diff options
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r-- | src/mapgen.cpp | 442 |
1 files changed, 367 insertions, 75 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index ae0c551cb..7271b7652 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -20,7 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen.h" #include "voxel.h" #include "noise.h" +#include "biome.h" #include "mapblock.h" +#include "mapnode.h" #include "map.h" //#include "serverobject.h" #include "content_sao.h" @@ -28,9 +30,296 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_mapnode.h" // For content_mapnode_get_new_name #include "voxelalgorithms.h" #include "profiler.h" +#include "settings.h" // For g_settings #include "main.h" // For g_profiler #include "treegen.h" +NoiseParams nparams_mtdefault = + {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain +NoiseParams nparams_def_bgroup = + {0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1 +NoiseParams nparams_def_heat = + {25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75 +NoiseParams nparams_def_humidity = + {50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100 + + +/////////////////////////////////////////////////////////////////////////////// + +/* +Mapgen::Mapgen(BiomeDefManager *biomedef) { + Mapgen(0, 0, biomedef); +}*/ + + +Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) { + initMapgen(biomedef, mapgenid, seed, + &nparams_mtdefault, &nparams_def_bgroup, + &nparams_def_heat, &nparams_def_humidity); +} + + +Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed, + NoiseParams *np_terrain, NoiseParams *np_bgroup, + NoiseParams *np_heat, NoiseParams *np_humidity) { + initMapgen(biomedef, mapgenid, seed, + np_terrain, np_bgroup, np_heat, np_humidity); +} + +void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed, + NoiseParams *np_terrain, NoiseParams *np_bgroup, + NoiseParams *np_heat, NoiseParams *np_humidity) { + this->generating = false; + this->id = mapgenid; + this->seed = (int)seed; + this->biomedef = biomedef; + this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config! + this->water_level = g_settings->getS16("default_water_level"); ////fix this! + + this->np_terrain = np_terrain; + this->np_bgroup = np_bgroup; + this->np_heat = np_heat; + this->np_humidity = np_humidity; + noise_terrain = new Noise(np_terrain, seed, csize.X, csize.Y); + noise_bgroup = new Noise(np_bgroup, seed, csize.X, csize.Y); + noise_heat = new Noise(np_heat, seed, csize.X, csize.Y); + noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y); + + this->ndef = biomedef->ndef; + n_air = MapNode(ndef->getId("mapgen_air")); + n_water = MapNode(ndef->getId("mapgen_water_source")); + n_lava = MapNode(ndef->getId("mapgen_lava_source")); +} + + +Mapgen::~Mapgen() { + delete noise_terrain; + delete noise_bgroup; + delete noise_heat; + delete noise_humidity; +} + + +void Mapgen::makeChunk(BlockMakeData *data) { + if (data->no_op) + return; + + //printf("generating...\n");////////////// + + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + + this->data = data; + this->vmanip = data->vmanip; + v3s16 em = vmanip->m_area.getExtent(); + this->ystride = em.X; + this->zstride = em.Y * em.X; + + node_min = (data->blockpos_min) * MAP_BLOCKSIZE; + node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE; + v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1); + + int y1 = node_min.Y; + int y2 = node_max.Y; + int x = node_min.X; + int z = node_min.Z; + //printf("full_node_min.X: %d | full_node_min.Z: %d | MinEdge: %d | MaxEdge: %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z); + TimeTaker timer("Generating terrain"); + map_terrain = noise_terrain->perlinMap2D(x, z); + map_bgroup = noise_bgroup->perlinMap2D(x, z); + map_heat = noise_heat->perlinMap2D(x, z); + map_humidity = noise_humidity->perlinMap2D(x, z); + + int i = 0; + for (x = node_min.X; x <= node_max.X; x++) { + for (z = node_min.Z; z <= node_max.Z; z++) { + Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]); + biome->genColumn(this, x, z, y1, y2); + i++; + } + } + timer.stop(); + + //genCave(); + //genDungeon(); + //add blobs of dirt and gravel underground + //decorateChunk(); + //updateLiquid(full_node_min, full_node_max); + updateLighting(node_min, node_max); + + this->generating = false; + //printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);////////// +} + + +void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) { + bool isliquid, wasliquid; + u32 i; + content_t c; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) { + for (s16 x = node_min.X; x <= node_max.X; x++) { + v2s16 p2d(x, z); + wasliquid = true; + v3s16 em = vmanip->m_area.getExtent(); + i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + + for (s16 y = node_max.Y; y >= node_min.Y; y--) { + isliquid = ndef->get(vmanip->m_data[i]).isLiquid(); + //there was a change between liquid and nonliquid, add to queue + if (isliquid != wasliquid) + data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y)); + + wasliquid = isliquid; + vmanip->m_area.add_y(em, i, -1); + } + } + } +} + + +void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) { + enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT}; + + VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE, + node_max + v3s16(1,0,1) * MAP_BLOCKSIZE); + bool block_is_underground = (water_level > node_max.Y); + bool sunlight = !block_is_underground; + + ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG); + for (int i = 0; i < 2; i++) { + enum LightBank bank = banks[i]; + core::map<v3s16, bool> light_sources; + core::map<v3s16, u8> unlight_from; + + voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef, + light_sources, unlight_from); + voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef); + printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size()); + vmanip->unspreadLight(bank, unlight_from, light_sources, ndef); + vmanip->spreadLight(bank, light_sources, ndef); + } +} + + +/*class EmergeManager { +public: + int seed; + int water_level; + BiomeDefManager *biomedef; + + //mapgen objects here + + void addBlockToQueue(); + + + //mapgen helper methods + int getGroundLevelAtPoint(u64 mseed, v2s16 p); + bool isBlockUnderground(u64 mseed, v3s16 blockpos); + u32 getBlockSeed(u64 mseed, v3s16 p); +};*/ + +EmergeManager::EmergeManager(IGameDef *gamedef) { + this->seed = 0; + this->water_level = 0; + this->np_terrain = &nparams_mtdefault; + this->np_bgroup = &nparams_def_bgroup; + this->np_heat = &nparams_def_heat; + this->np_humidity = &nparams_def_humidity; + + this->biomedef = new BiomeDefManager(gamedef); +} + + +EmergeManager::~EmergeManager() { + delete biomedef; +} + + +void EmergeManager::addBlockToQueue() { + +} + + +Biome *EmergeManager::getBiomeAtPoint(v3s16 p) { + float bgroup = NoisePerlin2D(np_bgroup, p.X, p.Y, seed); + float heat = NoisePerlin2D(np_heat, p.X, p.Y, seed); + float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed); + return biomedef->getBiome(bgroup, heat, humidity); +} + + +//FIXME: This assumes y == 0, that is, always in a non-hell/non-sky biome +int EmergeManager::getGroundLevelAtPoint(v2s16 p) { + float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed); + Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0)); + return biome->getSurfaceHeight(terrain); +} + + +bool EmergeManager::isBlockUnderground(v3s16 blockpos) { + /* + v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2, + (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2); + int ground_level = getGroundLevelAtPoint(p); + return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level); + */ + + //yuck, but then again, should i bother being accurate? + //the height of the nodes in a single block is quite variable + return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level; +} + + +u32 EmergeManager::getBlockSeed(v3s16 p) { + return (u32)(seed & 0xFFFFFFFF) + + p.Z * 38134234 + + p.Y * 42123 + + p.Y * 23; +} + + +/////////////////////////////////// legacy static functions for farmesh + + +s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { + //just need to return something + s16 level = 5; + return level; +} + + +bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) { + double sandnoise = noise2d_perlin( + 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250, + seed+59420, 3, 0.50); + + return (sandnoise > 0.15); +} + + +double Mapgen::tree_amount_2d(u64 seed, v2s16 p) { + double noise = noise2d_perlin( + 0.5+(float)p.X/125, 0.5+(float)p.Y/125, + seed+2, 4, 0.66); + double zeroval = -0.39; + if(noise < zeroval) + return 0; + else + return 0.04 * (noise-zeroval) / (1.0-zeroval); +} + + +#if 0 /// BIG COMMENT namespace mapgen { @@ -121,6 +410,7 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, } #endif + #if 0 static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0, @@ -190,7 +480,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } - + // Make +-Z walls for(s16 x=0; x<roomsize.X; x++) for(s16 y=0; y<roomsize.Y; y++) @@ -214,7 +504,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } - + // Make +-Y walls (floor and ceiling) for(s16 z=0; z<roomsize.Z; z++) for(s16 x=0; x<roomsize.X; x++) @@ -238,7 +528,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble")); } } - + // Fill with air for(s16 z=1; z<roomsize.Z-1; z++) for(s16 y=1; y<roomsize.Y-1; y++) @@ -401,9 +691,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, if(partcount >= partlength) { partcount = 0; - + dir = random_turn(random, dir); - + partlength = random.range(1,length); make_stairs = 0; @@ -443,7 +733,7 @@ public: { m_dir = dir; } - + bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) { for(u32 i=0; i<100; i++) @@ -540,7 +830,7 @@ public: if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1); #endif - + // Check fit bool fits = true; for(s16 z=1; z<roomsize.Z-1; z++) @@ -587,7 +877,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, v3s16 areasize = vmanip.m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; - + /* Find place for first room */ @@ -627,20 +917,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, // No place found if(fits == false) return; - + /* Stores the center position of the last room made, so that a new corridor can be started from the last room instead of the new room, if chosen so. */ v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2); - + u32 room_count = random.range(2,7); for(u32 i=0; i<room_count; i++) { // Make a room to the determined place make_room1(vmanip, roomsize, roomplace, ndef); - + v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2); // Place torch at room center (for testing) @@ -649,7 +939,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, // Quit if last room if(i == room_count-1) break; - + // Determine walker start position bool start_in_last_room = (random.range(0,2)!=0); @@ -667,7 +957,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, // Store center of current room as the last one last_room_center = room_center; } - + // Create walker and find a place for a door RoomWalker walker(vmanip, walker_start_place, random, ndef); v3s16 doorplace; @@ -675,20 +965,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, bool r = walker.findPlaceForDoor(doorplace, doordir); if(r == false) return; - + if(random.range(0,1)==0) // Make the door make_door1(vmanip, doorplace, doordir, ndef); else // Don't actually make a door doorplace -= doordir; - + // Make a random corridor starting from the door v3s16 corridor_end; v3s16 corridor_end_dir; make_corridor(vmanip, doorplace, doordir, corridor_end, corridor_end_dir, random, ndef); - + // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); walker.setPos(corridor_end); @@ -703,7 +993,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, else // Don't actually make a door roomplace -= doordir; - + } } #endif @@ -926,7 +1216,7 @@ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) } } } - + // This is more like the actual ground level level += dec[i-1]/2; @@ -1024,7 +1314,7 @@ bool block_is_underground(u64 seed, v3s16 blockpos) seed, v2s16(blockpos.X, blockpos.Z));*/ // Nah, this is just a heuristic, just return something s16 minimum_groundlevel = WATER_LEVEL; - + if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; else @@ -1132,9 +1422,9 @@ BiomeType get_biome(u64 seed, v2s16 p2d) double d = noise2d_perlin( 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250, seed+9130, 3, 0.50); - if(d > 0.45) + if(d > 0.45) return BT_DESERT; - if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 ) + if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 ) return BT_DESERT; return BT_NORMAL; }; @@ -1169,7 +1459,7 @@ void make_block(BlockMakeData *data) // Hack: use minimum block coordinates for old code that assumes // a single block v3s16 blockpos = data->blockpos_requested; - + /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<"," <<blockpos.Z<<")"<<std::endl;*/ @@ -1177,7 +1467,7 @@ void make_block(BlockMakeData *data) v3s16 blockpos_max = data->blockpos_max; v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); - + ManualMapVoxelManipulator &vmanip = *(data->vmanip); // Area of central chunk v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; @@ -1193,10 +1483,10 @@ void make_block(BlockMakeData *data) int volume_blocks = (blockpos_max.X - blockpos_min.X + 1) * (blockpos_max.Y - blockpos_min.Y + 1) * (blockpos_max.Z - blockpos_max.Z + 1); - + int volume_nodes = volume_blocks * MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; - + // Generated surface area //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; @@ -1207,7 +1497,7 @@ void make_block(BlockMakeData *data) Create a block-specific seed */ u32 blockseed = get_blockseed(data->seed, full_node_min); - + /* Cache some ground type values for speed */ @@ -1253,13 +1543,13 @@ void make_block(BlockMakeData *data) { #if 1 TimeTaker timer1("Generating ground level"); - + for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position v2s16 p2d = v2s16(x,z); - + /* Skip of already generated */ @@ -1274,7 +1564,7 @@ void make_block(BlockMakeData *data) // Use perlin noise for ground height surface_y_f = base_rock_level_2d(data->seed, p2d); - + /*// Experimental stuff { float a = highlands_level_2d(data->seed, p2d); @@ -1284,7 +1574,7 @@ void make_block(BlockMakeData *data) // 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; @@ -1316,9 +1606,9 @@ void make_block(BlockMakeData *data) } } #endif - + }//timer1 - + // Limit dirt flow area by 1 because mud is flown into neighbors. assert(central_area_size.X == central_area_size.Z); s16 mudflow_minpos = 0-max_spread_amount+1; @@ -1375,7 +1665,7 @@ void make_block(BlockMakeData *data) tunnel_routepoints = ps.range(10, ps.range(15,30)); } bool large_cave_is_flat = (ps.range(0,1) == 0); - + v3f main_direction(0,0,0); // Allowed route area size in nodes @@ -1391,7 +1681,7 @@ void make_block(BlockMakeData *data) s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; - + s16 route_y_min = 0; // Allow half a diameter + 7 over stone surface s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; @@ -1434,7 +1724,7 @@ void make_block(BlockMakeData *data) if(coming_from_surface) route_start_y_min = -of.Y + stone_surface_max_y + 10; }*/ - + route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); @@ -1451,11 +1741,11 @@ void make_block(BlockMakeData *data) MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); MapNode lavanode(c_lava_source); - + /* Generate some tunnel starting from orp */ - + for(u16 j=0; j<tunnel_routepoints; j++) { if(j%dswitchint==0 && large_cave == false) @@ -1467,12 +1757,12 @@ void make_block(BlockMakeData *data) ); main_direction *= (float)ps.range(0, 10)/10; } - + // Randomize size s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; s16 rs = ps.range(min_d, max_d); - + // Every second section is rough bool randomize_xz = (ps2.range(1,2) == 1); @@ -1495,13 +1785,13 @@ void make_block(BlockMakeData *data) } v3f vec; - + vec = v3f( (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2, (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2, (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 ); - + // Jump downward sometimes if(!large_cave && ps.range(0,12) == 0) { @@ -1511,7 +1801,7 @@ void make_block(BlockMakeData *data) (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2 ); } - + /*if(large_cave){ v3f p = orp + vec; s16 h = find_ground_level_clever(vmanip, @@ -1573,12 +1863,12 @@ void make_block(BlockMakeData *data) s16 x = cp.X + x0; v3s16 p(x,y,z); p += of; - + if(vmanip.m_area.contains(p) == false) continue; - + u32 i = vmanip.m_area.index(p); - + if(large_cave) { if(full_node_min.Y < WATER_LEVEL && @@ -1602,7 +1892,7 @@ void make_block(BlockMakeData *data) vmanip.m_data[i].getContent() == c_water_source || vmanip.m_data[i].getContent() == c_lava_source) continue; - + vmanip.m_data[i] = airnode; // Set tunnel flag @@ -1615,12 +1905,12 @@ void make_block(BlockMakeData *data) orp = rp; } - + } }//timer1 #endif - + #if 1 { // 15ms @cs=8 @@ -1629,13 +1919,13 @@ void make_block(BlockMakeData *data) /* Add mud to the central chunk */ - + for(s16 x=node_min.X; x<=node_max.X; x++) for(s16 z=node_min.Z; z<=node_max.Z; z++) { // Node position in 2d v2s16 p2d = v2s16(x,z); - + // Randomize mud amount s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5; @@ -1660,7 +1950,7 @@ void make_block(BlockMakeData *data) 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); @@ -1691,7 +1981,7 @@ void make_block(BlockMakeData *data) { if(mudcount >= mud_add_amount) break; - + MapNode &n = vmanip.m_data[i]; n = addnode; mudcount++; @@ -1756,7 +2046,7 @@ void make_block(BlockMakeData *data) /* Flow mud away from steep edges */ - + // Iterate a few times for(s16 k=0; k<3; k++) { @@ -1773,7 +2063,7 @@ void make_block(BlockMakeData *data) // Node position in 2d v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z); - + v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); s16 y=node_max.Y; @@ -1794,7 +2084,7 @@ void make_block(BlockMakeData *data) n->getContent() == c_dirt_with_grass || n->getContent() == c_gravel) break; - + vmanip.m_area.add_y(em, i, -1); } @@ -1813,7 +2103,7 @@ void make_block(BlockMakeData *data) { // Make it exactly mud n->setContent(c_dirt); - + /* Don't flow it if the stuff under it is not mud */ @@ -1851,7 +2141,7 @@ void make_block(BlockMakeData *data) } // Drop mud on side - + for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; @@ -1894,7 +2184,7 @@ void make_block(BlockMakeData *data) // Loop one up so that we're in air vmanip.m_area.add_y(em, i2, 1); n2 = &vmanip.m_data[i2]; - + bool old_is_water = (n->getContent() == c_water_source); // Move mud to new place if(!dropped_to_unknown) { @@ -1912,7 +2202,7 @@ void make_block(BlockMakeData *data) } } } - + } }//timer1 @@ -1940,7 +2230,7 @@ void make_block(BlockMakeData *data) for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { if(y == full_node_max.Y){ - water_found = + water_found = (vmanip.m_data[i].getContent() == c_water_source || vmanip.m_data[i].getContent() == c_lava_source); } @@ -1982,7 +2272,7 @@ void make_block(BlockMakeData *data) { // Node position in 2d v2s16 p2d = v2s16(x,z); - + /* Find the lowest surface to which enough light ends up to make grass grow. @@ -2008,7 +2298,7 @@ void make_block(BlockMakeData *data) else surface_y = full_node_min.Y; } - + u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); MapNode *n = &vmanip.m_data[i]; if(n->getContent() == c_dirt){ @@ -2113,7 +2403,7 @@ void make_block(BlockMakeData *data) else vmanip.m_data[i] = n_stone; } - + vmanip->m_area.add_y(em, i, 1); } } @@ -2168,7 +2458,7 @@ void make_block(BlockMakeData *data) /* Add dungeons */ - + //if(node_min.Y < approx_groundlevel) //if(myrand() % 3 == 0) //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) @@ -2182,7 +2472,7 @@ void make_block(BlockMakeData *data) // Dungeon generator doesn't modify places which have this set vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); - + // Set all air and water to be untouchable to make dungeons open // to caves and open air for(s16 x=full_node_min.X; x<=full_node_max.X; x++) @@ -2204,12 +2494,12 @@ void make_block(BlockMakeData *data) } } } - + PseudoRandom random(blockseed+2); // Add it make_dungeon1(vmanip, random, ndef); - + // Convert some cobble to mossy cobble for(s16 x=full_node_min.X; x<=full_node_max.X; x++) for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) @@ -2257,7 +2547,7 @@ void make_block(BlockMakeData *data) make_nc(vmanip, ncrandom, ndef); } } - + /* Add top and bottom side of water to transforming_liquid queue */ @@ -2346,7 +2636,7 @@ void make_block(BlockMakeData *data) if(current_depth == 0 && y <= WATER_LEVEL+2 && possibly_have_sand) have_sand = true; - + if(current_depth < 4) { if(have_sand) @@ -2384,7 +2674,7 @@ void make_block(BlockMakeData *data) /* Calculate some stuff */ - + float surface_humidity = surface_humidity_2d(data->seed, p2d_center); bool is_jungle = surface_humidity > 0.75; // Amount of trees @@ -2521,7 +2811,7 @@ void make_block(BlockMakeData *data) /* Add some kind of random stones */ - + u32 random_stone_count = gen_area_nodes * randomstone_amount_2d(data->seed, p2d_center); // Put in random places on part of division @@ -2555,7 +2845,7 @@ void make_block(BlockMakeData *data) /* Add larger stones */ - + u32 large_stone_count = gen_area_nodes * largestone_amount_2d(data->seed, p2d_center); //u32 large_stone_count = 1; @@ -2612,7 +2902,7 @@ void make_block(BlockMakeData *data) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(c_mese); } - + } } /* @@ -2742,7 +3032,7 @@ void make_block(BlockMakeData *data) voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, light_sources, unlight_from); - + bool inexistent_top_provides_sunlight = !block_is_underground; voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( vmanip, a, inexistent_top_provides_sunlight, @@ -2756,6 +3046,8 @@ void make_block(BlockMakeData *data) } } +#endif ///BIG COMMENT + BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), @@ -2768,6 +3060,6 @@ BlockMakeData::~BlockMakeData() delete vmanip; } -}; // namespace mapgen +//}; // namespace mapgen |