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minetest/src/mapgen.cpp
2012-04-02 08:51:05 +03:00

2888 lines
73 KiB
C++

/*
Minetest-c55
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
(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.
You should have received a copy of the GNU 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.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "map.h"
//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "main.h" // For g_profiler
namespace mapgen
{
/*
Some helper functions for the map generator
*/
#if 1
// Returns Y one under area minimum if not found
static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
INodeDefManager *ndef)
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
if(ndef->get(n).walkable)
break;
vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
return y;
else
return y_nodes_min - 1;
}
#if 0
// Returns Y one under area minimum if not found
static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
INodeDefManager *ndef)
{
if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
return vmanip.m_area.MinEdge.Y-1;
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
content_t c_tree = ndef->getId("mapgen_tree");
content_t c_leaves = ndef->getId("mapgen_leaves");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
if(ndef->get(n).walkable
&& n.getContent() != c_tree
&& n.getContent() != c_leaves)
break;
vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
return y;
else
return y_nodes_min - 1;
}
#endif
// Returns Y one under area minimum if not found
static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
INodeDefManager *ndef)
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
s16 y;
content_t c_stone = ndef->getId("mapgen_stone");
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
if(n.getContent() == c_stone)
break;
vmanip.m_area.add_y(em, i, -1);
}
if(y >= y_nodes_min)
return y;
else
return y_nodes_min - 1;
}
#endif
void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
bool is_apple_tree, INodeDefManager *ndef)
{
MapNode treenode(ndef->getId("mapgen_tree"));
MapNode leavesnode(ndef->getId("mapgen_leaves"));
MapNode applenode(ndef->getId("mapgen_apple"));
s16 trunk_h = myrand_range(4, 5);
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(-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++)
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<7; 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) {
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;
}
}
}
}
#if 0
static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
MapNode treenode(ndef->getId("mapgen_jungletree"));
MapNode leavesnode(ndef->getId("mapgen_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)
vmanip.m_data[vi] = leavesnode;
}
}
static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
MapNode papyrusnode(ndef->getId("mapgen_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++;
}
}
static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
INodeDefManager *ndef)
{
MapNode cactusnode(ndef->getId("mapgen_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++;
}
}
#endif
#if 0
/*
Dungeon making routines
*/
#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
INodeDefManager *ndef)
{
// Make +-X walls
for(s16 z=0; z<roomsize.Z; z++)
for(s16 y=0; y<roomsize.Y; y++)
{
{
v3s16 p = roomplace + v3s16(0,y,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Make +-Z walls
for(s16 x=0; x<roomsize.X; x++)
for(s16 y=0; y<roomsize.Y; y++)
{
{
v3s16 p = roomplace + v3s16(x,y,0);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Make +-Y walls (floor and ceiling)
for(s16 z=0; z<roomsize.Z; z++)
for(s16 x=0; x<roomsize.X; x++)
{
{
v3s16 p = roomplace + v3s16(x,0,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
{
v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
continue;
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Fill with air
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
for(s16 x=1; x<roomsize.X-1; x++)
{
v3s16 p = roomplace + v3s16(x,y,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
vmanip.m_data[vi] = MapNode(CONTENT_AIR);
}
}
static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
u8 avoid_flags, MapNode n, u8 or_flags)
{
for(s16 z=0; z<size.Z; z++)
for(s16 y=0; y<size.Y; y++)
for(s16 x=0; x<size.X; x++)
{
v3s16 p = place + v3s16(x,y,z);
if(vmanip.m_area.contains(p) == false)
continue;
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & avoid_flags)
continue;
vmanip.m_flags[vi] |= or_flags;
vmanip.m_data[vi] = n;
}
}
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,
INodeDefManager *ndef)
{
make_hole1(vmanip, doorplace, ndef);
// Place torch (for testing)
//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
}
static v3s16 rand_ortho_dir(PseudoRandom &random)
{
if(random.next()%2==0)
return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
else
return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
}
static v3s16 turn_xz(v3s16 olddir, int t)
{
v3s16 dir;
if(t == 0)
{
// Turn right
dir.X = olddir.Z;
dir.Z = -olddir.X;
dir.Y = olddir.Y;
}
else
{
// Turn left
dir.X = -olddir.Z;
dir.Z = olddir.X;
dir.Y = olddir.Y;
}
return dir;
}
static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
{
int turn = random.range(0,2);
v3s16 dir;
if(turn == 0)
{
// Go straight
dir = olddir;
}
else if(turn == 1)
// Turn right
dir = turn_xz(olddir, 0);
else
// Turn left
dir = turn_xz(olddir, 1);
return dir;
}
static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
PseudoRandom &random, INodeDefManager *ndef)
{
make_hole1(vmanip, doorplace, ndef);
v3s16 p0 = doorplace;
v3s16 dir = doordir;
u32 length;
if(random.next()%2)
length = random.range(1,13);
else
length = random.range(1,6);
length = random.range(1,13);
u32 partlength = random.range(1,13);
u32 partcount = 0;
s16 make_stairs = 0;
if(random.next()%2 == 0 && partlength >= 3)
make_stairs = random.next()%2 ? 1 : -1;
for(u32 i=0; i<length; i++)
{
v3s16 p = p0 + dir;
if(partcount != 0)
p.Y += make_stairs;
/*// If already empty
if(vmanip.getNodeNoExNoEmerge(p).getContent()
== CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_AIR)
{
}*/
if(vmanip.m_area.contains(p) == true
&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
{
if(make_stairs)
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_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),
VMANIP_FLAG_DUNGEON_INSIDE);
}
else
{
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
make_hole1(vmanip, p, ndef);
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
VMANIP_FLAG_DUNGEON_INSIDE);*/
}
p0 = p;
}
else
{
// Can't go here, turn away
dir = turn_xz(dir, random.range(0,1));
make_stairs = -make_stairs;
partcount = 0;
partlength = random.range(1,length);
continue;
}
partcount++;
if(partcount >= partlength)
{
partcount = 0;
dir = random_turn(random, dir);
partlength = random.range(1,length);
make_stairs = 0;
if(random.next()%2 == 0 && partlength >= 3)
make_stairs = random.next()%2 ? 1 : -1;
}
}
result_place = p0;
result_dir = dir;
}
class RoomWalker
{
public:
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
INodeDefManager *ndef):
vmanip(vmanip_),
m_pos(pos),
m_random(random),
m_ndef(ndef)
{
randomizeDir();
}
void randomizeDir()
{
m_dir = rand_ortho_dir(m_random);
}
void setPos(v3s16 pos)
{
m_pos = pos;
}
void setDir(v3s16 dir)
{
m_dir = dir;
}
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
for(u32 i=0; i<100; i++)
{
v3s16 p = m_pos + m_dir;
v3s16 p1 = p + v3s16(0,1,0);
if(vmanip.m_area.contains(p) == false
|| vmanip.m_area.contains(p1) == false
|| i % 4 == 0)
{
randomizeDir();
continue;
}
if(vmanip.getNodeNoExNoEmerge(p).getContent()
== m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
== m_ndef->getId("mapgen_cobble"))
{
// Found wall, this is a good place!
result_place = p;
result_dir = m_dir;
// Randomize next direction
randomizeDir();
return true;
}
/*
Determine where to move next
*/
// Jump one up if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
== m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
== CONTENT_AIR)
p += v3s16(0,1,0);
// Jump one down if the actual space is there
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
== m_ndef->getId("mapgen_cobble")
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
== CONTENT_AIR
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
== CONTENT_AIR)
p += v3s16(0,-1,0);
// Check if walking is now possible
if(vmanip.getNodeNoExNoEmerge(p).getContent()
!= CONTENT_AIR
|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
!= CONTENT_AIR)
{
// Cannot continue walking here
randomizeDir();
continue;
}
// Move there
m_pos = p;
}
return false;
}
bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
v3s16 &result_doordir, v3s16 &result_roomplace)
{
for(s16 trycount=0; trycount<30; trycount++)
{
v3s16 doorplace;
v3s16 doordir;
bool r = findPlaceForDoor(doorplace, doordir);
if(r == false)
continue;
v3s16 roomplace;
// X east, Z north, Y up
#if 1
if(doordir == v3s16(1,0,0)) // X+
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,m_random.range(-roomsize.Z+2,-2));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace +
v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
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;
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
for(s16 x=1; x<roomsize.X-1; x++)
{
v3s16 p = roomplace + v3s16(x,y,z);
if(vmanip.m_area.contains(p) == false)
{
fits = false;
break;
}
if(vmanip.m_flags[vmanip.m_area.index(p)]
& VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false;
break;
}
}
if(fits == false)
{
// Find new place
continue;
}
result_doorplace = doorplace;
result_doordir = doordir;
result_roomplace = roomplace;
return true;
}
return false;
}
private:
VoxelManipulator &vmanip;
v3s16 m_pos;
v3s16 m_dir;
PseudoRandom &m_random;
INodeDefManager *m_ndef;
};
static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
INodeDefManager *ndef)
{
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
/*
Find place for first room
*/
bool fits = false;
for(u32 i=0; i<100; i++)
{
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
roomplace = vmanip.m_area.MinEdge + v3s16(
random.range(0,areasize.X-roomsize.X-1),
random.range(0,areasize.Y-roomsize.Y-1),
random.range(0,areasize.Z-roomsize.Z-1));
/*
Check that we're not putting the room to an unknown place,
otherwise it might end up floating in the air
*/
fits = true;
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
for(s16 x=1; x<roomsize.X-1; x++)
{
v3s16 p = roomplace + v3s16(x,y,z);
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
{
fits = false;
break;
}
if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
{
fits = false;
break;
}
}
if(fits)
break;
}
// No place found
if(fits == false)
return;
/*
Stores the center position of the last room made, so that
a new corridor can be started from the last room instead of
the new room, if chosen so.
*/
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
u32 room_count = random.range(2,7);
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
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(ndef->getId("mapgen_torch"));
// Quit if last room
if(i == room_count-1)
break;
// Determine walker start position
bool start_in_last_room = (random.range(0,2)!=0);
//bool start_in_last_room = true;
v3s16 walker_start_place;
if(start_in_last_room)
{
walker_start_place = last_room_center;
}
else
{
walker_start_place = room_center;
// Store center of current room as the last one
last_room_center = room_center;
}
// Create walker and find a place for a door
RoomWalker walker(vmanip, walker_start_place, random, ndef);
v3s16 doorplace;
v3s16 doordir;
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(r == false)
return;
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
doorplace -= doordir;
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end,
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));
walker.setPos(corridor_end);
walker.setDir(corridor_end_dir);
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
if(r == false)
return;
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
roomplace -= doordir;
}
}
#endif
#if 0
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(ndef->getId("mapgen_nyancat"), 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(ndef->getId("mapgen_nyancat_rainbow"));
}
}
#endif
/*
Noise functions. Make sure seed is mangled differently in each one.
*/
#if 0
/*
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 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, 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, 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);
}
NoiseParams get_ground_noise1_params(u64 seed)
{
return NoiseParams(NOISE_PERLIN, seed+983240, 4,
0.55, 80.0, 40.0);
}
NoiseParams get_ground_crumbleness_params(u64 seed)
{
return NoiseParams(NOISE_PERLIN, seed+34413, 3,
1.3, 20.0, 1.0);
}
NoiseParams get_ground_wetness_params(u64 seed)
{
return NoiseParams(NOISE_PERLIN, seed+32474, 4,
1.1, 40.0, 1.0);
}
bool is_cave(u64 seed, v3s16 p)
{
double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
return d1*d2 > CAVE_NOISE_THRESHOLD;
}
/*
Ground density noise shall be interpreted by using this.
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 = 0.55 + noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
seed+920381, 3, 0.45);
if(f < 0.01)
f = 0.01;
else if(f >= 1.0)
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);
}
/*
Queries whether a position is ground or not.
*/
bool is_ground(u64 seed, v3s16 p)
{
double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
return val_is_ground(val1, p, seed);
}
#endif
// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
{
/*double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
seed+2, 5, 0.66);*/
double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);
double zeroval = -0.39;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
#if 0
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;
}
/*
Incrementally find ground level from 3d noise
*/
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
// Start a bit fuzzy to make averaging lower precision values
// more useful
s16 level = myrand_range(-precision/2, precision/2);
s16 dec[] = {31000, 100, 20, 4, 1, 0};
s16 i;
for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
{
// First find non-ground by going upwards
// Don't stop in caves.
{
s16 max = level+dec[i-1]*2;
v3s16 p(p2d.X, level, p2d.Y);
for(; p.Y < max; p.Y += dec[i])
{
if(!is_ground(seed, p))
{
level = p.Y;
break;
}
}
}
// Then find ground by going downwards from there.
// Go in caves, too, when precision is 1.
{
s16 min = level-dec[i-1]*2;
v3s16 p(p2d.X, level, p2d.Y);
for(; p.Y>min; p.Y-=dec[i])
{
bool ground = is_ground(seed, p);
/*if(dec[i] == 1 && is_cave(seed, p))
ground = false;*/
if(ground)
{
level = p.Y;
break;
}
}
}
}
// This is more like the actual ground level
level += dec[i-1]/2;
return level;
}
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
{
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
double a = 0;
a += find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p);
a += find_ground_level_from_noise(seed,
v2s16(node_min.X, node_max.Y), p);
a += find_ground_level_from_noise(seed,
v2s16(node_max.X, node_max.Y), p);
a += find_ground_level_from_noise(seed,
v2s16(node_max.X, node_min.Y), p);
a += find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
a /= 5;
return a;
}
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double 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_min.X, node_max.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;
}
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
{
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_min.X, node_max.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;
}
#endif
// Required by mapgen.h
bool block_is_underground(u64 seed, v3s16 blockpos)
{
/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
seed, v2s16(blockpos.X, blockpos.Z));*/
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = WATER_LEVEL;
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
return false;
}
#define AVERAGE_MUD_AMOUNT 4
double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ 20. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+82341, 5, 0.6);
/*// A bit hillier one
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+93413, 6, 0.69);
if(base2 > base)
base = base2;*/
#if 1
// Higher ground level
double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 5, 0.6);
//higher = 30; // For debugging
// Limit higher to at least base
if(higher < base)
higher = base;
// Steepness factor of cliffs
double b = 0.85 + 0.5 * noise2d_perlin(
0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
seed-932, 5, 0.7);
b = rangelim(b, 0.0, 1000.0);
b = pow(b, 7);
b *= 5;
b = rangelim(b, 0.5, 1000.0);
// Values 1.5...100 give quite horrible looking slopes
if(b > 1.5 && b < 100.0){
if(b < 10.0)
b = 1.5;
else
b = 100.0;
}
//dstream<<"b="<<b<<std::endl;
//double b = 20;
//b = 0.25;
// Offset to more low
double a_off = -0.20;
// High/low selector
/*double a = 0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+4213, 6, 0.7));*/
double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+4213, 5, 0.69));
// Limit
a = rangelim(a, 0.0, 1.0);
//dstream<<"a="<<a<<std::endl;
double h = base*(1.0-a) + higher*a;
#else
double h = base;
#endif
return h;
}
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
}
double get_mud_add_amount(u64 seed, v2s16 p)
{
return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));
}
bool get_have_beach(u64 seed, v2s16 p2d)
{
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
seed+59420, 3, 0.50);
return (sandnoise > 0.15);
}
u32 get_blockseed(u64 seed, v3s16 p)
{
s32 x=p.X, y=p.Y, z=p.Z;
return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
}
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
void make_block(BlockMakeData *data)
{
if(data->no_op)
{
//dstream<<"makeBlock: no-op"<<std::endl;
return;
}
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);
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);
INodeDefManager *ndef = data->nodedef;
// Hack: use minimum block coordinates for old code that assumes
// a single block
v3s16 blockpos = data->blockpos_requested;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
// Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
// Full allocated area
v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
const s16 max_spread_amount = MAP_BLOCKSIZE;
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
* (blockpos_max.Y - blockpos_min.Y + 1)
* (blockpos_max.Z - blockpos_max.Z + 1);
int volume_nodes = volume_blocks *
MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
// Generated surface area
//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
// Horribly wrong heuristic, but better than nothing
bool block_is_underground = (WATER_LEVEL > node_max.Y);
/*
Create a block-specific seed
*/
u32 blockseed = get_blockseed(data->seed, full_node_min);
/*
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("mapgen_" #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);
// Maximum height of the stone surface and obstacles.
// This is used to guide the cave generation
s16 stone_surface_max_y = 0;
/*
Generate general ground level to full area
*/
{
#if 1
TimeTaker timer1("Generating ground level");
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d = v2s16(x,z);
/*
Skip of already generated
*/
/*{
v3s16 p(p2d.X, node_min.Y, p2d.Y);
if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
continue;
}*/
// Ground height at this point
float surface_y_f = 0.0;
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(data->seed, p2d);
/*// Experimental stuff
{
float a = highlands_level_2d(data->seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
}*/
// Convert to integer
s16 surface_y = (s16)surface_y_f;
// Log it
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
/*
Fill ground with stone
*/
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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);
}
vmanip.m_area.add_y(em, i, 1);
}
}
}
#endif
}//timer1
// Limit dirt flow area by 1 because mud is flown into neighbors.
assert(central_area_size.X == central_area_size.Z);
s16 mudflow_minpos = 0-max_spread_amount+1;
s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
/*
Loop this part, it will make stuff look older and newer nicely
*/
const u32 age_loops = 2;
for(u32 i_age=0; i_age<age_loops; i_age++)
{ // Aging loop
/******************************
BEGINNING OF AGING LOOP
******************************/
#if 1
{
// 24ms @cs=8
//TimeTaker timer1("caves");
/*
Make caves (this code is relatively horrible)
*/
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, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 20000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed+21343);
if(ps.range(1, 4) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
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);
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 = 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;
// Area starting point in nodes
v3s16 of = node_min;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
//s16 insure = 5; // Didn't work with max_d = 20
s16 insure = 10;
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
s16 route_y_min = 0;
// Allow half a diameter + 7 over stone surface
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(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(large_cave)
{
/*// Minimum is at y=0
route_y_min = -of.Y - 0;*/
// Minimum is at y=max_tunnel_diameter/4
//route_y_min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + max_tunnel_diameter/4;
//s16 min = -of.Y + 0;
s16 min = 0;
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);
}
/*dstream<<"route_y_min = "<<route_y_min
<<", route_y_max = "<<route_y_max<<std::endl;*/
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = 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 && large_cave == false);
if(coming_from_surface)
route_start_y_min = -of.Y + stone_surface_max_y + 10;
}*/
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
// Randomize starting position
v3f orp(
(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);
startp += of;
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
/*
Generate some tunnel starting from orp
*/
for(u16 j=0; j<tunnel_routepoints; j++)
{
if(j%dswitchint==0 && large_cave == false)
{
main_direction = v3f(
((float)(ps.next()%20)-(float)10)/10,
((float)(ps.next()%20)-(float)10)/30,
((float)(ps.next()%20)-(float)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 = ps.range(min_d, max_d);
v3s16 maxlen;
if(large_cave)
{
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,
ps.range(1, rs*part_max_length_rs),
rs*part_max_length_rs
);
}
v3f vec;
vec = v3f(
(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(!large_cave && ps.range(0,12) == 0)
{
vec = v3f(
(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(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
v2s16(p.X, p.Z), ndef);
route_y_min = h - rs/3;
route_y_max = h + rs;
}*/
vec += main_direction;
v3f rp = orp + vec;
if(rp.X < 0)
rp.X = 0;
else if(rp.X >= ar.X)
rp.X = ar.X-1;
if(rp.Y < route_y_min)
rp.Y = route_y_min;
else if(rp.Y >= route_y_max)
rp.Y = route_y_max-1;
if(rp.Z < 0)
rp.Z = 0;
else if(rp.Z >= ar.Z)
rp.Z = ar.Z-1;
vec = rp - orp;
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
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 + ps.range(-1,1);
s16 d1 = d0 + rs + ps.range(-1,1);
for(s16 z0=d0; z0<=d1; z0++)
{
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/2 - MYMAX(0, maxabsxz-rs/7-1);
for(s16 y0=-si2; y0<=si2; y0++)
{
/*// 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);
p += of;
if(vmanip.m_area.contains(p) == false)
continue;
u32 i = vmanip.m_area.index(p);
if(large_cave)
{
if(full_node_min.Y < WATER_LEVEL &&
full_node_max.Y > WATER_LEVEL){
if(p.Y <= WATER_LEVEL)
vmanip.m_data[i] = waternode;
else
vmanip.m_data[i] = airnode;
} else if(full_node_max.Y < WATER_LEVEL){
if(p.Y < startp.Y - 2)
vmanip.m_data[i] = lavanode;
else
vmanip.m_data[i] = airnode;
} else {
vmanip.m_data[i] = airnode;
}
} else {
// Don't replace air or water or lava
if(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;
// Set tunnel flag
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
}
}
}
}
}
orp = rp;
}
}
}//timer1
#endif
#if 1
{
// 15ms @cs=8
TimeTaker timer1("add mud");
/*
Add mud to the central chunk
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// 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;
// Find ground level
s16 surface_y = find_stone_level(vmanip, p2d, ndef);
// Handle area not found
if(surface_y == vmanip.m_area.MinEdge.Y - 1)
continue;
if(mud_add_amount <= 0){
mud_add_amount = 1 - mud_add_amount;
addnode = MapNode(c_gravel);
} else if(get_have_beach(data->seed, p2d) &&
surface_y + mud_add_amount <= WATER_LEVEL+2){
addnode = MapNode(c_sand);
}
/*
If topmost node is grass, change it to mud.
It might be if it was flown to there from a neighboring
chunk and then converted.
*/
{
u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
MapNode *n = &vmanip.m_data[i];
if(n->getContent() == c_dirt_with_grass)
*n = MapNode(c_dirt);
}
/*
Add mud on ground
*/
{
s16 mudcount = 0;
v3s16 em = vmanip.m_area.getExtent();
s16 y_start = surface_y+1;
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
for(s16 y=y_start; y<=node_max.Y; y++)
{
if(mudcount >= mud_add_amount)
break;
MapNode &n = vmanip.m_data[i];
n = addnode;
mudcount++;
vmanip.m_area.add_y(em, i, 1);
}
}
}
}//timer1
#endif
/*
Add blobs of dirt and gravel underground
*/
{
PseudoRandom pr(blockseed+983);
for(int i=0; i<volume_nodes/10/10/10; i++)
{
bool only_fill_cave = (myrand_range(0,1) != 0);
v3s16 size(
pr.range(1, 8),
pr.range(1, 8),
pr.range(1, 8)
);
v3s16 p0(
pr.range(node_min.X, node_max.X)-size.X/2,
pr.range(node_min.Y, node_max.Y)-size.Y/2,
pr.range(node_min.Z, node_max.Z)-size.Z/2
);
MapNode n1;
if(p0.Y > -32 && pr.range(0,1) == 0)
n1 = MapNode(c_dirt);
else
n1 = MapNode(c_gravel);
for(int x1=0; x1<size.X; x1++)
for(int y1=0; y1<size.Y; y1++)
for(int z1=0; z1<size.Z; z1++)
{
v3s16 p = p0 + v3s16(x1,y1,z1);
u32 i = vmanip.m_area.index(p);
if(!vmanip.m_area.contains(i))
continue;
// Cancel if not stone and not cave air
if(vmanip.m_data[i].getContent() != c_stone &&
!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
continue;
if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
continue;
vmanip.m_data[i] = n1;
}
}
}
#if 1
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
*/
// Iterate a few times
for(s16 k=0; k<3; k++)
{
for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
{
// Invert coordinates every 2nd iteration
if(k%2 == 0)
{
x = mudflow_maxpos - (x-mudflow_minpos);
z = mudflow_maxpos - (z-mudflow_minpos);
}
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
v3s16 em = vmanip.m_area.getExtent();
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;
// Find mud
for(; y>=node_min.Y; y--)
{
n = &vmanip.m_data[i];
//if(content_walkable(n->d))
// break;
if(n->getContent() == c_dirt ||
n->getContent() == c_dirt_with_grass ||
n->getContent() == c_gravel)
break;
vmanip.m_area.add_y(em, i, -1);
}
// Stop if out of area
//if(vmanip.m_area.contains(i) == false)
if(y < node_min.Y)
break;
/*// If not mud, do nothing to it
MapNode *n = &vmanip.m_data[i];
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;*/
if(n->getContent() == c_dirt ||
n->getContent() == c_dirt_with_grass)
{
// Make it exactly mud
n->setContent(c_dirt);
/*
Don't flow it if the stuff under it is not mud
*/
{
u32 i2 = i;
vmanip.m_area.add_y(em, i2, -1);
// Cancel if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
MapNode *n2 = &vmanip.m_data[i2];
if(n2->getContent() != c_dirt &&
n2->getContent() != c_dirt_with_grass)
continue;
}
}
/*s16 recurse_count = 0;
mudflow_recurse:*/
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
// Theck that upper is air or doesn't exist.
// Cancel dropping if upper keeps it in place
u32 i3 = i;
vmanip.m_area.add_y(em, i3, 1);
if(vmanip.m_area.contains(i3) == true
&& ndef->get(vmanip.m_data[i3]).walkable)
{
continue;
}
// Drop mud on side
for(u32 di=0; di<4; di++)
{
v3s16 dirp = dirs4[di];
u32 i2 = i;
// Move to side
vmanip.m_area.add_p(em, i2, dirp);
// Fail if out of area
if(vmanip.m_area.contains(i2) == false)
continue;
// Check that side is air
MapNode *n2 = &vmanip.m_data[i2];
if(ndef->get(*n2).walkable)
continue;
// Check that under side is air
vmanip.m_area.add_y(em, i2, -1);
if(vmanip.m_area.contains(i2) == false)
continue;
n2 = &vmanip.m_data[i2];
if(ndef->get(*n2).walkable)
continue;
/*// Check that under that is air (need a drop of 2)
vmanip.m_area.add_y(em, i2, -1);
if(vmanip.m_area.contains(i2) == false)
continue;
n2 = &vmanip.m_data[i2];
if(content_walkable(n2->d))
continue;*/
// Loop further down until not air
bool dropped_to_unknown = false;
do{
vmanip.m_area.add_y(em, i2, -1);
n2 = &vmanip.m_data[i2];
// if out of known area
if(vmanip.m_area.contains(i2) == false
|| n2->getContent() == CONTENT_IGNORE){
dropped_to_unknown = true;
break;
}
}while(ndef->get(*n2).walkable == false);
// Loop one up so that we're in air
vmanip.m_area.add_y(em, i2, 1);
n2 = &vmanip.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);
// Done
break;
}
}
}
}
}
}//timer1
#endif
} // Aging loop
/***********************
END OF AGING LOOP
************************/
/*
Add top and bottom side of water to transforming_liquid queue
*/
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
bool water_found = false;
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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(y == full_node_max.Y){
water_found =
(vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source);
}
else if(water_found == false)
{
if(vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
data->transforming_liquid.push_back(p);
water_found = true;
}
}
else
{
// 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].getContent() != c_water_source ||
vmanip.m_data[i+1].getContent() != c_lava_source)
{
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
data->transforming_liquid.push_back(p);
water_found = false;
}
}
vmanip.m_area.add_y(em, i, -1);
}
}
}
/*
Grow grass
*/
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
to make grass grow.
Basically just wait until not air and not leaves.
*/
s16 surface_y = 0;
{
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
s16 y;
// Go to ground level
for(y=node_max.Y; y>=full_node_min.Y; y--)
{
MapNode &n = vmanip.m_data[i];
if(ndef->get(n).param_type != CPT_LIGHT
|| ndef->get(n).liquid_type != LIQUID_NONE)
break;
vmanip.m_area.add_y(em, i, -1);
}
if(y >= full_node_min.Y)
surface_y = y;
else
surface_y = full_node_min.Y;
}
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
MapNode *n = &vmanip.m_data[i];
if(n->getContent() == c_dirt){
// Well yeah, this can't be overground...
if(surface_y < WATER_LEVEL - 20)
continue;
n->setContent(c_dirt_with_grass);
}
}
/*
Generate some trees
*/
assert(central_area_size.X == central_area_size.Z);
{
// Divide area into parts
s16 div = 8;
s16 sidelen = central_area_size.X / div;
double area = sidelen * sidelen;
for(s16 x0=0; x0<div; x0++)
for(s16 z0=0; z0<div; z0++)
{
// Center position of part of division
v2s16 p2d_center(
node_min.X + sidelen/2 + sidelen*x0,
node_min.Z + sidelen/2 + sidelen*z0
);
// Minimum edge of part of division
v2s16 p2d_min(
node_min.X + sidelen*x0,
node_min.Z + sidelen*z0
);
// Maximum edge of part of division
v2s16 p2d_max(
node_min.X + sidelen + sidelen*x0 - 1,
node_min.Z + sidelen + sidelen*z0 - 1
);
// Amount of trees
u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
// Put trees in random places on part of division
for(u32 i=0; i<tree_count; i++)
{
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
// Don't make a tree so high that it doesn't fit
if(y > node_max.Y - 6)
continue;
v3s16 p(x,y,z);
/*
Trees grow only on mud and grass
*/
{
u32 i = vmanip.m_area.index(v3s16(p));
MapNode *n = &vmanip.m_data[i];
if(n->getContent() != c_dirt
&& n->getContent() != c_dirt_with_grass)
continue;
}
p.Y++;
// Make a tree
make_tree(vmanip, p, false, ndef);
}
}
}
#if 0
/*
Make base ground level
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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++)
{
// Only modify places that have no content
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
// First priority: make air and water.
// This avoids caves inside water.
if(all_is_ground_except_caves == false
&& val_is_ground(noisebuf_ground.get(x,y,z),
v3s16(x,y,z), data->seed) == false)
{
if(y <= WATER_LEVEL)
vmanip.m_data[i] = n_water_source;
else
vmanip.m_data[i] = n_air;
}
else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
vmanip.m_data[i] = n_air;
else
vmanip.m_data[i] = n_stone;
}
vmanip->m_area.add_y(em, i, 1);
}
}
}
/*
Add mud and sand and others underground (in place of stone)
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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].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] = n_dirt;
else
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] = 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));
}
}
vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
Add dungeons
*/
//if(node_min.Y < approx_groundlevel)
//if(myrand() % 3 == 0)
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
float dungeon_rarity = 0.02;
if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
< dungeon_rarity
&& node_min.Y < approx_groundlevel)
{
// Dungeon generator doesn't modify places which have this set
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
| VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable to make dungeons open
// to caves and open air
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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].getContent() == CONTENT_AIR)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
else if(vmanip.m_data[i].getContent() == c_water_source)
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
vmanip->m_area.add_y(em, i, -1);
}
}
}
PseudoRandom random(blockseed+2);
// Add it
make_dungeon1(vmanip, random, ndef);
// Convert some cobble to mossy cobble
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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--)
{
// (noisebuf not used because it doesn't contain the
// full area)
double wetness = noise3d_param(
get_ground_wetness_params(data->seed), x,y,z);
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].getContent() == c_cobble)
{
if(d < wetness/3.0)
{
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].setContent(c_dirt);
}*/
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
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
bool water_found = false;
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
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(water_found == false)
{
if(vmanip.m_data[i].getContent() == c_water_source)
{
v3s16 p = v3s16(p2d.X, y, p2d.Y);
data->transforming_liquid.push_back(p);
water_found = true;
}
}
else
{
// 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].getContent() != c_water_source)
{
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
data->transforming_liquid.push_back(p);
water_found = false;
}
}
vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
If close to ground level
*/
//if(abs(approx_ground_depth) < 30)
if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
{
/*
Add grass and mud
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
bool possibly_have_sand = get_have_beach(data->seed, p2d);
bool have_sand = false;
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].getContent() == c_water_source)
water_detected = true;
if(vmanip.m_data[i].getContent() == CONTENT_AIR)
air_detected = true;
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
&& possibly_have_sand)
have_sand = true;
if(current_depth < 4)
{
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);
}
#if 1
else if(current_depth==0 && !water_detected
&& y >= WATER_LEVEL && air_detected)
vmanip.m_data[i] = MapNode(c_dirt_with_grass);
#endif
else
vmanip.m_data[i] = MapNode(c_dirt);
}
else
{
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++;
if(current_depth >= 8)
break;
}
else if(current_depth != 0)
break;
vmanip->m_area.add_y(em, i, -1);
}
}
}
/*
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 = gen_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++)
{
s16 x = treerandom.range(node_min.X, node_max.X);
s16 z = treerandom.range(node_min.Z, node_max.Z);
//s16 y = find_ground_level(vmanip, v2s16(x,z));
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
// Don't make a tree under water level
if(y < WATER_LEVEL)
continue;
// Make sure tree fits (only trees whose starting point is
// at this block are added)
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 = vmanip->m_area.index(p);
MapNode *n = &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;
{
u32 i = vmanip->m_area.index(p);
MapNode *n = &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++)
{
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 = vmanip->m_area.index(p);
MapNode *n = &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;
}
}
#if 0
/*
Add some kind of random stones
*/
u32 random_stone_count = gen_area_nodes *
randomstone_amount_2d(data->seed, p2d_center);
// Put in random places on part of division
for(u32 i=0; i<random_stone_count; i++)
{
s16 x = myrand_range(node_min.X, node_max.X);
s16 z = myrand_range(node_min.Z, node_max.Z);
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
// Don't add under water level
/*if(y < WATER_LEVEL)
continue;*/
// Don't add if doesn't belong to this block
if(y < node_min.Y || y > node_max.Y)
continue;
v3s16 p(x,y,z);
// Filter placement
/*{
u32 i = vmanip->m_area.index(v3s16(p));
MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one higher
p.Y++;
// Add it
make_randomstone(vmanip, p);
}
#endif
#if 0
/*
Add larger stones
*/
u32 large_stone_count = gen_area_nodes *
largestone_amount_2d(data->seed, p2d_center);
//u32 large_stone_count = 1;
// Put in random places on part of division
for(u32 i=0; i<large_stone_count; i++)
{
s16 x = myrand_range(node_min.X, node_max.X);
s16 z = myrand_range(node_min.Z, node_max.Z);
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
// Don't add under water level
/*if(y < WATER_LEVEL)
continue;*/
// Don't add if doesn't belong to this block
if(y < node_min.Y || y > node_max.Y)
continue;
v3s16 p(x,y,z);
// Filter placement
/*{
u32 i = vmanip->m_area.index(v3s16(p));
MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one lower
p.Y--;
// Add it
make_largestone(vmanip, p);
}
#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);
}
}
}
}
#endif
/*
Calculate lighting
*/
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
SPT_AVG);
//VoxelArea a(node_min, node_max);
VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
/*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
for(int i=0; i<2; i++)
{
enum LightBank bank = banks[i];
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
bool inexistent_top_provides_sunlight = !block_is_underground;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
light_sources, ndef);
// TODO: Do stuff according to bottom_sunlight_valid
vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
vmanip.spreadLight(bank, light_sources, ndef);
}
}
}
BlockMakeData::BlockMakeData():
no_op(false),
vmanip(NULL),
seed(0),
nodedef(NULL)
{}
BlockMakeData::~BlockMakeData()
{
delete vmanip;
}
}; // namespace mapgen