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authorPerttu Ahola <celeron55@gmail.com>2011-01-15 01:26:29 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-15 01:26:29 +0200
commitcfaa15895ad73ce3cef174f770d877059e9708e0 (patch)
treee60ae78be33a6647771b2ca2470db78ffdf7a5eb /src/map.cpp
parent023876dafb450b0339df7819efdd67557b564173 (diff)
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tweaking around, including mapgen, player speed in water, settings
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp234
1 files changed, 140 insertions, 94 deletions
diff --git a/src/map.cpp b/src/map.cpp
index f5e490ad4..119b487db 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1482,8 +1482,10 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
sector->setHeightmap(p_in_sector, hm);
//TODO: Make these values configurable
+
//hm->generateContinued(0.0, 0.0, corners);
- hm->generateContinued(0.5, 0.2, corners);
+ hm->generateContinued(0.25, 0.2, corners);
+ //hm->generateContinued(0.5, 0.2, corners);
//hm->generateContinued(1.0, 0.2, corners);
//hm->generateContinued(2.0, 0.2, corners);
@@ -1712,6 +1714,7 @@ MapBlock * ServerMap::emergeBlock(
{
underground_emptiness[i] = 0;
}
+
// Generate dungeons
{
/*
@@ -1863,6 +1866,10 @@ continue_generating:
// DEBUG
//sector->printHeightmaps();
+ // Set to true if has caves.
+ // Set when some non-air is changed to air when making caves.
+ bool has_caves = false;
+
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
@@ -1894,6 +1901,7 @@ continue_generating:
float max_slope = 1.20;
float min_slope_depth = 5.0;
float max_slope_depth = 0;
+
if(slope < min_slope)
surface_depth = min_slope_depth;
else if(slope > max_slope)
@@ -1935,101 +1943,85 @@ continue_generating:
// Else it's ground or dungeons (air)
else
{
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
{
- n.d = CONTENT_AIR;
+ n.d = CONTENT_STONE;
}
else
{
- // If it's surface_depth under ground, it's stone
- if(real_y <= surface_y - surface_depth)
+ // It is mud if it is under the first ground
+ // level or under water
+ if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
{
- n.d = CONTENT_STONE;
+ n.d = CONTENT_MUD;
}
else
{
- // It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }
-
- //n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
+ n.d = CONTENT_GRASS;
}
+
+ //n.d = CONTENT_MUD;
+
+ /*// If under water level, it's mud
+ if(real_y < WATER_LEVEL)
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
+ else
+ n.d = CONTENT_GRASS;*/
}
- }
-#if 0
- else if(real_y <= surface_y - surface_depth)
- {
+
// Create dungeons
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
+(x0*ued/MAP_BLOCKSIZE)])
{
+ // Has now caves if previous content is air
+ if(n.d != CONTENT_AIR)
+ {
+ has_caves = true;
+ }
+
n.d = CONTENT_AIR;
}
- else
- {
- n.d = CONTENT_STONE;
- }
}
- // If node is at or under heightmap y
- else if(real_y <= surface_y)
- {
- // If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- // Else it's the main material
- else
- n.d = material;
- }
-#endif
+
block->setNode(v3s16(x0,y0,z0), n);
}
}
/*
- Calculate is_underground
+ Calculate completely_underground
*/
- // Probably underground if the highest part of block is under lowest
- // ground height
- bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y;
- block->setIsUnderground(is_underground);
+ // Completely underground if the highest part of block is under lowest
+ // ground height.
+ // This has to be very sure; it's probably one too strict now but
+ // that's just better.
+ bool completely_underground =
+ block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
+
+ // This isn't used anymore (?) but set it anyway
+ block->setIsUnderground(completely_underground);
+
+ bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
/*
- Force lighting update if some part of block is underground
- This is needed because of caves.
+ Force lighting update if some part of block is partly
+ underground and has caves.
*/
- bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
- if(some_part_underground)
- //if(is_underground)
+ if(some_part_underground && !completely_underground && has_caves)
{
+ //dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
}
+ // DEBUG: Always update lighting
+ //lighting_invalidated_blocks[block->getPos()] = block;
+
/*
Add some minerals
*/
@@ -2041,9 +2033,9 @@ continue_generating:
/*
Add meseblocks
*/
- for(s16 i=0; i<underground_level*1; i++)
+ for(s16 i=0; i< underground_level/4 + 1; i++)
{
- if(myrand()%2 == 0)
+ if(myrand()%10 == 0)
{
v3s16 cp(
(myrand()%(MAP_BLOCKSIZE-2))+1,
@@ -2112,7 +2104,7 @@ continue_generating:
/*
Create a few rats in empty blocks underground
*/
- if(is_underground)
+ if(completely_underground)
{
//for(u16 i=0; i<2; i++)
{
@@ -2157,8 +2149,34 @@ continue_generating:
v2s16 p2d(p.X,p.Z);
u8 d = i.getNode()->getValue();
- //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
+ // Ground level point (user for stuff that is on ground)
+ v3s16 gp = p;
+ bool ground_found = true;
+ // Search real ground level
+ try{
+ for(;;)
+ {
+ MapNode n = sector->getNode(gp);
+
+ // If not air, go one up and continue to placing the tree
+ if(n.d != CONTENT_AIR)
+ {
+ gp += v3s16(0,1,0);
+ break;
+ }
+
+ // If air, go one down
+ gp += v3s16(0,-1,0);
+ }
+ }catch(InvalidPositionException &e)
+ {
+ // Ground not found.
+ ground_found = false;
+ // This is most close to ground
+ gp += v3s16(0,1,0);
+ }
+
try
{
@@ -2175,40 +2193,64 @@ continue_generating:
}
else if(d == SECTOR_OBJECT_TREE_1)
{
- v3s16 p_min = p + v3s16(-1,0,-1);
- v3s16 p_max = p + v3s16(1,4,1);
+ if(ground_found == false)
+ continue;
+
+ v3s16 p_min = gp + v3s16(-1,0,-1);
+ v3s16 p_max = gp + v3s16(1,5,1);
if(sector->isValidArea(p_min, p_max,
&changed_blocks_sector))
{
MapNode n;
n.d = CONTENT_TREE;
- sector->setNode(p+v3s16(0,0,0), n);
- sector->setNode(p+v3s16(0,1,0), n);
- sector->setNode(p+v3s16(0,2,0), n);
- sector->setNode(p+v3s16(0,3,0), n);
+ sector->setNode(gp+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,1,0), n);
+ sector->setNode(gp+v3s16(0,2,0), n);
+ sector->setNode(gp+v3s16(0,3,0), n);
n.d = CONTENT_LEAVES;
- sector->setNode(p+v3s16(0,4,0), n);
+ if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+
+ sector->setNode(gp+v3s16(0,4,0), n);
- sector->setNode(p+v3s16(-1,4,0), n);
- sector->setNode(p+v3s16(1,4,0), n);
- sector->setNode(p+v3s16(0,4,-1), n);
- sector->setNode(p+v3s16(0,4,1), n);
- sector->setNode(p+v3s16(1,4,1), n);
- sector->setNode(p+v3s16(-1,4,1), n);
- sector->setNode(p+v3s16(-1,4,-1), n);
- sector->setNode(p+v3s16(1,4,-1), n);
-
- sector->setNode(p+v3s16(-1,3,0), n);
- sector->setNode(p+v3s16(1,3,0), n);
- sector->setNode(p+v3s16(0,3,-1), n);
- sector->setNode(p+v3s16(0,3,1), n);
- sector->setNode(p+v3s16(1,3,1), n);
- sector->setNode(p+v3s16(-1,3,1), n);
- sector->setNode(p+v3s16(-1,3,-1), n);
- sector->setNode(p+v3s16(1,3,-1), n);
+ sector->setNode(gp+v3s16(-1,4,0), n);
+ sector->setNode(gp+v3s16(1,4,0), n);
+ sector->setNode(gp+v3s16(0,4,-1), n);
+ sector->setNode(gp+v3s16(0,4,1), n);
+ sector->setNode(gp+v3s16(1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,-1), n);
+ sector->setNode(gp+v3s16(1,4,-1), n);
+
+ sector->setNode(gp+v3s16(-1,3,0), n);
+ sector->setNode(gp+v3s16(1,3,0), n);
+ sector->setNode(gp+v3s16(0,3,-1), n);
+ sector->setNode(gp+v3s16(0,3,1), n);
+ sector->setNode(gp+v3s16(1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,-1), n);
+ sector->setNode(gp+v3s16(1,3,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
+
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
// Lighting has to be recalculated for this one.
@@ -2218,13 +2260,17 @@ continue_generating:
}
else if(d == SECTOR_OBJECT_BUSH_1)
{
- if(sector->isValidArea(p + v3s16(0,0,0),
- p + v3s16(0,0,0), &changed_blocks_sector))
+ if(ground_found == false)
+ continue;
+
+ if(sector->isValidArea(gp + v3s16(0,0,0),
+ gp + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
n.d = CONTENT_LEAVES;
- sector->setNode(p+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,0,0), n);
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
}
}