#include "mapgen.h"
#include "voxel.h"
-#include "content_mapnode.h"
#include "noise.h"
#include "mapblock.h"
#include "map.h"
-#include "serverobject.h"
-#include "mineral.h"
+//#include "serverobject.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "content_mapnode.h" // For content_mapnode_get_new_name
namespace mapgen
{
{
MapNode &n = vmanip.m_data[i];
if(content_walkable(n.d)
- && n.d != CONTENT_TREE
- && n.d != CONTENT_LEAVES)
+ && n.getContent() != LEGN(ndef, "CONTENT_TREE")
+ && n.getContent() != LEGN(ndef, "CONTENT_LEAVES"))
break;
vmanip.m_area.add_y(em, i, -1);
}
#endif
-static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
+ bool is_apple_tree, INodeDefManager *ndef)
{
- MapNode treenode(CONTENT_TREE);
- MapNode leavesnode(CONTENT_LEAVES);
-
- s16 trunk_h = myrand_range(3, 6);
+ MapNode treenode(LEGN(ndef, "CONTENT_TREE"));
+ MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
+ MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
+
+ s16 trunk_h = myrand_range(4, 5);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{
// p1 is now the last piece of the trunk
p1.Y -= 1;
- VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+ VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
Buffer<u8> leaves_d(leaves_a.getVolume());
for(s32 i=0; i<leaves_a.getVolume(); i++)
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1) {
+ bool is_apple = myrand_range(0,99) < 10;
+ if(is_apple_tree && is_apple) {
+ vmanip.m_data[vi] = applenode;
+ } else {
+ vmanip.m_data[vi] = leavesnode;
+ }
+ }
+ }
+}
+
+static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
+ INodeDefManager *ndef)
+{
+ MapNode treenode(LEGN(ndef, "CONTENT_JUNGLETREE"));
+ MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
+
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ if(myrand_range(0, 2) == 0)
+ continue;
+ v3s16 p1 = p0 + v3s16(x,0,z);
+ v3s16 p2 = p0 + v3s16(x,-1,z);
+ if(vmanip.m_area.contains(p2)
+ && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
+ vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
+ else if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ }
+
+ s16 trunk_h = myrand_range(8, 12);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
+ }
+
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
+ //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ Buffer<u8> leaves_d(leaves_a.getVolume());
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
+ {
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<30; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = leaves_a.index(x,y,z);
if(leaves_d[i] == 1)
}
}
+void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
+ INodeDefManager *ndef)
+{
+ MapNode papyrusnode(LEGN(ndef, "CONTENT_PAPYRUS"));
+
+ s16 trunk_h = myrand_range(2, 3);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
+ p1.Y++;
+ }
+}
+
+void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
+ INodeDefManager *ndef)
+{
+ MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS"));
+
+ s16 trunk_h = 3;
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
+ p1.Y++;
+ }
+}
+
#if 0
static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
{
- MapNode stonenode(CONTENT_STONE);
+ MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
s16 size = myrand_range(3, 6);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;
u32 i = stone_a.index(x,y,z);
if(stone_d[i] == 1)
#if 0
static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
{
- MapNode stonenode(CONTENT_STONE);
+ MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
s16 size = myrand_range(8, 16);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
- /*if(vmanip.m_data[vi].d != CONTENT_AIR
- && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
+ && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
continue;*/
u32 i = stone_a.index(x,y,z);
if(stone_d[i] == 1)
#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
-static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
+static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
+ INodeDefManager *ndef)
{
// Make +-X walls
for(s16 z=0; z<roomsize.Z; z++)
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
{
v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
}
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
{
v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
}
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
{
v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
- vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
}
}
}
}
-static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
+static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
+ INodeDefManager *ndef)
{
make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
}
-static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
+static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
+ INodeDefManager *ndef)
{
- make_hole1(vmanip, doorplace);
+ make_hole1(vmanip, doorplace, ndef);
// Place torch (for testing)
- //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
+ //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
}
static v3s16 rand_ortho_dir(PseudoRandom &random)
static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
- PseudoRandom &random)
+ PseudoRandom &random, INodeDefManager *ndef)
{
- make_hole1(vmanip, doorplace);
+ make_hole1(vmanip, doorplace, ndef);
v3s16 p0 = doorplace;
v3s16 dir = doordir;
u32 length;
else
length = random.range(1,6);
length = random.range(1,13);
- u32 partlength = random.range(1,length);
+ u32 partlength = random.range(1,13);
u32 partcount = 0;
s16 make_stairs = 0;
if(random.next()%2 == 0 && partlength >= 3)
p.Y += make_stairs;
/*// If already empty
- if(vmanip.getNodeNoExNoEmerge(p).d
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
== CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_AIR)
{
}*/
if(make_stairs)
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
else
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
- make_hole1(vmanip, p);
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+ make_hole1(vmanip, p, ndef);
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);*/
}
{
public:
- RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
+ RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
+ INodeDefManager *ndef):
vmanip(vmanip_),
m_pos(pos),
- m_random(random)
+ m_random(random),
+ m_ndef(ndef)
{
randomizeDir();
}
randomizeDir();
continue;
}
- if(vmanip.getNodeNoExNoEmerge(p).d
- == CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p1).d
- == CONTENT_COBBLE)
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
+ == LEGN(m_ndef, "CONTENT_COBBLE")
+ && vmanip.getNodeNoExNoEmerge(p1).getContent()
+ == LEGN(m_ndef, "CONTENT_COBBLE"))
{
// Found wall, this is a good place!
result_place = p;
Determine where to move next
*/
// Jump one up if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
- == CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
- == CONTENT_AIR)
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_COBBLE")
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_AIR")
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_AIR"))
p += v3s16(0,1,0);
// Jump one down if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
- == CONTENT_COBBLE
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
- == CONTENT_AIR)
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_COBBLE")
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_AIR")
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
+ == LEGN(m_ndef, "CONTENT_AIR"))
p += v3s16(0,-1,0);
// Check if walking is now possible
- if(vmanip.getNodeNoExNoEmerge(p).d
- != CONTENT_AIR
- || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
- != CONTENT_AIR)
+ if(vmanip.getNodeNoExNoEmerge(p).getContent()
+ != LEGN(m_ndef, "CONTENT_AIR")
+ || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
+ != LEGN(m_ndef, "CONTENT_AIR"))
{
// Cannot continue walking here
randomizeDir();
continue;
v3s16 roomplace;
// X east, Z north, Y up
+#if 1
if(doordir == v3s16(1,0,0)) // X+
- roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+ roomplace = doorplace +
+ v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+ roomplace = doorplace +
+ v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
+ roomplace = doorplace +
+ v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
+ roomplace = doorplace +
+ v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
+#endif
+#if 0
+ if(doordir == v3s16(1,0,0)) // X+
+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
+ if(doordir == v3s16(-1,0,0)) // X-
+ roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
+ if(doordir == v3s16(0,0,1)) // Z+
+ roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
+ if(doordir == v3s16(0,0,-1)) // Z-
+ roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
+#endif
// Check fit
bool fits = true;
v3s16 m_pos;
v3s16 m_dir;
PseudoRandom &m_random;
+ INodeDefManager *m_ndef;
};
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
+static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
+ INodeDefManager *ndef)
{
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
fits = false;
break;
}
- if(vmanip.m_data[vi].d == CONTENT_IGNORE)
+ if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
{
fits = false;
break;
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
- make_room1(vmanip, roomsize, roomplace);
+ make_room1(vmanip, roomsize, roomplace, ndef);
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
// Place torch at room center (for testing)
- //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
+ //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
// Quit if last room
if(i == room_count-1)
// Determine walker start position
- bool start_in_last_room = (random.range(0,1)==0);
+ bool start_in_last_room = (random.range(0,2)!=0);
//bool start_in_last_room = true;
v3s16 walker_start_place;
}
// Create walker and find a place for a door
- RoomWalker walker(vmanip, walker_start_place, random);
+ RoomWalker walker(vmanip, walker_start_place, random, ndef);
v3s16 doorplace;
v3s16 doordir;
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(random.range(0,1)==0)
// Make the door
- make_door1(vmanip, doorplace, doordir);
+ make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
doorplace -= doordir;
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end,
- corridor_end_dir, random);
+ corridor_end_dir, random, ndef);
// Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
if(random.range(0,1)==0)
// Make the door
- make_door1(vmanip, doorplace, doordir);
+ make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
roomplace -= doordir;
}
}
+static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
+ INodeDefManager *ndef)
+{
+ v3s16 dir;
+ u8 facedir_i = 0;
+ s32 r = random.range(0, 3);
+ if(r == 0){
+ dir = v3s16( 1, 0, 0);
+ facedir_i = 3;
+ }
+ if(r == 1){
+ dir = v3s16(-1, 0, 0);
+ facedir_i = 1;
+ }
+ if(r == 2){
+ dir = v3s16( 0, 0, 1);
+ facedir_i = 2;
+ }
+ if(r == 3){
+ dir = v3s16( 0, 0,-1);
+ facedir_i = 0;
+ }
+ v3s16 p = vmanip.m_area.MinEdge + v3s16(
+ 16+random.range(0,15),
+ 16+random.range(0,15),
+ 16+random.range(0,15));
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i);
+ u32 length = random.range(3,15);
+ for(u32 j=0; j<length; j++)
+ {
+ p -= dir;
+ vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB"));
+ }
+}
+
/*
Noise functions. Make sure seed is mangled differently in each one.
*/
-// This affects the shape of the contour
+/*
+ Scaling the output of the noise function affects the overdrive of the
+ contour function, which affects the shape of the output considerably.
+*/
+#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_SCALE 10.0
//#define CAVE_NOISE_SCALE 7.5
-#define CAVE_NOISE_SCALE 5.0
+//#define CAVE_NOISE_SCALE 5.0
+//#define CAVE_NOISE_SCALE 1.0
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
NoiseParams get_cave_noise1_params(u64 seed)
{
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
200, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
- 100, CAVE_NOISE_SCALE);
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);*/
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
+ 100, CAVE_NOISE_SCALE);*/
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
+ 100, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
+ 50, CAVE_NOISE_SCALE);
+ //return NoiseParams(NOISE_CONSTANT_ONE);
}
NoiseParams get_cave_noise2_params(u64 seed)
{
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
200, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
- 100, CAVE_NOISE_SCALE);
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);*/
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
+ 100, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
+ 50, CAVE_NOISE_SCALE);
+ //return NoiseParams(NOISE_CONSTANT_ONE);
}
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
-
NoiseParams get_ground_noise1_params(u64 seed)
{
- return NoiseParams(NOISE_PERLIN, seed+983240, 5,
- 0.60, 100.0, 30.0);
+ return NoiseParams(NOISE_PERLIN, seed+983240, 4,
+ 0.55, 80.0, 40.0);
}
NoiseParams get_ground_crumbleness_params(u64 seed)
TODO: No perlin noises here, they should be outsourced
and buffered
+ NOTE: The speed of these actually isn't terrible
*/
bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
{
//return ((double)p.Y < ground_noise1_val);
- double f = 0.8 + noise2d_perlin(
+ double f = 0.55 + noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
- seed+920381, 3, 0.5);
+ seed+920381, 3, 0.45);
if(f < 0.01)
f = 0.01;
else if(f >= 1.0)
- f *= 2.0;
+ f *= 1.6;
double h = WATER_LEVEL + 10 * noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
seed+84174, 4, 0.5);
+ /*double f = 1;
+ double h = 0;*/
return ((double)p.Y - h < ground_noise1_val * f);
}
double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);
- double zeroval = -0.35;
+ double zeroval = -0.39;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
+double surface_humidity_2d(u64 seed, v2s16 p)
+{
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
+ seed+72384, 4, 0.66);
+ noise = (noise + 1.0)/2.0;
+ if(noise < 0.0)
+ noise = 0.0;
+ if(noise > 1.0)
+ noise = 1.0;
+ return noise;
+}
+
#if 0
double randomstone_amount_2d(u64 seed, v2s16 p)
{
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
double a = -31000;
+ // Corners
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_max.X, node_max.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
+ // Center
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ // Side middle points
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
double a = 31000;
+ // Corners
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_max.X, node_max.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
+ // Center
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ // Side middle points
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
*/
void add_random_objects(MapBlock *block)
{
+#if 0
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
{
v3s16 p(x0,y0,z0);
MapNode n = block->getNodeNoEx(p);
- if(n.d == CONTENT_IGNORE)
+ if(n.getContent() == CONTENT_IGNORE)
continue;
- if(content_features(n.d).liquid_type != LIQUID_NONE)
+ if(data->nodedef->get(n)->liquid_type != LIQUID_NONE)
continue;
- if(content_features(n.d).walkable)
+ if(data->nodedef->get(n)->walkable)
{
last_node_walkable = true;
continue;
if(last_node_walkable)
{
// If block contains light information
- if(content_features(n.d).param_type == CPT_LIGHT)
+ if(content_features(n).param_type == CPT_LIGHT)
{
if(n.getLight(LIGHTBANK_DAY) <= 3)
{
last_node_walkable = false;
}
}
- block->setChangedFlag();
+ block->raiseModified(MOD_STATE_WRITE_NEEDED, "mapgen::add_random_objects");
+#endif
}
void make_block(BlockMakeData *data)
{
if(data->no_op)
{
- dstream<<"makeBlock: no-op"<<std::endl;
+ //dstream<<"makeBlock: no-op"<<std::endl;
return;
}
+ assert(data->vmanip);
+ assert(data->nodedef);
+
+ INodeDefManager *ndef = data->nodedef;
+
v3s16 blockpos = data->blockpos;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
- ManualMapVoxelManipulator &vmanip = data->vmanip;
+ ManualMapVoxelManipulator &vmanip = *(data->vmanip);
v3s16 blockpos_min = blockpos - v3s16(1,1,1);
v3s16 blockpos_max = blockpos + v3s16(1,1,1);
// Area of center block
data->seed, v2s16(blockpos.X, blockpos.Z), 1);
// Maximum amount of ground above the bottom of the central block
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
+
+ #if 1
/*
Special case for high air or water: Just fill with air and water.
*/
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE"));
else
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}
- data->vmanip.m_area.add_y(em, i, 1);
+ data->vmanip->m_area.add_y(em, i, 1);
}
}
}
// We're done
return;
}
+ #endif
/*
If block is deep underground, this is set to true and ground
density noise is not generated, for speed optimization.
*/
- bool all_is_ground_except_caves = (minimum_ground_depth > 16);
+ bool all_is_ground_except_caves = (minimum_ground_depth > 40);
/*
Create a block-specific seed
*/
- u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
+ u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
+ full_node_min.Y*42123 + full_node_min.X*23;
/*
/*
Cave noise
*/
-
+#if 1
noisebuf_cave.create(get_cave_noise1_params(data->seed),
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- 4, 3, 4);
-
+ 2, 2, 2);
noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+#endif
/*
Ground noise
maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
sl.X, sl.Y, sl.Z);
}
-
+
+ /*
+ Cache some ground type values for speed
+ */
+
+// Creates variables c_name=id and n_name=node
+#define CONTENT_VARIABLE(ndef, name)\
+ content_t c_##name = ndef->getId(#name);\
+ MapNode n_##name(c_##name);
+
+ CONTENT_VARIABLE(ndef, stone);
+ CONTENT_VARIABLE(ndef, air);
+ CONTENT_VARIABLE(ndef, water_source);
+ CONTENT_VARIABLE(ndef, dirt);
+ CONTENT_VARIABLE(ndef, sand);
+ CONTENT_VARIABLE(ndef, gravel);
+ CONTENT_VARIABLE(ndef, clay);
+ CONTENT_VARIABLE(ndef, lava_source);
+ CONTENT_VARIABLE(ndef, cobble);
+ CONTENT_VARIABLE(ndef, mossycobble);
+ CONTENT_VARIABLE(ndef, dirt_with_grass);
+ CONTENT_VARIABLE(ndef, junglegrass);
+ CONTENT_VARIABLE(ndef, stone_with_coal);
+ CONTENT_VARIABLE(ndef, stone_with_iron);
+ CONTENT_VARIABLE(ndef, mese);
+
/*
Make base ground level
*/
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
- if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
// First priority: make air and water.
// This avoids caves inside water.
v3s16(x,y,z), data->seed) == false)
{
if(y <= WATER_LEVEL)
- vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ vmanip.m_data[i] = n_water_source;
else
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ vmanip.m_data[i] = n_air;
}
else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ vmanip.m_data[i] = n_air;
else
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ vmanip.m_data[i] = n_stone;
}
- data->vmanip.m_area.add_y(em, i, 1);
- }
- }
- }
-
- /*
- Add minerals
- */
-
- {
- PseudoRandom mineralrandom(blockseed);
-
- /*
- Add meseblocks
- */
- for(s16 i=0; i<approx_ground_depth/4; i++)
- {
- if(mineralrandom.next()%50 == 0)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_MESE);
- }
-
- }
- }
- /*
- Add others
- */
- {
- u16 a = mineralrandom.range(0,15);
- a = a*a*a;
- u16 amount = 20 * a/1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
- u8 base_content = CONTENT_STONE;
- MapNode new_content(CONTENT_IGNORE);
- u32 sparseness = 6;
-
- if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
- {
- new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
- }
- else
- {
- if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
- new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
- /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
- else
- vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
- }
- /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
- {
- }*/
-
- if(new_content.d != CONTENT_IGNORE)
- {
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == base_content)
- {
- if(mineralrandom.next()%sparseness == 0)
- vmanip.m_data[vi] = new_content;
- }
- }
- }
- }
- }
- /*
- Add coal
- */
- //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
- //for(s16 i=0; i<50; i++)
- u16 coal_amount = 30;
- u16 coal_rareness = 60 / coal_amount;
- if(coal_rareness == 0)
- coal_rareness = 1;
- if(mineralrandom.next()%coal_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
- }
- }
- }
- /*
- Add iron
- */
- u16 iron_amount = 8;
- u16 iron_rareness = 60 / iron_amount;
- if(iron_rareness == 0)
- iron_rareness = 1;
- if(mineralrandom.next()%iron_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].d == CONTENT_STONE)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
- }
+ data->vmanip->m_area.add_y(em, i, 1);
}
}
}
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
for(s16 y=node_max.Y; y>=node_min.Y; y--)
{
- if(vmanip.m_data[i].d == CONTENT_STONE)
+ if(vmanip.m_data[i].getContent() == c_stone)
{
if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
{
if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ vmanip.m_data[i] = n_dirt;
else
- vmanip.m_data[i] = MapNode(CONTENT_SAND);
+ vmanip.m_data[i] = n_sand;
}
else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
{
if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
- vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
+ vmanip.m_data[i] = n_gravel;
+ }
+ else if(noisebuf_ground_crumbleness.get(x,y,z) <
+ -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
+ {
+ vmanip.m_data[i] = n_lava_source;
+ for(s16 x1=-1; x1<=1; x1++)
+ for(s16 y1=-1; y1<=1; y1++)
+ for(s16 z1=-1; z1<=1; z1++)
+ data->transforming_liquid.push_back(
+ v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
}
}
- data->vmanip.m_area.add_y(em, i, -1);
+ data->vmanip->m_area.add_y(em, i, -1);
}
}
}
&& node_min.Y < approx_groundlevel)
{
// Dungeon generator doesn't modify places which have this set
- data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+ data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
| VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable to make dungeons open
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
{
- if(vmanip.m_data[i].d == CONTENT_AIR)
+ if(vmanip.m_data[i].getContent() == CONTENT_AIR)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ else if(vmanip.m_data[i].getContent() == c_water_source)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- data->vmanip.m_area.add_y(em, i, -1);
+ data->vmanip->m_area.add_y(em, i, -1);
}
}
}
PseudoRandom random(blockseed+2);
// Add it
- make_dungeon1(data->vmanip, random);
+ make_dungeon1(vmanip, random, ndef);
// Convert some cobble to mossy cobble
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
double d = noise3d_perlin((float)x/2.5,
(float)y/2.5,(float)z/2.5,
blockseed, 2, 1.4);
- if(vmanip.m_data[i].d == CONTENT_COBBLE)
+ if(vmanip.m_data[i].getContent() == c_cobble)
{
if(d < wetness/3.0)
{
- vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+ vmanip.m_data[i].setContent(c_mossycobble);
}
}
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
{
if(wetness > 1.2)
- vmanip.m_data[i].d = CONTENT_MUD;
+ vmanip.m_data[i].setContent(c_dirt);
}*/
- data->vmanip.m_area.add_y(em, i, -1);
+ data->vmanip->m_area.add_y(em, i, -1);
}
}
}
}
+
+ /*
+ Add NC
+ */
+ {
+ PseudoRandom ncrandom(blockseed+9324342);
+ if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
+ {
+ make_nc(vmanip, ncrandom, ndef);
+ }
+ }
/*
Add top and bottom side of water to transforming_liquid queue
{
if(water_found == false)
{
- if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i].getContent() == c_water_source)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
data->transforming_liquid.push_back(p);
// This can be done because water_found can only
// turn to true and end up here after going through
// a single block.
- if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i+1].getContent() != c_water_source)
{
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
data->transforming_liquid.push_back(p);
}
}
- data->vmanip.m_area.add_y(em, i, -1);
+ data->vmanip->m_area.add_y(em, i, -1);
}
}
}
u32 current_depth = 0;
bool air_detected = false;
bool water_detected = false;
+ bool have_clay = false;
+
// Use fast index incrementing
s16 start_y = node_max.Y+2;
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
for(s16 y=start_y; y>=node_min.Y-3; y--)
{
- if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ if(vmanip.m_data[i].getContent() == c_water_source)
water_detected = true;
- if(vmanip.m_data[i].d == CONTENT_AIR)
+ if(vmanip.m_data[i].getContent() == CONTENT_AIR)
air_detected = true;
- if((vmanip.m_data[i].d == CONTENT_STONE
- || vmanip.m_data[i].d == CONTENT_GRASS
- || vmanip.m_data[i].d == CONTENT_MUD
- || vmanip.m_data[i].d == CONTENT_SAND
- || vmanip.m_data[i].d == CONTENT_GRAVEL
+ if((vmanip.m_data[i].getContent() == c_stone
+ || vmanip.m_data[i].getContent() == c_dirt_with_grass
+ || vmanip.m_data[i].getContent() == c_dirt
+ || vmanip.m_data[i].getContent() == c_sand
+ || vmanip.m_data[i].getContent() == c_gravel
) && (air_detected || water_detected))
{
if(current_depth == 0 && y <= WATER_LEVEL+2
{
if(have_sand)
{
- vmanip.m_data[i] = MapNode(CONTENT_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);
}
#if 1
else if(current_depth==0 && !water_detected
&& y >= WATER_LEVEL && air_detected)
- vmanip.m_data[i] = MapNode(CONTENT_GRASS);
+ vmanip.m_data[i] = MapNode(c_dirt_with_grass);
#endif
else
- vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ vmanip.m_data[i] = MapNode(c_dirt);
}
else
{
- if(vmanip.m_data[i].d == CONTENT_MUD
- || vmanip.m_data[i].d == CONTENT_GRASS)
- vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ if(vmanip.m_data[i].getContent() == c_dirt
+ || vmanip.m_data[i].getContent() == c_dirt_with_grass)
+ vmanip.m_data[i] = MapNode(c_stone);
}
current_depth++;
else if(current_depth != 0)
break;
- data->vmanip.m_area.add_y(em, i, -1);
+ data->vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
- Add trees
+ Calculate some stuff
*/
+ float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
+ bool is_jungle = surface_humidity > 0.75;
// Amount of trees
u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+ if(is_jungle)
+ tree_count *= 5;
+
+ /*
+ Add trees
+ */
PseudoRandom treerandom(blockseed);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
bool found = false;
for(; p.Y >= y-6; p.Y--)
{
- u32 i = data->vmanip.m_area.index(p);
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
+ u32 i = data->vmanip->m_area.index(p);
+ MapNode *n = &data->vmanip->m_data[i];
+ if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
{
found = true;
break;
// If not found, handle next one
if(found == false)
continue;
- /*
- Trees grow only on mud and grass
- */
+
+ {
+ u32 i = data->vmanip->m_area.index(p);
+ MapNode *n = &data->vmanip->m_data[i];
+
+ if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
+ continue;
+
+ // Papyrus grows only on mud and in water
+ if(n->getContent() == c_dirt && y <= WATER_LEVEL)
+ {
+ p.Y++;
+ make_papyrus(vmanip, p, ndef);
+ }
+ // Trees grow only on mud and grass, on land
+ else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
+ {
+ p.Y++;
+ //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
+ if(is_jungle == false)
+ {
+ bool is_apple_tree;
+ if(myrand_range(0,4) != 0)
+ is_apple_tree = false;
+ else
+ is_apple_tree = noise2d_perlin(
+ 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
+ data->seed+342902, 3, 0.45) > 0.2;
+ make_tree(vmanip, p, is_apple_tree, ndef);
+ }
+ else
+ make_jungletree(vmanip, p, ndef);
+ }
+ // Cactii grow only on sand, on land
+ else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
+ {
+ p.Y++;
+ make_cactus(vmanip, p, ndef);
+ }
+ }
+ }
+
+ /*
+ Add jungle grass
+ */
+ if(is_jungle)
+ {
+ PseudoRandom grassrandom(blockseed);
+ for(u32 i=0; i<surface_humidity*5*tree_count; i++)
{
- u32 i = data->vmanip.m_area.index(p);
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ s16 x = grassrandom.range(node_min.X, node_max.X);
+ s16 z = grassrandom.range(node_min.Z, node_max.Z);
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
+ if(y < WATER_LEVEL)
+ continue;
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ /*
+ Find exact ground level
+ */
+ v3s16 p(x,y+6,z);
+ bool found = false;
+ for(; p.Y >= y-6; p.Y--)
+ {
+ u32 i = data->vmanip->m_area.index(p);
+ MapNode *n = &data->vmanip->m_data[i];
+ if(data->nodedef->get(*n).is_ground_content)
+ {
+ found = true;
+ break;
+ }
+ }
+ // If not found, handle next one
+ if(found == false)
+ continue;
+ p.Y++;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
continue;
+ /*p.Y--;
+ if(vmanip.m_area.contains(p))
+ vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
+ p.Y++;*/
+ if(vmanip.m_area.contains(p))
+ vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
}
- // Tree will be placed one higher
- p.Y++;
- // Make a tree
- make_tree(data->vmanip, p);
}
#if 0
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip.m_area.index(v3s16(p));
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ u32 i = data->vmanip->m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip->m_data[i];
+ if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one higher
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip.m_area.index(v3s16(p));
- MapNode *n = &data->vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ u32 i = data->vmanip->m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip->m_data[i];
+ if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one lower
#endif
}
+ /*
+ Add minerals
+ */
+
+ {
+ PseudoRandom mineralrandom(blockseed);
+
+ /*
+ Add meseblocks
+ */
+ for(s16 i=0; i<approx_ground_depth/4; i++)
+ {
+ if(mineralrandom.next()%50 == 0)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_mese);
+ }
+
+ }
+ }
+ /*
+ Add others
+ */
+ {
+ u16 a = mineralrandom.range(0,15);
+ a = a*a*a;
+ u16 amount = 20 * a/1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+
+ u8 base_content = c_stone;
+ MapNode new_content(CONTENT_IGNORE);
+ u32 sparseness = 6;
+
+ if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+ {
+ new_content = MapNode(c_stone_with_coal);
+ }
+ else
+ {
+ if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+ new_content = MapNode(c_stone_with_iron);
+ /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(c_dirt);
+ else
+ vmanip.m_data[i] = MapNode(c_sand);*/
+ }
+ /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+ {
+ }*/
+
+ if(new_content.getContent() != CONTENT_IGNORE)
+ {
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == base_content)
+ {
+ if(mineralrandom.next()%sparseness == 0)
+ vmanip.m_data[vi] = new_content;
+ }
+ }
+ }
+ }
+ }
+ /*
+ Add coal
+ */
+ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+ //for(s16 i=0; i<50; i++)
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
+ if(coal_rareness == 0)
+ coal_rareness = 1;
+ if(mineralrandom.next()%coal_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = coal_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_stone_with_coal);
+ }
+ }
+ }
+ /*
+ Add iron
+ */
+ u16 iron_amount = 8;
+ u16 iron_rareness = 60 / iron_amount;
+ if(iron_rareness == 0)
+ iron_rareness = 1;
+ if(mineralrandom.next()%iron_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = iron_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].getContent() == c_stone)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(c_stone_with_iron);
+ }
+ }
+ }
+ }
+
+}
+
+BlockMakeData::BlockMakeData():
+ no_op(false),
+ vmanip(NULL),
+ seed(0),
+ nodedef(NULL)
+{}
+
+BlockMakeData::~BlockMakeData()
+{
+ delete vmanip;
}
}; // namespace mapgen