diff options
-rw-r--r-- | data/grass.png | bin | 876 -> 874 bytes | |||
-rw-r--r-- | data/mud.png | bin | 763 -> 758 bytes | |||
-rw-r--r-- | src/main.cpp | 8 | ||||
-rw-r--r-- | src/map.cpp | 195 | ||||
-rw-r--r-- | src/map.h | 1 |
5 files changed, 130 insertions, 74 deletions
diff --git a/data/grass.png b/data/grass.png Binary files differindex 47d7b11fe..bfe80aec2 100644 --- a/data/grass.png +++ b/data/grass.png diff --git a/data/mud.png b/data/mud.png Binary files differindex 8a72bea90..975065c4b 100644 --- a/data/mud.png +++ b/data/mud.png diff --git a/src/main.cpp b/src/main.cpp index 2c9e9cf75..01dd93ffc 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -253,7 +253,8 @@ Doing now (most important at the top): * not done
=== Next
-* Somehow generate trees
+* Generate trees better
+ - Add a "trees_added" flag to sector, or something
=== Fixmes
* Check the fixmes in the list above
@@ -275,7 +276,6 @@ Doing now (most important at the top): * Switch to using a safe way for the self and env pointers
* Make some global environment hooks, like node placed and general
on_step()
-* Map should make the appropriate MapEditEvents
* Add a global Lua spawn handler and such
* Get rid of MapBlockObjects
* Other players could be sent to clients as LuaCAOs
@@ -1306,7 +1306,9 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver, c.set(255, 160, 160, 160);
else if(h < WATER_LEVEL - 0.5) // Water
c.set(255, 50, 50, 255);
- else if(h < WATER_LEVEL + 2) // Sand
+ else if(h < WATER_LEVEL + 2
+ && get_have_sand(client->getMapSeed(), pf))
+ // Sand
c.set(255, 237, 201, 175);
#if 1
else if(h < WATER_LEVEL + 10) // Green
diff --git a/src/map.cpp b/src/map.cpp index bca56a6fe..6ba0f0d1d 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1875,9 +1875,9 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0) MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); - vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,6,2))); + vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2))); - s16 trunk_h = myrand_range(3, 6); + s16 trunk_h = myrand_range(4, 7); v3s16 p1 = p0; for(s16 ii=0; ii<trunk_h; ii++) { @@ -1960,15 +1960,23 @@ double tree_amount_2d(u64 seed, v2s16 p) return 0.04 * (noise-zeroval) / (1.0-zeroval); } -#define AVERAGE_MUD_AMOUNT 4 +#define AVERAGE_MUD_AMOUNT 4.0 double get_mud_amount(u64 seed, v2f p) { - return ((float)AVERAGE_MUD_AMOUNT + 2.5 * noise2d_perlin( + return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( 0.5+p.X/200, 0.5+p.Y/200, seed+1, 5, 0.65)); } +bool get_have_sand(u64 seed, v2f p) +{ + double sandnoise = noise2d_perlin( + 0.5+(float)p.X/500, 0.5+(float)p.Y/500, + seed+59420, 3, 0.50); + return (sandnoise > -0.15); +} + // -1->0, 0->1, 1->0 double contour(double v) { @@ -2014,46 +2022,52 @@ double base_rock_level_2d(u64 seed, v2f p) //h += 30 * m2; }*/ - // Huge mountains - double m3 = 150.0 - 800.0 * noise2d_perlin_abs( - 0.5+(float)p.X/2000., 0.5+(float)p.Y/2000., - (seed>>32)+985251, 9, 0.5); - if(m3 > h) - h = m3; - /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin( 0.0+(float)p.X/300., 0.0+(float)p.Y/300., (seed>>32)+78593, 5, 0.55), 0.15); h += 30 * tm2;*/ #if 1 + // Huge mountains + double m3 = 150.0 - 500.0 * noise2d_perlin_abs( + 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., + (seed>>32)+985251, 9, 0.55); + if(m3 > h) + h = m3; +#endif + +#if 1 + // Some kind of hill chains or something { - double a1 = 30 - 100. * noise2d_perlin_abs( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+850342, 5, 0.63); + double a1 = 30 - 130. * noise2d_perlin_abs( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed+850342, 6, 0.63); double d = 15; if(a1 > d) a1 = d + sqrt(a1-d); - if(a1 > h) - h = a1; + /*if(a1 > h) + h = a1;*/ + if(a1 > 0) + h += a1; } #endif #if 1 - double base = 35. * noise2d_perlin( + double base = -5. + 25. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+653876, 7, 0.55); + (seed>>32)+653876, 7, 0.6); #else double base = 0; #endif #if 1 - double higher = 50. * noise2d_perlin( + double higher = 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+39292, 6, 0.63); + seed+39292, 7, 0.55); /*double higher = 50. * noise2d_perlin_abs( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+85039, 5, 0.63);*/ + //higher = 25; if(higher > base) { @@ -2062,24 +2076,43 @@ double base_rock_level_2d(u64 seed, v2f p) 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-932, 7, 0.7); b = rangelim(b, 0.0, 1000.0); +#if 1 b = pow(b, 5); - b *= 7; + b *= 16; b = rangelim(b, 3.0, 1000.0); //dstream<<"b="<<b<<std::endl; //double b = 20; - // Offset to more low //double a_off = -0.30; double a_off = -0.00; // High/low selector double a = (double)0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 5, 0.6)); + seed-359, 6, 0.70)); +#endif +#if 0 + /*b = pow(b, 5); + b *= 2; + b = rangelim(b, 3.0, 20.0);*/ + //b = 10.0; + double a = -1.5 + 5.0 * (noise2d_perlin_abs( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed-359, 6, 0.6)); + a *= 3.0; + /*double a = 5.0 * (noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-359, 5, 0.6));*/ + //a = contour_flat_top(a, 0.2); +#endif // Limit a = rangelim(a, 0.0, 1.0); - //a = easeCurve(a); + a = easeCurve(a); //dstream<<"a="<<a<<std::endl; + + /*double h2 = higher * a; + if(h2 > h) + h = h2;*/ h += base*(1.0-a) + higher*a; } @@ -2101,21 +2134,34 @@ double base_rock_level_2d(u64 seed, v2s16 p) v2f base_ground_turbulence(u64 seed, v3f p) { - double f = 12; +#if 1 + double f = 20; + + double vv = 1.0 - 1.0 * noise3d_perlin_abs( + 0.5+p.X/500, + 0.5+p.Y/500, + 0.5+p.Z/500, + seed+1324031, 4, 0.5); + //double vve = 1.0 - exp(-MYMAX(0, vv*2.0)); + double vve = MYMAX(0, vv); + //dstream<<"vve="<<vve<<std::endl; double v1 = f * noise3d_perlin( 0.5+p.X/200, 0.5+p.Y/200, 0.5+p.Z/200, - seed+4045, 5, 0.7); + seed+4045, 6, 0.7); double v2 = f * noise3d_perlin( 0.5+p.X/200, 0.5+p.Y/200, 0.5+p.Z/200, - seed+9495, 5, 0.7); + seed+9495, 6, 0.7); - return v2f(v1, v2); + return v2f(v1*vve, v2*vve); +#else + return v2f(0,0); +#endif } bool is_carved(u64 seed, v3f p) @@ -2127,30 +2173,10 @@ bool is_carved(u64 seed, v3f p) 0.5+p.Z/200, seed+657890854, 5, 0.7); - if(v1 > 1.5) + if(v1 > 1.45) return true; #endif -#if 0 - double v2 = noise3d_perlin_abs( - 0.5+p.X/200, - 0.5+p.Y/200, - 0.5+p.Z/200, - seed+657890854, 5, 0.7); -#if 0 - double v3 = noise3d_perlin_abs( - 0.5+p.X/200, - 0.5+p.Y/200, - 0.5+p.Z/200, - seed+657890854, 5, 0.7); -#else - double v3 = 1.0; -#endif - double v23 = v2*v3; - if(v23 > 0.7) - return true; -#endif - double f = 10.0; double y_div = 1.5; @@ -2173,6 +2199,16 @@ bool is_carved(u64 seed, v3f p) return false; } +bool is_underground_mud(u64 seed, v3f p) +{ + double v1 = noise3d_perlin_abs( + 0.5+p.X/50, + 0.5+p.Y/50, + 0.5+p.Z/50, + seed+83401, 5, 0.75); + return (v1 > 1.3); +} + /* if depth_guess!=NULL, it is set to a guessed value of how deep underground the position is. @@ -2189,6 +2225,16 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) return is_carved(seed, p); } #endif +#if 0 + // This is used for testing the output of the underground mud function + { + if(depth_guess) + *depth_guess = 10; + if(p.Y > 50) + return false; + return is_underground_mud(seed, p); + } +#endif v2f t = base_ground_turbulence(seed, p); @@ -2201,16 +2247,19 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) { // Find highest surface near current v3f dirs[4] = { - v3f(1,-1,0), - v3f(-1,-1,0), - v3f(0,-1,1), - v3f(0,-1,-1) + v3f(1,0,0), + v3f(-1,0,0), + v3f(0,0,1), + v3f(0,0,-1) }; double s2 = surface_y_f; for(u32 i=0; i<4; i++) { v3f dir = dirs[i]; - v2f l = v2f(p.X+t.X+dir.X, p.Z+t.Y+dir.Z); + // Get turbulence at around there + v2f t2 = base_ground_turbulence(seed, p+dir); + // Get ground height + v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); double s = base_rock_level_2d(seed, l); if(s > s2) s2 = s; @@ -2239,9 +2288,11 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) }*/ bool is_ground = (p.Y <= surface_y_f); - + +#if 1 if(is_carved(seed, p)) is_ground = false; +#endif return is_ground; } @@ -3357,11 +3408,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); // Determine whether to have sand here - double sandnoise = noise2d_perlin( - 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - m_seed+59420, 3, 0.50); - - bool have_sand = (sandnoise > -0.15); + bool have_sand = get_have_sand(p2d); if(have_sand == false) continue; @@ -4134,9 +4181,7 @@ MapBlock * ServerMap::generateBlock( { //dstream<<"BT_GROUND"<<std::endl; // A ground block - //block_type = BT_GROUND; - // Handled as surface because of caves - block_type = BT_SURFACE; + block_type = BT_GROUND; } else if(block_low_y_f >= surface_y_max + d_up && block_low_y_f > WATER_LEVEL + d_up) @@ -4152,14 +4197,14 @@ MapBlock * ServerMap::generateBlock( block_type = BT_SURFACE; } - if(block_type == BT_GROUND || block_type == BT_SKY) + if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY) { lowest_ground_y = surface_y_min; highest_ground_y = surface_y_max; } } - if(block_type == BT_SURFACE) + if(block_type == BT_SURFACE || block_type == BT_GROUND) { /* Generate ground precisely @@ -4204,9 +4249,11 @@ MapBlock * ServerMap::generateBlock( Calculate material */ + v3f real_pos_f = intToFloat(real_pos, 1); + v2f real_pos_f_2d(real_pos_f.X, real_pos_f.Z); double depth_guess; bool is_ground = is_base_ground(m_seed, - intToFloat(real_pos, 1), &depth_guess); + real_pos_f, &depth_guess); // Estimate the surface height float surface_y_f = (float)real_y + depth_guess; @@ -4243,9 +4290,13 @@ MapBlock * ServerMap::generateBlock( // If it's surface_depth under ground, it's stone if((float)real_y <= surface_y_f - surface_depth - 0.75) { - n.d = CONTENT_STONE; + if(is_underground_mud(m_seed, real_pos_f)) + n.d = CONTENT_MUD; + else + n.d = CONTENT_STONE; } - else if(surface_y_f <= WATER_LEVEL + 2.0) + else if(surface_y_f <= WATER_LEVEL + 2.1 + && get_have_sand(m_seed, real_pos_f_2d)) { n.d = CONTENT_SAND; } @@ -4357,7 +4408,7 @@ MapBlock * ServerMap::generateBlock( MapNode n_fill; if(block_type == BT_GROUND) { - n_fill.d = CONTENT_STONE; + //n_fill.d = CONTENT_STONE; } else if(block_type == BT_SKY) { @@ -4838,13 +4889,14 @@ continue_generating: /* Add trees */ +#if 1 if(some_part_underground && !completely_underground) { MapVoxelManipulator vm(this); double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8)); u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE); - for(u16 i=0; i<tree_count; i++) + for(u16 i=0; i<tree_count/2; i++) { v3s16 tree_p = p_nodes + v3s16( myrand_range(0,MAP_BLOCKSIZE-1), @@ -4854,7 +4906,7 @@ continue_generating: double depth_guess; /*bool is_ground =*/ is_base_ground(m_seed, intToFloat(tree_p, 1), &depth_guess); - tree_p.Y += depth_guess; + tree_p.Y += (depth_guess - 0.5); if(tree_p.Y <= WATER_LEVEL) continue; make_tree(vm, tree_p); @@ -4862,6 +4914,7 @@ continue_generating: vm.blitBack(changed_blocks); } +#endif #if 0 /* @@ -45,6 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc., */ double base_rock_level_2d(u64 seed, v2f p); +bool get_have_sand(u64 seed, v2f p); /* */ |