#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
c_gravel = ndef->getId("mapgen_gravel");
c_cobble = ndef->getId("mapgen_cobble");
c_ice = ndef->getId("default:ice");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandbrick = ndef->getId("mapgen_sandstonebrick");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
- float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+ float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
s16 search_top = water_level + 15;
s16 search_base = water_level;
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
- generateBiomes(noise_heat->result, noise_humidity->result);
+ bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonGen dgen(this, NULL);
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (desert_stone) {
+ dp.c_cobble = c_sandbrick;
+ dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
+ dp.c_stair = c_stair_sandstone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
stone_surface_max_y = y;
}
}
- index2d = index2d - ystride;
+ index2d -= ystride;
}
- index2d = index2d + ystride;
+ index2d += ystride;
}
return stone_surface_max_y;
}
-void MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
+bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{
if (node_max.Y < water_level)
- return;
-
- MapNode n_air(CONTENT_AIR);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
+ return false;
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
+ bool desert_stone = false;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
- biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
- dfiller = biome->depth_filler + noise_filler_depth->result[index];
- y0_top = biome->depth_top;
- y0_filler = biome->depth_top + dfiller;
+ if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
+ (y == node_max.Y || have_air)) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ y0_top = biome->depth_top;
+ y0_filler = biome->depth_top + dfiller;
depth_water_top = biome->depth_water_top;
+
+ if (biome->c_stone == c_desert_stone)
+ desert_stone = true;
}
if (c == c_stone && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
- if (c_below != CONTENT_AIR) {
+ if (c_below != CONTENT_AIR && c_below != c_water_source) {
if (nplaced < y0_top) {
vm->m_data[i] = MapNode(biome->c_top);
nplaced++;
} else if (c == c_water_source) {
have_air = true;
nplaced = 0;
- if(y > water_level - depth_water_top)
+ if (y > water_level - depth_water_top)
vm->m_data[i] = MapNode(biome->c_water_top);
else
vm->m_data[i] = MapNode(biome->c_water);
vm->m_area.add_y(em, i, -1);
}
}
+
+ return desert_stone;
}
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
- content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR
- || (y <= water_level
- && c != biome->c_stone
- && c != c_stone))
- continue;
-
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
- if (d1*d2 > 0.125)
+ if (d1*d2 > 0.125) {
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+ (y <= water_level &&
+ c != biome->c_stone &&
+ c != c_stone))
+ continue;
+
vm->m_data[i] = MapNode(CONTENT_AIR);
+ }
}
- index2d = index2d - ystride;
+ index2d -= ystride;
}
- index2d = index2d + ystride;
+ index2d += ystride;
}
- if (node_max.Y > -256)
+ if (node_max.Y > LARGE_CAVE_DEPTH)
return;
PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+ u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index]);
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
if (biome->c_dust == CONTENT_IGNORE)
continue;
- s16 y = node_max.Y + 1;
- u32 vi = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
}
content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
- && c != biome->c_dust) {
- if (y == node_max.Y + 1)
- continue;
-
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}