From cfaa15895ad73ce3cef174f770d877059e9708e0 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 15 Jan 2011 01:26:29 +0200 Subject: tweaking around, including mapgen, player speed in water, settings --- src/map.cpp | 234 ++++++++++++++++++++++++++++++++++++------------------------ 1 file changed, 140 insertions(+), 94 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index f5e490ad4..119b487db 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1482,8 +1482,10 @@ MapSector * ServerMap::emergeSector(v2s16 p2d) sector->setHeightmap(p_in_sector, hm); //TODO: Make these values configurable + //hm->generateContinued(0.0, 0.0, corners); - hm->generateContinued(0.5, 0.2, corners); + hm->generateContinued(0.25, 0.2, corners); + //hm->generateContinued(0.5, 0.2, corners); //hm->generateContinued(1.0, 0.2, corners); //hm->generateContinued(2.0, 0.2, corners); @@ -1712,6 +1714,7 @@ MapBlock * ServerMap::emergeBlock( { underground_emptiness[i] = 0; } + // Generate dungeons { /* @@ -1863,6 +1866,10 @@ continue_generating: // DEBUG //sector->printHeightmaps(); + // Set to true if has caves. + // Set when some non-air is changed to air when making caves. + bool has_caves = false; + for(s16 z0=0; z0 max_slope) @@ -1935,101 +1943,85 @@ continue_generating: // Else it's ground or dungeons (air) else { - // Create dungeons - if(underground_emptiness[ - ued*ued*(z0*ued/MAP_BLOCKSIZE) - +ued*(y0*ued/MAP_BLOCKSIZE) - +(x0*ued/MAP_BLOCKSIZE)]) + // If it's surface_depth under ground, it's stone + if(real_y <= surface_y - surface_depth) { - n.d = CONTENT_AIR; + n.d = CONTENT_STONE; } else { - // If it's surface_depth under ground, it's stone - if(real_y <= surface_y - surface_depth) + // It is mud if it is under the first ground + // level or under water + if(real_y < WATER_LEVEL || real_y <= surface_y - 1) { - n.d = CONTENT_STONE; + n.d = CONTENT_MUD; } else { - // It is mud if it is under the first ground - // level or under water - if(real_y < WATER_LEVEL || real_y <= surface_y - 1) - { - n.d = CONTENT_MUD; - } - else - { - n.d = CONTENT_GRASS; - } - - //n.d = CONTENT_MUD; - - /*// If under water level, it's mud - if(real_y < WATER_LEVEL) - n.d = CONTENT_MUD; - // Only the topmost node is grass - else if(real_y <= surface_y - 1) - n.d = CONTENT_MUD; - else - n.d = CONTENT_GRASS;*/ + n.d = CONTENT_GRASS; } + + //n.d = CONTENT_MUD; + + /*// If under water level, it's mud + if(real_y < WATER_LEVEL) + n.d = CONTENT_MUD; + // Only the topmost node is grass + else if(real_y <= surface_y - 1) + n.d = CONTENT_MUD; + else + n.d = CONTENT_GRASS;*/ } - } -#if 0 - else if(real_y <= surface_y - surface_depth) - { + // Create dungeons if(underground_emptiness[ ued*ued*(z0*ued/MAP_BLOCKSIZE) +ued*(y0*ued/MAP_BLOCKSIZE) +(x0*ued/MAP_BLOCKSIZE)]) { + // Has now caves if previous content is air + if(n.d != CONTENT_AIR) + { + has_caves = true; + } + n.d = CONTENT_AIR; } - else - { - n.d = CONTENT_STONE; - } } - // If node is at or under heightmap y - else if(real_y <= surface_y) - { - // If under water level, it's mud - if(real_y < WATER_LEVEL) - n.d = CONTENT_MUD; - // Only the topmost node is grass - else if(real_y <= surface_y - 1) - n.d = CONTENT_MUD; - // Else it's the main material - else - n.d = material; - } -#endif + block->setNode(v3s16(x0,y0,z0), n); } } /* - Calculate is_underground + Calculate completely_underground */ - // Probably underground if the highest part of block is under lowest - // ground height - bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y; - block->setIsUnderground(is_underground); + // Completely underground if the highest part of block is under lowest + // ground height. + // This has to be very sure; it's probably one too strict now but + // that's just better. + bool completely_underground = + block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y; + + // This isn't used anymore (?) but set it anyway + block->setIsUnderground(completely_underground); + + bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y; /* - Force lighting update if some part of block is underground - This is needed because of caves. + Force lighting update if some part of block is partly + underground and has caves. */ - bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y; - if(some_part_underground) - //if(is_underground) + if(some_part_underground && !completely_underground && has_caves) { + //dstream<<"Half-ground caves"<getPos()] = block; } + // DEBUG: Always update lighting + //lighting_invalidated_blocks[block->getPos()] = block; + /* Add some minerals */ @@ -2041,9 +2033,9 @@ continue_generating: /* Add meseblocks */ - for(s16 i=0; igetValue(); - //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0); + // Ground level point (user for stuff that is on ground) + v3s16 gp = p; + bool ground_found = true; + // Search real ground level + try{ + for(;;) + { + MapNode n = sector->getNode(gp); + + // If not air, go one up and continue to placing the tree + if(n.d != CONTENT_AIR) + { + gp += v3s16(0,1,0); + break; + } + + // If air, go one down + gp += v3s16(0,-1,0); + } + }catch(InvalidPositionException &e) + { + // Ground not found. + ground_found = false; + // This is most close to ground + gp += v3s16(0,1,0); + } + try { @@ -2175,40 +2193,64 @@ continue_generating: } else if(d == SECTOR_OBJECT_TREE_1) { - v3s16 p_min = p + v3s16(-1,0,-1); - v3s16 p_max = p + v3s16(1,4,1); + if(ground_found == false) + continue; + + v3s16 p_min = gp + v3s16(-1,0,-1); + v3s16 p_max = gp + v3s16(1,5,1); if(sector->isValidArea(p_min, p_max, &changed_blocks_sector)) { MapNode n; n.d = CONTENT_TREE; - sector->setNode(p+v3s16(0,0,0), n); - sector->setNode(p+v3s16(0,1,0), n); - sector->setNode(p+v3s16(0,2,0), n); - sector->setNode(p+v3s16(0,3,0), n); + sector->setNode(gp+v3s16(0,0,0), n); + sector->setNode(gp+v3s16(0,1,0), n); + sector->setNode(gp+v3s16(0,2,0), n); + sector->setNode(gp+v3s16(0,3,0), n); n.d = CONTENT_LEAVES; - sector->setNode(p+v3s16(0,4,0), n); + if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n); + + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n); + /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/ + + sector->setNode(gp+v3s16(0,4,0), n); - sector->setNode(p+v3s16(-1,4,0), n); - sector->setNode(p+v3s16(1,4,0), n); - sector->setNode(p+v3s16(0,4,-1), n); - sector->setNode(p+v3s16(0,4,1), n); - sector->setNode(p+v3s16(1,4,1), n); - sector->setNode(p+v3s16(-1,4,1), n); - sector->setNode(p+v3s16(-1,4,-1), n); - sector->setNode(p+v3s16(1,4,-1), n); - - sector->setNode(p+v3s16(-1,3,0), n); - sector->setNode(p+v3s16(1,3,0), n); - sector->setNode(p+v3s16(0,3,-1), n); - sector->setNode(p+v3s16(0,3,1), n); - sector->setNode(p+v3s16(1,3,1), n); - sector->setNode(p+v3s16(-1,3,1), n); - sector->setNode(p+v3s16(-1,3,-1), n); - sector->setNode(p+v3s16(1,3,-1), n); + sector->setNode(gp+v3s16(-1,4,0), n); + sector->setNode(gp+v3s16(1,4,0), n); + sector->setNode(gp+v3s16(0,4,-1), n); + sector->setNode(gp+v3s16(0,4,1), n); + sector->setNode(gp+v3s16(1,4,1), n); + sector->setNode(gp+v3s16(-1,4,1), n); + sector->setNode(gp+v3s16(-1,4,-1), n); + sector->setNode(gp+v3s16(1,4,-1), n); + + sector->setNode(gp+v3s16(-1,3,0), n); + sector->setNode(gp+v3s16(1,3,0), n); + sector->setNode(gp+v3s16(0,3,-1), n); + sector->setNode(gp+v3s16(0,3,1), n); + sector->setNode(gp+v3s16(1,3,1), n); + sector->setNode(gp+v3s16(-1,3,1), n); + sector->setNode(gp+v3s16(-1,3,-1), n); + sector->setNode(gp+v3s16(1,3,-1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n); + /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n); + if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/ + + // Objects are identified by wanted position objects_to_remove.push_back(p); // Lighting has to be recalculated for this one. @@ -2218,13 +2260,17 @@ continue_generating: } else if(d == SECTOR_OBJECT_BUSH_1) { - if(sector->isValidArea(p + v3s16(0,0,0), - p + v3s16(0,0,0), &changed_blocks_sector)) + if(ground_found == false) + continue; + + if(sector->isValidArea(gp + v3s16(0,0,0), + gp + v3s16(0,0,0), &changed_blocks_sector)) { MapNode n; n.d = CONTENT_LEAVES; - sector->setNode(p+v3s16(0,0,0), n); + sector->setNode(gp+v3s16(0,0,0), n); + // Objects are identified by wanted position objects_to_remove.push_back(p); } } -- cgit v1.2.3