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authorPerttu Ahola <celeron55@gmail.com>2010-12-25 16:04:51 +0200
committerPerttu Ahola <celeron55@gmail.com>2010-12-25 16:04:51 +0200
commit07a759fdb8c3239aabb271cbd24e8b24b2dee435 (patch)
treee5f11e37f60dbecc0de6b502392058c917b917ce /src/map.cpp
parentc37eb9b139a6730e2bd835dd8820a3be92b855cb (diff)
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better caves
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp156
1 files changed, 147 insertions, 9 deletions
diff --git a/src/map.cpp b/src/map.cpp
index fe94d6e97..9a23863d5 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxel.h"
#include "porting.h"
+#if 0
MapBlockPointerCache::MapBlockPointerCache(Map *map)
{
m_map = map;
@@ -62,6 +63,7 @@ MapBlock * MapBlockPointerCache::getBlockNoCreate(v3s16 p)
m_blocks[p] = b;
return b;
}
+#endif
/*
Map
@@ -1727,24 +1729,25 @@ MapBlock * ServerMap::emergeBlock(
// Allocate the block to be a proper one.
block->unDummify();
}
-
- // Randomize a bit. This makes dungeons.
- /*bool low_block_is_empty = false;
- if(rand() % 4 == 0)
- low_block_is_empty = true;*/
- const s32 ued = 4;
- //const s32 ued = 8;
- bool underground_emptiness[ued*ued*ued];
+#if 0
+ /*
+ Initialize dungeon making by creating a random table
+ */
+ const s32 ued_max = 5;
+ const s32 ued_min = 3;
+ bool underground_emptiness[ued_max*ued_max*ued_max];
+ s32 ued = (rand()%(ued_max-ued_min+1))+1;
+ //s32 ued = ued_max;
for(s32 i=0; i<ued*ued*ued; i++)
{
underground_emptiness[i] = ((rand() % 5) == 0);
}
-#if 1
/*
This is a messy hack to sort the emptiness a bit
*/
+ // Iterator through a few times
for(s32 j=0; j<2; j++)
for(s32 y0=0; y0<ued; y0++)
for(s32 z0=0; z0<ued; z0++)
@@ -1764,6 +1767,7 @@ MapBlock * ServerMap::emergeBlock(
/*v3s16(0,1,0), // top
v3s16(0,-1,0), // bottom*/
};
+
for(s32 i=0; i<4; i++)
{
v3s16 p1 = p0 + dirs[i];
@@ -1808,6 +1812,140 @@ MapBlock * ServerMap::emergeBlock(
}
}
#endif
+
+ /*
+ Create dungeon making table
+ */
+ const s32 ued = MAP_BLOCKSIZE;
+ bool underground_emptiness[ued*ued*ued];
+ for(s32 i=0; i<ued*ued*ued; i++)
+ {
+ underground_emptiness[i] = 0;
+ }
+ // Generate dungeons
+ {
+ /*
+ Initialize orp and ors. Try to find if some neighboring
+ MapBlock has a tunnel ended in its side
+ */
+
+ v3f orp;
+ s16 ors;
+
+ // Check z-
+ try
+ {
+ s16 z = -1;
+ for(s16 y=0; y<ued; y++)
+ for(s16 x=0; x<ued; x++)
+ {
+ v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+ if(getNode(ap).d == CONTENT_AIR)
+ {
+ orp = v3f(x+1,y+1,0);
+ ors = 4;
+ }
+ }
+ }
+ catch(InvalidPositionException &e){}
+
+ // Check z+
+ try
+ {
+ s16 z = ued;
+ for(s16 y=0; y<ued; y++)
+ for(s16 x=0; x<ued; x++)
+ {
+ v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+ if(getNode(ap).d == CONTENT_AIR)
+ {
+ orp = v3f(x+1,y+1,ued-1);
+ ors = 4;
+ }
+ }
+ }
+ catch(InvalidPositionException &e){}
+
+ // Check x-
+ try
+ {
+ s16 x = -1;
+ for(s16 y=0; y<ued; y++)
+ for(s16 z=0; z<ued; z++)
+ {
+ v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+ if(getNode(ap).d == CONTENT_AIR)
+ {
+ orp = v3f(0,y+1,z+1);
+ ors = 4;
+ }
+ }
+ }
+ catch(InvalidPositionException &e){}
+
+ // Check x+
+ try
+ {
+ s16 x = ued;
+ for(s16 y=0; y<ued; y++)
+ for(s16 z=0; z<ued; z++)
+ {
+ v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+ if(getNode(ap).d == CONTENT_AIR)
+ {
+ orp = v3f(ued-1,y+1,z+1);
+ ors = 4;
+ }
+ }
+ }
+ catch(InvalidPositionException &e){}
+
+ /*
+ Generate some tunnel starting from orp and ors
+ */
+ for(u16 i=0; i<3; i++)
+ {
+ v3f rp(
+ (float)(rand()%(ued-1))+0.5,
+ (float)(rand()%(ued-1))+0.5,
+ (float)(rand()%(ued-1))+0.5
+ );
+ s16 min_d = 0;
+ s16 max_d = 4;
+ s16 rs = (rand()%(max_d-min_d+1))+min_d;
+
+ v3f vec = rp - orp;
+
+ for(float f=0; f<1.0; f+=0.04)
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ s16 si = rs - abs(z0);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2+1; y0<=si2-1; y0++)
+ {
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ if(isInArea(p, ued) == false)
+ continue;
+ underground_emptiness[ued*ued*z + ued*y + x] = 1;
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ ors = rs;
+ }
+ }
// This is the basic material of what the visible flat ground
// will consist of