), p));
1118 a = MYMAX(a, find_ground_level_from_noise(seed,
1119 v2s16(node_min.X, node_min.Y), p));
1121 a = MYMAX(a, find_ground_level_from_noise(seed,
1122 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1123 // Side middle points
1124 a = MYMAX(a, find_ground_level_from_noise(seed,
1125 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1126 a = MYMAX(a, find_ground_level_from_noise(seed,
1127 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1128 a = MYMAX(a, find_ground_level_from_noise(seed,
1129 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1130 a = MYMAX(a, find_ground_level_from_noise(seed,
1131 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1135 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1137 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1139 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1140 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1143 a = MYMIN(a, find_ground_level_from_noise(seed,
1144 v2s16(node_min.X, node_min.Y), p));
1145 a = MYMIN(a, find_ground_level_from_noise(seed,
1146 v2s16(node_min.X, node_max.Y), p));
1147 a = MYMIN(a, find_ground_level_from_noise(seed,
1148 v2s16(node_max.X, node_max.Y), p));
1149 a = MYMIN(a, find_ground_level_from_noise(seed,
1150 v2s16(node_min.X, node_min.Y), p));
1152 a = MYMIN(a, find_ground_level_from_noise(seed,
1153 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1154 // Side middle points
1155 a = MYMIN(a, find_ground_level_from_noise(seed,
1156 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
1157 a = MYMIN(a, find_ground_level_from_noise(seed,
1158 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
1159 a = MYMIN(a, find_ground_level_from_noise(seed,
1160 v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1161 a = MYMIN(a, find_ground_level_from_noise(seed,
1162 v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
1166 bool block_is_underground(u64 seed, v3s16 blockpos)
1168 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1169 seed, v2s16(blockpos.X, blockpos.Z));
1171 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1178 #define AVERAGE_MUD_AMOUNT 4
1180 double base_rock_level_2d(u64 seed, v2s16 p)
1182 // The base ground level
1183 double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1184 + 20. * noise2d_perlin(
1185 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1186 (seed>>32)+654879876, 6, 0.6);
1188 /*// A bit hillier one
1189 double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1190 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1191 (seed>>27)+90340, 6, 0.69);
1195 // Higher ground level
1196 double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1197 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1198 seed+85039, 5, 0.69);
1199 //higher = 30; // For debugging
1201 // Limit higher to at least base
1205 // Steepness factor of cliffs
1206 double b = 1.0 + 1.0 * noise2d_perlin(
1207 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1209 b = rangelim(b, 0.0, 1000.0);
1212 b = rangelim(b, 3.0, 1000.0);
1213 //dstream<<"b="<<b<<std::endl;
1216 // Offset to more low
1217 double a_off = -0.2;
1218 // High/low selector
1219 /*double a = 0.5 + b * (a_off + noise2d_perlin(
1220 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1221 seed-359, 6, 0.7));*/
1222 double a = (double)0.5 + b * (a_off + noise2d_perlin(
1223 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1224 seed-359, 5, 0.60));
1226 a = rangelim(a, 0.0, 1.0);
1228 //dstream<<"a="<<a<<std::endl;
1230 double h = base*(1.0-a) + higher*a;
1237 double get_mud_add_amount(u64 seed, v2s16 p)
1239 return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1240 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1241 seed+91013, 3, 0.55));
1245 bool get_have_sand(u64 seed, v2s16 p2d)
1247 // Determine whether to have sand here
1248 double sandnoise = noise2d_perlin(
1249 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1250 seed+59420, 3, 0.50);
1252 return (sandnoise > -0.15);
1256 Adds random objects to block, depending on the content of the block
1258 void add_random_objects(MapBlock *block)
1260 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1261 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1263 bool last_node_walkable = false;
1264 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1267 MapNode n = block->getNodeNoEx(p);
1268 if(n.d == CONTENT_IGNORE)
1270 if(content_features(n.d).liquid_type != LIQUID_NONE)
1272 if(content_features(n.d).walkable)
1274 last_node_walkable = true;
1277 if(last_node_walkable)
1279 // If block contains light information
1280 if(content_features(n.d).param_type == CPT_LIGHT)
1282 if(n.getLight(LIGHTBANK_DAY) <= 3)
1284 if(myrand() % 300 == 0)
1286 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1288 ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1289 std::string data = obj->getStaticData();
1290 StaticObject s_obj(obj->getType(),
1291 obj->getBasePosition(), data);
1293 block->m_static_objects.insert(0, s_obj);
1294 block->m_static_objects.insert(0, s_obj);
1295 block->m_static_objects.insert(0, s_obj);
1296 block->m_static_objects.insert(0, s_obj);
1297 block->m_static_objects.insert(0, s_obj);
1298 block->m_static_objects.insert(0, s_obj);
1301 if(myrand() % 1000 == 0)
1303 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1305 ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1306 std::string data = obj->getStaticData();
1307 StaticObject s_obj(obj->getType(),
1308 obj->getBasePosition(), data);
1310 block->m_static_objects.insert(0, s_obj);
1316 last_node_walkable = false;
1319 block->setChangedFlag();
1322 void make_block(BlockMakeData *data)
1326 dstream<<"makeBlock: no-op"<<std::endl;
1330 v3s16 blockpos = data->blockpos;
1332 /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1333 <<blockpos.Z<<")"<<std::endl;*/
1335 ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1336 v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1337 v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1338 // Area of center block
1339 v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1340 v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1341 // Full allocated area
1342 v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1343 v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1345 double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1347 v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1350 Get average ground level from noise
1353 s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1354 data->seed, v2s16(blockpos.X, blockpos.Z));
1355 //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1357 s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1359 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1360 data->seed, v2s16(blockpos.X, blockpos.Z));
1361 // Minimum amount of ground above the top of the central block
1362 s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1364 s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1365 data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1366 // Maximum amount of ground above the bottom of the central block
1367 s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1370 Special case for high air or water: Just fill with air and water.
1372 if(maximum_ground_depth < -20)
1374 for(s16 x=node_min.X; x<=node_max.X; x++)
1375 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1380 // Use fast index incrementing
1381 v3s16 em = vmanip.m_area.getExtent();
1382 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1383 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1385 // Only modify places that have no content
1386 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1388 if(y <= WATER_LEVEL)
1389 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1391 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1394 data->vmanip->m_area.add_y(em, i, 1);
1404 If block is deep underground, this is set to true and ground
1405 density noise is not generated, for speed optimization.
1407 bool all_is_ground_except_caves = (minimum_ground_depth > 40);
1410 Create a block-specific seed
1412 u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
1413 + full_node_min.Y*42123 + full_node_min.X*23;
1419 //NoiseBuffer noisebuf1;
1420 //NoiseBuffer noisebuf2;
1421 NoiseBuffer noisebuf_cave;
1422 NoiseBuffer noisebuf_ground;
1423 NoiseBuffer noisebuf_ground_crumbleness;
1424 NoiseBuffer noisebuf_ground_wetness;
1426 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1427 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1429 //TimeTaker timer("noisebuf.create");
1435 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1436 minpos_f.X, minpos_f.Y, minpos_f.Z,
1437 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1440 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1447 v3f sl = v3f(4.0, 4.0, 4.0);
1452 if(all_is_ground_except_caves == false)
1453 //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1454 noisebuf_ground.create(get_ground_noise1_params(data->seed),
1455 minpos_f.X, minpos_f.Y, minpos_f.Z,
1456 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1460 Ground property noise
1462 sl = v3f(2.5, 2.5, 2.5);
1463 noisebuf_ground_crumbleness.create(
1464 get_ground_crumbleness_params(data->seed),
1465 minpos_f.X, minpos_f.Y, minpos_f.Z,
1466 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1468 noisebuf_ground_wetness.create(
1469 get_ground_wetness_params(data->seed),
1470 minpos_f.X, minpos_f.Y, minpos_f.Z,
1471 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1476 Make base ground level
1479 for(s16 x=node_min.X; x<=node_max.X; x++)
1480 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1485 // Use fast index incrementing
1486 v3s16 em = vmanip.m_area.getExtent();
1487 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1488 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1490 // Only modify places that have no content
1491 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1493 // First priority: make air and water.
1494 // This avoids caves inside water.
1495 if(all_is_ground_except_caves == false
1496 && val_is_ground(noisebuf_ground.get(x,y,z),
1497 v3s16(x,y,z), data->seed) == false)
1499 if(y <= WATER_LEVEL)
1500 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1502 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1504 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1505 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1507 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1510 data->vmanip->m_area.add_y(em, i, 1);
1520 PseudoRandom mineralrandom(blockseed);
1525 for(s16 i=0; i<approx_ground_depth/4; i++)
1527 if(mineralrandom.next()%50 == 0)
1529 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1530 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1531 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1532 for(u16 i=0; i<27; i++)
1534 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1535 u32 vi = vmanip.m_area.index(p);
1536 if(vmanip.m_data[vi].d == CONTENT_STONE)
1537 if(mineralrandom.next()%8 == 0)
1538 vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1547 u16 a = mineralrandom.range(0,15);
1549 u16 amount = 20 * a/1000;
1550 for(s16 i=0; i<amount; i++)
1552 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1553 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1554 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1556 u8 base_content = CONTENT_STONE;
1557 MapNode new_content(CONTENT_IGNORE);
1560 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1562 new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1566 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1567 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1568 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1569 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1571 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1573 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1577 if(new_content.d != CONTENT_IGNORE)
1579 for(u16 i=0; i<27; i++)
1581 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1582 u32 vi = vmanip.m_area.index(p);
1583 if(vmanip.m_data[vi].d == base_content)
1585 if(mineralrandom.next()%sparseness == 0)
1586 vmanip.m_data[vi] = new_content;
1595 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1596 //for(s16 i=0; i<50; i++)
1597 u16 coal_amount = 30;
1598 u16 coal_rareness = 60 / coal_amount;
1599 if(coal_rareness == 0)
1601 if(mineralrandom.next()%coal_rareness == 0)
1603 u16 a = mineralrandom.next() % 16;
1604 u16 amount = coal_amount * a*a*a / 1000;
1605 for(s16 i=0; i<amount; i++)
1607 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1608 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1609 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1610 for(u16 i=0; i<27; i++)
1612 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1613 u32 vi = vmanip.m_area.index(p);
1614 if(vmanip.m_data[vi].d == CONTENT_STONE)
1615 if(mineralrandom.next()%8 == 0)
1616 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1623 u16 iron_amount = 8;
1624 u16 iron_rareness = 60 / iron_amount;
1625 if(iron_rareness == 0)
1627 if(mineralrandom.next()%iron_rareness == 0)
1629 u16 a = mineralrandom.next() % 16;
1630 u16 amount = iron_amount * a*a*a / 1000;
1631 for(s16 i=0; i<amount; i++)
1633 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1634 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1635 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1636 for(u16 i=0; i<27; i++)
1638 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1639 u32 vi = vmanip.m_area.index(p);
1640 if(vmanip.m_data[vi].d == CONTENT_STONE)
1641 if(mineralrandom.next()%8 == 0)
1642 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1649 Add mud and sand and others underground (in place of stone)
1652 for(s16 x=node_min.X; x<=node_max.X; x++)
1653 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1658 // Use fast index incrementing
1659 v3s16 em = vmanip.m_area.getExtent();
1660 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1661 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1663 if(vmanip.m_data[i].d == CONTENT_STONE)
1665 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1667 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1668 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1670 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1672 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1674 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1675 vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1679 data->vmanip->m_area.add_y(em, i, -1);
1688 //if(node_min.Y < approx_groundlevel)
1689 //if(myrand() % 3 == 0)
1690 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1691 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1692 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1693 float dungeon_rarity = 0.02;
1694 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1696 && node_min.Y < approx_groundlevel)
1698 // Dungeon generator doesn't modify places which have this set
1699 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1700 | VMANIP_FLAG_DUNGEON_PRESERVE);
1702 // Set all air and water to be untouchable to make dungeons open
1703 // to caves and open air
1704 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1705 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1710 // Use fast index incrementing
1711 v3s16 em = vmanip.m_area.getExtent();
1712 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1713 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1715 if(vmanip.m_data[i].d == CONTENT_AIR)
1716 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1717 else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1718 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1719 data->vmanip->m_area.add_y(em, i, -1);
1724 PseudoRandom random(blockseed+2);
1727 make_dungeon1(vmanip, random);
1729 // Convert some cobble to mossy cobble
1730 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1731 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1736 // Use fast index incrementing
1737 v3s16 em = vmanip.m_area.getExtent();
1738 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1739 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1741 // (noisebuf not used because it doesn't contain the
1743 double wetness = noise3d_param(
1744 get_ground_wetness_params(data->seed), x,y,z);
1745 double d = noise3d_perlin((float)x/2.5,
1746 (float)y/2.5,(float)z/2.5,
1748 if(vmanip.m_data[i].d == CONTENT_COBBLE)
1752 vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1755 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1758 vmanip.m_data[i].d = CONTENT_MUD;
1760 data->vmanip->m_area.add_y(em, i, -1);
1767 Add top and bottom side of water to transforming_liquid queue
1770 for(s16 x=node_min.X; x<=node_max.X; x++)
1771 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1776 bool water_found = false;
1777 // Use fast index incrementing
1778 v3s16 em = vmanip.m_area.getExtent();
1779 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1780 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1782 if(water_found == false)
1784 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1786 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1787 data->transforming_liquid.push_back(p);
1793 // This can be done because water_found can only
1794 // turn to true and end up here after going through
1796 if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1798 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1799 data->transforming_liquid.push_back(p);
1800 water_found = false;
1804 data->vmanip->m_area.add_y(em, i, -1);
1810 If close to ground level
1813 //if(abs(approx_ground_depth) < 30)
1814 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1820 for(s16 x=node_min.X; x<=node_max.X; x++)
1821 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1826 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1827 bool have_sand = false;
1828 u32 current_depth = 0;
1829 bool air_detected = false;
1830 bool water_detected = false;
1831 // Use fast index incrementing
1832 s16 start_y = node_max.Y+2;
1833 v3s16 em = vmanip.m_area.getExtent();
1834 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1835 for(s16 y=start_y; y>=node_min.Y-3; y--)
1837 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1838 water_detected = true;
1839 if(vmanip.m_data[i].d == CONTENT_AIR)
1840 air_detected = true;
1842 if((vmanip.m_data[i].d == CONTENT_STONE
1843 || vmanip.m_data[i].d == CONTENT_GRASS
1844 || vmanip.m_data[i].d == CONTENT_MUD
1845 || vmanip.m_data[i].d == CONTENT_SAND
1846 || vmanip.m_data[i].d == CONTENT_GRAVEL
1847 ) && (air_detected || water_detected))
1849 if(current_depth == 0 && y <= WATER_LEVEL+2
1850 && possibly_have_sand)
1853 if(current_depth < 4)
1857 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1860 else if(current_depth==0 && !water_detected
1861 && y >= WATER_LEVEL && air_detected)
1862 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1865 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1869 if(vmanip.m_data[i].d == CONTENT_MUD
1870 || vmanip.m_data[i].d == CONTENT_GRASS)
1871 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1876 if(current_depth >= 8)
1879 else if(current_depth != 0)
1882 data->vmanip->m_area.add_y(em, i, -1);
1892 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1893 PseudoRandom treerandom(blockseed);
1894 // Put trees in random places on part of division
1895 for(u32 i=0; i<tree_count; i++)
1897 s16 x = treerandom.range(node_min.X, node_max.X);
1898 s16 z = treerandom.range(node_min.Z, node_max.Z);
1899 //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1900 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1901 // Don't make a tree under water level
1904 // Make sure tree fits (only trees whose starting point is
1905 // at this block are added)
1906 if(y < node_min.Y || y > node_max.Y)
1909 Find exact ground level
1913 for(; p.Y >= y-6; p.Y--)
1915 u32 i = data->vmanip->m_area.index(p);
1916 MapNode *n = &data->vmanip->m_data[i];
1917 if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
1923 // If not found, handle next one
1927 Trees grow only on mud and grass
1930 u32 i = data->vmanip->m_area.index(p);
1931 MapNode *n = &data->vmanip->m_data[i];
1932 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1935 // Tree will be placed one higher
1938 make_tree(vmanip, p);
1943 Add some kind of random stones
1946 u32 random_stone_count = block_area_nodes *
1947 randomstone_amount_2d(data->seed, p2d_center);
1948 // Put in random places on part of division
1949 for(u32 i=0; i<random_stone_count; i++)
1951 s16 x = myrand_range(node_min.X, node_max.X);
1952 s16 z = myrand_range(node_min.Z, node_max.Z);
1953 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1954 // Don't add under water level
1955 /*if(y < WATER_LEVEL)
1957 // Don't add if doesn't belong to this block
1958 if(y < node_min.Y || y > node_max.Y)
1963 u32 i = data->vmanip->m_area.index(v3s16(p));
1964 MapNode *n = &data->vmanip->m_data[i];
1965 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1968 // Will be placed one higher
1971 make_randomstone(data->vmanip, p);
1980 u32 large_stone_count = block_area_nodes *
1981 largestone_amount_2d(data->seed, p2d_center);
1982 //u32 large_stone_count = 1;
1983 // Put in random places on part of division
1984 for(u32 i=0; i<large_stone_count; i++)
1986 s16 x = myrand_range(node_min.X, node_max.X);
1987 s16 z = myrand_range(node_min.Z, node_max.Z);
1988 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1989 // Don't add under water level
1990 /*if(y < WATER_LEVEL)
1992 // Don't add if doesn't belong to this block
1993 if(y < node_min.Y || y > node_max.Y)
1998 u32 i = data->vmanip->m_area.index(v3s16(p));
1999 MapNode *n = &data->vmanip->m_data[i];
2000 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
2003 // Will be placed one lower
2006 make_largestone(data->vmanip, p);
2013 BlockMakeData::BlockMakeData():
2019 BlockMakeData::~BlockMakeData()
2024 }; // namespace mapgen