From 223b3793485a76f87599d39364b1003c2ca7c49c Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 31 May 2011 00:15:43 +0300 Subject: Reduced the CPU usage of the sent block selector algorithm --- src/map.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index a49de3c46..f9809e9fd 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -5692,9 +5692,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) p_nodes_min.Y / MAP_BLOCKSIZE - 1, p_nodes_min.Z / MAP_BLOCKSIZE - 1); v3s16 p_blocks_max( - p_nodes_max.X / MAP_BLOCKSIZE + 1, - p_nodes_max.Y / MAP_BLOCKSIZE + 1, - p_nodes_max.Z / MAP_BLOCKSIZE + 1); + p_nodes_max.X / MAP_BLOCKSIZE, + p_nodes_max.Y / MAP_BLOCKSIZE, + p_nodes_max.Z / MAP_BLOCKSIZE); u32 vertex_count = 0; -- cgit v1.2.3 From a649d43fe7349e5cfa4c67de93377004902c1b07 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 5 Jun 2011 00:10:06 +0300 Subject: Messed around with genmap.py. Now supports format version 17. --- src/map.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index f9809e9fd..579f30e9a 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -5540,9 +5540,11 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " - "(SerializationError). Ignoring. " - "A new one will be generated." + "(SerializationError). " + "what()="< Date: Sun, 5 Jun 2011 18:57:36 +0300 Subject: tried to reduce unnecessary map saving disk i/o a bit --- src/map.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 579f30e9a..ba361b393 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -4987,9 +4987,7 @@ void ServerMap::save(bool only_changed) u32 sector_meta_count = 0; u32 block_count = 0; - - { //sectorlock - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out + u32 block_count_all = 0; // Number of blocks in memory core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) @@ -5008,6 +5006,9 @@ void ServerMap::save(bool only_changed) for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; + + block_count_all++; + if(block->getChangedFlag() || only_changed == false) { saveBlock(block); @@ -5022,8 +5023,6 @@ void ServerMap::save(bool only_changed) } } - }//sectorlock - /* Only print if something happened or saved whole map */ @@ -5033,6 +5032,7 @@ void ServerMap::save(bool only_changed) dstream< Date: Thu, 16 Jun 2011 18:51:23 +0300 Subject: Probably fixed the single-MapBlock generator using 1 block lower water height than it should --- src/map.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index ba361b393..9230d1c16 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -4109,7 +4109,7 @@ MapBlock * ServerMap::generateBlock( if(real_y > surface_y) { // If under water level, it's water - if(real_y < WATER_LEVEL) + if(real_y <= WATER_LEVEL) { n.d = water_material; n.setLight(LIGHTBANK_DAY, -- cgit v1.2.3 From dc5319b6c9f2e39d93f2fa881403f36fc47ffaac Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 22:20:15 +0300 Subject: Moved some mapnode content stuff from mapnode.{h,cpp} and digging property stuff from material.cpp to content_mapnode.{h,cpp} --- src/map.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 9230d1c16..515885d87 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mineral.h" #include "noise.h" #include "serverobject.h" +#include "content_mapnode.h" /* Map -- cgit v1.2.3 From 682c9d8e7d05ca7462eda7fee9b07fb6ad94d860 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 23:20:31 +0300 Subject: Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp} --- src/map.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 515885d87..f6278e86e 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -4829,7 +4829,7 @@ MapBlock * ServerMap::emergeBlock( bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, - &black_air_left, true); + &black_air_left); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated -- cgit v1.2.3 From 6b1f059ccd91acd87e41a83c811b88acbb4b4bc8 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 23:43:28 +0300 Subject: modified iron amount a bit --- src/map.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index f6278e86e..9a6cb003f 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2700,7 +2700,7 @@ void makeChunk(ChunkMakeData *data) // Randomize mineral u8 mineral; - if(myrand()%3 != 0) + if(myrand()%4 != 0 || (orp.Y + of.Y) > 10) mineral = MINERAL_COAL; else mineral = MINERAL_IRON; @@ -4545,8 +4545,7 @@ continue_generating: /* Add iron */ - //TODO: change to iron_amount or whatever - u16 iron_amount = 15; + u16 iron_amount = 8; u16 iron_rareness = 60 / iron_amount; if(iron_rareness == 0) iron_rareness = 1; -- cgit v1.2.3 From 7773e68c2a42659b4a34af56e1fc799ffc9362ed Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 12:42:17 +0300 Subject: farmesh is now usable. --- src/map.cpp | 37 ++++++++++++++++++++++++++++--------- 1 file changed, 28 insertions(+), 9 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 9a6cb003f..5cea4ebca 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2129,6 +2129,16 @@ double get_mud_add_amount(u64 seed, v2s16 p) seed+91013, 3, 0.55)); } +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 */ @@ -3118,12 +3128,7 @@ void makeChunk(ChunkMakeData *data) // Node position in 2d v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - // Determine whether to have sand here - double sandnoise = noise2d_perlin( - 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - data->seed+59420, 3, 0.50); - - bool have_sand = (sandnoise > -0.15); + bool have_sand = get_have_sand(data->seed, p2d); if(have_sand == false) continue; @@ -5658,6 +5663,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; + + /* + This is called two times per frame, reset on the non-transparent one + */ + if(pass == scene::ESNRP_SOLID) + { + m_last_drawn_sectors.clear(); + } /* Get time for measuring timeout. @@ -5706,9 +5719,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) u32 blocks_would_have_drawn = 0; u32 blocks_drawn = 0; - //NOTE: The sectors map should be locked but we're not doing it - // because it'd cause too much delays - int timecheck_counter = 0; core::map::Iterator si; si = m_sectors.getIterator(); @@ -5748,6 +5758,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) /* Draw blocks */ + + u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) @@ -5840,7 +5852,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; + blocks_drawn++; + sector_blocks_drawn++; u32 c = mesh->getMeshBufferCount(); @@ -5866,6 +5880,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) } } } // foreach sectorblocks + + if(sector_blocks_drawn != 0) + { + m_last_drawn_sectors[sp] = true; + } } m_control.blocks_drawn = blocks_drawn; -- cgit v1.2.3 From 5ac900ddd9d574440b499b15516747a374fe3a5a Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 15:16:35 +0300 Subject: Changed MapBlockObjects to be never written anymore. Incremented version number. --- src/map.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 5cea4ebca..adcdaffee 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -5545,8 +5545,9 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto catch(SerializationError &e) { dstream<<"WARNING: Invalid block data on disk " - "(SerializationError). " - "what()="< Date: Sat, 25 Jun 2011 04:25:14 +0300 Subject: New map generator added (and SQLite, messed up the commits at that time...) (import from temporary git repo) --- src/map.cpp | 4685 ++++++++++++++++++++++++++--------------------------------- 1 file changed, 2022 insertions(+), 2663 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index adcdaffee..fe6b7a701 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -30,6 +30,14 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "serverobject.h" #include "content_mapnode.h" +extern "C" { + #include "sqlite3.h" +} +/* + SQLite format specification: + - Initially only replaces sectors/ and sectors2/ +*/ + /* Map */ @@ -82,8 +90,6 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; - // Reset inactivity timer - sector->usage_timer = 0.0; return sector; } @@ -98,15 +104,11 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) m_sector_cache_p = p; m_sector_cache = sector; - // Reset inactivity timer - sector->usage_timer = 0.0; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - return getSectorNoGenerateNoExNoLock(p); } @@ -245,15 +247,15 @@ void Map::unspreadLight(enum LightBank bank, // Get node straight from the block MapNode n = block->getNode(relpos); - + u8 oldlight = j.getNode()->getValue(); - + // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; - + // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); @@ -273,12 +275,12 @@ void Map::unspreadLight(enum LightBank bank, { continue; } - + // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); - + bool changed = false; //TODO: Optimize output by optimizing light_sources? @@ -315,7 +317,7 @@ void Map::unspreadLight(enum LightBank bank, light_sources.remove(n2pos); }*/ } - + /*// DEBUG if(light_sources.find(n2pos) != NULL) light_sources.remove(n2pos);*/ @@ -346,7 +348,7 @@ void Map::unspreadLight(enum LightBank bank, < 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } @@ -384,7 +386,7 @@ void Map::spreadLight(enum LightBank bank, if(from_nodes.size() == 0) return; - + u32 blockchangecount = 0; core::map lighted_nodes; @@ -398,7 +400,7 @@ void Map::spreadLight(enum LightBank bank, MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; - + for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { @@ -406,7 +408,7 @@ void Map::spreadLight(enum LightBank bank, //v3s16 pos = *j; //dstream<<"pos=("<getNode(relpos); - + bool changed = false; /* If the neighbor is brighter than the current node, @@ -513,7 +515,7 @@ void Map::spreadLight(enum LightBank bank, < 0) spreadLight(bank, lighted_nodes, modified_blocks); } @@ -540,7 +542,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; - + u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; @@ -566,7 +568,7 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) if(found_something == false) throw InvalidPositionException(); - + return brightest_pos; } @@ -585,7 +587,7 @@ s16 Map::propagateSunlight(v3s16 start, for(; ; y--) { v3s16 pos(start.X, y, start.Z); - + v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ @@ -629,31 +631,31 @@ void Map::updateLighting(enum LightBank bank, { /*m_dout< blocks_to_update; core::map light_sources; - + core::map unlight_from; - + core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); - + for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; - + v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); @@ -666,14 +668,14 @@ void Map::updateLighting(enum LightBank bank, for(s16 x=0; xgetNode(v3s16(x,y,z)); u8 oldlight = n.getLight(bank); n.setLight(bank, 0); block->setNode(v3s16(x,y,z), n); - + // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 @@ -697,7 +699,7 @@ void Map::updateLighting(enum LightBank bank, <propagateSunlight(light_sources); @@ -716,7 +718,7 @@ void Map::updateLighting(enum LightBank bank, // Invalid lighting bank assert(0); } - + /*dstream<<"Bottom for sunlight-propagated block (" <getValue(); v3s16 p = block->getPos(); - + // Add all surrounding blocks vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); /* Add all surrounding blocks that have up-to-date lighting NOTE: This doesn't quite do the job (not everything - appropriate is lighted) + appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) @@ -796,7 +798,7 @@ void Map::updateLighting(enum LightBank bank, continue; vmanip.initialEmerge(p, p); }*/ - + // Lighting of block will be updated completely block->setLightingExpired(false); } @@ -825,7 +827,7 @@ void Map::updateLighting(core::map & a_blocks, { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); - + /* Update information about whether day and night light differ */ @@ -846,7 +848,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, /*PrintInfo(m_dout); m_dout<clone(); setNodeMetadata(p, meta); } - + /* If node is under sunlight and doesn't let sunlight through, take all sunlighted nodes under it and clear light from them and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead - of looping + of looping */ if(node_under_sunlight && !content_features(n.d).sunlight_propagates) { @@ -981,7 +983,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, for(;; y--){ //m_dout<getValue(); - sector->usage_timer += dtime; + + core::list blocks; + sector->getBlocks(blocks); + for(core::list::Iterator i = blocks.begin(); + i != blocks.end(); i++) + { + (*i)->incrementUsageTimer(dtime); + } } } void Map::deleteSectors(core::list &list, bool only_blocks) { - /* - Wait for caches to be removed before continuing. - - This disables the existence of caches while locked - */ - //SharedPtr cachelock(m_blockcachelock.waitCaches()); - core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { @@ -1395,12 +1397,47 @@ void Map::deleteSectors(core::list &list, bool only_blocks) } } -u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, +u32 Map::unloadUnusedData(float timeout, bool only_blocks, core::list *deleted_blocks) { - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out - core::list sector_deletion_queue; + + core::map::Iterator si = m_sectors.getIterator(); + for(; si.atEnd() == false; si++) + { + MapSector *sector = si.getNode()->getValue(); + + bool all_blocks_deleted = true; + + core::list blocks; + sector->getBlocks(blocks); + for(core::list::Iterator i = blocks.begin(); + i != blocks.end(); i++) + { + MapBlock *block = (*i); + + if(block->getUsageTimer() > timeout) + { + // Save if modified + if(block->getModified() != MOD_STATE_CLEAN) + saveBlock(block); + // Unload + sector->removeBlock(block); + delete block; + } + else + { + all_blocks_deleted = false; + } + } + + if(all_blocks_deleted) + { + sector_deletion_queue.push_back(si.getNode()->getKey()); + } + } + +#if 0 core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { @@ -1411,7 +1448,7 @@ u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, if(sector->usage_timer > timeout) { sector_deletion_queue.push_back(i.getNode()->getKey()); - + if(deleted_blocks != NULL) { // Collect positions of blocks of sector @@ -1426,6 +1463,8 @@ u32 Map::deleteUnusedSectors(float timeout, bool only_blocks, } } } +#endif + deleteSectors(sector_deletion_queue, only_blocks); return sector_deletion_queue.getSize(); } @@ -1444,7 +1483,7 @@ void Map::transformLiquids(core::map & modified_blocks) u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); - + /*if(initial_size != 0) dstream<<"transformLiquids(): initial_size="< & modified_blocks) v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNode(p0); - + // Don't deal with non-liquids if(content_liquid(n0.d) == false) continue; bool is_source = !content_flowing_liquid(n0.d); - + u8 liquid_level = 8; if(is_source == false) liquid_level = n0.param2 & 0x0f; - + // Turn possible source into non-source u8 nonsource_c = make_liquid_flowing(n0.d); @@ -1509,7 +1548,7 @@ void Map::transformLiquids(core::map & modified_blocks) s8 n2_liquid_level = 8; if(n2_is_source == false) n2_liquid_level = n2.param2 & 0x07; - + s8 new_liquid_level = -1; if(from_top) { @@ -1532,7 +1571,7 @@ void Map::transformLiquids(core::map & modified_blocks) { } } //for - + /* If liquid level should be something else, update it and add all the neighboring water nodes to the transform queue. @@ -1551,7 +1590,7 @@ void Map::transformLiquids(core::map & modified_blocks) n0.param2 = new_liquid_level_max; setNode(p0, n0); } - + // Block has been modified { v3s16 blockpos = getNodeBlockPos(p0); @@ -1559,7 +1598,7 @@ void Map::transformLiquids(core::map & modified_blocks) if(block != NULL) modified_blocks.insert(blockpos, block); } - + /* Add neighboring non-source liquid nodes to transform queue. */ @@ -1577,20 +1616,20 @@ void Map::transformLiquids(core::map & modified_blocks) { v3s16 p2 = p0 + dirs[i]; - + MapNode n2 = getNode(p2); if(content_flowing_liquid(n2.d)) { m_transforming_liquid.push_back(p2); } - + }catch(InvalidPositionException &e) { } } } } - + // Get a new one from queue if the node has turned into non-water if(content_liquid(n0.d) == false) continue; @@ -1616,7 +1655,7 @@ void Map::transformLiquids(core::map & modified_blocks) // anywhere except down if(liquid_level == 0 && to_bottom == false) continue; - + u8 liquid_next_level = 0; // If going to bottom if(to_bottom) @@ -1632,7 +1671,7 @@ void Map::transformLiquids(core::map & modified_blocks) bool n2_changed = false; bool flowed = false; - + v3s16 p2 = p0 + dirs_to[i]; MapNode n2 = getNode(p2); @@ -1652,7 +1691,7 @@ void Map::transformLiquids(core::map & modified_blocks) u8 n2_liquid_level = 8; if(n2_is_source == false) n2_liquid_level = n2.param2 & 0x07; - + if(to_bottom) { flowed = true; @@ -1681,27 +1720,27 @@ void Map::transformLiquids(core::map & modified_blocks) n2.d = nonsource_c; n2.param2 = liquid_next_level; setNode(p2, n2); - + n2_changed = true; flowed = true; } - + //dstream<<"[2] n2.param="<<(int)n2.param<getValue(); delete chunk; } +#endif } /* @@ -1943,7 +1984,7 @@ s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) 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) @@ -1966,7 +2007,7 @@ s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) && n.d != CONTENT_TREE && n.d != CONTENT_LEAVES) break; - + vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) @@ -1988,7 +2029,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0) vmanip.m_data[vmanip.m_area.index(p1)] = treenode; p1.Y++; } - + // p1 is now the last piece of the trunk p1.Y -= 1; @@ -1997,7 +2038,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0) Buffer leaves_d(leaves_a.getVolume()); for(s32 i=0; i>32)+654879876, 6, 0.6); + s16 size = myrand_range(3, 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="<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"); - - noisebuf1.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; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) - { - // 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; xsectorpos_bigbase_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; zsectorpos_bigbase_size*MAP_BLOCKSIZE; z++) - { - // Node position - v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Skip of already generated - */ - /*{ - v3s16 p(p2d.X, y_nodes_min, p2d.Y); - if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR) - continue; - }*/ - - // 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); - - /*// Experimental stuff - { - float a = highlands_level_2d(data->seed, p2d); - if(a > surface_y_f) - surface_y_f = a; - }*/ - - // 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; yvmanip.m_data[i].d != CONTENT_AIR) - break; - - data->vmanip.m_data[i].d = CONTENT_STONE; - - data->vmanip.m_area.add_y(em, i, 1); - } - } - } -#endif - - }//timer1 - - /* - Randomize some parameters - */ - - //s32 stone_obstacle_count = 0; - /*s32 stone_obstacle_count = - rangelim((1.0+noise2d(data->seed+897, - data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ - - //s16 stone_obstacle_max_height = 0; - /*s16 stone_obstacle_max_height = - rangelim((1.0+noise2d(data->seed+5902, - data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/ - - /* - Loop this part, it will make stuff look older and newer nicely - */ - const u32 age_loops = 2; - for(u32 i_age=0; i_age caves_count); - - 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/2));*/ - - /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, - data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ - - tunnel_routepoints = 5; - } - else - { - } - - // Allowed route area size in nodes - v3s16 ar( - data->sectorpos_base_size*MAP_BLOCKSIZE, - h_blocks*MAP_BLOCKSIZE, - data->sectorpos_base_size*MAP_BLOCKSIZE - ); - - // Area starting point in nodes - v3s16 of( - data->sectorpos_base.X*MAP_BLOCKSIZE, - data->y_blocks_min*MAP_BLOCKSIZE, - data->sectorpos_base.Y*MAP_BLOCKSIZE - ); - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - //s16 insure = 5; // Didn't work with max_d = 20 - s16 insure = 10; - s16 more = data->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; - - /*// If caves, don't go through surface too often - if(bruise_surface == false) - route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ - - // Limit maximum to area - route_y_max = rangelim(route_y_max, 0, ar.Y-1); - - if(bruise_surface) - { - /*// Minimum is at y=0 - route_y_min = -of.Y - 0;*/ - // Minimum is at y=max_tunnel_diameter/4 - //route_y_min = -of.Y + max_tunnel_diameter/4; - //s16 min = -of.Y + max_tunnel_diameter/4; - s16 min = -of.Y + 0; - route_y_min = myrand_range(min, min + max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } - - /*dstream<<"route_y_min = "<vmanip.m_area.index(p); - data->vmanip.m_data[i] = airnode; - - if(bruise_surface == false) - { - // Set tunnel flag - data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON; - } - } - } - } - } - - orp = rp; - } - - } - - }//timer1 -#endif - -#if 1 - { - // 46ms @cs=8 - //TimeTaker timer1("ore veins"); - - /* - Make ore veins - */ - for(u32 jj=0; jjsectorpos_base_size*MAP_BLOCKSIZE, - h_blocks*MAP_BLOCKSIZE, - data->sectorpos_base_size*MAP_BLOCKSIZE - ); - - // Area starting point in nodes - v3s16 of( - data->sectorpos_base.X*MAP_BLOCKSIZE, - data->y_blocks_min*MAP_BLOCKSIZE, - data->sectorpos_base.Y*MAP_BLOCKSIZE - ); - - // Allow a bit more - //(this should be more than the maximum radius of the tunnel) - s16 insure = 3; - s16 more = data->max_spread_amount - max_vein_diameter/2 - insure; - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; - - // Randomize starting position - v3f orp( - (float)(myrand()%ar.X)+0.5, - (float)(myrand()%ar.Y)+0.5, - (float)(myrand()%ar.Z)+0.5 - ); - - // Randomize mineral - u8 mineral; - if(myrand()%4 != 0 || (orp.Y + of.Y) > 10) - mineral = MINERAL_COAL; - else - mineral = MINERAL_IRON; - - /* - Generate some vein starting from orp - */ - - for(u16 j=0; j<2; j++) - { - /*v3f rp( - (float)(myrand()%ar.X)+0.5, - (float)(myrand()%ar.Y)+0.5, - (float)(myrand()%ar.Z)+0.5 - ); - v3f vec = rp - orp;*/ - - v3s16 maxlen(5, 5, 5); - v3f vec( - (float)(myrand()%(maxlen.X*2))-(float)maxlen.X, - (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y, - (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z - ); - v3f rp = orp + vec; - if(rp.X < 0) - rp.X = 0; - else if(rp.X >= ar.X) - rp.X = ar.X; - if(rp.Y < 0) - rp.Y = 0; - else if(rp.Y >= ar.Y) - rp.Y = ar.Y; - if(rp.Z < 0) - rp.Z = 0; - else if(rp.Z >= ar.Z) - rp.Z = ar.Z; - vec = rp - orp; - - // Randomize size - s16 min_d = 0; - s16 max_d = max_vein_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; - v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs - abs(z0); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1; y0<=si2-1; y0++) - { - // Don't put mineral to every place - if(myrand()%5 != 0) - continue; - - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - /*if(isInArea(p, ar) == false) - continue;*/ - // Check only height - if(y < 0 || y >= ar.Y) - continue; - p += of; - - assert(data->vmanip.m_area.contains(p)); - - // Just set it to air, it will be changed to - // water afterwards - u32 i = data->vmanip.m_area.index(p); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_STONE) - n->param = mineral; - } - } - } - } - - orp = rp; - } - - } - - }//timer1 -#endif - -#if 1 - { - // 15ms @cs=8 - TimeTaker timer1("add mud"); - - /* - Add mud to the central chunk - */ - - for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++) - { - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Randomize mud amount - s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0; - - // Find ground level - s16 surface_y = find_ground_level_clever(data->vmanip, p2d); - - /* - If topmost node is grass, change it to mud. - It might be if it was flown to there from a neighboring - chunk and then converted. - */ - { - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y)); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_GRASS) - *n = MapNode(CONTENT_MUD); - //n->d = CONTENT_MUD; - } - - /* - Add mud on ground - */ - { - s16 mudcount = 0; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = surface_y+1; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y<=y_nodes_max; y++) - { - if(mudcount >= mud_add_amount) - break; - - MapNode &n = data->vmanip.m_data[i]; - n = MapNode(CONTENT_MUD); - //n.d = CONTENT_MUD; - mudcount++; - - data->vmanip.m_area.add_y(em, i, 1); - } - } - - } - - }//timer1 -#endif - -#if 1 - { - // 340ms @cs=8 - TimeTaker timer1("flow mud"); - - /* - Flow mud away from steep edges - */ - - // Limit area by 1 because mud is flown into neighbors. - s16 mudflow_minpos = 0-data->max_spread_amount+1; - s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2; - - // Iterate a few times - for(s16 k=0; k<3; k++) - { - - for(s16 x=mudflow_minpos; - x<=mudflow_maxpos; - x++) - for(s16 z=mudflow_minpos; - z<=mudflow_maxpos; - z++) - { - // Invert coordinates every 2nd iteration - if(k%2 == 0) - { - x = mudflow_maxpos - (x-mudflow_minpos); - z = mudflow_maxpos - (z-mudflow_minpos); - } - - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - v3s16 em = data->vmanip.m_area.getExtent(); - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y=y_nodes_max; - - for(;; y--) - { - MapNode *n = NULL; - // Find mud - for(; y>=y_nodes_min; y--) - { - n = &data->vmanip.m_data[i]; - //if(content_walkable(n->d)) - // break; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - break; - - data->vmanip.m_area.add_y(em, i, -1); - } - - // Stop if out of area - //if(data->vmanip.m_area.contains(i) == false) - if(y < y_nodes_min) - break; - - /*// If not mud, do nothing to it - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue;*/ - - /* - Don't flow it if the stuff under it is not mud - */ - { - u32 i2 = i; - data->vmanip.m_area.add_y(em, i2, -1); - // Cancel if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - MapNode *n2 = &data->vmanip.m_data[i2]; - if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS) - continue; - } - - // Make it exactly mud - n->d = CONTENT_MUD; - - /*s16 recurse_count = 0; - mudflow_recurse:*/ - - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - - // Theck that upper is air or doesn't exist. - // Cancel dropping if upper keeps it in place - u32 i3 = i; - data->vmanip.m_area.add_y(em, i3, 1); - if(data->vmanip.m_area.contains(i3) == true - && content_walkable(data->vmanip.m_data[i3].d) == true) - { - continue; - } + VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2)); + Buffer stone_d(stone_a.getVolume()); + for(s32 i=0; ivmanip.m_area.add_p(em, i2, dirp); - // Fail if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - // Check that side is air - MapNode *n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - // Check that under side is air - data->vmanip.m_area.add_y(em, i2, -1); - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue; - /*// Check that under that is air (need a drop of 2) - data->vmanip.m_area.add_y(em, i2, -1); - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - if(content_walkable(n2->d)) - continue;*/ - // Loop further down until not air - do{ - data->vmanip.m_area.add_y(em, i2, -1); - // Fail if out of area - if(data->vmanip.m_area.contains(i2) == false) - continue; - n2 = &data->vmanip.m_data[i2]; - }while(content_walkable(n2->d) == false); - // Loop one up so that we're in air - data->vmanip.m_area.add_y(em, i2, 1); - n2 = &data->vmanip.m_data[i2]; - - // Move mud to new place - *n2 = *n; - // Set old place to be air - *n = MapNode(CONTENT_AIR); - - // Done - break; - } + // 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; } } - - } - - }//timer1 -#endif -#if 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++) { - // 50ms @cs=8 - TimeTaker timer1("add water"); + 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 water to the central chunk (and a bit more) - */ - - for(s16 x=0-data->max_spread_amount; - xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - x++) - for(s16 z=0-data->max_spread_amount; - zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - z++) - { - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Find ground level - //s16 surface_y = find_ground_level(data->vmanip, p2d); + /*// Add stone randomly + for(u32 iii=0; iii<7; iii++) + { + s16 d = 1; - /* - If ground level is over water level, skip. - NOTE: This leaves caves near water without water, - which looks especially crappy when the nearby water - won't start flowing either for some reason - */ - /*if(surface_y > WATER_LEVEL) - continue;*/ + 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) + ); - /* - Add water on ground - */ + for(s16 z=0; z<=d; z++) + for(s16 y=0; y<=d; y++) + for(s16 x=0; x<=d; x++) { - v3s16 em = data->vmanip.m_area.getExtent(); - u8 light = LIGHT_MAX; - // Start at global water surface level - s16 y_start = WATER_LEVEL; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - MapNode *n = &data->vmanip.m_data[i]; - - for(s16 y=y_start; y>=y_nodes_min; y--) - { - n = &data->vmanip.m_data[i]; - - // Stop when there is no water and no air - if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE - && n->d != CONTENT_WATER) - { - - break; - } - - // Make water only not in caves - if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON)) - { - n->d = CONTENT_WATERSOURCE; - //n->setLight(LIGHTBANK_DAY, light); - - // Add to transforming liquid queue (in case it'd - // start flowing) - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - } - - // Next one - data->vmanip.m_area.add_y(em, i, -1); - if(light > 0) - light--; - } + 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; } - - }//timer1 +} #endif - - } // Aging loop - /*********************** - END OF AGING LOOP - ************************/ -#if 1 - { - //TimeTaker timer1("convert mud to sand"); +void make_largestone(VoxelManipulator &vmanip, v3s16 p0) +{ + MapNode stonenode(CONTENT_STONE); - /* - Convert mud to sand - */ + s16 size = myrand_range(8, 16); - //s16 mud_add_amount = myrand_range(2, 4); - //s16 mud_add_amount = 0; - - /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ - for(s16 x=0-data->max_spread_amount+1; - xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - x++) - for(s16 z=0-data->max_spread_amount+1; - zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - z++) - { - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - bool have_sand = get_have_sand(data->seed, p2d); + VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); + Buffer stone_d(stone_a.getVolume()); + for(s32 i=0; i 1.0) + { + u32 vi = stone_a.index(v3s16(x,y,z)); + stone_d[vi] = 1; + } + } - // Find ground level - s16 surface_y = find_ground_level_clever(data->vmanip, p2d); - - if(surface_y > WATER_LEVEL + 2) - continue; + /*// Add stone randomly + for(u32 iii=0; iii<7; iii++) + { + s16 d = 1; - { - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = surface_y; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - u32 not_sand_counter = 0; - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS) - { - n->d = CONTENT_SAND; - } - else - { - not_sand_counter++; - if(not_sand_counter > 3) - break; - } + 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) + ); - data->vmanip.m_area.add_y(em, i, -1); - } + 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; } +} - }//timer1 -#endif +/* + Dungeon making routines +*/ -#if 1 - { - // 1ms @cs=8 - //TimeTaker timer1("generate trees"); +#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) - /* - Generate some trees - */ +void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace) +{ + // Make +-X walls + for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE / div; - double area = sidelen * sidelen; - for(s16 x0=0; x0sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0, - data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0 - ); - // Minimum edge of part of division - v2s16 p2d_min( - data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0, - data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0 - ); - // Maximum edge of part of division - v2s16 p2d_max( - data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1, - data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1 - ); - // Amount of trees - u32 tree_count = area * tree_amount_2d(data->seed, p2d_center); - // Put trees in random places on part of division - for(u32 i=0; ivmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Don't make a tree so high that it doesn't fit - if(y > y_nodes_max - 6) - continue; - v3s16 p(x,y,z); - /* - Trees grow only on mud and grass - */ - { - 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; - } - p.Y++; - // Make a tree - make_tree(data->vmanip, p); - } + 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); } - /*u32 tree_max = relative_area / 60; - //u32 count = myrand_range(0, tree_max); - for(u32 i=0; isectorpos_base_size*MAP_BLOCKSIZE-1); - s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1); - x += data->sectorpos_base.X*MAP_BLOCKSIZE; - z += data->sectorpos_base.Y*MAP_BLOCKSIZE; - s16 y = find_ground_level(data->vmanip, v2s16(x,z)); - // Don't make a tree under water level - if(y < WATER_LEVEL) + v3s16 p = roomplace + v3s16(roomsize.X-1,y,z); + if(vmanip.m_area.contains(p) == false) continue; - v3s16 p(x,y+1,z); - // Make a tree - make_tree(data->vmanip, p); - }*/ + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } } - - }//timer1 -#endif - -#if 1 + + // Make +-Z walls + for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE+4; x++) - for(s16 z=0-4; zsectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/ - for(s16 x=0-data->max_spread_amount; - xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - x++) - for(s16 z=0-data->max_spread_amount; - zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount; - z++) - { - // Node position in 2d - v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Find the lowest surface to which enough light ends up - to make grass grow. - - Basically just wait until not air and not leaves. - */ - s16 surface_y = 0; { - v3s16 em = data->vmanip.m_area.getExtent(); - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); - s16 y; - // Go to ground level - for(y=y_nodes_max; y>=y_nodes_min; y--) - { - MapNode &n = data->vmanip.m_data[i]; - if(n.d != CONTENT_AIR - && n.d != CONTENT_LEAVES) - break; - data->vmanip.m_area.add_y(em, i, -1); - } - if(y >= y_nodes_min) - surface_y = y; - else - surface_y = y_nodes_min; + 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); } - - u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d == CONTENT_MUD) - n->d = CONTENT_GRASS; + { + 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 light_sources; +void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir) +{ + make_hole1(vmanip, doorplace); +} - { - // 750ms @cs=8, can't optimize more - TimeTaker timer1("initial lighting"); +v3s16 rand_ortho_dir() +{ + if(myrand()%2==0) + return myrand()%2 ? v3s16(-1,0,0) : v3s16(1,0,0); + else + return myrand()%2 ? v3s16(0,0,-1) : v3s16(0,0,1); +} - // 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 - */ - - // 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) +void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir, + v3s16 &result_place, v3s16 &result_dir) +{ + make_hole1(vmanip, doorplace); + v3s16 p0 = doorplace; + v3s16 dir = doordir; + u32 length; + if(myrand()%2) + length = myrand_range(1,13); + else + length = myrand_range(1,6); + u32 partlength = myrand_range(1,length); + u32 partcount = 0; + s16 make_stairs = 0; + if(myrand()%2 == 0 && partlength >= 3) + make_stairs = myrand()%2 ? 1 : -1; + for(u32 i=0; isectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - + 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; + partcount++; + if(partcount >= partlength) { - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) + partcount = 0; + + v3s16 newdir = rand_ortho_dir(); + partlength = myrand_range(1,7); + make_stairs = 0; + if(myrand()%2 == 0 && partlength >= 3) + make_stairs = myrand()%2 ? 1 : -1; + + if(make_stairs != 0) { - MapNode *n = &data->vmanip.m_data[i]; - if(n->getLight(LIGHTBANK_DAY) != 0) - { - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); - } - //NOTE: This is broken, at least the index has to - // be incremented + if(newdir.X == 0 && dir.X != 0) + dir = newdir; + if(newdir.Z == 0 && dir.Z != 0) + dir = newdir; } + else + { + dir = newdir; + } + dir.Y = make_stairs; } } -#endif + //p0.Y -= make_stairs; + dir.Y = 0; + result_place = p0; + result_dir = dir; +} -#if 1 - /* - Go through the edges and apply sunlight to them, not caring - about neighbors - */ +class RoomWalker +{ +public: + + RoomWalker(VoxelManipulator &vmanip_, v3s16 pos): + vmanip(vmanip_), + m_pos(pos) + { + randomizeDir(); + } + + void randomizeDir() + { + m_dir = rand_ortho_dir(); + } + + void setPos(v3s16 pos) + { + m_pos = pos; + } + + void setDir(v3s16 dir) + { + m_dir = dir; + } - // 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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - // Loop from top to down - { - u8 light = LIGHT_SUN; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) - { - MapNode *n = &data->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 - data->vmanip.m_area.add_y(em, i, -1); + 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; } -#endif - /*for(s16 x=0; xsectorpos_base_size*MAP_BLOCKSIZE; x++) - for(s16 z=0; zsectorpos_base_size*MAP_BLOCKSIZE; z++)*/ - /*for(s16 x=0-data->max_spread_amount+1; - xsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - x++) - for(s16 z=0-data->max_spread_amount+1; - zsectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1; - z++)*/ -#if 1 - /* - This has to be 1 smaller than the actual area, because - neighboring nodes are checked. - */ - 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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z); - - /* - Apply initial sunlight - */ + bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, + v3s16 &result_doordir, v3s16 &result_roomplace) + { + for(s16 trycount=0; trycount<30; trycount++) { - u8 light = LIGHT_SUN; - bool add_to_sources = false; - v3s16 em = data->vmanip.m_area.getExtent(); - s16 y_start = y_nodes_max; - u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); - for(s16 y=y_start; y>=y_nodes_min; y--) + 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+myrand_range(-roomsize.Z/2,roomsize.Z/2)); + if(doordir == v3s16(-1,0,0)) // X- + roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2)); + if(doordir == v3s16(0,0,1)) // Z+ + roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,0); + if(doordir == v3s16(0,0,-1)) // Z- + roomplace = doorplace + v3s16(-roomsize.X/2+myrand_range(-roomsize.X/2,roomsize.X/2),-1,-roomsize.Z+1); + + // Check fit + bool fits = true; + for(s16 z=1; zvmanip.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--; - } - - // This doesn't take much time - if(add_to_sources == false) + v3s16 p = roomplace + v3s16(x,y,z); + if(vmanip.m_area.contains(p) == false) { - /* - Check sides. If side is not air or water, start - adding to light_sources. - */ - v3s16 dirs4[4] = { - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u32 di=0; di<4; di++) - { - v3s16 dirp = dirs4[di]; - u32 i2 = i; - data->vmanip.m_area.add_p(em, i2, dirp); - MapNode *n2 = &data->vmanip.m_data[i2]; - if( - n2->d != CONTENT_AIR - && n2->d != CONTENT_WATERSOURCE - && n2->d != CONTENT_WATER - ){ - add_to_sources = true; - break; - } - } + fits = false; + break; } - - n->setLight(LIGHTBANK_DAY, light); - n->setLight(LIGHTBANK_NIGHT, 0); - - // This doesn't take much time - if(light != 0 && add_to_sources) + if(vmanip.m_flags[vmanip.m_area.index(p)] + & VMANIP_FLAG_DUNGEON_INSIDE) { - // Insert light source - light_sources.insert(v3s16(p2d.X, y, p2d.Y), true); + fits = false; + break; } - - // Increment index by y - data->vmanip.m_area.add_y(em, i, -1); } + if(fits == false) + { + // Find new place + continue; + } + result_doorplace = doorplace; + result_doordir = doordir; + result_roomplace = roomplace; + return true; } + return false; } -#endif - }//timer1 +private: + VoxelManipulator &vmanip; + v3s16 m_pos; + v3s16 m_dir; +}; - // Spread light around - { - TimeTaker timer("makeChunk() spreadLight"); - data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources); +void make_dungeon1(VoxelManipulator &vmanip) +{ + v3s16 areasize = vmanip.m_area.getExtent(); + v3s16 roomsize; + v3s16 roomplace; + + roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8)); + roomplace = vmanip.m_area.MinEdge + v3s16( + myrand_range(0,areasize.X-roomsize.X-1), + myrand_range(0,areasize.Y-roomsize.Y-1), + myrand_range(0,areasize.Z-roomsize.Z-1)); + + u32 room_count = myrand_range(2,7); + for(u32 i=0; i= limit - || sectorpos_bigbase.Y < -limit - || sectorpos_bigbase.Y + sectorpos_bigbase_size >= limit) - { - data.no_op = true; - return; - } +NoiseParams get_ground_noise1_params(u64 seed) +{ + return NoiseParams(NOISE_PERLIN, seed+983240, 5, + 0.60, 100.0, 30.0); +} - data.seed = m_seed; - data.chunkpos = chunkpos; - data.y_blocks_min = y_blocks_min; - data.y_blocks_max = y_blocks_max; - data.sectorpos_base = sectorpos_base; - data.sectorpos_base_size = sectorpos_base_size; - data.sectorpos_bigbase = sectorpos_bigbase; - data.sectorpos_bigbase_size = sectorpos_bigbase_size; - data.max_spread_amount = max_spread_amount; +NoiseParams get_ground_crumbleness_params(u64 seed) +{ + return NoiseParams(NOISE_PERLIN, seed+34413, 3, + 1.3, 20.0, 1.0); +} - /* - Create the whole area of this and the neighboring chunks - */ - { - TimeTaker timer("initChunkMake() create area"); - - for(s16 x=0; x CAVE_NOISE_THRESHOLD; +} - // Lighting won't be calculated - //block->setLightingExpired(true); - // Lighting will be calculated - block->setLightingExpired(false); +/* + Ground density noise shall be interpreted by using this. - /* - Block gets sunlight if this is true. + 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 = 1.0 + 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); +} - This should be set to true when the top side of a block - is completely exposed to the sky. +/* + 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); +} - Actually this doesn't matter now because the - initial lighting is done here. - */ - block->setIsUnderground(y != y_blocks_max); - } - } - } - - /* - Now we have a big empty area. +// 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); +} - Make a ManualMapVoxelManipulator that contains this and the - neighboring chunks - */ - - v3s16 bigarea_blocks_min( - sectorpos_bigbase.X, - y_blocks_min, - sectorpos_bigbase.Y - ); - v3s16 bigarea_blocks_max( - sectorpos_bigbase.X + sectorpos_bigbase_size - 1, - y_blocks_max, - sectorpos_bigbase.Y + sectorpos_bigbase_size - 1 - ); - - data.vmanip.setMap(this); - // Add the area - { - TimeTaker timer("initChunkMake() initialEmerge"); - data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); - } - +#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 -MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data, - core::map &changed_blocks) +double largestone_amount_2d(u64 seed, v2s16 p) { - if(data.no_op) - return NULL; - - /* - Blit generated stuff to map - */ - { - // 70ms @cs=8 - //TimeTaker timer("generateChunkRaw() blitBackAll"); - data.vmanip.blitBackAll(&changed_blocks); - } + 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); +} - /* - Update day/night difference cache of the MapBlocks - */ - { - for(core::map::Iterator i = changed_blocks.getIterator(); - i.atEnd() == false; i++) +/* + 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. { - MapBlock *block = i.getNode()->getValue(); - block->updateDayNightDiff(); + 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; + } + } } - } - - /* - Copy transforming liquid information - */ - while(data.transforming_liquid.size() > 0) - { - v3s16 p = data.transforming_liquid.pop_front(); - m_transforming_liquid.push_back(p); - } - - /* - Add random objects to blocks - */ - { - for(s16 x=0; xmin; p.Y-=dec[i]) { - v3s16 blockpos(sectorpos.X, y, sectorpos.Y); - MapBlock *block = createBlock(blockpos); - addRandomObjects(block); + 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; - /* - Create chunk metadata - */ + return level; +} - for(s16 x=-1; x<=1; x++) - for(s16 y=-1; y<=1; y++) - { - v2s16 chunkpos0 = data.chunkpos + v2s16(x,y); - // Add chunk meta information - MapChunk *chunk = getChunk(chunkpos0); - if(chunk == NULL) - { - chunk = new MapChunk(); - m_chunks.insert(chunkpos0, chunk); - } - //chunk->setIsVolatile(true); - if(chunk->getGenLevel() > GENERATED_PARTLY) - chunk->setGenLevel(GENERATED_PARTLY); - } +double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); - /* - Set central chunk non-volatile - */ - MapChunk *chunk = getChunk(data.chunkpos); - assert(chunk); - // Set non-volatile - //chunk->setIsVolatile(false); - chunk->setGenLevel(GENERATED_FULLY); - - /* - Save changed parts of map - */ - save(true); - - return chunk; +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; } #if 0 -// NOTE: Deprecated -MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos, - core::map &changed_blocks, - bool force) +#define AVERAGE_MUD_AMOUNT 4 + +double base_rock_level_2d(u64 seed, v2s16 p) { - DSTACK(__FUNCTION_NAME); + // 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); - /* - Don't generate if already fully generated - */ - if(force == false) - { - MapChunk *chunk = getChunk(chunkpos); - if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY) - { - dstream<<"generateChunkRaw(): Chunk " - <<"("<>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 - dstream<<"generateChunkRaw(): Generating chunk " - <<"("<getGenLevel() == GENERATED_FULLY) - continue; - generateChunkRaw(chunkpos0, changed_blocks); - } - - assert(chunkNonVolatile(chunkpos1)); + // 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); - MapChunk *chunk = getChunk(chunkpos1); - return chunk; + return (sandnoise > -0.15); } -#endif -ServerMapSector * ServerMap::createSector(v2s16 p2d) +/* + Adds random objects to block, depending on the content of the block +*/ +void addRandomObjects(MapBlock *block) { - DSTACKF("%s: p2d=(%d,%d)", - __FUNCTION_NAME, - p2d.X, p2d.Y); - - /* - Check if it exists already in memory - */ - ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - /* - Try to load it from disk (with blocks) - */ - if(loadSectorFull(p2d) == true) + for(s16 z0=0; z0getNodeNoEx(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() % 300 == 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; } - return sector; } - - /* - Do not create over-limit - */ - if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE - || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE - || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE - || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) - throw InvalidPositionException("createSector(): pos. over limit"); - - /* - Generate blank sector - */ - - sector = new ServerMapSector(this, p2d); - - // Sector position on map in nodes - v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; - - /* - Insert to container - */ - m_sectors.insert(p2d, sector); - - return sector; + block->setChangedFlag(); } -#if 0 -MapSector * ServerMap::emergeSector(v2s16 p2d, - core::map &changed_blocks) +void makeBlock(BlockMakeData *data) { - DSTACK("%s: p2d=(%d,%d)", - __FUNCTION_NAME, - p2d.X, p2d.Y); - - /* - Check chunk status - */ - v2s16 chunkpos = sector_to_chunk(p2d); - /*bool chunk_nonvolatile = false; - MapChunk *chunk = getChunk(chunkpos); - if(chunk && chunk->getIsVolatile() == false) - chunk_nonvolatile = true;*/ - bool chunk_nonvolatile = chunkNonVolatile(chunkpos); - - /* - If chunk is not fully generated, generate chunk - */ - if(chunk_nonvolatile == false) - { - // Generate chunk and neighbors - generateChunk(chunkpos, changed_blocks); - } - - /* - Return sector if it exists now - */ - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - /* - Try to load it from disk - */ - if(loadSectorFull(p2d) == true) + if(data->no_op) { - MapSector *sector = getSectorNoGenerateNoEx(p2d); - if(sector == NULL) - { - dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<blockpos; - dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector (" - <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; - // Generate chunk - generateChunkRaw(chunkpos, changed_blocks, true); + v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); /* - Return sector if it exists now + Get average ground level from noise */ - sector = getSectorNoGenerateNoEx(p2d); - if(sector != NULL) - return sector; - - dstream<<"ERROR: Could not get sector from anywhere."<seed, v2s16(blockpos.X, blockpos.Z)); + //dstream<<"approx_groundlevel="< &changed_blocks, - core::map &lighting_invalidated_blocks -) -{ - DSTACKF("%s: p=(%d,%d,%d)", - __FUNCTION_NAME, - p.X, p.Y, p.Z); - - // If chunks are disabled - /*if(m_chunksize == 0) - { - dstream<<"ServerMap::generateBlock(): Chunks disabled -> " - <<"not generating."<seed, v2s16(blockpos.X, blockpos.Z)); + // Minimum amount of ground above the central block + s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;*/ - MapBlock *block = original_dummy; - - v2s16 p2d(p.X, p.Z); - s16 block_y = p.Y; - v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; + s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( + data->seed, v2s16(blockpos.X, blockpos.Z), 1); + // Minimum amount of ground above the central block + s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; /* - Do not generate over-limit + Special case for high air or water */ - if(blockpos_over_limit(p)) + if(maximum_ground_depth < -20) { - dstream<<__FUNCTION_NAME<<": Block position over limit"<vmanip.m_area.add_y(em, i, 1); + } + } + } + + // We're done + return; } - + /* - If block doesn't exist, create one. - If it exists, it is a dummy. In that case unDummify() it. - - NOTE: This already sets the map as the parent of the block + Make some 3D noise */ - if(block == NULL) - { - block = sector->createBlankBlockNoInsert(block_y); - } - else + + //NoiseBuffer noisebuf1; + //NoiseBuffer noisebuf2; + NoiseBuffer noisebuf_cave; + NoiseBuffer noisebuf_ground; + NoiseBuffer noisebuf_ground_crumbleness; + NoiseBuffer noisebuf_ground_wetness; { - // Remove the block so that nobody can get a half-generated one. - sector->removeBlock(block); - // Allocate the block to contain the generated data - block->unDummify(); + 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, 4, 4); + //3.5, 3.5, 3.5); + + noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); + + /* + Ground noise + */ + + // Sample length + v3f sl = v3f(4.0, 4.0, 4.0); + + /* + Density + */ + //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); + + /* + Content + */ + 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); } -#if 0 /* - Generate a completely empty block + Make base ground level */ - for(s16 z0=0; z0setNode(v3s16(x0,y0,z0), n); + // 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(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + vmanip.m_data[i] = MapNode(CONTENT_AIR); + else if(val_is_ground(noisebuf_ground.get(x,y,z), + v3s16(x,y,z), data->seed)) + vmanip.m_data[i] = MapNode(CONTENT_STONE); + else if(y <= WATER_LEVEL) + vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); + else + vmanip.m_data[i] = MapNode(CONTENT_AIR); + } + + /*if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + { + // Only modify places that have no content + if(vmanip.m_data[i].d == CONTENT_IGNORE) + vmanip.m_data[i] = MapNode(CONTENT_AIR); + } + else if(is_ground(noisebuf_ground.get(x,y,z), y)) + { + // Only modify places that have no content + if(vmanip.m_data[i].d == CONTENT_IGNORE) + vmanip.m_data[i] = MapNode(CONTENT_STONE); + } + else if(y <= WATER_LEVEL) + { + // Only modify places that have air or no content + if(vmanip.m_data[i].d == CONTENT_IGNORE + || vmanip.m_data[i].d == CONTENT_AIR) + vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); + } + else + { + // Only modify places that have no content + if(vmanip.m_data[i].d == CONTENT_IGNORE) + vmanip.m_data[i] = MapNode(CONTENT_AIR); + }*/ + + data->vmanip.m_area.add_y(em, i, 1); + } } } -#else + /* - Generate a proper block + Add minerals */ - - u8 water_material = CONTENT_WATERSOURCE; - - s32 lowest_ground_y = 32767; - s32 highest_ground_y = -32768; - - for(s16 z0=0; z0getInterpolatedFloat(nodepos2d); + u16 iron_amount = 8; + u16 iron_rareness = 60 / iron_amount; + if(iron_rareness == 0) + iron_rareness = 1; + if(myrand()%iron_rareness == 0) + { + u16 a = myrand() % 16; + u16 amount = iron_amount * a*a*a / 1000; + for(s16 i=0; i=node_min.Y; y--) { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + if(vmanip.m_data[i].d == CONTENT_STONE) { - orp = v3f(x+1,y+1,0); - found_existing = true; - goto continue_generating; + 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); } } - catch(InvalidPositionException &e){} + } + + /* + 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) + { + // Dungeon generator doesn't modify places which have this set + data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE + | VMANIP_FLAG_DUNGEON_PRESERVE); - // Check z+ - try + // 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++) { - s16 z = ued; - for(s16 y=0; ygetPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + // 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=node_max.Y; y>=full_node_min.Y; y--) { - orp = v3f(x+1,y+1,ued-1); - found_existing = true; - goto continue_generating; + 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); } } } - catch(InvalidPositionException &e){} - // Check x- - try + /*s16 x = myrand_range(node_min.X, node_max.X); + s16 z = myrand_range(node_min.Z, node_max.Z); + s16 y = myrand_range(node_min.Y, node_max.Y);*/ + // Add it + make_dungeon1(data->vmanip); + + // Take different seed for every dungeon for not blending their + // mossyness together + //u32 mossyseed = z*38134234+y*42123+x*23; + u32 mossyseed = full_node_min.Z*38134234 + +full_node_min.Y*42123+full_node_min.X*23; + + // 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++) { - s16 x = -1; - for(s16 y=0; ygetPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + // 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=node_max.Y; y>=full_node_min.Y; y--) { - orp = v3f(0,y+1,z+1); - found_existing = true; - goto continue_generating; + // No mossy in dry places + // (noisebuf not used because it's smaller in size) + if(noise3d_param(get_ground_wetness_params(data->seed), x,y,z) + < -0.6) + continue; + double d = noise3d_perlin((float)x/4., + (float)y/4.,(float)z/4., + mossyseed, 2, 0.9); + if(d < 0.0) + continue; + if(vmanip.m_data[i].d == CONTENT_COBBLE) + vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; + data->vmanip.m_area.add_y(em, i, -1); } } } - catch(InvalidPositionException &e){} - - // Check x+ - try + } + + /* + 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); { - s16 x = ued; - for(s16 y=0; y=node_min.Y; y--) { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + 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 { - orp = v3f(ued-1,y+1,z+1); - found_existing = true; - goto continue_generating; + // 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); } } - catch(InvalidPositionException &e){} + } - // Check y- - try + /* + If close to ground level + */ + + if(abs(approx_ground_depth) < 20) + { + /* + 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++) { - s16 y = -1; - for(s16 x=0; xgetPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + bool possibly_have_sand = get_have_sand(data->seed, p2d); + bool have_sand = false; + u32 mud_count = 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-2; y--) { - orp = v3f(x+1,0,z+1); - found_existing = true; - goto continue_generating; + 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(mud_count == 0 && y <= WATER_LEVEL+2 + && possibly_have_sand) + have_sand = true; + + if(have_sand) + { + vmanip.m_data[i] = MapNode(CONTENT_SAND); + } + else if(mud_count==0 && !water_detected && y >= WATER_LEVEL) + vmanip.m_data[i] = MapNode(CONTENT_GRASS); + else + vmanip.m_data[i] = MapNode(CONTENT_MUD); + + mud_count++; + if(mud_count >= 4) + break; + } + else if(mud_count != 0) + break; + + data->vmanip.m_area.add_y(em, i, -1); } } } - catch(InvalidPositionException &e){} + + /* + Add trees + */ - // Check y+ - try + // Amount of trees + u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; ivmanip, 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--) { - v3s16 ap = v3s16(x,y,z) + block->getPosRelative(); - if(getNode(ap).d == CONTENT_AIR) + u32 i = data->vmanip.m_area.index(p); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE) { - orp = v3f(x+1,ued-1,z+1); - found_existing = true; - goto continue_generating; + 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); } - catch(InvalidPositionException &e){} -continue_generating: - +#if 0 /* - Choose whether to actually generate cave + Add some kind of random stones */ - bool do_generate_caves = true; - // Don't generate if no part is underground - if(!some_part_underground) - { - do_generate_caves = false; - } - // Don't generate if mostly underwater surface - /*else if(mostly_underwater_surface) - { - do_generate_caves = false; - }*/ - // Partly underground = cave - else if(!completely_underground) - { - do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100)); - } - // Found existing cave underground - else if(found_existing && completely_underground) + + 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; iseed, 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); } - // Underground and no caves found - else +#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; iseed, 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 + } + +} + +void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos) +{ + /*dstream<<"initBlockMake(): ("<no_op = false; + data->seed = m_seed; + data->blockpos = blockpos; + + /* + Create the whole area of this and the neighboring blocks + */ + { + //TimeTaker timer("initBlockMake() create area"); + + for(s16 x=-1; x<=1; x++) + for(s16 z=-1; z<=1; z++) { - /* - Generate some tunnel starting from orp and ors - */ - for(u16 i=0; i<3; i++) + v2s16 sectorpos(blockpos.X+x, blockpos.Z+z); + // Sector metadata is loaded from disk if not already loaded. + ServerMapSector *sector = createSector(sectorpos); + assert(sector); + + for(s16 y=-1; y<=1; y++) { - v3f rp( - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5, - (float)(myrand()%ued)+0.5 - ); - s16 min_d = 0; - s16 max_d = 4; - s16 rs = (myrand()%(max_d-min_d+1))+min_d; - - v3f vec = rp - orp; + MapBlock *block = createBlock(blockpos); - for(float f=0; f<1.0; f+=0.04) - { - v3f fp = orp + vec * f; - v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; - s16 d1 = d0 + rs - 1; - for(s16 z0=d0; z0<=d1; z0++) - { - s16 si = rs - abs(z0); - for(s16 x0=-si; x0<=si-1; x0++) - { - s16 si2 = rs - abs(x0); - for(s16 y0=-si2+1; y0<=si2-1; y0++) - { - s16 z = cp.Z + z0; - s16 y = cp.Y + y0; - s16 x = cp.X + x0; - v3s16 p(x,y,z); - if(isInArea(p, ued) == false) - continue; - underground_emptiness[ued*ued*z + ued*y + x] = 1; - } - } - } - } + // Lighting won't be calculated + block->setLightingExpired(true); + // Lighting will be calculated + //block->setLightingExpired(false); + + /* + Block gets sunlight if this is true. - orp = rp; + This should be set to true when the top side of a block + is completely exposed to the sky. + */ + block->setIsUnderground(false); } } } -#endif - - // Set to true if has caves. - // Set when some non-air is changed to air when making caves. - bool has_caves = false; - + /* - Apply temporary cave data to block + Now we have a big empty area. + + Make a ManualMapVoxelManipulator that contains this and the + neighboring blocks */ + + v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1); + v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1); + + data->vmanip.setMap(this); - for(s16 z0=0; z0getNode(v3s16(x0,y0,z0)); + //TimeTaker timer("initBlockMake() initialEmerge"); + data->vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); + } - // Create caves - if(underground_emptiness[ - ued*ued*(z0*ued/MAP_BLOCKSIZE) - +ued*(y0*ued/MAP_BLOCKSIZE) - +(x0*ued/MAP_BLOCKSIZE)]) - { - if(content_features(n.d).walkable/*is_ground_content(n.d)*/) - { - // Has now caves - has_caves = true; - // Set air to node - n.d = CONTENT_AIR; - } - } + // Data is ready now. +} - block->setNode(v3s16(x0,y0,z0), n); - } +MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, + core::map &changed_blocks) +{ + v3s16 blockpos = data->blockpos; + /*dstream<<"finishBlockMake(): ("<no_op) + { + dstream<<"finishBlockMake(): no-op"<vmanip.print(dstream);*/ /* - This is used for guessing whether or not the block should - receive sunlight from the top if the block above doesn't exist + Blit generated stuff to map */ - block->setIsUnderground(completely_underground); + { + // 70ms @cs=8 + //TimeTaker timer("finishBlockMake() blitBackAll"); + data->vmanip.blitBackAll(&changed_blocks); + } + + //dstream<<"changed_blocks.size()="<transforming_liquid.size() > 0) { - //dstream<<"Half-ground caves"<getPos()] = block; - }*/ + v3s16 p = data->transforming_liquid.pop_front(); + m_transforming_liquid.push_back(p); + } + + /* + Get central block + */ + MapBlock *block = getBlockNoCreateNoEx(data->blockpos); + assert(block); + + /* + Set is_underground flag for lighting with sunlight + */ + + s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + data->seed, v2s16(blockpos.X, blockpos.Z)); - // DEBUG: Always update lighting - //lighting_invalidated_blocks[block->getPos()] = block; + if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) + block->setIsUnderground(true); + else + block->setIsUnderground(false); + + /* + Add sunlight to central block. + This makes in-dark-spawning monsters to not flood the whole thing. + Do not spread the light, though. + */ + /*core::map light_sources; + bool black_air_left = false; + block->propagateSunlight(light_sources, true, &black_air_left);*/ /* - Add some minerals + NOTE: Lighting and object adding shouldn't really be here, but + lighting is a bit tricky to move properly to makeBlock. + TODO: Do this the right way anyway. */ - if(some_part_underground) + /* + Update lighting + */ + core::map lighting_update_blocks; + lighting_update_blocks.insert(block->getPos(), block); + /*for(core::map::Iterator + i = modified_blocks.getIterator(); + i.atEnd() == false; i++) { - s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1; + lighting_update_blocks.insert(i.getNode()->getKey(), + i.getNode()->getValue()); + }*/ + updateLighting(lighting_update_blocks, changed_blocks); + + /* + Add random objects to block + */ + addRandomObjects(block); + /* + Go through changed blocks + */ + for(core::map::Iterator i = changed_blocks.getIterator(); + i.atEnd() == false; i++) + { + MapBlock *block = i.getNode()->getValue(); + assert(block); /* - Add meseblocks + Update day/night difference cache of the MapBlocks */ - for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } - + block->updateDayNightDiff(); /* - Add coal + Set block as modified */ - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(myrand()%coal_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; igetNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } + block->raiseModified(MOD_STATE_WRITE_NEEDED); + } - /* - Add iron - */ - u16 iron_amount = 8; - u16 iron_rareness = 60 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(myrand()%iron_rareness == 0) - { - u16 a = myrand() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; isetGenerated(true); + + /* + Save changed parts of map + NOTE: Will be saved later. + */ + //save(true); - MapNode n; - n.d = CONTENT_STONE; - n.param = MINERAL_IRON; + /*dstream<<"finishBlockMake() done for ("<getNode(cp+g_27dirs[i]).d == CONTENT_STONE) - if(myrand()%8 == 0) - block->setNode(cp+g_27dirs[i], n); - } - } - } - } +ServerMapSector * ServerMap::createSector(v2s16 p2d) +{ + DSTACKF("%s: p2d=(%d,%d)", + __FUNCTION_NAME, + p2d.X, p2d.Y); + + /* + Check if it exists already in memory + */ + ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); + if(sector != NULL) + return sector; /* - Create a few rats in empty blocks underground + Try to load it from disk (with blocks) + */ + //if(loadSectorFull(p2d) == true) + + /* + Try to load metadata from disk */ - if(completely_underground) + if(loadSectorMeta(p2d) == true) { - //for(u16 i=0; i<2; i++) + ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d); + if(sector == NULL) { - v3s16 cp( - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1, - (myrand()%(MAP_BLOCKSIZE-2))+1 - ); - - // Check that the place is empty - //if(!is_ground_content(block->getNode(cp).d)) - if(1) - { - RatObject *obj = new RatObject(NULL, -1, intToFloat(cp, BS)); - block->addObject(obj); - } + dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE + || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE + || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) + throw InvalidPositionException("createSector(): pos. over limit"); + + /* + Generate blank sector + */ + sector = new ServerMapSector(this, p2d); + + // Sector position on map in nodes + v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; + /* - Add block to sector. + Insert to container */ - sector->insertBlock(block); + m_sectors.insert(p2d, sector); + + return sector; +} + +/* + This is a quick-hand function for calling makeBlock(). +*/ +MapBlock * ServerMap::generateBlock( + v3s16 p, + core::map &modified_blocks +) +{ + DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); + + /*dstream<<"generateBlock(): " + <<"("<setLightingExpired(true); + //MapBlock *block = original_dummy; + + v2s16 p2d(p.X, p.Z); + v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; + /* + Do not generate over-limit + */ + if(blockpos_over_limit(p)) + { + dstream<<__FUNCTION_NAME<<": Block position over limit"<getNode(p); + if(n.d == CONTENT_IGNORE) + { + dstream<<"CONTENT_IGNORE at " + <<"("<setNode(v3s16(x0,y0,z0), n); + } + } #endif return block; @@ -4685,12 +4117,17 @@ MapBlock * ServerMap::createBlock(v3s16 p) MapBlock *block = sector->getBlockNoCreateNoEx(block_y); if(block) + { + if(block->isDummy()) + block->unDummify(); return block; + } // Create blank block = sector->createBlankBlock(block_y); return block; } +#if 0 MapBlock * ServerMap::emergeBlock( v3s16 p, bool only_from_disk, @@ -4702,6 +4139,13 @@ MapBlock * ServerMap::emergeBlock( __FUNCTION_NAME, p.X, p.Y, p.Z, only_from_disk); + // This has to be redone or removed + assert(0); + return NULL; +} +#endif + +#if 0 /* Do not generate over-limit */ @@ -4721,12 +4165,12 @@ MapBlock * ServerMap::emergeBlock( */ ServerMapSector *sector; try{ - sector = (ServerMapSector*)emergeSector(p2d, changed_blocks); - assert(sector->getId() == MAPSECTOR_SERVER); + sector = createSector(p2d); + //sector = emergeSector(p2d, changed_blocks); } catch(InvalidPositionException &e) { - dstream<<"emergeBlock: emergeSector() failed: " + dstream<<"emergeBlock: createSector() failed: " <getBlockNoCreateNoEx(block_y); - + + // If not found, try loading from disk + if(block == NULL) + { + block = loadBlock(p); + } + + // Handle result if(block == NULL) { does_not_exist = true; @@ -4824,10 +4261,10 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks.insert(p, block); } +#if 0 /* Initially update sunlight */ - { core::map light_sources; bool black_air_left = false; @@ -4848,12 +4285,15 @@ MapBlock * ServerMap::emergeBlock( lighting_invalidated_blocks[block->getPos()] = block; } } +#endif return block; } +#endif s16 ServerMap::findGroundLevel(v2s16 p2d) { +#if 0 /* Uh, just do something random... */ @@ -4879,16 +4319,20 @@ s16 ServerMap::findGroundLevel(v2s16 p2d) if(content_walkable(n.d) && n.d != CONTENT_IGNORE) return p.Y; } + // Move to plan b plan_b: +#endif + /* - Plan B: Get from map generator perlin noise function + Determine from map generator noise functions */ - // This won't work if proper generation is disabled - if(m_chunksize == 0) - return WATER_LEVEL+2; - double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; - return (s16)level; + + s16 level = find_ground_level_from_noise(m_seed, p2d, 1); + return level; + + //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; + //return (s16)level; } void ServerMap::createDirs(std::string path) @@ -4965,6 +4409,13 @@ v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile) return v3s16(p2d.X, y, p2d.Y); } +std::string ServerMap::getBlockFilename(v3s16 p) +{ + char cc[5]; + snprintf(cc, 5, "%.4x", (unsigned int)p.Y&0xffff); + return cc; +} + void ServerMap::save(bool only_changed) { DSTACK(__FUNCTION_NAME); @@ -4983,13 +4434,6 @@ void ServerMap::save(bool only_changed) saveMapMeta(); } - // Disable saving chunk metadata if chunks are disabled - if(m_chunksize != 0) - { - if(only_changed == false || anyChunkModified()) - saveChunkMeta(); - } - u32 sector_meta_count = 0; u32 block_count = 0; u32 block_count_all = 0; // Number of blocks in memory @@ -5014,7 +4458,8 @@ void ServerMap::save(bool only_changed) block_count_all++; - if(block->getChangedFlag() || only_changed == false) + if(block->getModified() >= MOD_STATE_WRITE_NEEDED + || only_changed == false) { saveBlock(block); block_count++; @@ -5042,107 +4487,12 @@ void ServerMap::save(bool only_changed) } } -#if 0 -// NOTE: Doing this is insane. Deprecated and probably broken. -void ServerMap::loadAll() -{ - DSTACK(__FUNCTION_NAME); - dstream< list = fs::GetDirListing(m_savedir+"/sectors/"); - - dstream<::iterator i; - for(i=list.begin(); i!=list.end(); i++) - { - if(counter > printed_counter + 10) - { - dstream<dir == false) - continue; - try{ - sector = loadSectorMeta(i->name); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory - } - - std::vector list2 = fs::GetDirListing - (m_savedir+"/sectors/"+i->name); - std::vector::iterator i2; - for(i2=list2.begin(); i2!=list2.end(); i2++) - { - // We want files - if(i2->dir) - continue; - try{ - loadBlock(i->name, i2->name, sector); - } - catch(InvalidFilenameException &e) - { - // This catches unknown crap in directory - } - } - } - dstream<::Iterator - i = m_chunks.getIterator(); - i.atEnd()==false; i++) - { - v2s16 p = i.getNode()->getKey(); - MapChunk *chunk = i.getNode()->getValue(); - // Write position - writeV2S16(buf, p); - os.write((char*)buf, 4); - // Write chunk data - chunk->serialize(os, version); - } - - setChunksNonModified(); -} - -void ServerMap::loadChunkMeta() -{ - DSTACK(__FUNCTION_NAME); - - dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata" + <<"seed="<deSerialize(is, version); - m_chunks.insert(p, chunk); - } } void ServerMap::saveSectorMeta(ServerMapSector *sector) @@ -5360,7 +4615,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load return sector; } -bool ServerMap::loadSectorFull(v2s16 p2d) +bool ServerMap::loadSectorMeta(v2s16 p2d) { DSTACK(__FUNCTION_NAME); @@ -5384,7 +4639,49 @@ bool ServerMap::loadSectorFull(v2s16 p2d) sectordir = getSectorDir(p2d, 2); } - //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out + try{ + sector = loadSectorMeta(sectordir, loadlayout != 2); + } + catch(InvalidFilenameException &e) + { + return false; + } + catch(FileNotGoodException &e) + { + return false; + } + catch(std::exception &e) + { + return false; + } + + return true; +} + +#if 0 +bool ServerMap::loadSectorFull(v2s16 p2d) +{ + DSTACK(__FUNCTION_NAME); + + MapSector *sector = NULL; + + // The directory layout we're going to load from. + // 1 - original sectors/xxxxzzzz/ + // 2 - new sectors2/xxx/zzz/ + // If we load from anything but the latest structure, we will + // immediately save to the new one, and remove the old. + int loadlayout = 1; + std::string sectordir1 = getSectorDir(p2d, 1); + std::string sectordir; + if(fs::PathExists(sectordir1)) + { + sectordir = sectordir1; + } + else + { + loadlayout = 2; + sectordir = getSectorDir(p2d, 2); + } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); @@ -5431,7 +4728,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d) return true; } - +#endif void ServerMap::saveBlock(MapBlock *block) { @@ -5451,13 +4748,13 @@ void ServerMap::saveBlock(MapBlock *block) u8 version = SER_FMT_VER_HIGHEST; // Get destination v3s16 p3d = block->getPos(); - v2s16 p2d(p3d.X, p3d.Z); - std::string dir = getSectorDir(p2d); - createDirs(dir); - char cc[5]; - snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff); - std::string fullpath = dir + "/" + cc; + v2s16 p2d(p3d.X, p3d.Z); + std::string sectordir = getSectorDir(p2d); + + createDirs(sectordir); + + std::string fullpath = sectordir+"/"+getBlockFilename(p3d); std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); @@ -5475,7 +4772,7 @@ void ServerMap::saveBlock(MapBlock *block) block->serializeDiskExtra(o, version); // We just wrote it to the disk so clear modified flag - block->resetChangedFlag(); + block->resetModified(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) @@ -5539,7 +4836,7 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto } // We just loaded it from the disk, so it's up-to-date. - block->resetChangedFlag(); + block->resetModified(); } catch(SerializationError &e) @@ -5556,6 +4853,68 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto } } +MapBlock* ServerMap::loadBlock(v3s16 blockpos) +{ + DSTACK(__FUNCTION_NAME); + + v2s16 p2d(blockpos.X, blockpos.Z); + + // The directory layout we're going to load from. + // 1 - original sectors/xxxxzzzz/ + // 2 - new sectors2/xxx/zzz/ + // If we load from anything but the latest structure, we will + // immediately save to the new one, and remove the old. + int loadlayout = 1; + std::string sectordir1 = getSectorDir(p2d, 1); + std::string sectordir; + if(fs::PathExists(sectordir1)) + { + sectordir = sectordir1; + } + else + { + loadlayout = 2; + sectordir = getSectorDir(p2d, 2); + } + + /* + Make sure sector is loaded + */ + MapSector *sector = getSectorNoGenerateNoEx(p2d); + if(sector == NULL) + { + try{ + sector = loadSectorMeta(sectordir, loadlayout != 2); + } + catch(InvalidFilenameException &e) + { + return false; + } + catch(FileNotGoodException &e) + { + return false; + } + catch(std::exception &e) + { + return false; + } + } + + /* + Make sure file exists + */ + + std::string blockfilename = getBlockFilename(blockpos); + if(fs::PathExists(sectordir+"/"+blockfilename) == false) + return NULL; + + /* + Load block + */ + loadBlock(sectordir, blockfilename, sector, loadlayout != 2); + return getBlockNoCreateNoEx(blockpos); +} + void ServerMap::PrintInfo(std::ostream &out) { out<<"ServerMap: "; -- cgit v1.2.3 From aed9e809a19bffdf911f75dd9d718efb8decd2c1 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 25 Jun 2011 16:32:09 +0300 Subject: mapgen stuff --- src/map.cpp | 535 ++++++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 341 insertions(+), 194 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index fe6b7a701..cb0967c35 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2169,6 +2169,7 @@ void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) } #endif +#if 0 void make_largestone(VoxelManipulator &vmanip, v3s16 p0) { MapNode stonenode(CONTENT_STONE); @@ -2250,6 +2251,7 @@ void make_largestone(VoxelManipulator &vmanip, v3s16 p0) vmanip.m_data[vi] = stonenode; } } +#endif /* Dungeon making routines @@ -2375,39 +2377,79 @@ void make_hole1(VoxelManipulator &vmanip, v3s16 place) 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); +} + +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); } -v3s16 rand_ortho_dir() +v3s16 turn_xz(v3s16 olddir, int t) { - if(myrand()%2==0) - return myrand()%2 ? v3s16(-1,0,0) : v3s16(1,0,0); + v3s16 dir; + if(t == 0) + { + // Turn right + dir.X = olddir.Z; + dir.Z = -olddir.X; + dir.Y = olddir.Y; + } else - return myrand()%2 ? v3s16(0,0,-1) : v3s16(0,0,1); + { + // Turn left + dir.X = -olddir.Z; + dir.Z = olddir.X; + dir.Y = olddir.Y; + } + return dir; +} + +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; } void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir, - v3s16 &result_place, v3s16 &result_dir) + v3s16 &result_place, v3s16 &result_dir, PseudoRandom &random) { make_hole1(vmanip, doorplace); v3s16 p0 = doorplace; v3s16 dir = doordir; u32 length; - if(myrand()%2) - length = myrand_range(1,13); + if(random.next()%2) + length = random.range(1,13); else - length = myrand_range(1,6); - u32 partlength = myrand_range(1,length); + length = random.range(1,6); + length = random.range(1,13); + u32 partlength = random.range(1,length); u32 partcount = 0; s16 make_stairs = 0; - if(myrand()%2 == 0 && partlength >= 3) - make_stairs = myrand()%2 ? 1 : -1; + if(random.next()%2 == 0 && partlength >= 3) + make_stairs = random.next()%2 ? 1 : -1; for(u32 i=0; i= partlength) { partcount = 0; - v3s16 newdir = rand_ortho_dir(); - partlength = myrand_range(1,7); - make_stairs = 0; - if(myrand()%2 == 0 && partlength >= 3) - make_stairs = myrand()%2 ? 1 : -1; + dir = random_turn(random, dir); + + partlength = random.range(1,length); - if(make_stairs != 0) - { - if(newdir.X == 0 && dir.X != 0) - dir = newdir; - if(newdir.Z == 0 && dir.Z != 0) - dir = newdir; - } - else - { - dir = newdir; - } - dir.Y = make_stairs; + make_stairs = 0; + if(random.next()%2 == 0 && partlength >= 3) + make_stairs = random.next()%2 ? 1 : -1; } } - //p0.Y -= make_stairs; - dir.Y = 0; result_place = p0; result_dir = dir; } @@ -2466,16 +2513,17 @@ class RoomWalker { public: - RoomWalker(VoxelManipulator &vmanip_, v3s16 pos): + RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random): vmanip(vmanip_), - m_pos(pos) + m_pos(pos), + m_random(random) { randomizeDir(); } void randomizeDir() { - m_dir = rand_ortho_dir(); + m_dir = rand_ortho_dir(m_random); } void setPos(v3s16 pos) @@ -2561,13 +2609,13 @@ public: v3s16 roomplace; // X east, Z north, Y up if(doordir == v3s16(1,0,0)) // X+ - roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+myrand_range(-roomsize.Z/2,roomsize.Z/2)); + 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+myrand_range(-roomsize.Z/2,roomsize.Z/2)); + 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+myrand_range(-roomsize.X/2,roomsize.X/2),-1,0); + 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+myrand_range(-roomsize.X/2,roomsize.X/2),-1,-roomsize.Z+1); + 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; @@ -2604,58 +2652,133 @@ public: private: VoxelManipulator &vmanip; v3s16 m_pos; - v3s16 m_dir; + v3s16 m_dir; + PseudoRandom &m_random; }; -void make_dungeon1(VoxelManipulator &vmanip) +void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) { v3s16 areasize = vmanip.m_area.getExtent(); v3s16 roomsize; v3s16 roomplace; - roomsize = v3s16(myrand_range(4,8),myrand_range(4,6),myrand_range(4,8)); - roomplace = vmanip.m_area.MinEdge + v3s16( - myrand_range(0,areasize.X-roomsize.X-1), - myrand_range(0,areasize.Y-roomsize.Y-1), - myrand_range(0,areasize.Z-roomsize.Z-1)); + /* + 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; zm_static_objects.insert(0, s_obj); delete obj; } - if(myrand() % 300 == 0) + if(myrand() % 1000 == 0) { v3f pos_f = intToFloat(p+block->getPosRelative(), BS); pos_f.Y -= BS*0.4; @@ -3078,18 +3202,18 @@ void makeBlock(BlockMakeData *data) s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2); - /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( data->seed, v2s16(blockpos.X, blockpos.Z)); - // Minimum amount of ground above the central block - s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;*/ - + // 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); - // Minimum amount of ground above the central block + // 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 + Special case for high air or water: Just fill with air and water. */ if(maximum_ground_depth < -20) { @@ -3121,6 +3245,18 @@ void makeBlock(BlockMakeData *data) // 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 @@ -3145,8 +3281,7 @@ void makeBlock(BlockMakeData *data) 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, 4, 4); - //3.5, 3.5, 3.5); + 4, 3, 4); noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); @@ -3158,16 +3293,17 @@ void makeBlock(BlockMakeData *data) v3f sl = v3f(4.0, 4.0, 4.0); /* - Density + Density noise */ - //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); + 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); /* - Content + Ground property noise */ sl = v3f(2.5, 2.5, 2.5); noisebuf_ground_crumbleness.create( @@ -3200,42 +3336,22 @@ void makeBlock(BlockMakeData *data) // Only modify places that have no content if(vmanip.m_data[i].d == CONTENT_IGNORE) { - if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + // 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 if(val_is_ground(noisebuf_ground.get(x,y,z), - v3s16(x,y,z), data->seed)) - vmanip.m_data[i] = MapNode(CONTENT_STONE); - else if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - - /*if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - else if(is_ground(noisebuf_ground.get(x,y,z), y)) - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) vmanip.m_data[i] = MapNode(CONTENT_STONE); } - else if(y <= WATER_LEVEL) - { - // Only modify places that have air or no content - if(vmanip.m_data[i].d == CONTENT_IGNORE - || vmanip.m_data[i].d == CONTENT_AIR) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - } - else - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) - vmanip.m_data[i] = MapNode(CONTENT_AIR); - }*/ data->vmanip.m_area.add_y(em, i, 1); } @@ -3247,22 +3363,24 @@ void makeBlock(BlockMakeData *data) */ { + PseudoRandom mineralrandom(blockseed); + /* Add meseblocks */ for(s16 i=0; iseed)+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 @@ -3433,7 +3556,7 @@ void makeBlock(BlockMakeData *data) // 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=node_max.Y; y>=full_node_min.Y; 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; @@ -3444,18 +3567,11 @@ void makeBlock(BlockMakeData *data) } } - /*s16 x = myrand_range(node_min.X, node_max.X); - s16 z = myrand_range(node_min.Z, node_max.Z); - s16 y = myrand_range(node_min.Y, node_max.Y);*/ + PseudoRandom random(blockseed+2); + // Add it - make_dungeon1(data->vmanip); + make_dungeon1(data->vmanip, random); - // Take different seed for every dungeon for not blending their - // mossyness together - //u32 mossyseed = z*38134234+y*42123+x*23; - u32 mossyseed = full_node_min.Z*38134234 - +full_node_min.Y*42123+full_node_min.X*23; - // 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++) @@ -3466,20 +3582,27 @@ void makeBlock(BlockMakeData *data) // 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=node_max.Y; y>=full_node_min.Y; y--) + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) { - // No mossy in dry places - // (noisebuf not used because it's smaller in size) - if(noise3d_param(get_ground_wetness_params(data->seed), x,y,z) - < -0.6) - continue; - double d = noise3d_perlin((float)x/4., - (float)y/4.,(float)z/4., - mossyseed, 2, 0.9); - if(d < 0.0) - continue; + // (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) - vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; + { + 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); } } @@ -3533,7 +3656,8 @@ void makeBlock(BlockMakeData *data) If close to ground level */ - if(abs(approx_ground_depth) < 20) + //if(abs(approx_ground_depth) < 30) + if(minimum_ground_depth < 5 && maximum_ground_depth > -5) { /* Add grass and mud @@ -3547,14 +3671,14 @@ void makeBlock(BlockMakeData *data) { bool possibly_have_sand = get_have_sand(data->seed, p2d); bool have_sand = false; - u32 mud_count = 0; + 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-2; y--) + for(s16 y=start_y; y>=node_min.Y-3; y--) { if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) water_detected = true; @@ -3568,24 +3692,37 @@ void makeBlock(BlockMakeData *data) || vmanip.m_data[i].d == CONTENT_GRAVEL ) && (air_detected || water_detected)) { - if(mud_count == 0 && y <= WATER_LEVEL+2 + if(current_depth == 0 && y <= WATER_LEVEL+2 && possibly_have_sand) have_sand = true; - - if(have_sand) + + if(current_depth < 4) { - vmanip.m_data[i] = MapNode(CONTENT_SAND); + 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(mud_count==0 && !water_detected && y >= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_GRASS); else - vmanip.m_data[i] = MapNode(CONTENT_MUD); + { + if(vmanip.m_data[i].d == CONTENT_MUD + || vmanip.m_data[i].d == CONTENT_GRASS) + vmanip.m_data[i] = MapNode(CONTENT_STONE); + } - mud_count++; - if(mud_count >= 4) + current_depth++; + + if(current_depth >= 8) break; } - else if(mud_count != 0) + else if(current_depth != 0) break; data->vmanip.m_area.add_y(em, i, -1); @@ -3599,11 +3736,12 @@ void makeBlock(BlockMakeData *data) // 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; ivmanip, v2s16(x,z)); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); // Don't make a tree under water level @@ -3800,15 +3938,17 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, /* Blit generated stuff to map + NOTE: blitBackAll adds nearly everything to changed_blocks */ { // 70ms @cs=8 //TimeTaker timer("finishBlockMake() blitBackAll"); data->vmanip.blitBackAll(&changed_blocks); } - - //dstream<<"changed_blocks.size()="< Date: Sat, 25 Jun 2011 18:12:41 +0300 Subject: moved map generator to separate source files --- src/map.cpp | 1905 +---------------------------------------------------------- 1 file changed, 6 insertions(+), 1899 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index cb0967c35..3b775d799 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "noise.h" #include "serverobject.h" #include "content_mapnode.h" +#include "mapgen.h" extern "C" { #include "sqlite3.h" @@ -1968,1894 +1969,6 @@ ServerMap::~ServerMap() #endif } -/* - Some helper functions for the map generator -*/ - -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; -} - -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; -} - -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 leaves_d(new u8[leaves_a.getVolume()]); - Buffer leaves_d(leaves_a.getVolume()); - for(s32 i=0; i stone_d(stone_a.getVolume()); - for(s32 i=0; i 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 -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 stone_d(stone_a.getVolume()); - for(s32 i=0; i 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) - -void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace) -{ - // Make +-X walls - for(s16 z=0; z= 3) - make_stairs = random.next()%2 ? 1 : -1; - for(u32 i=0; i= 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 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; -} - -#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="<blockpos; - - /*dstream<<"makeBlock(): ("<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="<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 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=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; ivmanip, 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; iseed, 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; iseed, 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 - } - -} - void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos) { /*dstream<<"initBlockMake(): ("<seed, v2s16(blockpos.X, blockpos.Z)); - - if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) - block->setIsUnderground(true); - else - block->setIsUnderground(false); + block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos)); /* Add sunlight to central block. @@ -4013,7 +2120,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, /* Add random objects to block */ - addRandomObjects(block); + mapgen::add_random_objects(block); /* Go through changed blocks @@ -4148,8 +2255,8 @@ MapBlock * ServerMap::generateBlock( Generate block */ { - TimeTaker t("makeBlock()"); - makeBlock(&data); + TimeTaker t("mapgen::make_block()"); + mapgen::make_block(&data); } /* @@ -4475,7 +2582,7 @@ plan_b: Determine from map generator noise functions */ - s16 level = find_ground_level_from_noise(m_seed, p2d, 1); + s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1); return level; //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; -- cgit v1.2.3 From a80025c352fb91ff295423940b3ded22755b70f0 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 25 Jun 2011 18:35:32 +0300 Subject: moved mapgen stuff around abit --- src/map.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 3b775d799..0de9cf18e 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1969,7 +1969,7 @@ ServerMap::~ServerMap() #endif } -void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos) +void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { /*dstream<<"initBlockMake(): ("<vmanip.setMap(this); + data->vmanip = new ManualMapVoxelManipulator(this); + //data->vmanip->setMap(this); // Add the area { //TimeTaker timer("initBlockMake() initialEmerge"); - data->vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max); + data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } // Data is ready now. } -MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, +MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, core::map &changed_blocks) { v3s16 blockpos = data->blockpos; @@ -2056,7 +2057,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, { // 70ms @cs=8 //TimeTaker timer("finishBlockMake() blitBackAll"); - data->vmanip.blitBackAll(&changed_blocks); + data->vmanip->blitBackAll(&changed_blocks); } #if 1 dstream<<"finishBlockMake: changed_blocks.size()=" @@ -2248,7 +2249,7 @@ MapBlock * ServerMap::generateBlock( /* Create block make data */ - BlockMakeData data; + mapgen::BlockMakeData data; initBlockMake(&data, p); /* -- cgit v1.2.3