diff options
-rw-r--r-- | src/mapgen.cpp | 68 |
1 files changed, 58 insertions, 10 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index d3ba6a973..1d1d663c0 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -102,10 +102,13 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; content_t c_stone = ndef->getId("mapgen_stone"); + content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(n.getContent() == c_stone) + content_t c = n.getContent(); + if(c != CONTENT_IGNORE && ( + c == c_stone || c == c_desert_stone)) break; vmanip.m_area.add_y(em, i, -1); @@ -1282,6 +1285,23 @@ bool get_have_beach(u64 seed, v2s16 p2d) return (sandnoise > 0.15); } +enum BiomeType +{ + BT_NORMAL, + BT_DESERT +}; + +BiomeType get_biome(u64 seed, v2s16 p2d) +{ + // Just do something very simple as for now + double d = noise2d_perlin( + 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250, + seed+9130, 3, 0.50); + if(d > 0.2) + return BT_DESERT; + return BT_NORMAL; +}; + u32 get_blockseed(u64 seed, v3s16 p) { s32 x=p.X, y=p.Y, z=p.Z; @@ -1359,6 +1379,12 @@ void make_block(BlockMakeData *data) #define CONTENT_VARIABLE(ndef, name)\ content_t c_##name = ndef->getId("mapgen_" #name);\ MapNode n_##name(c_##name); +// Default to something else if was CONTENT_IGNORE +#define CONTENT_VARIABLE_FALLBACK(name, dname)\ + if(c_##name == CONTENT_IGNORE){\ + c_##name = c_##dname;\ + n_##name = n_##dname;\ + } CONTENT_VARIABLE(ndef, stone); CONTENT_VARIABLE(ndef, air); @@ -1375,6 +1401,10 @@ void make_block(BlockMakeData *data) CONTENT_VARIABLE(ndef, stone_with_coal); CONTENT_VARIABLE(ndef, stone_with_iron); CONTENT_VARIABLE(ndef, mese); + CONTENT_VARIABLE(ndef, desert_sand); + CONTENT_VARIABLE_FALLBACK(desert_sand, sand); + CONTENT_VARIABLE(ndef, desert_stone); + CONTENT_VARIABLE_FALLBACK(desert_stone, stone); // Maximum height of the stone surface and obstacles. // This is used to guide the cave generation @@ -1422,6 +1452,7 @@ void make_block(BlockMakeData *data) if(surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; + BiomeType bt = get_biome(data->seed, p2d); /* Fill ground with stone */ @@ -1431,15 +1462,18 @@ void make_block(BlockMakeData *data) 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); + if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){ + if(y <= surface_y){ + if(y > WATER_LEVEL && bt == BT_DESERT) + vmanip.m_data[i] = n_desert_stone; + else + vmanip.m_data[i] = n_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); } } @@ -1481,6 +1515,10 @@ void make_block(BlockMakeData *data) PseudoRandom ps(blockseed+21343); if(ps.range(1, 4) == 1) bruises_count = ps.range(0, ps.range(0, 2)); + if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){ + caves_count /= 3; + bruises_count /= 3; + } for(u32 jj=0; jj<caves_count+bruises_count; jj++) { bool large_cave = (jj >= caves_count); @@ -1753,6 +1791,9 @@ void make_block(BlockMakeData *data) v2s16 p2d = v2s16(x,z); MapNode addnode(c_dirt); + BiomeType bt = get_biome(data->seed, p2d); + if(bt == BT_DESERT) + addnode = MapNode(c_desert_sand); // Randomize mud amount s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5; @@ -1766,10 +1807,16 @@ void make_block(BlockMakeData *data) if(mud_add_amount <= 0){ mud_add_amount = 1 - mud_add_amount; addnode = MapNode(c_gravel); - } else if(get_have_beach(data->seed, p2d) && + } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) && surface_y + mud_add_amount <= WATER_LEVEL+2){ addnode = MapNode(c_sand); } + + if(bt == BT_DESERT){ + if(surface_y > 20){ + mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5); + } + } /* If topmost node is grass, change it to mud. @@ -1812,6 +1859,7 @@ void make_block(BlockMakeData *data) /* Add blobs of dirt and gravel underground */ + if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL) { PseudoRandom pr(blockseed+983); for(int i=0; i<volume_nodes/10/10/10; i++) |