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-rw-r--r--src/map.cpp265
1 files changed, 214 insertions, 51 deletions
diff --git a/src/map.cpp b/src/map.cpp
index e748b1433..ef6263c73 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1736,7 +1736,7 @@ ServerMap::ServerMap(std::string savedir):
//m_chunksize = 64;
//m_chunksize = 16; // Too slow
- m_chunksize = 8; // Fine. Takes a few seconds.
+ m_chunksize = 8; // Takes a few seconds
//m_chunksize = 4;
//m_chunksize = 2;
@@ -1973,22 +1973,22 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 4, 0.6);
- double zeroval = -0.3;
+ seed+2, 5, 0.6);
+ double zeroval = -0.4;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
-double base_rock_level_2d(u64 seed, v2s16 p)
+/*double base_rock_level_2d(u64 seed, v2s16 p)
{
return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed, 6, 0.6);
-}
+}*/
-double highlands_level_2d(u64 seed, v2s16 p)
+/*double highlands_level_2d(u64 seed, v2s16 p)
{
double a = noise2d_perlin(
0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
@@ -1996,12 +1996,53 @@ double highlands_level_2d(u64 seed, v2s16 p)
if(a > 0.0)
//if(1)
{
+ return WATER_LEVEL + 25;
return WATER_LEVEL + 55. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
}
else
return -100000;
+}*/
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+ // The base ground level
+ double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed, 6, 0.6);
+
+ // Higher ground level
+ double higher = WATER_LEVEL + 23. + 30. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+85039, 6, 0.69);
+ //higher = 30; // For debugging
+
+ // Limit higher to at least base
+ if(higher < base)
+ higher = base;
+
+ // Steepness factor of cliffs
+ double b = 1.0 + 1.0 * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed-932, 7, 0.7);
+ b = rangelim(b, 0.0, 1000.0);
+ // Make steep stuff very steep and non-steep stuff very non-steep
+ b = pow(b, 4);
+ b *= 10;
+ //double b = 20;
+
+ // High/low selector
+ double a = 0.5 + b * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed-359, 6, 0.7);
+ a = rangelim(a, 0.0, 1.0);
+
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
+
+ return h;
}
/*
@@ -2172,12 +2213,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(m_seed, p2d);
- // Experimental stuff
+ /*// Experimental stuff
{
float a = highlands_level_2d(m_seed, p2d);
if(a > surface_y_f)
surface_y_f = a;
- }
+ }*/
// Convert to integer
s16 surface_y = (s16)surface_y_f;
@@ -2208,20 +2249,20 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
- //TODO
s32 stone_obstacle_count = 0;
- /*s32 stone_obstacle_count = (1.0+noise2d(m_seed+90443, sectorpos_base.X,
- sectorpos_base.Y))/2.0 * stone_obstacle_amount/3;*/
+ /*s32 stone_obstacle_count =
+ rangelim((1.0+noise2d(m_seed+897,
+ sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
s16 stone_obstacle_max_height = 0;
-
- //u32 stone_obstacle_amount =
- // myrand_range(0, myrand_range(20, myrand_range(80,150)));
+ /*s16 stone_obstacle_max_height =
+ rangelim((1.0+noise2d(m_seed+5902,
+ sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
/*
Loop this part, it will make stuff look older and newer nicely
*/
-
+ //for(u32 i_age=0; i_age<1; i_age++)
for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
@@ -2238,7 +2279,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Randomize max height so usually stuff will be quite low
s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
- s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
+ //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
+ s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
v3s16 ob_size(
myrand_range(5, stone_obstacle_max_size),
@@ -2371,11 +2413,15 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
if(bruise_surface)
{
- //min_tunnel_diameter = 5;
- //max_tunnel_diameter = myrand_range(10, 20);
- min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
- max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/4));
- tunnel_routepoints = 3;
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = myrand_range(10, 20);
+ /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
+ max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
+
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(m_seed+42,
+ sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+
+ tunnel_routepoints = 5;
}
// Allowed route area size in nodes
@@ -2441,11 +2487,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
v3s16 maxlen(15, 5, 15);
if(bruise_surface)
{
- maxlen = v3s16(30,25,30);
+ maxlen = v3s16(rs*7,rs*7,rs*7);
}
v3f vec(
@@ -2468,11 +2519,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
rp.Z = ar.Z-1;
vec = rp - orp;
- // Randomize size
- s16 min_d = min_tunnel_diameter;
- s16 max_d = max_tunnel_diameter;
- s16 rs = myrand_range(min_d, max_d);
-
for(float f=0; f<1.0; f+=1.0/vec.getLength())
{
v3f fp = orp + vec * f;
@@ -2482,11 +2528,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
- s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ s16 si = rs - MYMAX(0, abs(z0)-rs/7);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+ //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+ s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
//s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
@@ -2663,9 +2711,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Add mud to the central chunk
*/
- //s16 mud_add_amount = myrand_range(2, 4);
- //s16 mud_add_amount = 0;
-
for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
{
@@ -2673,7 +2718,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
- s16 mud_add_amount = (s16)(3.5 + 2. * noise2d_perlin(
+ s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
m_seed+1, 3, 0.55));
@@ -2717,8 +2762,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
{
- // 179ms @cs=8
- //TimeTaker timer1("flow mud");
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
/*
Flow mud away from steep edges
@@ -2959,7 +3004,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
} // Aging loop
- {//TimeTaker timer1("convert mud to sand");
+ {
+ //TimeTaker timer1("convert mud to sand");
/*
Convert mud to sand
@@ -3153,14 +3199,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
/*
- Handle lighting
+ Initial lighting (sunlight)
*/
core::map<v3s16, bool> light_sources;
{
// 750ms @cs=8, can't optimize more
- //TimeTaker timer1("initial lighting");
+ TimeTaker timer1("initial lighting");
#if 0
/*
@@ -3209,6 +3255,81 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
}
+ //NOTE: This is broken, at least the index has to
+ // be incremented
+ }
+ }
+ }
+#endif
+
+#if 1
+ /*
+ Go through the edges and apply sunlight to them, not caring
+ about neighbors
+ */
+
+ // Four edges
+ for(s16 i=0; i<4; i++)
+ // Edge length
+ for(s16 j=lighting_min_d;
+ j<=lighting_max_d;
+ j++)
+ {
+ s16 x;
+ s16 z;
+ // +-X
+ if(i == 0 || i == 1)
+ {
+ x = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ z = lighting_min_d;
+ else
+ z = lighting_max_d;
+ }
+ // +-Z
+ else
+ {
+ z = (i==0) ? lighting_min_d : lighting_max_d;
+ if(i == 0)
+ x = lighting_min_d;
+ else
+ x = lighting_max_d;
+ }
+
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ // Loop from top to down
+ {
+ u8 light = LIGHT_SUN;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = y_nodes_max;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y>=y_nodes_min; y--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+ if(light_propagates_content(n->d) == false)
+ {
+ light = 0;
+ }
+ else if(light != LIGHT_SUN
+ || sunlight_propagates_content(n->d) == false)
+ {
+ if(light > 0)
+ light--;
+ }
+
+ n->setLight(LIGHTBANK_DAY, light);
+ n->setLight(LIGHTBANK_NIGHT, 0);
+
+ if(light != 0)
+ {
+ // Insert light source
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
+
+ // Increment index by y
+ vmanip.m_area.add_y(em, i, -1);
}
}
}
@@ -3222,7 +3343,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(s16 z=0-max_spread_amount+1;
z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
z++)*/
-
+#if 1
/*
This has to be 1 smaller than the actual area, because
neighboring nodes are checked.
@@ -3306,6 +3427,58 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
}
+#endif
+
+#if 0
+ for(s16 x=lighting_min_d+1;
+ x<=lighting_max_d-1;
+ x++)
+ for(s16 z=lighting_min_d+1;
+ z<=lighting_max_d-1;
+ z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+ /*
+ Apply initial sunlight
+ */
+ {
+ u8 light = LIGHT_SUN;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = y_nodes_max;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y>=y_nodes_min; y--)
+ {
+ MapNode *n = &vmanip.m_data[i];
+
+ if(light_propagates_content(n->d) == false)
+ {
+ light = 0;
+ }
+ else if(light != LIGHT_SUN
+ || sunlight_propagates_content(n->d) == false)
+ {
+ if(light > 0)
+ light--;
+ }
+
+ n->setLight(LIGHTBANK_DAY, light);
+ n->setLight(LIGHTBANK_NIGHT, 0);
+
+ // This doesn't take much time
+ if(light != 0)
+ {
+ // Insert light source
+ light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+ }
+
+ // Increment index by y
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+#endif
}//timer1
@@ -4006,7 +4179,7 @@ continue_generating:
/*
Add coal
*/
- u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 coal_amount = 30;
u16 coal_rareness = 60 / coal_amount;
if(coal_rareness == 0)
coal_rareness = 1;
@@ -4039,7 +4212,7 @@ continue_generating:
Add iron
*/
//TODO: change to iron_amount or whatever
- u16 iron_amount = 30.0 * g_settings.getFloat("coal_amount");
+ u16 iron_amount = 15;
u16 iron_rareness = 60 / iron_amount;
if(iron_rareness == 0)
iron_rareness = 1;
@@ -4286,16 +4459,6 @@ MapBlock * ServerMap::emergeBlock(
}
}
- /*
- Debug mode operation
- */
- bool haxmode = g_settings.getBool("haxmode");
- if(haxmode)
- {
- // Don't calculate lighting at all
- //lighting_invalidated_blocks.clear();
- }
-
return block;
}