3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "content_mapnode.h"
26 #include "serverobject.h"
33 Some helper functions for the map generator
37 static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
39 v3s16 em = vmanip.m_area.getExtent();
40 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
41 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
42 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
44 for(y=y_nodes_max; y>=y_nodes_min; y--)
46 MapNode &n = vmanip.m_data[i];
47 if(content_walkable(n.d))
50 vmanip.m_area.add_y(em, i, -1);
58 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
60 v3s16 em = vmanip.m_area.getExtent();
61 s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
62 s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
63 u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
65 for(y=y_nodes_max; y>=y_nodes_min; y--)
67 MapNode &n = vmanip.m_data[i];
68 if(content_walkable(n.d)
69 && n.d != CONTENT_TREE
70 && n.d != CONTENT_LEAVES)
73 vmanip.m_area.add_y(em, i, -1);
82 static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
84 MapNode treenode(CONTENT_TREE);
85 MapNode leavesnode(CONTENT_LEAVES);
87 s16 trunk_h = myrand_range(3, 6);
89 for(s16 ii=0; ii<trunk_h; ii++)
91 if(vmanip.m_area.contains(p1))
92 vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
96 // p1 is now the last piece of the trunk
99 VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
100 //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
101 Buffer<u8> leaves_d(leaves_a.getVolume());
102 for(s32 i=0; i<leaves_a.getVolume(); i++)
105 // Force leaves at near the end of the trunk
108 for(s16 z=-d; z<=d; z++)
109 for(s16 y=-d; y<=d; y++)
110 for(s16 x=-d; x<=d; x++)
112 leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
116 // Add leaves randomly
117 for(u32 iii=0; iii<7; iii++)
122 myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
123 myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
124 myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
127 for(s16 z=0; z<=d; z++)
128 for(s16 y=0; y<=d; y++)
129 for(s16 x=0; x<=d; x++)
131 leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
135 // Blit leaves to vmanip
136 for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
137 for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
138 for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
142 if(vmanip.m_area.contains(p) == false)
144 u32 vi = vmanip.m_area.index(p);
145 if(vmanip.m_data[vi].d != CONTENT_AIR
146 && vmanip.m_data[vi].d != CONTENT_IGNORE)
148 u32 i = leaves_a.index(x,y,z);
150 vmanip.m_data[vi] = leavesnode;
154 void make_papyrus(VoxelManipulator &vmanip, v3s16 p0)
156 MapNode papyrusnode(CONTENT_PAPYRUS);
158 s16 trunk_h = myrand_range(2, 3);
160 for(s16 ii=0; ii<trunk_h; ii++)
162 if(vmanip.m_area.contains(p1))
163 vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
168 void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
170 MapNode cactusnode(CONTENT_CACTUS);
174 for(s16 ii=0; ii<trunk_h; ii++)
176 if(vmanip.m_area.contains(p1))
177 vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
183 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
185 MapNode stonenode(CONTENT_STONE);
187 s16 size = myrand_range(3, 6);
189 VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
190 Buffer<u8> stone_d(stone_a.getVolume());
191 for(s32 i=0; i<stone_a.getVolume(); i++)
194 // Force stone at bottom to make it usually touch the ground
196 for(s16 z=0; z<=0; z++)
197 for(s16 y=0; y<=0; y++)
198 for(s16 x=0; x<=0; x++)
200 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
204 // Generate from perlin noise
205 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
206 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
207 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
209 double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
210 p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
211 if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
213 if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
215 if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
219 u32 vi = stone_a.index(v3s16(x,y,z));
224 /*// Add stone randomly
225 for(u32 iii=0; iii<7; iii++)
230 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
231 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
232 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
235 for(s16 z=0; z<=d; z++)
236 for(s16 y=0; y<=d; y++)
237 for(s16 x=0; x<=d; x++)
239 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
243 // Blit stone to vmanip
244 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
245 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
246 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
250 if(vmanip.m_area.contains(p) == false)
252 u32 vi = vmanip.m_area.index(p);
253 if(vmanip.m_data[vi].d != CONTENT_AIR
254 && vmanip.m_data[vi].d != CONTENT_IGNORE)
256 u32 i = stone_a.index(x,y,z);
258 vmanip.m_data[vi] = stonenode;
264 static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
266 MapNode stonenode(CONTENT_STONE);
268 s16 size = myrand_range(8, 16);
270 VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
271 Buffer<u8> stone_d(stone_a.getVolume());
272 for(s32 i=0; i<stone_a.getVolume(); i++)
275 // Force stone at bottom to make it usually touch the ground
277 for(s16 z=0; z<=0; z++)
278 for(s16 y=0; y<=0; y++)
279 for(s16 x=0; x<=0; x++)
281 stone_d[stone_a.index(v3s16(x,y,z))] = 1;
285 // Generate from perlin noise
286 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
287 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
288 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
291 d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
292 p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
293 double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
294 double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
295 double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
296 double dz = (double)z-mid_z;
297 double dx = (double)x-mid_x;
298 double dy = MYMAX(0, (double)y-mid_y);
299 double r = sqrt(dz*dz+dx*dx+dy*dy);
300 d /= (2*r/size)*2 + 0.01;
303 u32 vi = stone_a.index(v3s16(x,y,z));
308 /*// Add stone randomly
309 for(u32 iii=0; iii<7; iii++)
314 myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
315 myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
316 myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
319 for(s16 z=0; z<=d; z++)
320 for(s16 y=0; y<=d; y++)
321 for(s16 x=0; x<=d; x++)
323 stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
327 // Blit stone to vmanip
328 for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
329 for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
330 for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
334 if(vmanip.m_area.contains(p) == false)
336 u32 vi = vmanip.m_area.index(p);
337 /*if(vmanip.m_data[vi].d != CONTENT_AIR
338 && vmanip.m_data[vi].d != CONTENT_IGNORE)
340 u32 i = stone_a.index(x,y,z);
342 vmanip.m_data[vi] = stonenode;
348 Dungeon making routines
351 #define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
352 #define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
353 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
354 VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
356 static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
359 for(s16 z=0; z<roomsize.Z; z++)
360 for(s16 y=0; y<roomsize.Y; y++)
363 v3s16 p = roomplace + v3s16(0,y,z);
364 if(vmanip.m_area.contains(p) == false)
366 u32 vi = vmanip.m_area.index(p);
367 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
369 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
372 v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
373 if(vmanip.m_area.contains(p) == false)
375 u32 vi = vmanip.m_area.index(p);
376 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
378 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
383 for(s16 x=0; x<roomsize.X; x++)
384 for(s16 y=0; y<roomsize.Y; y++)
387 v3s16 p = roomplace + v3s16(x,y,0);
388 if(vmanip.m_area.contains(p) == false)
390 u32 vi = vmanip.m_area.index(p);
391 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
393 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
396 v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
397 if(vmanip.m_area.contains(p) == false)
399 u32 vi = vmanip.m_area.index(p);
400 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
402 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
406 // Make +-Y walls (floor and ceiling)
407 for(s16 z=0; z<roomsize.Z; z++)
408 for(s16 x=0; x<roomsize.X; x++)
411 v3s16 p = roomplace + v3s16(x,0,z);
412 if(vmanip.m_area.contains(p) == false)
414 u32 vi = vmanip.m_area.index(p);
415 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
417 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
420 v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
421 if(vmanip.m_area.contains(p) == false)
423 u32 vi = vmanip.m_area.index(p);
424 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
426 vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
431 for(s16 z=1; z<roomsize.Z-1; z++)
432 for(s16 y=1; y<roomsize.Y-1; y++)
433 for(s16 x=1; x<roomsize.X-1; x++)
435 v3s16 p = roomplace + v3s16(x,y,z);
436 if(vmanip.m_area.contains(p) == false)
438 u32 vi = vmanip.m_area.index(p);
439 vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
440 vmanip.m_data[vi] = MapNode(CONTENT_AIR);
444 static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
445 u8 avoid_flags, MapNode n, u8 or_flags)
447 for(s16 z=0; z<size.Z; z++)
448 for(s16 y=0; y<size.Y; y++)
449 for(s16 x=0; x<size.X; x++)
451 v3s16 p = place + v3s16(x,y,z);
452 if(vmanip.m_area.contains(p) == false)
454 u32 vi = vmanip.m_area.index(p);
455 if(vmanip.m_flags[vi] & avoid_flags)
457 vmanip.m_flags[vi] |= or_flags;
458 vmanip.m_data[vi] = n;
462 static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
464 make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
465 VMANIP_FLAG_DUNGEON_INSIDE);
468 static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
470 make_hole1(vmanip, doorplace);
471 // Place torch (for testing)
472 //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
475 static v3s16 rand_ortho_dir(PseudoRandom &random)
477 if(random.next()%2==0)
478 return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
480 return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
483 static v3s16 turn_xz(v3s16 olddir, int t)
503 static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
505 int turn = random.range(0,2);
514 dir = turn_xz(olddir, 0);
517 dir = turn_xz(olddir, 1);
521 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
522 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
523 PseudoRandom &random)
525 make_hole1(vmanip, doorplace);
526 v3s16 p0 = doorplace;
530 length = random.range(1,13);
532 length = random.range(1,6);
533 length = random.range(1,13);
534 u32 partlength = random.range(1,length);
537 if(random.next()%2 == 0 && partlength >= 3)
538 make_stairs = random.next()%2 ? 1 : -1;
539 for(u32 i=0; i<length; i++)
545 /*// If already empty
546 if(vmanip.getNodeNoExNoEmerge(p).d
548 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
553 if(vmanip.m_area.contains(p) == true
554 && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
558 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
559 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
560 make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
561 VMANIP_FLAG_DUNGEON_INSIDE);
562 make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
563 VMANIP_FLAG_DUNGEON_INSIDE);
567 make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
568 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
569 make_hole1(vmanip, p);
570 /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
571 VMANIP_FLAG_DUNGEON_INSIDE);*/
578 // Can't go here, turn away
579 dir = turn_xz(dir, random.range(0,1));
580 make_stairs = -make_stairs;
582 partlength = random.range(1,length);
587 if(partcount >= partlength)
591 dir = random_turn(random, dir);
593 partlength = random.range(1,length);
596 if(random.next()%2 == 0 && partlength >= 3)
597 make_stairs = random.next()%2 ? 1 : -1;
608 RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
618 m_dir = rand_ortho_dir(m_random);
621 void setPos(v3s16 pos)
626 void setDir(v3s16 dir)
631 bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
633 for(u32 i=0; i<100; i++)
635 v3s16 p = m_pos + m_dir;
636 v3s16 p1 = p + v3s16(0,1,0);
637 if(vmanip.m_area.contains(p) == false
638 || vmanip.m_area.contains(p1) == false
644 if(vmanip.getNodeNoExNoEmerge(p).d
646 && vmanip.getNodeNoExNoEmerge(p1).d
649 // Found wall, this is a good place!
652 // Randomize next direction
657 Determine where to move next
659 // Jump one up if the actual space is there
660 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
662 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
664 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
667 // Jump one down if the actual space is there
668 if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
670 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
672 && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
675 // Check if walking is now possible
676 if(vmanip.getNodeNoExNoEmerge(p).d
678 || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
681 // Cannot continue walking here
691 bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
692 v3s16 &result_doordir, v3s16 &result_roomplace)
694 for(s16 trycount=0; trycount<30; trycount++)
698 bool r = findPlaceForDoor(doorplace, doordir);
702 // X east, Z north, Y up
703 if(doordir == v3s16(1,0,0)) // X+
704 roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
705 if(doordir == v3s16(-1,0,0)) // X-
706 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
707 if(doordir == v3s16(0,0,1)) // Z+
708 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
709 if(doordir == v3s16(0,0,-1)) // Z-
710 roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
714 for(s16 z=1; z<roomsize.Z-1; z++)
715 for(s16 y=1; y<roomsize.Y-1; y++)
716 for(s16 x=1; x<roomsize.X-1; x++)
718 v3s16 p = roomplace + v3s16(x,y,z);
719 if(vmanip.m_area.contains(p) == false)
724 if(vmanip.m_flags[vmanip.m_area.index(p)]
725 & VMANIP_FLAG_DUNGEON_INSIDE)
736 result_doorplace = doorplace;
737 result_doordir = doordir;
738 result_roomplace = roomplace;
745 VoxelManipulator &vmanip;
748 PseudoRandom &m_random;
751 static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
753 v3s16 areasize = vmanip.m_area.getExtent();
758 Find place for first room
761 for(u32 i=0; i<100; i++)
763 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
764 roomplace = vmanip.m_area.MinEdge + v3s16(
765 random.range(0,areasize.X-roomsize.X-1),
766 random.range(0,areasize.Y-roomsize.Y-1),
767 random.range(0,areasize.Z-roomsize.Z-1));
769 Check that we're not putting the room to an unknown place,
770 otherwise it might end up floating in the air
773 for(s16 z=1; z<roomsize.Z-1; z++)
774 for(s16 y=1; y<roomsize.Y-1; y++)
775 for(s16 x=1; x<roomsize.X-1; x++)
777 v3s16 p = roomplace + v3s16(x,y,z);
778 u32 vi = vmanip.m_area.index(p);
779 if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
784 if(vmanip.m_data[vi].d == CONTENT_IGNORE)
798 Stores the center position of the last room made, so that
799 a new corridor can be started from the last room instead of
800 the new room, if chosen so.
802 v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
804 u32 room_count = random.range(2,7);
805 for(u32 i=0; i<room_count; i++)
807 // Make a room to the determined place
808 make_room1(vmanip, roomsize, roomplace);
810 v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
812 // Place torch at room center (for testing)
813 //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
816 if(i == room_count-1)
819 // Determine walker start position
821 bool start_in_last_room = (random.range(0,1)==0);
822 //bool start_in_last_room = true;
824 v3s16 walker_start_place;
826 if(start_in_last_room)
828 walker_start_place = last_room_center;
832 walker_start_place = room_center;
833 // Store center of current room as the last one
834 last_room_center = room_center;
837 // Create walker and find a place for a door
838 RoomWalker walker(vmanip, walker_start_place, random);
841 bool r = walker.findPlaceForDoor(doorplace, doordir);
845 if(random.range(0,1)==0)
847 make_door1(vmanip, doorplace, doordir);
849 // Don't actually make a door
850 doorplace -= doordir;
852 // Make a random corridor starting from the door
854 v3s16 corridor_end_dir;
855 make_corridor(vmanip, doorplace, doordir, corridor_end,
856 corridor_end_dir, random);
858 // Find a place for a random sized room
859 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
860 walker.setPos(corridor_end);
861 walker.setDir(corridor_end_dir);
862 r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
866 if(random.range(0,1)==0)
868 make_door1(vmanip, doorplace, doordir);
870 // Don't actually make a door
871 roomplace -= doordir;
877 Noise functions. Make sure seed is mangled differently in each one.
880 // This affects the shape of the contour
881 //#define CAVE_NOISE_SCALE 10.0
882 //#define CAVE_NOISE_SCALE 7.5
883 #define CAVE_NOISE_SCALE 5.0
885 NoiseParams get_cave_noise1_params(u64 seed)
887 /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
888 200, CAVE_NOISE_SCALE);*/
889 return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
890 100, CAVE_NOISE_SCALE);
893 NoiseParams get_cave_noise2_params(u64 seed)
895 /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
896 200, CAVE_NOISE_SCALE);*/
897 return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
898 100, CAVE_NOISE_SCALE);
901 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
902 #define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
904 NoiseParams get_ground_noise1_params(u64 seed)
906 return NoiseParams(NOISE_PERLIN, seed+983240, 5,
910 NoiseParams get_ground_crumbleness_params(u64 seed)
912 return NoiseParams(NOISE_PERLIN, seed+34413, 3,
916 NoiseParams get_ground_wetness_params(u64 seed)
918 return NoiseParams(NOISE_PERLIN, seed+32474, 4,
922 bool is_cave(u64 seed, v3s16 p)
924 double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
925 double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
926 return d1*d2 > CAVE_NOISE_THRESHOLD;
930 Ground density noise shall be interpreted by using this.
932 TODO: No perlin noises here, they should be outsourced
934 NOTE: The speed of these actually isn't terrible
936 bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
938 //return ((double)p.Y < ground_noise1_val);
940 double f = 0.8 + noise2d_perlin(
941 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
942 seed+920381, 3, 0.5);
947 double h = WATER_LEVEL + 10 * noise2d_perlin(
948 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
952 return ((double)p.Y - h < ground_noise1_val * f);
956 Queries whether a position is ground or not.
958 bool is_ground(u64 seed, v3s16 p)
960 double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
961 return val_is_ground(val1, p, seed);
964 // Amount of trees per area in nodes
965 double tree_amount_2d(u64 seed, v2s16 p)
967 /*double noise = noise2d_perlin(
968 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
970 double noise = noise2d_perlin(
971 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
973 double zeroval = -0.35;
977 return 0.04 * (noise-zeroval) / (1.0-zeroval);
981 double randomstone_amount_2d(u64 seed, v2s16 p)
983 double noise = noise2d_perlin(
984 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
985 seed+3829434, 5, 0.66);
986 double zeroval = 0.1;
990 return 0.01 * (noise-zeroval) / (1.0-zeroval);
994 double largestone_amount_2d(u64 seed, v2s16 p)
996 double noise = noise2d_perlin(
997 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
998 seed+14143242, 5, 0.66);
999 double zeroval = 0.3;
1003 return 0.005 * (noise-zeroval) / (1.0-zeroval);
1007 Incrementally find ground level from 3d noise
1009 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
1011 // Start a bit fuzzy to make averaging lower precision values
1013 s16 level = myrand_range(-precision/2, precision/2);
1014 s16 dec[] = {31000, 100, 20, 4, 1, 0};
1016 for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
1018 // First find non-ground by going upwards
1019 // Don't stop in caves.
1021 s16 max = level+dec[i-1]*2;
1022 v3s16 p(p2d.X, level, p2d.Y);
1023 for(; p.Y < max; p.Y += dec[i])
1025 if(!is_ground(seed, p))
1032 // Then find ground by going downwards from there.
1033 // Go in caves, too, when precision is 1.
1035 s16 min = level-dec[i-1]*2;
1036 v3s16 p(p2d.X, level, p2d.Y);
1037 for(; p.Y>min; p.Y-=dec[i])
1039 bool ground = is_ground(seed, p);
1040 /*if(dec[i] == 1 && is_cave(seed, p))
1051 // This is more like the actual ground level
1052 level += dec[i-1]/2;
1057 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1059 double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
1061 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1062 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1064 a += find_ground_level_from_noise(seed,
1065 v2s16(node_min.X, node_min.Y), p);
1066 a += find_ground_level_from_noise(seed,
1067 v2s16(node_min.X, node_max.Y), p);
1068 a += find_ground_level_from_noise(seed,
1069 v2s16(node_max.X, node_max.Y), p);
1070 a += find_ground_level_from_noise(seed,
1071 v2s16(node_max.X, node_min.Y), p);
1072 a += find_ground_level_from_noise(seed,
1073 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
1078 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1080 double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
1082 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1083 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1085 a = MYMAX(a, find_ground_level_from_noise(seed,
1086 v2s16(node_min.X, node_min.Y), p));
1087 a = MYMAX(a, find_ground_level_from_noise(seed,
1088 v2s16(node_min.X, node_max.Y), p));
1089 a = MYMAX(a, find_ground_level_from_noise(seed,
1090 v2s16(node_max.X, node_max.Y), p));
1091 a = MYMAX(a, find_ground_level_from_noise(seed,
1092 v2s16(node_min.X, node_min.Y), p));
1093 a = MYMAX(a, find_ground_level_from_noise(seed,
1094 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1098 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
1100 double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
1102 v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
1103 v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
1105 a = MYMIN(a, find_ground_level_from_noise(seed,
1106 v2s16(node_min.X, node_min.Y), p));
1107 a = MYMIN(a, find_ground_level_from_noise(seed,
1108 v2s16(node_min.X, node_max.Y), p));
1109 a = MYMIN(a, find_ground_level_from_noise(seed,
1110 v2s16(node_max.X, node_max.Y), p));
1111 a = MYMIN(a, find_ground_level_from_noise(seed,
1112 v2s16(node_min.X, node_min.Y), p));
1113 a = MYMIN(a, find_ground_level_from_noise(seed,
1114 v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
1118 bool block_is_underground(u64 seed, v3s16 blockpos)
1120 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1121 seed, v2s16(blockpos.X, blockpos.Z));
1123 if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
1130 #define AVERAGE_MUD_AMOUNT 4
1132 double base_rock_level_2d(u64 seed, v2s16 p)
1134 // The base ground level
1135 double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
1136 + 20. * noise2d_perlin(
1137 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1138 (seed>>32)+654879876, 6, 0.6);
1140 /*// A bit hillier one
1141 double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
1142 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1143 (seed>>27)+90340, 6, 0.69);
1147 // Higher ground level
1148 double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
1149 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1150 seed+85039, 5, 0.69);
1151 //higher = 30; // For debugging
1153 // Limit higher to at least base
1157 // Steepness factor of cliffs
1158 double b = 1.0 + 1.0 * noise2d_perlin(
1159 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1161 b = rangelim(b, 0.0, 1000.0);
1164 b = rangelim(b, 3.0, 1000.0);
1165 //dstream<<"b="<<b<<std::endl;
1168 // Offset to more low
1169 double a_off = -0.2;
1170 // High/low selector
1171 /*double a = 0.5 + b * (a_off + noise2d_perlin(
1172 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
1173 seed-359, 6, 0.7));*/
1174 double a = (double)0.5 + b * (a_off + noise2d_perlin(
1175 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
1176 seed-359, 5, 0.60));
1178 a = rangelim(a, 0.0, 1.0);
1180 //dstream<<"a="<<a<<std::endl;
1182 double h = base*(1.0-a) + higher*a;
1189 double get_mud_add_amount(u64 seed, v2s16 p)
1191 return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
1192 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
1193 seed+91013, 3, 0.55));
1197 bool get_have_sand(u64 seed, v2s16 p2d)
1199 // Determine whether to have sand here
1200 double sandnoise = noise2d_perlin(
1201 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1202 seed+59420, 3, 0.50);
1204 return (sandnoise > -0.15);
1208 Adds random objects to block, depending on the content of the block
1210 void add_random_objects(MapBlock *block)
1212 for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
1213 for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
1215 bool last_node_walkable = false;
1216 for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
1219 MapNode n = block->getNodeNoEx(p);
1220 if(n.d == CONTENT_IGNORE)
1222 if(content_features(n.d).liquid_type != LIQUID_NONE)
1224 if(content_features(n.d).walkable)
1226 last_node_walkable = true;
1229 if(last_node_walkable)
1231 // If block contains light information
1232 if(content_features(n.d).param_type == CPT_LIGHT)
1234 if(n.getLight(LIGHTBANK_DAY) <= 3)
1236 if(myrand() % 300 == 0)
1238 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1240 ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
1241 std::string data = obj->getStaticData();
1242 StaticObject s_obj(obj->getType(),
1243 obj->getBasePosition(), data);
1245 block->m_static_objects.insert(0, s_obj);
1246 block->m_static_objects.insert(0, s_obj);
1247 block->m_static_objects.insert(0, s_obj);
1248 block->m_static_objects.insert(0, s_obj);
1249 block->m_static_objects.insert(0, s_obj);
1250 block->m_static_objects.insert(0, s_obj);
1253 if(myrand() % 1000 == 0)
1255 v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
1257 ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
1258 std::string data = obj->getStaticData();
1259 StaticObject s_obj(obj->getType(),
1260 obj->getBasePosition(), data);
1262 block->m_static_objects.insert(0, s_obj);
1268 last_node_walkable = false;
1271 block->setChangedFlag();
1274 void make_block(BlockMakeData *data)
1278 dstream<<"makeBlock: no-op"<<std::endl;
1282 v3s16 blockpos = data->blockpos;
1284 /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
1285 <<blockpos.Z<<")"<<std::endl;*/
1287 ManualMapVoxelManipulator &vmanip = *(data->vmanip);
1288 v3s16 blockpos_min = blockpos - v3s16(1,1,1);
1289 v3s16 blockpos_max = blockpos + v3s16(1,1,1);
1290 // Area of center block
1291 v3s16 node_min = blockpos*MAP_BLOCKSIZE;
1292 v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
1293 // Full allocated area
1294 v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
1295 v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
1297 double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
1299 v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
1302 Get average ground level from noise
1305 s16 approx_groundlevel = (s16)get_sector_average_ground_level(
1306 data->seed, v2s16(blockpos.X, blockpos.Z));
1307 //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
1309 s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
1311 s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
1312 data->seed, v2s16(blockpos.X, blockpos.Z));
1313 // Minimum amount of ground above the top of the central block
1314 s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
1316 s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
1317 data->seed, v2s16(blockpos.X, blockpos.Z), 1);
1318 // Maximum amount of ground above the bottom of the central block
1319 s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
1322 Special case for high air or water: Just fill with air and water.
1324 if(maximum_ground_depth < -20)
1326 for(s16 x=node_min.X; x<=node_max.X; x++)
1327 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1332 // Use fast index incrementing
1333 v3s16 em = vmanip.m_area.getExtent();
1334 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1335 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1337 // Only modify places that have no content
1338 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1340 if(y <= WATER_LEVEL)
1341 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1343 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1346 data->vmanip->m_area.add_y(em, i, 1);
1356 If block is deep underground, this is set to true and ground
1357 density noise is not generated, for speed optimization.
1359 bool all_is_ground_except_caves = (minimum_ground_depth > 16);
1362 Create a block-specific seed
1364 u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
1365 + full_node_min.Y*42123 + full_node_min.X*23;
1371 //NoiseBuffer noisebuf1;
1372 //NoiseBuffer noisebuf2;
1373 NoiseBuffer noisebuf_cave;
1374 NoiseBuffer noisebuf_ground;
1375 NoiseBuffer noisebuf_ground_crumbleness;
1376 NoiseBuffer noisebuf_ground_wetness;
1378 v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
1379 v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
1381 //TimeTaker timer("noisebuf.create");
1387 noisebuf_cave.create(get_cave_noise1_params(data->seed),
1388 minpos_f.X, minpos_f.Y, minpos_f.Z,
1389 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1392 noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
1399 v3f sl = v3f(4.0, 4.0, 4.0);
1404 if(all_is_ground_except_caves == false)
1405 //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
1406 noisebuf_ground.create(get_ground_noise1_params(data->seed),
1407 minpos_f.X, minpos_f.Y, minpos_f.Z,
1408 maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
1412 Ground property noise
1414 sl = v3f(2.5, 2.5, 2.5);
1415 noisebuf_ground_crumbleness.create(
1416 get_ground_crumbleness_params(data->seed),
1417 minpos_f.X, minpos_f.Y, minpos_f.Z,
1418 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1420 noisebuf_ground_wetness.create(
1421 get_ground_wetness_params(data->seed),
1422 minpos_f.X, minpos_f.Y, minpos_f.Z,
1423 maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
1428 Make base ground level
1431 for(s16 x=node_min.X; x<=node_max.X; x++)
1432 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1437 // Use fast index incrementing
1438 v3s16 em = vmanip.m_area.getExtent();
1439 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
1440 for(s16 y=node_min.Y; y<=node_max.Y; y++)
1442 // Only modify places that have no content
1443 if(vmanip.m_data[i].d == CONTENT_IGNORE)
1445 // First priority: make air and water.
1446 // This avoids caves inside water.
1447 if(all_is_ground_except_caves == false
1448 && val_is_ground(noisebuf_ground.get(x,y,z),
1449 v3s16(x,y,z), data->seed) == false)
1451 if(y <= WATER_LEVEL)
1452 vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
1454 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1456 else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
1457 vmanip.m_data[i] = MapNode(CONTENT_AIR);
1459 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1462 data->vmanip->m_area.add_y(em, i, 1);
1472 PseudoRandom mineralrandom(blockseed);
1477 for(s16 i=0; i<approx_ground_depth/4; i++)
1479 if(mineralrandom.next()%50 == 0)
1481 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1482 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1483 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1484 for(u16 i=0; i<27; i++)
1486 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1487 u32 vi = vmanip.m_area.index(p);
1488 if(vmanip.m_data[vi].d == CONTENT_STONE)
1489 if(mineralrandom.next()%8 == 0)
1490 vmanip.m_data[vi] = MapNode(CONTENT_MESE);
1499 u16 a = mineralrandom.range(0,15);
1501 u16 amount = 20 * a/1000;
1502 for(s16 i=0; i<amount; i++)
1504 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1505 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1506 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1508 u8 base_content = CONTENT_STONE;
1509 MapNode new_content(CONTENT_IGNORE);
1512 if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
1514 new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
1518 if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
1519 new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
1520 /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1521 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1523 vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
1525 /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
1529 if(new_content.d != CONTENT_IGNORE)
1531 for(u16 i=0; i<27; i++)
1533 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1534 u32 vi = vmanip.m_area.index(p);
1535 if(vmanip.m_data[vi].d == base_content)
1537 if(mineralrandom.next()%sparseness == 0)
1538 vmanip.m_data[vi] = new_content;
1547 //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
1548 //for(s16 i=0; i<50; i++)
1549 u16 coal_amount = 30;
1550 u16 coal_rareness = 60 / coal_amount;
1551 if(coal_rareness == 0)
1553 if(mineralrandom.next()%coal_rareness == 0)
1555 u16 a = mineralrandom.next() % 16;
1556 u16 amount = coal_amount * a*a*a / 1000;
1557 for(s16 i=0; i<amount; i++)
1559 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1560 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1561 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1562 for(u16 i=0; i<27; i++)
1564 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1565 u32 vi = vmanip.m_area.index(p);
1566 if(vmanip.m_data[vi].d == CONTENT_STONE)
1567 if(mineralrandom.next()%8 == 0)
1568 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
1575 u16 iron_amount = 8;
1576 u16 iron_rareness = 60 / iron_amount;
1577 if(iron_rareness == 0)
1579 if(mineralrandom.next()%iron_rareness == 0)
1581 u16 a = mineralrandom.next() % 16;
1582 u16 amount = iron_amount * a*a*a / 1000;
1583 for(s16 i=0; i<amount; i++)
1585 s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
1586 s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
1587 s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
1588 for(u16 i=0; i<27; i++)
1590 v3s16 p = v3s16(x,y,z) + g_27dirs[i];
1591 u32 vi = vmanip.m_area.index(p);
1592 if(vmanip.m_data[vi].d == CONTENT_STONE)
1593 if(mineralrandom.next()%8 == 0)
1594 vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
1601 Add mud and sand and others underground (in place of stone)
1604 for(s16 x=node_min.X; x<=node_max.X; x++)
1605 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1610 // Use fast index incrementing
1611 v3s16 em = vmanip.m_area.getExtent();
1612 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1613 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1615 if(vmanip.m_data[i].d == CONTENT_STONE)
1617 if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
1619 if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
1620 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1622 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1624 else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
1626 if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
1627 vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
1631 data->vmanip->m_area.add_y(em, i, -1);
1640 //if(node_min.Y < approx_groundlevel)
1641 //if(myrand() % 3 == 0)
1642 //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
1643 //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
1644 //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
1645 float dungeon_rarity = 0.02;
1646 if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
1648 && node_min.Y < approx_groundlevel)
1650 // Dungeon generator doesn't modify places which have this set
1651 data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
1652 | VMANIP_FLAG_DUNGEON_PRESERVE);
1654 // Set all air and water to be untouchable to make dungeons open
1655 // to caves and open air
1656 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1657 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1662 // Use fast index incrementing
1663 v3s16 em = vmanip.m_area.getExtent();
1664 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1665 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1667 if(vmanip.m_data[i].d == CONTENT_AIR)
1668 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1669 else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1670 vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
1671 data->vmanip->m_area.add_y(em, i, -1);
1676 PseudoRandom random(blockseed+2);
1679 make_dungeon1(vmanip, random);
1681 // Convert some cobble to mossy cobble
1682 for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
1683 for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
1688 // Use fast index incrementing
1689 v3s16 em = vmanip.m_area.getExtent();
1690 u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
1691 for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
1693 // (noisebuf not used because it doesn't contain the
1695 double wetness = noise3d_param(
1696 get_ground_wetness_params(data->seed), x,y,z);
1697 double d = noise3d_perlin((float)x/2.5,
1698 (float)y/2.5,(float)z/2.5,
1700 if(vmanip.m_data[i].d == CONTENT_COBBLE)
1704 vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
1707 /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
1710 vmanip.m_data[i].d = CONTENT_MUD;
1712 data->vmanip->m_area.add_y(em, i, -1);
1719 Add top and bottom side of water to transforming_liquid queue
1722 for(s16 x=node_min.X; x<=node_max.X; x++)
1723 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1728 bool water_found = false;
1729 // Use fast index incrementing
1730 v3s16 em = vmanip.m_area.getExtent();
1731 u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
1732 for(s16 y=node_max.Y; y>=node_min.Y; y--)
1734 if(water_found == false)
1736 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1738 v3s16 p = v3s16(p2d.X, y, p2d.Y);
1739 data->transforming_liquid.push_back(p);
1745 // This can be done because water_found can only
1746 // turn to true and end up here after going through
1748 if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
1750 v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
1751 data->transforming_liquid.push_back(p);
1752 water_found = false;
1756 data->vmanip->m_area.add_y(em, i, -1);
1762 If close to ground level
1765 //if(abs(approx_ground_depth) < 30)
1766 if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
1772 for(s16 x=node_min.X; x<=node_max.X; x++)
1773 for(s16 z=node_min.Z; z<=node_max.Z; z++)
1778 bool possibly_have_sand = get_have_sand(data->seed, p2d);
1779 bool have_sand = false;
1780 u32 current_depth = 0;
1781 bool air_detected = false;
1782 bool water_detected = false;
1783 bool have_clay = false;
1785 // Determine whether to have clay in the sand here
1786 double claynoise = noise2d_perlin(
1787 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
1788 data->seed+4321, 6, 0.95);
1790 have_clay = have_sand && (claynoise > 1.25);
1792 // Use fast index incrementing
1793 s16 start_y = node_max.Y+2;
1794 v3s16 em = vmanip.m_area.getExtent();
1795 u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
1796 for(s16 y=start_y; y>=node_min.Y-3; y--)
1798 if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
1799 water_detected = true;
1800 if(vmanip.m_data[i].d == CONTENT_AIR)
1801 air_detected = true;
1803 if((vmanip.m_data[i].d == CONTENT_STONE
1804 || vmanip.m_data[i].d == CONTENT_GRASS
1805 || vmanip.m_data[i].d == CONTENT_MUD
1806 || vmanip.m_data[i].d == CONTENT_SAND
1807 || vmanip.m_data[i].d == CONTENT_GRAVEL
1808 ) && (air_detected || water_detected))
1810 if(current_depth == 0 && y <= WATER_LEVEL+2
1811 && possibly_have_sand)
1814 if(current_depth < 4)
1819 vmanip.m_data[i] = MapNode(CONTENT_CLAY);
1821 vmanip.m_data[i] = MapNode(CONTENT_SAND);
1824 else if(current_depth==0 && !water_detected
1825 && y >= WATER_LEVEL && air_detected)
1826 vmanip.m_data[i] = MapNode(CONTENT_GRASS);
1829 vmanip.m_data[i] = MapNode(CONTENT_MUD);
1833 if(vmanip.m_data[i].d == CONTENT_MUD
1834 || vmanip.m_data[i].d == CONTENT_GRASS)
1835 vmanip.m_data[i] = MapNode(CONTENT_STONE);
1840 if(current_depth >= 8)
1843 else if(current_depth != 0)
1846 data->vmanip->m_area.add_y(em, i, -1);
1856 u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
1857 PseudoRandom treerandom(blockseed);
1858 // Put trees in random places on part of division
1859 for(u32 i=0; i<tree_count; i++)
1861 s16 x = treerandom.range(node_min.X, node_max.X);
1862 s16 z = treerandom.range(node_min.Z, node_max.Z);
1863 //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
1864 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
1865 // Don't make a tree under water level
1868 // Make sure tree fits (only trees whose starting point is
1869 // at this block are added)
1870 if(y < node_min.Y || y > node_max.Y)
1873 Find exact ground level
1877 for(; p.Y >= y-6; p.Y--)
1879 u32 i = data->vmanip->m_area.index(p);
1880 MapNode *n = &data->vmanip->m_data[i];
1881 if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
1887 // If not found, handle next one
1892 u32 i = data->vmanip->m_area.index(p);
1893 MapNode *n = &data->vmanip->m_data[i];
1895 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND)
1898 // Papyrus grows only on mud and in water
1899 if(n->d == CONTENT_MUD && y <= WATER_LEVEL)
1902 make_papyrus(vmanip, p);
1904 // Trees grow only on mud and grass, on land
1905 else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2)
1908 make_tree(vmanip, p);
1910 // Cactii grow only on sand, on land
1911 else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2)
1914 make_cactus(vmanip, p);
1921 Add some kind of random stones
1924 u32 random_stone_count = block_area_nodes *
1925 randomstone_amount_2d(data->seed, p2d_center);
1926 // Put in random places on part of division
1927 for(u32 i=0; i<random_stone_count; i++)
1929 s16 x = myrand_range(node_min.X, node_max.X);
1930 s16 z = myrand_range(node_min.Z, node_max.Z);
1931 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1932 // Don't add under water level
1933 /*if(y < WATER_LEVEL)
1935 // Don't add if doesn't belong to this block
1936 if(y < node_min.Y || y > node_max.Y)
1941 u32 i = data->vmanip->m_area.index(v3s16(p));
1942 MapNode *n = &data->vmanip->m_data[i];
1943 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1946 // Will be placed one higher
1949 make_randomstone(data->vmanip, p);
1958 u32 large_stone_count = block_area_nodes *
1959 largestone_amount_2d(data->seed, p2d_center);
1960 //u32 large_stone_count = 1;
1961 // Put in random places on part of division
1962 for(u32 i=0; i<large_stone_count; i++)
1964 s16 x = myrand_range(node_min.X, node_max.X);
1965 s16 z = myrand_range(node_min.Z, node_max.Z);
1966 s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
1967 // Don't add under water level
1968 /*if(y < WATER_LEVEL)
1970 // Don't add if doesn't belong to this block
1971 if(y < node_min.Y || y > node_max.Y)
1976 u32 i = data->vmanip->m_area.index(v3s16(p));
1977 MapNode *n = &data->vmanip->m_data[i];
1978 if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
1981 // Will be placed one lower
1984 make_largestone(data->vmanip, p);
1991 BlockMakeData::BlockMakeData():
1997 BlockMakeData::~BlockMakeData()
2002 }; // namespace mapgen