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 > 0.35)
+ 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);
}
}
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, cave_amount);
- u32 caves_count = cave_amount * volume_nodes / 20000;
+ u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed+21343);
- if(ps.range(1, 4) == 1)
+ 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 = ps.range(2,5);
+ s16 max_tunnel_diameter = ps.range(2,6);
int dswitchint = ps.range(1,14);
u16 tunnel_routepoints = 0;
int part_max_length_rs = 0;
);
main_direction *= (float)ps.range(0, 10)/10;
}
-
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = ps.range(min_d, max_d);
+ // Every second section is rough
+ bool randomize_xz = (ps2.range(1,2) == 1);
+
v3s16 maxlen;
if(large_cave)
{
fp.Z += 0.1*ps.range(-10,10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2 + ps.range(-1,1);
- s16 d1 = d0 + rs + ps.range(-1,1);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if(randomize_xz){
+ d0 += ps.range(-1,1);
+ d1 += ps.range(-1,1);
+ }
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
// 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++)
{
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