/*
Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2017 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mg_decoration.h"
#include "mapgen_v6.h"
+
FlagDesc flagdesc_mapgen_v6[] = {
{"jungles", MGV6_JUNGLES},
{"biomeblend", MGV6_BIOMEBLEND},
{"mudflow", MGV6_MUDFLOW},
{"snowbiomes", MGV6_SNOWBIOMES},
+ {"flat", MGV6_FLAT},
+ {"trees", MGV6_TREES},
{NULL, 0}
};
-///////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
-MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+
+MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->ystride = csize.X; //////fix this
+ m_emerge = emerge;
+ ystride = csize.X; //////fix this
- this->heightmap = new s16[csize.X * csize.Z];
+ heightmap = new s16[csize.X * csize.Z];
- MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
- this->spflags = sp->spflags;
- this->freq_desert = sp->freq_desert;
- this->freq_beach = sp->freq_beach;
+ spflags = params->spflags;
+ freq_desert = params->freq_desert;
+ freq_beach = params->freq_beach;
- np_cave = &sp->np_cave;
- np_humidity = &sp->np_humidity;
- np_trees = &sp->np_trees;
- np_apple_trees = &sp->np_apple_trees;
+ np_cave = ¶ms->np_cave;
+ np_humidity = ¶ms->np_humidity;
+ np_trees = ¶ms->np_trees;
+ np_apple_trees = ¶ms->np_apple_trees;
//// Create noise objects
- noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
- noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
- noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
- noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
- noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
- noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
- noise_biome = new Noise(&sp->np_biome, seed,
+ noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
+ noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
+ noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y);
+ noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y);
+ noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y);
+ noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y);
+ noise_biome = new Noise(¶ms->np_biome, seed,
csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
- noise_humidity = new Noise(&sp->np_humidity, seed,
+ noise_humidity = new Noise(¶ms->np_humidity, seed,
csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
//// Resolve nodes to be used
c_snowblock = ndef->getId("mapgen_snowblock");
c_ice = ndef->getId("mapgen_ice");
- c_cobble = ndef->getId("mapgen_cobble");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
-
- if (c_desert_sand == CONTENT_IGNORE)
- c_desert_sand = c_sand;
+ if (c_gravel == CONTENT_IGNORE)
+ c_gravel = c_stone;
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
+ if (c_desert_sand == CONTENT_IGNORE)
+ c_desert_sand = c_sand;
if (c_dirt_with_snow == CONTENT_IGNORE)
c_dirt_with_snow = c_dirt_with_grass;
if (c_snow == CONTENT_IGNORE)
c_snowblock = c_dirt_with_grass;
if (c_ice == CONTENT_IGNORE)
c_ice = c_water_source;
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_desert_stone == CONTENT_IGNORE)
+ c_stair_desert_stone = c_desert_stone;
}
}
-MapgenV6Params::MapgenV6Params()
+MapgenV6Params::MapgenV6Params():
+ np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
+ np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
+ np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
+ np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
+ np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0),
+ np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0),
+ np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0),
+ np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0),
+ np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0),
+ np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0),
+ np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0)
{
- spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
- freq_desert = 0.45;
- freq_beach = 0.15;
-
- np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
- np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
- np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
- np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
- np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
- np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
- np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
- np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
- np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
- np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
- np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
}
void MapgenV6Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
+ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, U32_MAX);
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
//////////////////////// Some helper functions for the map generator
-
// Returns Y one under area minimum if not found
s16 MapgenV6::find_stone_level(v2s16 p2d)
{
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
s16 y_nodes_max = vm->m_area.MaxEdge.Y;
s16 y_nodes_min = vm->m_area.MinEdge.Y;
u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
- else
- return false;
+
+ return false;
}
float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
{
- if (flags & MG_FLAT)
+ if (spflags & MGV6_FLAT)
return water_level;
float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
float MapgenV6::baseTerrainLevelFromMap(int index)
{
- if (flags & MG_FLAT)
+ if (spflags & MGV6_FLAT)
return water_level;
float terrain_base = noise_terrain_base->result[index];
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
- return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
+ return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT;
}
int MapgenV6::getGroundLevelAtPoint(v2s16 p)
{
- return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
+ return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+}
+
+
+int MapgenV6::getSpawnLevelAtPoint(v2s16 p)
+{
+ s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT;
+ if (level_at_point <= water_level ||
+ level_at_point > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+
+ return level_at_point;
}
float zeroval = -0.39;
if (noise < zeroval)
return 0;
- else
- return 0.04 * (noise - zeroval) / (1.0 - zeroval);
+
+ return 0.04 * (noise - zeroval) / (1.0 - zeroval);
}
float MapgenV6::getMudAmount(int index)
{
- if (flags & MG_FLAT)
- return AVERAGE_MUD_AMOUNT;
+ if (spflags & MGV6_FLAT)
+ return MGV6_AVERAGE_MUD_AMOUNT;
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
if (spflags & MGV6_SNOWBIOMES) {
float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
- if (d > FREQ_HOT + blend) {
- if (h > FREQ_JUNGLE + blend)
+ if (d > MGV6_FREQ_HOT + blend) {
+ if (h > MGV6_FREQ_JUNGLE + blend)
return BT_JUNGLE;
- else
- return BT_DESERT;
- } else if (d < FREQ_SNOW + blend) {
- if (h > FREQ_TAIGA + blend)
- return BT_TAIGA;
- else
- return BT_TUNDRA;
- } else {
- return BT_NORMAL;
- }
- } else {
- if (d > freq_desert)
- return BT_DESERT;
- if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
- ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
return BT_DESERT;
+ }
- if ((spflags & MGV6_JUNGLES) && h > 0.75)
- return BT_JUNGLE;
- else
- return BT_NORMAL;
+ if (d < MGV6_FREQ_SNOW + blend) {
+ if (h > MGV6_FREQ_TAIGA + blend)
+ return BT_TAIGA;
+
+ return BT_TUNDRA;
+ }
+
+ return BT_NORMAL;
}
+
+ if (d > freq_desert)
+ return BT_DESERT;
+
+ if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
+ ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
+ return BT_DESERT;
+
+ if ((spflags & MGV6_JUNGLES) && h > 0.75)
+ return BT_JUNGLE;
+
+ return BT_NORMAL;
+
}
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
central_area_size = node_max - node_min + v3s16(1, 1, 1);
assert(central_area_size.X == central_area_size.Z);
- int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
- * (blockpos_max.Y - blockpos_min.Y + 1)
- * (blockpos_max.Z - blockpos_max.Z + 1);
-
- volume_nodes = volume_blocks *
- MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
-
// Create a block-specific seed
blockseed = get_blockseed(data->seed, full_node_min);
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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;
+ dp.seed = seed;
+ dp.c_water = c_water_source;
+ dp.c_river_water = c_water_source;
+
+ dp.only_in_ground = true;
+ dp.corridor_len_min = 1;
+ dp.corridor_len_max = 13;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
+
+ dp.np_density
+ = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+ dp.np_alt_wall
+ = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
- dp.c_cobble = c_desert_stone;
- dp.c_moss = c_desert_stone;
- dp.c_stair = c_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
+ dp.c_wall = c_desert_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.room_size_min = v3s16(6, 9, 6);
+ dp.room_size_max = v3s16(10, 11, 10);
+ dp.room_size_large_min = v3s16(10, 13, 10);
+ dp.room_size_large_max = v3s16(18, 21, 18);
+ 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;
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.room_size_min = v3s16(4, 4, 4);
+ dp.room_size_max = v3s16(8, 6, 8);
+ dp.room_size_large_min = v3s16(8, 8, 8);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.notifytype = GENNOTIFY_DUNGEON;
}
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
// Add top and bottom side of water to transforming_liquid queue
growGrass();
// Generate some trees, and add grass, if a jungle
- if (flags & MG_TREES)
+ if (spflags & MGV6_TREES)
placeTreesAndJungleGrass();
// Generate the registered decorations
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed,
+ node_min, node_max, water_level - 1);
// Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed,
+ node_min, node_max, water_level - 1);
// Calculate lighting
if (flags & MG_LIGHT)
- calcLighting(node_min, node_max);
+ calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ full_node_min, full_node_max);
this->generating = false;
}
int fx = full_node_min.X;
int fz = full_node_min.Z;
- if (!(flags & MG_FLAT)) {
+ if (!(spflags & MGV6_FLAT)) {
noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
BiomeV6Type bt = getBiome(v2s16(x, z));
// Fill ground with stone
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 i = vm->m_area.index(x, node_min.Y, z);
for (s16 y = node_min.Y; y <= node_max.Y; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
- vm->m_data[i] = (y >= DESERT_STONE_BASE
+ vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE
&& bt == BT_DESERT) ?
n_desert_stone : n_stone;
} else if (y <= water_level) {
- vm->m_data[i] = (y >= ICE_BASE
+ vm->m_data[i] = (y >= MGV6_ICE_BASE
&& bt == BT_TUNDRA) ?
n_ice : n_water_source;
} else {
// Add mud on ground
s16 mudcount = 0;
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
s16 y_start = surface_y + 1;
u32 i = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y <= node_max.Y; y++) {
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
s16 y = node_max.Y;
u32 i2 = i;
vm->m_area.add_y(em, i2, -1);
// Cancel if out of area
- if (vm->m_area.contains(i2) == false)
+ if (!vm->m_area.contains(i2))
continue;
MapNode *n2 = &vm->m_data[i2];
if (n2->getContent() != c_dirt &&
v3s16(-1, 0, 0), // left
};
- // Check that upper is air or doesn't exist.
- // Cancel dropping if upper keeps it in place
+ // Check that upper is walkable. Cancel
+ // dropping if upper keeps it in place.
u32 i3 = i;
vm->m_area.add_y(em, i3, 1);
- if (vm->m_area.contains(i3) == true &&
- ndef->get(vm->m_data[i3]).walkable)
- continue;
+ MapNode *n3 = NULL;
+
+ if (vm->m_area.contains(i3)) {
+ n3 = &vm->m_data[i3];
+ if (ndef->get(*n3).walkable)
+ continue;
+ }
// Drop mud on side
- for(u32 di = 0; di < 4; di++) {
- v3s16 dirp = dirs4[di];
+ for (const v3s16 &dirp : dirs4) {
u32 i2 = i;
// Move to side
vm->m_area.add_p(em, i2, dirp);
// Fail if out of area
- if (vm->m_area.contains(i2) == false)
+ if (!vm->m_area.contains(i2))
continue;
// Check that side is air
MapNode *n2 = &vm->m_data[i2];
continue;
// Check that under side is air
vm->m_area.add_y(em, i2, -1);
- if (vm->m_area.contains(i2) == false)
+ if (!vm->m_area.contains(i2))
continue;
n2 = &vm->m_data[i2];
if (ndef->get(*n2).walkable)
vm->m_area.add_y(em, i2, -1);
n2 = &vm->m_data[i2];
// if out of known area
- if(vm->m_area.contains(i2) == false ||
+ if (!vm->m_area.contains(i2) ||
n2->getContent() == CONTENT_IGNORE) {
dropped_to_unknown = true;
break;
}
- } while (ndef->get(*n2).walkable == false);
+ } while (!ndef->get(*n2).walkable);
// Loop one up so that we're in air
vm->m_area.add_y(em, i2, 1);
- n2 = &vm->m_data[i2];
- bool old_is_water = (n->getContent() == c_water_source);
- // Move mud to new place
- 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);
- }
+ // Move mud to new place. Outside mapchunk remove
+ // any decorations above removed or placed mud.
+ if (!dropped_to_unknown)
+ moveMud(i, i2, i3, p2d, em);
// Done
break;
}
+void MapgenV6::moveMud(u32 remove_index, u32 place_index,
+ u32 above_remove_index, v2s16 pos, v3s16 em)
+{
+ MapNode n_air(CONTENT_AIR);
+ // Copy mud from old place to new place
+ vm->m_data[place_index] = vm->m_data[remove_index];
+ // Set old place to be air
+ vm->m_data[remove_index] = n_air;
+ // Outside the mapchunk decorations may need to be removed if above removed
+ // mud or if half-buried in placed mud. Placed mud is to the side of pos so
+ // use 'pos.X >= node_max.X' etc.
+ if (pos.X >= node_max.X || pos.X <= node_min.X ||
+ pos.Y >= node_max.Z || pos.Y <= node_min.Z) {
+ // 'above remove' node is above removed mud. If it is not air, water or
+ // 'ignore' it is a decoration that needs removing. Also search upwards
+ // to remove a possible stacked decoration.
+ // Check for 'ignore' because stacked decorations can penetrate into
+ // 'ignore' nodes above the mapchunk.
+ while (vm->m_area.contains(above_remove_index) &&
+ vm->m_data[above_remove_index].getContent() != CONTENT_AIR &&
+ vm->m_data[above_remove_index].getContent() != c_water_source &&
+ vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) {
+ vm->m_data[above_remove_index] = n_air;
+ vm->m_area.add_y(em, above_remove_index, 1);
+ }
+ // Mud placed may have partially-buried a stacked decoration, search
+ // above and remove.
+ vm->m_area.add_y(em, place_index, 1);
+ while (vm->m_area.contains(place_index) &&
+ vm->m_data[place_index].getContent() != CONTENT_AIR &&
+ vm->m_data[place_index].getContent() != c_water_source &&
+ vm->m_data[place_index].getContent() != CONTENT_IGNORE) {
+ vm->m_data[place_index] = n_air;
+ vm->m_area.add_y(em, place_index, 1);
+ }
+ }
+}
+
+
void MapgenV6::placeTreesAndJungleGrass()
{
//TimeTaker t("placeTrees");
if (c_junglegrass == CONTENT_IGNORE)
c_junglegrass = CONTENT_AIR;
MapNode n_junglegrass(c_junglegrass);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
// Divide area into parts
s16 div = 8;
continue;
v3s16 p(x, y, z);
- // Trees grow only on mud and grass and snowblock
+ // Trees grow only on mud and grass
{
u32 i = vm->m_area.index(p);
content_t c = vm->m_data[i].getContent();
if (c != c_dirt &&
c != c_dirt_with_grass &&
- c != c_dirt_with_snow &&
- c != c_snowblock)
+ c != c_dirt_with_snow)
continue;
}
p.Y++;
MapNode n_dirt_with_snow(c_dirt_with_snow);
MapNode n_snowblock(c_snowblock);
MapNode n_snow(c_snow);
- v3s16 em = vm->m_area.getExtent();
+ const v3s16 &em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
content_t c = vm->m_data[i].getContent();
if (surface_y >= water_level - 20) {
if (bt == BT_TAIGA && c == c_dirt) {
- vm->m_data[i] = n_snowblock;
- vm->m_area.add_y(em, i, -1);
vm->m_data[i] = n_dirt_with_snow;
} else if (bt == BT_TUNDRA) {
if (c == c_dirt) {
+ vm->m_data[i] = n_snowblock;
+ vm->m_area.add_y(em, i, -1);
vm->m_data[i] = n_dirt_with_snow;
} else if (c == c_stone && surface_y < node_max.Y) {
vm->m_area.add_y(em, i, 1);
- vm->m_data[i] = n_snow;
+ vm->m_data[i] = n_snowblock;
}
} else if (c == c_dirt) {
vm->m_data[i] = n_dirt_with_grass;
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
- bool large_cave = (i >= caves_count);
- CaveV6 cave(this, &ps, &ps2, large_cave);
+ CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
- cave.makeCave(node_min, node_max, max_stone_y);
+ bool large_cave = (i >= caves_count);
+ cave.makeCave(vm, node_min, node_max, &ps, &ps2,
+ large_cave, max_stone_y, heightmap);
}
}