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+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "content_mapnode.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "map.h"
+#include "serverobject.h"
+#include "mineral.h"
+
+namespace mapgen
+{
+
+/*
+ Some helper functions for the map generator
+*/
+
+#if 0
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(content_walkable(n.d))
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min;
+}
+
+static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+{
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+ s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+ s16 y;
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(content_walkable(n.d)
+ && n.d != CONTENT_TREE
+ && n.d != CONTENT_LEAVES)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min;
+}
+#endif
+
+static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode treenode(CONTENT_TREE);
+ MapNode leavesnode(CONTENT_LEAVES);
+
+ s16 trunk_h = myrand_range(3, 6);
+ v3s16 p1 = p0;
+ for(s16 ii=0; ii<trunk_h; ii++)
+ {
+ if(vmanip.m_area.contains(p1))
+ vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+ p1.Y++;
+ }
+
+ // p1 is now the last piece of the trunk
+ p1.Y -= 1;
+
+ VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+ //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+ Buffer<u8> leaves_d(leaves_a.getVolume());
+ for(s32 i=0; i<leaves_a.getVolume(); i++)
+ leaves_d[i] = 0;
+
+ // Force leaves at near the end of the trunk
+ {
+ s16 d = 1;
+ for(s16 z=-d; z<=d; z++)
+ for(s16 y=-d; y<=d; y++)
+ for(s16 x=-d; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Add leaves randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+ myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+ myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Blit leaves to vmanip
+ for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+ for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+ for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p1;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ continue;
+ u32 i = leaves_a.index(x,y,z);
+ if(leaves_d[i] == 1)
+ vmanip.m_data[vi] = leavesnode;
+ }
+}
+
+#if 0
+static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode stonenode(CONTENT_STONE);
+
+ s16 size = myrand_range(3, 6);
+
+ VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
+ Buffer<u8> stone_d(stone_a.getVolume());
+ for(s32 i=0; i<stone_a.getVolume(); i++)
+ stone_d[i] = 0;
+
+ // Force stone at bottom to make it usually touch the ground
+ {
+ for(s16 z=0; z<=0; z++)
+ for(s16 y=0; y<=0; y++)
+ for(s16 x=0; x<=0; x++)
+ {
+ stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Generate from perlin noise
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
+ p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
+ if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
+ d -= 0.3;
+ if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
+ d -= 0.3;
+ if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
+ d -= 0.3;
+ if(d > 0.0)
+ {
+ u32 vi = stone_a.index(v3s16(x,y,z));
+ stone_d[vi] = 1;
+ }
+ }
+
+ /*// Add stone randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+ myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+ myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }*/
+
+ // Blit stone to vmanip
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p0;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ continue;
+ u32 i = stone_a.index(x,y,z);
+ if(stone_d[i] == 1)
+ vmanip.m_data[vi] = stonenode;
+ }
+}
+#endif
+
+#if 0
+static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
+{
+ MapNode stonenode(CONTENT_STONE);
+
+ s16 size = myrand_range(8, 16);
+
+ VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
+ Buffer<u8> stone_d(stone_a.getVolume());
+ for(s32 i=0; i<stone_a.getVolume(); i++)
+ stone_d[i] = 0;
+
+ // Force stone at bottom to make it usually touch the ground
+ {
+ for(s16 z=0; z<=0; z++)
+ for(s16 y=0; y<=0; y++)
+ for(s16 x=0; x<=0; x++)
+ {
+ stone_d[stone_a.index(v3s16(x,y,z))] = 1;
+ }
+ }
+
+ // Generate from perlin noise
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ double d = 1.0;
+ d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
+ p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
+ double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
+ double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
+ double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
+ double dz = (double)z-mid_z;
+ double dx = (double)x-mid_x;
+ double dy = MYMAX(0, (double)y-mid_y);
+ double r = sqrt(dz*dz+dx*dx+dy*dy);
+ d /= (2*r/size)*2 + 0.01;
+ if(d > 1.0)
+ {
+ u32 vi = stone_a.index(v3s16(x,y,z));
+ stone_d[vi] = 1;
+ }
+ }
+
+ /*// Add stone randomly
+ for(u32 iii=0; iii<7; iii++)
+ {
+ s16 d = 1;
+
+ v3s16 p(
+ myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
+ myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
+ myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
+ );
+
+ for(s16 z=0; z<=d; z++)
+ for(s16 y=0; y<=d; y++)
+ for(s16 x=0; x<=d; x++)
+ {
+ stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
+ }
+ }*/
+
+ // Blit stone to vmanip
+ for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
+ for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
+ for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
+ {
+ v3s16 p(x,y,z);
+ p += p0;
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ /*if(vmanip.m_data[vi].d != CONTENT_AIR
+ && vmanip.m_data[vi].d != CONTENT_IGNORE)
+ continue;*/
+ u32 i = stone_a.index(x,y,z);
+ if(stone_d[i] == 1)
+ vmanip.m_data[vi] = stonenode;
+ }
+}
+#endif
+
+/*
+ Dungeon making routines
+*/
+
+#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
+#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
+#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
+ VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
+
+static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
+{
+ // Make +-X walls
+ for(s16 z=0; z<roomsize.Z; z++)
+ for(s16 y=0; y<roomsize.Y; y++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(0,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Make +-Z walls
+ for(s16 x=0; x<roomsize.X; x++)
+ for(s16 y=0; y<roomsize.Y; y++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(x,y,0);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Make +-Y walls (floor and ceiling)
+ for(s16 z=0; z<roomsize.Z; z++)
+ for(s16 x=0; x<roomsize.X; x++)
+ {
+ {
+ v3s16 p = roomplace + v3s16(x,0,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ {
+ v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+ continue;
+ vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
+ }
+ }
+
+ // Fill with air
+ for(s16 z=1; z<roomsize.Z-1; z++)
+ for(s16 y=1; y<roomsize.Y-1; y++)
+ for(s16 x=1; x<roomsize.X-1; x++)
+ {
+ v3s16 p = roomplace + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+ vmanip.m_data[vi] = MapNode(CONTENT_AIR);
+ }
+}
+
+static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
+ u8 avoid_flags, MapNode n, u8 or_flags)
+{
+ for(s16 z=0; z<size.Z; z++)
+ for(s16 y=0; y<size.Y; y++)
+ for(s16 x=0; x<size.X; x++)
+ {
+ v3s16 p = place + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ continue;
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & avoid_flags)
+ continue;
+ vmanip.m_flags[vi] |= or_flags;
+ vmanip.m_data[vi] = n;
+ }
+}
+
+static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
+{
+ make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);
+}
+
+static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
+{
+ make_hole1(vmanip, doorplace);
+ // Place torch (for testing)
+ //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
+}
+
+static v3s16 rand_ortho_dir(PseudoRandom &random)
+{
+ if(random.next()%2==0)
+ return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
+ else
+ return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
+}
+
+static v3s16 turn_xz(v3s16 olddir, int t)
+{
+ v3s16 dir;
+ if(t == 0)
+ {
+ // Turn right
+ dir.X = olddir.Z;
+ dir.Z = -olddir.X;
+ dir.Y = olddir.Y;
+ }
+ else
+ {
+ // Turn left
+ dir.X = -olddir.Z;
+ dir.Z = olddir.X;
+ dir.Y = olddir.Y;
+ }
+ return dir;
+}
+
+static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+{
+ int turn = random.range(0,2);
+ v3s16 dir;
+ if(turn == 0)
+ {
+ // Go straight
+ dir = olddir;
+ }
+ else if(turn == 1)
+ // Turn right
+ dir = turn_xz(olddir, 0);
+ else
+ // Turn left
+ dir = turn_xz(olddir, 1);
+ return dir;
+}
+
+static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
+ v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
+ PseudoRandom &random)
+{
+ make_hole1(vmanip, doorplace);
+ v3s16 p0 = doorplace;
+ v3s16 dir = doordir;
+ u32 length;
+ if(random.next()%2)
+ length = random.range(1,13);
+ else
+ length = random.range(1,6);
+ length = random.range(1,13);
+ u32 partlength = random.range(1,length);
+ u32 partcount = 0;
+ s16 make_stairs = 0;
+ if(random.next()%2 == 0 && partlength >= 3)
+ make_stairs = random.next()%2 ? 1 : -1;
+ for(u32 i=0; i<length; i++)
+ {
+ v3s16 p = p0 + dir;
+ if(partcount != 0)
+ p.Y += make_stairs;
+
+ /*// If already empty
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_AIR)
+ {
+ }*/
+
+ if(vmanip.m_area.contains(p) == true
+ && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
+ {
+ if(make_stairs)
+ {
+ make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+ make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);
+ make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);
+ }
+ else
+ {
+ make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
+ VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
+ make_hole1(vmanip, p);
+ /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
+ VMANIP_FLAG_DUNGEON_INSIDE);*/
+ }
+
+ p0 = p;
+ }
+ else
+ {
+ // Can't go here, turn away
+ dir = turn_xz(dir, random.range(0,1));
+ make_stairs = -make_stairs;
+ partcount = 0;
+ partlength = random.range(1,length);
+ continue;
+ }
+
+ partcount++;
+ if(partcount >= partlength)
+ {
+ partcount = 0;
+
+ dir = random_turn(random, dir);
+
+ partlength = random.range(1,length);
+
+ make_stairs = 0;
+ if(random.next()%2 == 0 && partlength >= 3)
+ make_stairs = random.next()%2 ? 1 : -1;
+ }
+ }
+ result_place = p0;
+ result_dir = dir;
+}
+
+class RoomWalker
+{
+public:
+
+ RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
+ vmanip(vmanip_),
+ m_pos(pos),
+ m_random(random)
+ {
+ randomizeDir();
+ }
+
+ void randomizeDir()
+ {
+ m_dir = rand_ortho_dir(m_random);
+ }
+
+ void setPos(v3s16 pos)
+ {
+ m_pos = pos;
+ }
+
+ void setDir(v3s16 dir)
+ {
+ m_dir = dir;
+ }
+
+ bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
+ {
+ for(u32 i=0; i<100; i++)
+ {
+ v3s16 p = m_pos + m_dir;
+ v3s16 p1 = p + v3s16(0,1,0);
+ if(vmanip.m_area.contains(p) == false
+ || vmanip.m_area.contains(p1) == false
+ || i % 4 == 0)
+ {
+ randomizeDir();
+ continue;
+ }
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p1).d
+ == CONTENT_COBBLE)
+ {
+ // Found wall, this is a good place!
+ result_place = p;
+ result_dir = m_dir;
+ // Randomize next direction
+ randomizeDir();
+ return true;
+ }
+ /*
+ Determine where to move next
+ */
+ // Jump one up if the actual space is there
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+ == CONTENT_AIR)
+ p += v3s16(0,1,0);
+ // Jump one down if the actual space is there
+ if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ == CONTENT_COBBLE
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+ == CONTENT_AIR
+ && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+ == CONTENT_AIR)
+ p += v3s16(0,-1,0);
+ // Check if walking is now possible
+ if(vmanip.getNodeNoExNoEmerge(p).d
+ != CONTENT_AIR
+ || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+ != CONTENT_AIR)
+ {
+ // Cannot continue walking here
+ randomizeDir();
+ continue;
+ }
+ // Move there
+ m_pos = p;
+ }
+ return false;
+ }
+
+ bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
+ v3s16 &result_doordir, v3s16 &result_roomplace)
+ {
+ for(s16 trycount=0; trycount<30; trycount++)
+ {
+ v3s16 doorplace;
+ v3s16 doordir;
+ bool r = findPlaceForDoor(doorplace, doordir);
+ if(r == false)
+ continue;
+ v3s16 roomplace;
+ // X east, Z north, Y up
+ if(doordir == v3s16(1,0,0)) // X+
+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+ if(doordir == v3s16(-1,0,0)) // X-
+ roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
+ if(doordir == v3s16(0,0,1)) // Z+
+ roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
+ if(doordir == v3s16(0,0,-1)) // Z-
+ roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
+
+ // Check fit
+ bool fits = true;
+ for(s16 z=1; z<roomsize.Z-1; z++)
+ for(s16 y=1; y<roomsize.Y-1; y++)
+ for(s16 x=1; x<roomsize.X-1; x++)
+ {
+ v3s16 p = roomplace + v3s16(x,y,z);
+ if(vmanip.m_area.contains(p) == false)
+ {
+ fits = false;
+ break;
+ }
+ if(vmanip.m_flags[vmanip.m_area.index(p)]
+ & VMANIP_FLAG_DUNGEON_INSIDE)
+ {
+ fits = false;
+ break;
+ }
+ }
+ if(fits == false)
+ {
+ // Find new place
+ continue;
+ }
+ result_doorplace = doorplace;
+ result_doordir = doordir;
+ result_roomplace = roomplace;
+ return true;
+ }
+ return false;
+ }
+
+private:
+ VoxelManipulator &vmanip;
+ v3s16 m_pos;
+ v3s16 m_dir;
+ PseudoRandom &m_random;
+};
+
+static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
+{
+ v3s16 areasize = vmanip.m_area.getExtent();
+ v3s16 roomsize;
+ v3s16 roomplace;
+
+ /*
+ Find place for first room
+ */
+ bool fits = false;
+ for(u32 i=0; i<100; i++)
+ {
+ roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+ roomplace = vmanip.m_area.MinEdge + v3s16(
+ random.range(0,areasize.X-roomsize.X-1),
+ random.range(0,areasize.Y-roomsize.Y-1),
+ random.range(0,areasize.Z-roomsize.Z-1));
+ /*
+ Check that we're not putting the room to an unknown place,
+ otherwise it might end up floating in the air
+ */
+ fits = true;
+ for(s16 z=1; z<roomsize.Z-1; z++)
+ for(s16 y=1; y<roomsize.Y-1; y++)
+ for(s16 x=1; x<roomsize.X-1; x++)
+ {
+ v3s16 p = roomplace + v3s16(x,y,z);
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
+ {
+ fits = false;
+ break;
+ }
+ if(vmanip.m_data[vi].d == CONTENT_IGNORE)
+ {
+ fits = false;
+ break;
+ }
+ }
+ if(fits)
+ break;
+ }
+ // 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);
+
+ v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
+
+ // Place torch at room center (for testing)
+ //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
+
+ // Quit if last room
+ if(i == room_count-1)
+ break;
+
+ // Determine walker start position
+
+ bool start_in_last_room = (random.range(0,1)==0);
+ //bool start_in_last_room = true;
+
+ v3s16 walker_start_place;
+
+ if(start_in_last_room)
+ {
+ walker_start_place = last_room_center;
+ }
+ else
+ {
+ walker_start_place = room_center;
+ // 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);
+ v3s16 doorplace;
+ v3s16 doordir;
+ bool r = walker.findPlaceForDoor(doorplace, doordir);
+ if(r == false)
+ return;
+
+ if(random.range(0,1)==0)
+ // Make the door
+ make_door1(vmanip, doorplace, doordir);
+ 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);
+
+ // 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);
+ walker.setDir(corridor_end_dir);
+ r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
+ if(r == false)
+ return;
+
+ if(random.range(0,1)==0)
+ // Make the door
+ make_door1(vmanip, doorplace, doordir);
+ else
+ // Don't actually make a door
+ roomplace -= doordir;
+
+ }
+}
+
+/*
+ Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+// This affects the shape of the contour
+//#define CAVE_NOISE_SCALE 10.0
+//#define CAVE_NOISE_SCALE 7.5
+#define CAVE_NOISE_SCALE 5.0
+
+NoiseParams get_cave_noise1_params(u64 seed)
+{
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
+ 200, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);
+}
+
+NoiseParams get_cave_noise2_params(u64 seed)
+{
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
+ 200, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
+ 100, CAVE_NOISE_SCALE);
+}
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
+
+NoiseParams get_ground_noise1_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+983240, 5,
+ 0.60, 100.0, 30.0);
+}
+
+NoiseParams get_ground_crumbleness_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+34413, 3,
+ 1.3, 20.0, 1.0);
+}
+
+NoiseParams get_ground_wetness_params(u64 seed)
+{
+ return NoiseParams(NOISE_PERLIN, seed+32474, 4,
+ 1.1, 40.0, 1.0);
+}
+
+bool is_cave(u64 seed, v3s16 p)
+{
+ double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
+ double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
+ return d1*d2 > CAVE_NOISE_THRESHOLD;
+}
+
+/*
+ Ground density noise shall be interpreted by using this.
+
+ TODO: No perlin noises here, they should be outsourced
+ and buffered
+*/
+bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
+{
+ //return ((double)p.Y < ground_noise1_val);
+
+ double f = 0.8 + noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+ seed+920381, 3, 0.5);
+ if(f < 0.01)
+ f = 0.01;
+ else if(f >= 1.0)
+ f *= 2.0;
+ double h = WATER_LEVEL + 10 * noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
+ seed+84174, 4, 0.5);
+ return ((double)p.Y - h < ground_noise1_val * f);
+}
+
+/*
+ Queries whether a position is ground or not.
+*/
+bool is_ground(u64 seed, v3s16 p)
+{
+ double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
+ return val_is_ground(val1, p, seed);
+}
+
+// Amount of trees per area in nodes
+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, 5, 0.66);*/
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+ seed+2, 4, 0.66);
+ double zeroval = -0.35;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+#if 0
+double randomstone_amount_2d(u64 seed, v2s16 p)
+{
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+ seed+3829434, 5, 0.66);
+ double zeroval = 0.1;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.01 * (noise-zeroval) / (1.0-zeroval);
+}
+#endif
+
+double largestone_amount_2d(u64 seed, v2s16 p)
+{
+ double noise = noise2d_perlin(
+ 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+ seed+14143242, 5, 0.66);
+ double zeroval = 0.3;
+ if(noise < zeroval)
+ return 0;
+ else
+ return 0.005 * (noise-zeroval) / (1.0-zeroval);
+}
+
+/*
+ Incrementally find ground level from 3d noise
+*/
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ // Start a bit fuzzy to make averaging lower precision values
+ // more useful
+ s16 level = myrand_range(-precision/2, precision/2);
+ s16 dec[] = {31000, 100, 20, 4, 1, 0};
+ s16 i;
+ for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
+ {
+ // First find non-ground by going upwards
+ // Don't stop in caves.
+ {
+ s16 max = level+dec[i-1]*2;
+ v3s16 p(p2d.X, level, p2d.Y);
+ for(; p.Y < max; p.Y += dec[i])
+ {
+ if(!is_ground(seed, p))
+ {
+ level = p.Y;
+ break;
+ }
+ }
+ }
+ // Then find ground by going downwards from there.
+ // Go in caves, too, when precision is 1.
+ {
+ s16 min = level-dec[i-1]*2;
+ v3s16 p(p2d.X, level, p2d.Y);
+ for(; p.Y>min; p.Y-=dec[i])
+ {
+ bool ground = is_ground(seed, p);
+ /*if(dec[i] == 1 && is_cave(seed, p))
+ ground = false;*/
+ if(ground)
+ {
+ level = p.Y;
+ break;
+ }
+ }
+ }
+ }
+
+ // This is more like the actual ground level
+ level += dec[i-1]/2;
+
+ return level;
+}
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = 0;
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_min.Y), p);
+ a += find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
+ a /= 5;
+ return a;
+}
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = -31000;
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMAX(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ return a;
+}
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+
+double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
+{
+ v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
+ v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
+ double a = 31000;
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_max.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_max.X, node_max.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X, node_min.Y), p));
+ a = MYMIN(a, find_ground_level_from_noise(seed,
+ v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
+ return a;
+}
+
+bool block_is_underground(u64 seed, v3s16 blockpos)
+{
+ s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ seed, v2s16(blockpos.X, blockpos.Z));
+
+ if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
+ return true;
+ else
+ return false;
+}
+
+#if 0
+#define AVERAGE_MUD_AMOUNT 4
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+ // The base ground level
+ double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ + 20. * noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ (seed>>32)+654879876, 6, 0.6);
+
+ /*// A bit hillier one
+ double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ (seed>>27)+90340, 6, 0.69);
+ if(base2 > base)
+ base = base2;*/
+#if 1
+ // Higher ground level
+ 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
+
+ // 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);
+ b = pow(b, 5);
+ b *= 7;
+ b = rangelim(b, 3.0, 1000.0);
+ //dstream<<"b="<<b<<std::endl;
+ //double b = 20;
+
+ // Offset to more low
+ double a_off = -0.2;
+ // High/low selector
+ /*double a = 0.5 + b * (a_off + noise2d_perlin(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed-359, 6, 0.7));*/
+ 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, 0.60));
+ // Limit
+ a = rangelim(a, 0.0, 1.0);
+
+ //dstream<<"a="<<a<<std::endl;
+
+ double h = base*(1.0-a) + higher*a;
+#else
+ double h = base;
+#endif
+ return h;
+}
+
+double get_mud_add_amount(u64 seed, v2s16 p)
+{
+ return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+ 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
+ seed+91013, 3, 0.55));
+}
+#endif
+
+bool get_have_sand(u64 seed, v2s16 p2d)
+{
+ // Determine whether to have sand here
+ double sandnoise = noise2d_perlin(
+ 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+ seed+59420, 3, 0.50);
+
+ return (sandnoise > -0.15);
+}
+
+/*
+ Adds random objects to block, depending on the content of the block
+*/
+void add_random_objects(MapBlock *block)
+{
+ for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+ for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+ {
+ bool last_node_walkable = false;
+ for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+ {
+ v3s16 p(x0,y0,z0);
+ MapNode n = block->getNodeNoEx(p);
+ if(n.d == CONTENT_IGNORE)
+ continue;
+ if(content_features(n.d).liquid_type != LIQUID_NONE)
+ continue;
+ if(content_features(n.d).walkable)
+ {
+ last_node_walkable = true;
+ continue;
+ }
+ if(last_node_walkable)
+ {
+ // If block contains light information
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ if(n.getLight(LIGHTBANK_DAY) <= 3)
+ {
+ if(myrand() % 300 == 0)
+ {
+ v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+ pos_f.Y -= BS*0.4;
+ ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+ std::string data = obj->getStaticData();
+ StaticObject s_obj(obj->getType(),
+ obj->getBasePosition(), data);
+ // Add some
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ block->m_static_objects.insert(0, s_obj);
+ delete obj;
+ }
+ if(myrand() % 1000 == 0)
+ {
+ v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+ pos_f.Y -= BS*0.4;
+ ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
+ std::string data = obj->getStaticData();
+ StaticObject s_obj(obj->getType(),
+ obj->getBasePosition(), data);
+ // Add one
+ block->m_static_objects.insert(0, s_obj);
+ delete obj;
+ }
+ }
+ }
+ }
+ last_node_walkable = false;
+ }
+ }
+ block->setChangedFlag();
+}
+
+void make_block(BlockMakeData *data)
+{
+ if(data->no_op)
+ {
+ dstream<<"makeBlock: no-op"<<std::endl;
+ return;
+ }
+
+ v3s16 blockpos = data->blockpos;
+
+ /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
+ <<blockpos.Z<<")"<<std::endl;*/
+
+ ManualMapVoxelManipulator &vmanip = data->vmanip;
+ v3s16 blockpos_min = blockpos - v3s16(1,1,1);
+ v3s16 blockpos_max = blockpos + v3s16(1,1,1);
+ // Area of center block
+ v3s16 node_min = blockpos*MAP_BLOCKSIZE;
+ v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Full allocated area
+ v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
+ v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+ // Area of a block
+ double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+ v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+
+ /*
+ Get average ground level from noise
+ */
+
+ s16 approx_groundlevel = (s16)get_sector_average_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z));
+ //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
+
+ s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
+
+ s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z));
+ // Minimum amount of ground above the top of the central block
+ s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
+
+ s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
+ data->seed, v2s16(blockpos.X, blockpos.Z), 1);
+ // Maximum amount of ground above the bottom of the central block
+ s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
+
+ /*
+ Special case for high air or water: Just fill with air and water.
+ */
+ if(maximum_ground_depth < -20)
+ {
+ 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(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ 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++)
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ {
+ if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }
+
+ data->vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
+
+ // We're done
+ return;
+ }
+
+ /*
+ If block is deep underground, this is set to true and ground
+ density noise is not generated, for speed optimization.
+ */
+ bool all_is_ground_except_caves = (minimum_ground_depth > 16);
+
+ /*
+ Create a block-specific seed
+ */
+ u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234
+ + full_node_min.Y*42123 + full_node_min.X*23;
+
+ /*
+ Make some 3D noise
+ */
+
+ //NoiseBuffer noisebuf1;
+ //NoiseBuffer noisebuf2;
+ NoiseBuffer noisebuf_cave;
+ NoiseBuffer noisebuf_ground;
+ NoiseBuffer noisebuf_ground_crumbleness;
+ NoiseBuffer noisebuf_ground_wetness;
+ {
+ v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
+ v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+
+ //TimeTaker timer("noisebuf.create");
+
+ /*
+ Cave noise
+ */
+
+ noisebuf_cave.create(get_cave_noise1_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ 4, 3, 4);
+
+ noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+
+ /*
+ Ground noise
+ */
+
+ // Sample length
+ v3f sl = v3f(4.0, 4.0, 4.0);
+
+ /*
+ Density noise
+ */
+ if(all_is_ground_except_caves == false)
+ //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
+ noisebuf_ground.create(get_ground_noise1_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
+
+ /*
+ Ground property noise
+ */
+ sl = v3f(2.5, 2.5, 2.5);
+ noisebuf_ground_crumbleness.create(
+ get_ground_crumbleness_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
+ noisebuf_ground_wetness.create(
+ get_ground_wetness_params(data->seed),
+ minpos_f.X, minpos_f.Y, minpos_f.Z,
+ maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
+ sl.X, sl.Y, sl.Z);
+ }
+
+ /*
+ Make base 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(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ 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++)
+ {
+ // Only modify places that have no content
+ if(vmanip.m_data[i].d == CONTENT_IGNORE)
+ {
+ // First priority: make air and water.
+ // This avoids caves inside water.
+ if(all_is_ground_except_caves == false
+ && val_is_ground(noisebuf_ground.get(x,y,z),
+ v3s16(x,y,z), data->seed) == false)
+ {
+ if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ }
+ else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+ vmanip.m_data[i] = MapNode(CONTENT_AIR);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ }
+
+ data->vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
+
+ /*
+ Add minerals
+ */
+
+ {
+ PseudoRandom mineralrandom(blockseed);
+
+ /*
+ Add meseblocks
+ */
+ for(s16 i=0; i<approx_ground_depth/4; i++)
+ {
+ if(mineralrandom.next()%50 == 0)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_MESE);
+ }
+
+ }
+ }
+ /*
+ Add others
+ */
+ {
+ u16 a = mineralrandom.range(0,15);
+ a = a*a*a;
+ u16 amount = 20 * a/1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+
+ u8 base_content = CONTENT_STONE;
+ MapNode new_content(CONTENT_IGNORE);
+ u32 sparseness = 6;
+
+ if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+ {
+ new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
+ }
+ else
+ {
+ if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+ new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
+ /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
+ }
+ /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+ {
+ }*/
+
+ if(new_content.d != CONTENT_IGNORE)
+ {
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == base_content)
+ {
+ if(mineralrandom.next()%sparseness == 0)
+ vmanip.m_data[vi] = new_content;
+ }
+ }
+ }
+ }
+ }
+ /*
+ Add coal
+ */
+ //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+ //for(s16 i=0; i<50; i++)
+ u16 coal_amount = 30;
+ u16 coal_rareness = 60 / coal_amount;
+ if(coal_rareness == 0)
+ coal_rareness = 1;
+ if(mineralrandom.next()%coal_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = coal_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
+ }
+ }
+ }
+ /*
+ Add iron
+ */
+ u16 iron_amount = 8;
+ u16 iron_rareness = 60 / iron_amount;
+ if(iron_rareness == 0)
+ iron_rareness = 1;
+ if(mineralrandom.next()%iron_rareness == 0)
+ {
+ u16 a = mineralrandom.next() % 16;
+ u16 amount = iron_amount * a*a*a / 1000;
+ for(s16 i=0; i<amount; i++)
+ {
+ s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+ s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+ s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+ for(u16 i=0; i<27; i++)
+ {
+ v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+ u32 vi = vmanip.m_area.index(p);
+ if(vmanip.m_data[vi].d == CONTENT_STONE)
+ if(mineralrandom.next()%8 == 0)
+ vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
+ }
+ }
+ }
+ }
+
+ /*
+ Add mud and sand and others underground (in place of stone)
+ */
+
+ 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(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=node_min.Y; y--)
+ {
+ if(vmanip.m_data[i].d == CONTENT_STONE)
+ {
+ if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
+ {
+ if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);
+ }
+ else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
+ {
+ if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
+ vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
+ }
+ }
+
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ Add dungeons
+ */
+
+ //if(node_min.Y < approx_groundlevel)
+ //if(myrand() % 3 == 0)
+ //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
+ //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
+ //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
+ float dungeon_rarity = 0.02;
+ if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
+ < dungeon_rarity
+ && node_min.Y < approx_groundlevel)
+ {
+ // Dungeon generator doesn't modify places which have this set
+ data->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++)
+ for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+ for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+ {
+ if(vmanip.m_data[i].d == CONTENT_AIR)
+ vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+ else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ PseudoRandom random(blockseed+2);
+
+ // Add it
+ make_dungeon1(data->vmanip, random);
+
+ // 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++)
+ {
+ // Node position
+ v2s16 p2d(x,z);
+ {
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+ for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+ {
+ // (noisebuf not used because it doesn't contain the
+ // full area)
+ double wetness = noise3d_param(
+ get_ground_wetness_params(data->seed), x,y,z);
+ double d = noise3d_perlin((float)x/2.5,
+ (float)y/2.5,(float)z/2.5,
+ blockseed, 2, 1.4);
+ if(vmanip.m_data[i].d == CONTENT_COBBLE)
+ {
+ if(d < wetness/3.0)
+ {
+ vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+ }
+ }
+ /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
+ {
+ if(wetness > 1.2)
+ vmanip.m_data[i].d = CONTENT_MUD;
+ }*/
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+ }
+
+ /*
+ Add top and bottom side of water to transforming_liquid queue
+ */
+
+ 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(x,z);
+ {
+ bool water_found = false;
+ // Use fast index incrementing
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ for(s16 y=node_max.Y; y>=node_min.Y; y--)
+ {
+ if(water_found == false)
+ {
+ if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ {
+ v3s16 p = v3s16(p2d.X, y, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = true;
+ }
+ }
+ else
+ {
+ // This can be done because water_found can only
+ // turn to true and end up here after going through
+ // a single block.
+ if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE)
+ {
+ v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+ data->transforming_liquid.push_back(p);
+ water_found = false;
+ }
+ }
+
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ If close to ground level
+ */
+
+ //if(abs(approx_ground_depth) < 30)
+ if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
+ {
+ /*
+ Add grass and mud
+ */
+
+ 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(x,z);
+ {
+ bool possibly_have_sand = get_have_sand(data->seed, p2d);
+ bool have_sand = false;
+ u32 current_depth = 0;
+ bool air_detected = false;
+ bool water_detected = false;
+ // Use fast index incrementing
+ s16 start_y = node_max.Y+2;
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
+ for(s16 y=start_y; y>=node_min.Y-3; y--)
+ {
+ if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+ water_detected = true;
+ if(vmanip.m_data[i].d == CONTENT_AIR)
+ air_detected = true;
+
+ if((vmanip.m_data[i].d == CONTENT_STONE
+ || vmanip.m_data[i].d == CONTENT_GRASS
+ || vmanip.m_data[i].d == CONTENT_MUD
+ || vmanip.m_data[i].d == CONTENT_SAND
+ || vmanip.m_data[i].d == CONTENT_GRAVEL
+ ) && (air_detected || water_detected))
+ {
+ if(current_depth == 0 && y <= WATER_LEVEL+2
+ && possibly_have_sand)
+ have_sand = true;
+
+ if(current_depth < 4)
+ {
+ if(have_sand)
+ {
+ vmanip.m_data[i] = MapNode(CONTENT_SAND);
+ }
+ #if 1
+ else if(current_depth==0 && !water_detected
+ && y >= WATER_LEVEL && air_detected)
+ vmanip.m_data[i] = MapNode(CONTENT_GRASS);
+ #endif
+ else
+ vmanip.m_data[i] = MapNode(CONTENT_MUD);
+ }
+ else
+ {
+ if(vmanip.m_data[i].d == CONTENT_MUD
+ || vmanip.m_data[i].d == CONTENT_GRASS)
+ vmanip.m_data[i] = MapNode(CONTENT_STONE);
+ }
+
+ current_depth++;
+
+ if(current_depth >= 8)
+ break;
+ }
+ else if(current_depth != 0)
+ break;
+
+ data->vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ Add trees
+ */
+
+ // Amount of trees
+ u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+ PseudoRandom treerandom(blockseed);
+ // Put trees in random places on part of division
+ for(u32 i=0; i<tree_count; i++)
+ {
+ s16 x = treerandom.range(node_min.X, node_max.X);
+ s16 z = treerandom.range(node_min.Z, node_max.Z);
+ //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ // Make sure tree fits (only trees whose starting point is
+ // at this block are added)
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ /*
+ Find exact ground level
+ */
+ v3s16 p(x,y+6,z);
+ bool found = false;
+ for(; p.Y >= y-6; p.Y--)
+ {
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
+ if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE)
+ {
+ found = true;
+ break;
+ }
+ }
+ // If not found, handle next one
+ if(found == false)
+ continue;
+ /*
+ Trees grow only on mud and grass
+ */
+ {
+ u32 i = data->vmanip.m_area.index(p);
+ MapNode *n = &data->vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }
+ // Tree will be placed one higher
+ p.Y++;
+ // Make a tree
+ make_tree(data->vmanip, p);
+ }
+
+#if 0
+ /*
+ Add some kind of random stones
+ */
+
+ u32 random_stone_count = block_area_nodes *
+ randomstone_amount_2d(data->seed, p2d_center);
+ // Put in random places on part of division
+ for(u32 i=0; i<random_stone_count; i++)
+ {
+ s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+ // Don't add under water level
+ /*if(y < WATER_LEVEL)
+ continue;*/
+ // Don't add if doesn't belong to this block
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ v3s16 p(x,y,z);
+ // Filter placement
+ /*{
+ u32 i = data->vmanip.m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }*/
+ // Will be placed one higher
+ p.Y++;
+ // Add it
+ make_randomstone(data->vmanip, p);
+ }
+#endif
+
+#if 0
+ /*
+ Add larger stones
+ */
+
+ u32 large_stone_count = block_area_nodes *
+ largestone_amount_2d(data->seed, p2d_center);
+ //u32 large_stone_count = 1;
+ // Put in random places on part of division
+ for(u32 i=0; i<large_stone_count; i++)
+ {
+ s16 x = myrand_range(node_min.X, node_max.X);
+ s16 z = myrand_range(node_min.Z, node_max.Z);
+ s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
+ // Don't add under water level
+ /*if(y < WATER_LEVEL)
+ continue;*/
+ // Don't add if doesn't belong to this block
+ if(y < node_min.Y || y > node_max.Y)
+ continue;
+ v3s16 p(x,y,z);
+ // Filter placement
+ /*{
+ u32 i = data->vmanip.m_area.index(v3s16(p));
+ MapNode *n = &data->vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;
+ }*/
+ // Will be placed one lower
+ p.Y--;
+ // Add it
+ make_largestone(data->vmanip, p);
+ }
+#endif
+ }
+
+}
+
+}; // namespace mapgen
+
+