Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
content_t c_stone = ndef->getId("mapgen_stone");
+ content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(n.getContent() == c_stone)
+ content_t c = n.getContent();
+ if(c != CONTENT_IGNORE && (
+ c == c_stone || c == c_desert_stone))
break;
vmanip.m_area.add_y(em, i, -1);
{
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+ 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);
return (sandnoise > 0.15);
}
+enum BiomeType
+{
+ BT_NORMAL,
+ BT_DESERT
+};
+
+BiomeType get_biome(u64 seed, v2s16 p2d)
+{
+ // Just do something very simple as for now
+ double d = noise2d_perlin(
+ 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
+ seed+9130, 3, 0.50);
+ if(d > 0.45)
+ return BT_DESERT;
+ if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
+ return BT_DESERT;
+ return BT_NORMAL;
+};
+
u32 get_blockseed(u64 seed, v3s16 p)
{
s32 x=p.X, y=p.Y, z=p.Z;
#define CONTENT_VARIABLE(ndef, name)\
content_t c_##name = ndef->getId("mapgen_" #name);\
MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+ if(c_##name == CONTENT_IGNORE){\
+ c_##name = c_##dname;\
+ n_##name = n_##dname;\
+ }
CONTENT_VARIABLE(ndef, stone);
CONTENT_VARIABLE(ndef, air);
CONTENT_VARIABLE(ndef, stone_with_coal);
CONTENT_VARIABLE(ndef, stone_with_iron);
CONTENT_VARIABLE(ndef, mese);
+ CONTENT_VARIABLE(ndef, desert_sand);
+ CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+ CONTENT_VARIABLE(ndef, desert_stone);
+ CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
+ BiomeType bt = get_biome(data->seed, p2d);
/*
Fill ground with stone
*/
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
- if(y <= surface_y){
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- vmanip.m_data[i] = MapNode(c_stone);
- } else if(y <= WATER_LEVEL){
- vmanip.m_data[i] = MapNode(c_water_source);
- } else {
- vmanip.m_data[i] = MapNode(c_air);
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+ if(y <= surface_y){
+ if(y > WATER_LEVEL && bt == BT_DESERT)
+ vmanip.m_data[i] = n_desert_stone;
+ else
+ vmanip.m_data[i] = n_stone;
+ } else if(y <= WATER_LEVEL){
+ vmanip.m_data[i] = MapNode(c_water_source);
+ } else {
+ vmanip.m_data[i] = MapNode(c_air);
+ }
}
-
vmanip.m_area.add_y(em, i, 1);
}
}
/*
Make caves (this code is relatively horrible)
*/
- double cave_amount = noise2d_perlin(
+ double cave_amount = 6.0 + 6.0 * noise2d_perlin(
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
data->seed+34329, 3, 0.50);
- cave_amount = MYMAX(0.0, 4.0*cave_amount+2.0);
- u32 caves_count = cave_amount * volume_nodes / 100000;
- u32 bruises_count = cave_amount * volume_nodes / 400000;
- bruises_count *= MYMAX(1, -node_max.Y/100);
- if(stone_surface_max_y < WATER_LEVEL - 20)
- bruises_count = 0;
+ cave_amount = MYMAX(0.0, cave_amount);
+ u32 caves_count = cave_amount * volume_nodes / 50000;
+ u32 bruises_count = 1;
+ PseudoRandom ps(blockseed+21343);
+ PseudoRandom ps2(blockseed+1032);
+ if(ps.range(1, 6) == 1)
+ bruises_count = ps.range(0, ps.range(0, 2));
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+ caves_count /= 3;
+ bruises_count /= 3;
+ }
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
+ bool large_cave = (jj >= caves_count);
s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = myrand_range(3,5);
- u16 tunnel_routepoints = myrand_range(5,25);
- int dswitchint = myrand_range(1,14);
- int part_max_length_rs = myrand_range(2,11);
-
- v3f main_direction(0,0,0);
-
- bool bruise_surface = (jj > caves_count);
-
- if(bruise_surface)
- {
+ s16 max_tunnel_diameter = ps.range(2,6);
+ int dswitchint = ps.range(1,14);
+ u16 tunnel_routepoints = 0;
+ int part_max_length_rs = 0;
+ if(large_cave){
+ part_max_length_rs = ps.range(2,4);
+ tunnel_routepoints = ps.range(5, ps.range(15,30));
min_tunnel_diameter = 5;
- max_tunnel_diameter = myrand_range(10, myrand_range(20,40));
- /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-
- /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
- data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
-
- tunnel_routepoints = 5;
- }
- else
- {
+ max_tunnel_diameter = ps.range(7, ps.range(8,24));
+ } else {
+ part_max_length_rs = ps.range(2,9);
+ tunnel_routepoints = ps.range(10, ps.range(15,30));
}
+ bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+ v3f main_direction(0,0,0);
// Allowed route area size in nodes
v3s16 ar = central_area_size;
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
/*// If caves, don't go through surface too often
- if(bruise_surface == false)
- route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+ if(large_cave == false)
+ route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
- if(bruise_surface)
+ if(large_cave)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
//s16 min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + 0;
s16 min = 0;
- route_y_min = myrand_range(min, min + max_tunnel_diameter);
+ if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
+ {
+ min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+ route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps.range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
}
// Start every 4th cave from surface when applicable
/*bool coming_from_surface = false;
if(node_min.Y <= 0 && node_max.Y >= 0){
- coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+ coming_from_surface = (jj % 4 == 0 && large_cave == false);
if(coming_from_surface)
route_start_y_min = -of.Y + stone_surface_max_y + 10;
}*/
// Randomize starting position
v3f orp(
- (float)(myrand()%ar.X)+0.5,
- (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
- (float)(myrand()%ar.Z)+0.5
+ (float)(ps.next()%ar.X)+0.5,
+ (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(ps.next()%ar.Z)+0.5
);
v3s16 startp(orp.X, orp.Y, orp.Z);
for(u16 j=0; j<tunnel_routepoints; j++)
{
- if(j%dswitchint==0 && bruise_surface == false)
+ if(j%dswitchint==0 && large_cave == false)
{
main_direction = v3f(
- ((float)(myrand()%20)-(float)10)/10,
- ((float)(myrand()%20)-(float)10)/30,
- ((float)(myrand()%20)-(float)10)/10
+ ((float)(ps.next()%20)-(float)10)/10,
+ ((float)(ps.next()%20)-(float)10)/30,
+ ((float)(ps.next()%20)-(float)10)/10
);
- main_direction *= (float)myrand_range(0, 10)/10;
+ main_direction *= (float)ps.range(0, 10)/10;
}
-
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
+ s16 rs = ps.range(min_d, max_d);
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
v3s16 maxlen;
- if(bruise_surface)
+ if(large_cave)
{
- maxlen = v3s16(rs*part_max_length_rs,rs*part_max_length_rs/3,rs*part_max_length_rs);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ rs*part_max_length_rs/2,
+ rs*part_max_length_rs
+ );
}
else
{
- maxlen = v3s16(rs*part_max_length_rs, myrand_range(1, rs*part_max_length_rs), rs*part_max_length_rs);
+ maxlen = v3s16(
+ rs*part_max_length_rs,
+ ps.range(1, rs*part_max_length_rs),
+ rs*part_max_length_rs
+ );
}
v3f vec;
vec = v3f(
- (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y/2,
- (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
// Jump downward sometimes
- if(!bruise_surface && myrand_range(0,12) == 0)
+ if(!large_cave && ps.range(0,12) == 0)
{
vec = v3f(
- (float)(myrand()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
- (float)(myrand()%(maxlen.Z*1))-(float)maxlen.Z/2
+ (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+ (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+ (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
- /*if(bruise_surface){
+ /*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
v2s16(p.X, p.Z), ndef);
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
- fp.X += 0.1*myrand_range(-10,10);
- fp.Z += 0.1*myrand_range(-10,10);
+ fp.X += 0.1*ps.range(-10,10);
+ fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
- s16 d1 = d0 + rs - 1;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
- for(s16 x0=-si; x0<=si-1; x0++)
+ s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+ for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
- //s16 si2 = rs - abs(x0);
- for(s16 y0=-si2; y0<=si2-1; y0++)
+ s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+ for(s16 y0=-si2; y0<=si2; y0++)
{
- // Make better floors in small caves
- if(y0 < -rs + 1 && si<=7)
- continue;
- bool is_bottomish = (y0 <= -si2 + 1);
+ /*// Make better floors in small caves
+ if(y0 <= -rs/2 && rs<=7)
+ continue;*/
+ if(large_cave_is_flat){
+ // Make large caves not so tall
+ if(rs > 7 && abs(y0) >= rs/3)
+ continue;
+ }
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
- /*if(isInArea(p, ar) == false)
- continue;*/
- // Check only height
- if(y < 0 || y >= ar.Y)
- continue;
p += of;
if(vmanip.m_area.contains(p) == false)
continue;
- // Just set it to air, it will be changed to
- // water afterwards
u32 i = vmanip.m_area.index(p);
- if(bruise_surface)
+ if(large_cave)
{
if(full_node_min.Y < WATER_LEVEL &&
full_node_max.Y > WATER_LEVEL){
else
vmanip.m_data[i] = airnode;
} else if(full_node_max.Y < WATER_LEVEL){
- if(is_bottomish)
- vmanip.m_data[i] = MapNode(c_stone);
- else if(p.Y < startp.Y - 2)
+ if(p.Y < startp.Y - 2)
vmanip.m_data[i] = lavanode;
else
vmanip.m_data[i] = airnode;
vmanip.m_data[i] = airnode;
}
} else {
- // Don't replace air or water or lava
- if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
+ // Don't replace air or water or lava or ignore
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+ vmanip.m_data[i].getContent() == CONTENT_AIR ||
vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source)
continue;
+
vmanip.m_data[i] = airnode;
- }
- if(bruise_surface == false)
- {
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
}
// Node position in 2d
v2s16 p2d = v2s16(x,z);
- MapNode addnode(c_dirt);
-
// Randomize mud amount
- s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
// Find ground level
s16 surface_y = find_stone_level(vmanip, p2d, ndef);
if(surface_y == vmanip.m_area.MinEdge.Y - 1)
continue;
- if(mud_add_amount <= 0){
+ MapNode addnode(c_dirt);
+ BiomeType bt = get_biome(data->seed, p2d);
+
+ if(bt == BT_DESERT)
+ addnode = MapNode(c_desert_sand);
+
+ if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
+ addnode = MapNode(c_sand);
+ } else if(mud_add_amount <= 0){
mud_add_amount = 1 - mud_add_amount;
addnode = MapNode(c_gravel);
- } else if(get_have_beach(data->seed, p2d) &&
+ } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
surface_y + mud_add_amount <= WATER_LEVEL+2){
addnode = MapNode(c_sand);
}
+
+ if(bt == BT_DESERT){
+ if(surface_y > 20){
+ mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+ }
+ }
/*
If topmost node is grass, change it to mud.
/*
Add blobs of dirt and gravel underground
*/
+ if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
{
PseudoRandom pr(blockseed+983);
for(int i=0; i<volume_nodes/10/10/10; i++)
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
s16 y=node_max.Y;
+ while(y >= node_min.Y)
+ {
+
for(;; y--)
{
MapNode *n = NULL;
bool old_is_water = (n->getContent() == c_water_source);
// Move mud to new place
- if(!dropped_to_unknown)
+ if(!dropped_to_unknown) {
*n2 = *n;
- // Set old place to be air (or water)
- if(old_is_water)
- *n = MapNode(c_water_source);
- else
- *n = MapNode(CONTENT_AIR);
+ // Set old place to be air (or water)
+ if(old_is_water)
+ *n = MapNode(c_water_source);
+ else
+ *n = MapNode(CONTENT_AIR);
+ }
// Done
break;
}
}
+ }
}
}
{
if(have_sand)
{
- // Determine whether to have clay in the sand here
- double claynoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- data->seed+4321, 6, 0.95) + 0.5;
-
- have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
- ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
- ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
- );
- if (have_clay)
- vmanip.m_data[i] = MapNode(c_clay);
- else
- vmanip.m_data[i] = MapNode(c_sand);
+ vmanip.m_data[i] = MapNode(c_sand);
}
#if 1
else if(current_depth==0 && !water_detected