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-rw-r--r--src/map.cpp146
1 files changed, 139 insertions, 7 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 4c0047a10..dc77680a9 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -2068,7 +2068,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
- + 25. * noise2d_perlin(
+ + 20. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
(seed>>32)+654879876, 6, 0.6);
@@ -2080,7 +2080,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+ double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+85039, 5, 0.69);
//higher = 30; // For debugging
@@ -2231,10 +2231,41 @@ void makeChunk(ChunkMakeData *data)
/*
Generate general ground level to full area
*/
-
{
// 22ms @cs=8
- //TimeTaker timer1("ground level");
+ TimeTaker timer1("Generating ground level");
+
+#if 0
+ NoiseBuffer noisebuf1;
+ NoiseBuffer noisebuf2;
+ {
+ v3f minpos_f(
+ data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
+ y_nodes_min,
+ data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
+ );
+ v3f maxpos_f = minpos_f + v3f(
+ data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
+ y_nodes_max-y_nodes_min,
+ data->sectorpos_bigbase_size*MAP_BLOCKSIZE
+ );
+ v3f samplelength_f = v3f(4.0, 4.0, 4.0);
+
+ TimeTaker timer("noisebuf.create");
+
+ /*noisebuf.create(data->seed+25104, 6, 0.60, 200.0,
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
+ noisebuf1.create(data->seed+25104, 3, 0.60, 25.0,
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
+ noisebuf2.create(data->seed+25105, 4, 0.50, 200.0,
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
+ }
for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
@@ -2242,6 +2273,63 @@ void makeChunk(ChunkMakeData *data)
// Node position
v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+ // 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);
+ //surface_y_f = base_rock_level_2d(data->seed, p2d);
+
+ // 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 = data->vmanip.m_area.getExtent();
+ u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+ for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
+ {
+ // Skip if already generated.
+ // This is done here because there might be a cave at
+ // any point in ground, which could look like it
+ // wasn't generated.
+ if(data->vmanip.m_data[i].d != CONTENT_AIR)
+ break;
+
+ /*s16 noiseval = 50.0 * noise3d_perlin(
+ 0.5+(float)p2d.X/100.0,
+ 0.5+(float)y/100.0,
+ 0.5+(float)p2d.Y/100.0,
+ data->seed+123, 5, 0.5);*/
+ //double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+ double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+ noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));
+
+ if(y < surface_y + noiseval)
+ //if(noiseval > 0)
+ //if(noiseval > y)
+ data->vmanip.m_data[i].d = CONTENT_STONE;
+
+ data->vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
+#endif
+
+#if 1
+ for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+ for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+ {
+ // Node position
+ v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+
/*
Skip of already generated
*/
@@ -2293,6 +2381,7 @@ void makeChunk(ChunkMakeData *data)
}
}
}
+#endif
}//timer1
@@ -2320,6 +2409,7 @@ void makeChunk(ChunkMakeData *data)
BEGINNING OF AGING LOOP
******************************/
+#if 1
{
// 24ms @cs=8
//TimeTaker timer1("caves");
@@ -2558,6 +2648,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+
+#if 1
{
// 46ms @cs=8
//TimeTaker timer1("ore veins");
@@ -2691,9 +2784,12 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+
+#if 1
{
// 15ms @cs=8
- //TimeTaker timer1("add mud");
+ TimeTaker timer1("add mud");
/*
Add mud to the central chunk
@@ -2706,7 +2802,7 @@ void makeChunk(ChunkMakeData *data)
v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
+ s16 mud_add_amount = (s16)(2.5 + 1.5 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
data->seed+1, 3, 0.55));
@@ -2749,6 +2845,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+
+#if 1
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
@@ -2903,9 +3002,12 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+
+#if 1
{
// 50ms @cs=8
- //TimeTaker timer1("add water");
+ TimeTaker timer1("add water");
/*
Add water to the central chunk (and a bit more)
@@ -2978,12 +3080,14 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
} // Aging loop
/***********************
END OF AGING LOOP
************************/
+#if 1
{
//TimeTaker timer1("convert mud to sand");
@@ -3048,6 +3152,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+
+#if 1
{
// 1ms @cs=8
//TimeTaker timer1("generate trees");
@@ -3126,7 +3233,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
+#if 1
{
// 19ms @cs=8
//TimeTaker timer1("grow grass");
@@ -3180,6 +3289,7 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
+#endif
/*
Initial lighting (sunlight)
@@ -3191,6 +3301,7 @@ void makeChunk(ChunkMakeData *data)
// 750ms @cs=8, can't optimize more
TimeTaker timer1("initial lighting");
+ // NOTE: This is no used... umm... for some reason!
#if 0
/*
Go through the edges and add all nodes that have light to light_sources
@@ -3913,6 +4024,25 @@ MapBlock * ServerMap::generateBlock(
block->unDummify();
}
+#if 1
+ /*
+ Generate a completely empty block
+ */
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ MapNode n;
+ n.d = CONTENT_AIR;
+ block->setNode(v3s16(x0,y0,z0), n);
+ }
+ }
+#else
+ /*
+ Generate a proper block
+ */
+
u8 water_material = CONTENT_WATERSOURCE;
s32 lowest_ground_y = 32767;
@@ -4447,6 +4577,8 @@ continue_generating:
}
}
}
+
+#endif // end of proper block generation
/*
Add block to sector.