diff options
-rw-r--r-- | src/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/farmesh.cpp | 17 | ||||
-rw-r--r-- | src/map.cpp | 1905 | ||||
-rw-r--r-- | src/mapgen.cpp | 1936 | ||||
-rw-r--r-- | src/mapgen.h | 51 | ||||
-rw-r--r-- | src/server.cpp | 8 | ||||
-rw-r--r-- | src/server.h | 4 |
7 files changed, 2002 insertions, 1920 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 42c93c9e5..73a960ecc 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -61,6 +61,7 @@ configure_file( ) set(common_SRCS + mapgen.cpp content_inventory.cpp content_nodemeta.cpp content_craft.cpp diff --git a/src/farmesh.cpp b/src/farmesh.cpp index dbff728b1..72dbe11c2 100644 --- a/src/farmesh.cpp +++ b/src/farmesh.cpp @@ -29,16 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "client.h" -/* - Temporarily exposed map generator stuff - Should only be used for testing -*/ -//extern double base_rock_level_2d(u64 seed, v2s16 p); -//extern double get_mud_add_amount(u64 seed, v2s16 p); -extern s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision); -extern bool get_have_sand(u64 seed, v2s16 p2d); -extern double tree_amount_2d(u64 seed, v2s16 p); - +#include "mapgen.h" FarMesh::FarMesh( scene::ISceneNode* parent, @@ -127,14 +118,14 @@ HeightPoint ground_height(u64 seed, v2s16 p2d) if(n) return n->getValue(); HeightPoint hp; - s16 level = find_ground_level_from_noise(seed, p2d, 3); + s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3); hp.gh = (level-4)*BS; hp.ma = (4)*BS; /*hp.gh = BS*base_rock_level_2d(seed, p2d); hp.ma = BS*get_mud_add_amount(seed, p2d);*/ - hp.have_sand = get_have_sand(seed, p2d); + hp.have_sand = mapgen::get_have_sand(seed, p2d); if(hp.gh > BS*WATER_LEVEL) - hp.tree_amount = tree_amount_2d(seed, p2d); + hp.tree_amount = mapgen::tree_amount_2d(seed, p2d); else hp.tree_amount = 0; // No mud has been added if mud amount is less than 1 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<trunk_h; ii++) - { - if(vmanip.m_area.contains(p1)) - vmanip.m_data[vmanip.m_area.index(p1)] = treenode; - p1.Y++; - } - - // p1 is now the last piece of the trunk - p1.Y -= 1; - - VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2)); - //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]); - Buffer<u8> leaves_d(leaves_a.getVolume()); - for(s32 i=0; i<leaves_a.getVolume(); i++) - leaves_d[i] = 0; - - // Force leaves at near the end of the trunk - { - s16 d = 1; - for(s16 z=-d; z<=d; z++) - for(s16 y=-d; y<=d; y++) - for(s16 x=-d; x<=d; x++) - { - leaves_d[leaves_a.index(v3s16(x,y,z))] = 1; - } - } - - // Add leaves randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), - myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), - myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; - } - } - - // Blit leaves to vmanip - for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) - for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) - for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p1; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) - continue; - u32 i = leaves_a.index(x,y,z); - if(leaves_d[i] == 1) - vmanip.m_data[vi] = leavesnode; - } -} - -#if 0 -void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode stonenode(CONTENT_STONE); - - s16 size = myrand_range(3, 6); - - VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2)); - Buffer<u8> stone_d(stone_a.getVolume()); - for(s32 i=0; i<stone_a.getVolume(); i++) - stone_d[i] = 0; - - // Force stone at bottom to make it usually touch the ground - { - for(s16 z=0; z<=0; z++) - for(s16 y=0; y<=0; y++) - for(s16 x=0; x<=0; x++) - { - stone_d[stone_a.index(v3s16(x,y,z))] = 1; - } - } - - // Generate from perlin noise - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3., - p0.Z*4243+p0.Y*34+p0.X, 2, 0.5); - if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z) - d -= 0.3; - if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y) - d -= 0.3; - if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X) - d -= 0.3; - if(d > 0.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) - continue; - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - -#if 0 -void make_largestone(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode stonenode(CONTENT_STONE); - - s16 size = myrand_range(8, 16); - - VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); - Buffer<u8> stone_d(stone_a.getVolume()); - for(s32 i=0; i<stone_a.getVolume(); i++) - stone_d[i] = 0; - - // Force stone at bottom to make it usually touch the ground - { - for(s16 z=0; z<=0; z++) - for(s16 y=0; y<=0; y++) - for(s16 x=0; x<=0; x++) - { - stone_d[stone_a.index(v3s16(x,y,z))] = 1; - } - } - - // Generate from perlin noise - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - double d = 1.0; - d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10., - p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5); - double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2; - double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2; - double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2; - double dz = (double)z-mid_z; - double dx = (double)x-mid_x; - double dy = MYMAX(0, (double)y-mid_y); - double r = sqrt(dz*dz+dx*dx+dy*dy); - d /= (2*r/size)*2 + 0.01; - if(d > 1.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - /*if(vmanip.m_data[vi].d != CONTENT_AIR - && vmanip.m_data[vi].d != CONTENT_IGNORE) - continue;*/ - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - -/* - Dungeon making routines -*/ - -#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1 -#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2 -#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\ - VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE) - -void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace) -{ - // Make +-X walls - for(s16 z=0; z<roomsize.Z; z++) - for(s16 y=0; y<roomsize.Y; y++) - { - { - v3s16 p = roomplace + v3s16(0,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - { - v3s16 p = roomplace + v3s16(roomsize.X-1,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - } - - // Make +-Z walls - for(s16 x=0; x<roomsize.X; x++) - for(s16 y=0; y<roomsize.Y; y++) - { - { - v3s16 p = roomplace + v3s16(x,y,0); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - { - v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - } - - // Make +-Y walls (floor and ceiling) - for(s16 z=0; z<roomsize.Z; z++) - for(s16 x=0; x<roomsize.X; x++) - { - { - v3s16 p = roomplace + v3s16(x,0,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - { - v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) - continue; - vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); - } - } - - // Fill with air - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; - vmanip.m_data[vi] = MapNode(CONTENT_AIR); - } -} - -void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size, - u8 avoid_flags, MapNode n, u8 or_flags) -{ - for(s16 z=0; z<size.Z; z++) - for(s16 y=0; y<size.Y; y++) - for(s16 x=0; x<size.X; x++) - { - v3s16 p = place + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & avoid_flags) - continue; - vmanip.m_flags[vi] |= or_flags; - vmanip.m_data[vi] = n; - } -} - -void make_hole1(VoxelManipulator &vmanip, v3s16 place) -{ - make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); -} - -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 turn_xz(v3s16 olddir, int t) -{ - v3s16 dir; - if(t == 0) - { - // Turn right - dir.X = olddir.Z; - dir.Z = -olddir.X; - dir.Y = olddir.Y; - } - else - { - // Turn left - dir.X = -olddir.Z; - dir.Z = olddir.X; - dir.Y = olddir.Y; - } - return dir; -} - -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, PseudoRandom &random) -{ - make_hole1(vmanip, doorplace); - v3s16 p0 = doorplace; - v3s16 dir = doordir; - u32 length; - if(random.next()%2) - length = random.range(1,13); - else - length = random.range(1,6); - length = random.range(1,13); - u32 partlength = random.range(1,length); - u32 partcount = 0; - s16 make_stairs = 0; - if(random.next()%2 == 0 && partlength >= 3) - make_stairs = random.next()%2 ? 1 : -1; - for(u32 i=0; i<length; i++) - { - v3s16 p = p0 + dir; - if(partcount != 0) - p.Y += make_stairs; - - /*// If already empty - if(vmanip.getNodeNoExNoEmerge(p).d - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - == CONTENT_AIR) - { - }*/ - - if(vmanip.m_area.contains(p) == true - && vmanip.m_area.contains(p+v3s16(0,1,0)) == true) - { - if(make_stairs) - { - make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); - make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); - make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); - } - else - { - make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); - make_hole1(vmanip, p); - /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE);*/ - } - - p0 = p; - } - else - { - // Can't go here, turn away - dir = turn_xz(dir, random.range(0,1)); - make_stairs = -make_stairs; - partcount = 0; - partlength = random.range(1,length); - continue; - } - - partcount++; - if(partcount >= partlength) - { - partcount = 0; - - dir = random_turn(random, dir); - - partlength = random.range(1,length); - - make_stairs = 0; - if(random.next()%2 == 0 && partlength >= 3) - make_stairs = random.next()%2 ? 1 : -1; - } - } - result_place = p0; - result_dir = dir; -} - -class RoomWalker -{ -public: - - RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random): - vmanip(vmanip_), - m_pos(pos), - m_random(random) - { - randomizeDir(); - } - - void randomizeDir() - { - m_dir = rand_ortho_dir(m_random); - } - - void setPos(v3s16 pos) - { - m_pos = pos; - } - - void setDir(v3s16 dir) - { - m_dir = dir; - } - - bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) - { - for(u32 i=0; i<100; i++) - { - v3s16 p = m_pos + m_dir; - v3s16 p1 = p + v3s16(0,1,0); - if(vmanip.m_area.contains(p) == false - || vmanip.m_area.contains(p1) == false - || i % 4 == 0) - { - randomizeDir(); - continue; - } - if(vmanip.getNodeNoExNoEmerge(p).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p1).d - == CONTENT_COBBLE) - { - // Found wall, this is a good place! - result_place = p; - result_dir = m_dir; - // Randomize next direction - randomizeDir(); - return true; - } - /* - Determine where to move next - */ - // Jump one up if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d - == CONTENT_AIR) - p += v3s16(0,1,0); - // Jump one down if the actual space is there - if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - == CONTENT_COBBLE - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d - == CONTENT_AIR - && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d - == CONTENT_AIR) - p += v3s16(0,-1,0); - // Check if walking is now possible - if(vmanip.getNodeNoExNoEmerge(p).d - != CONTENT_AIR - || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d - != CONTENT_AIR) - { - // Cannot continue walking here - randomizeDir(); - continue; - } - // Move there - m_pos = p; - } - return false; - } - - bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, - v3s16 &result_doordir, v3s16 &result_roomplace) - { - for(s16 trycount=0; trycount<30; trycount++) - { - v3s16 doorplace; - v3s16 doordir; - bool r = findPlaceForDoor(doorplace, doordir); - if(r == false) - continue; - v3s16 roomplace; - // X east, Z north, Y up - if(doordir == v3s16(1,0,0)) // X+ - roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); - if(doordir == v3s16(-1,0,0)) // X- - roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); - if(doordir == v3s16(0,0,1)) // Z+ - roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0); - if(doordir == v3s16(0,0,-1)) // Z- - roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1); - - // Check fit - bool fits = true; - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - if(vmanip.m_area.contains(p) == false) - { - fits = false; - break; - } - if(vmanip.m_flags[vmanip.m_area.index(p)] - & VMANIP_FLAG_DUNGEON_INSIDE) - { - fits = false; - break; - } - } - if(fits == false) - { - // Find new place - continue; - } - result_doorplace = doorplace; - result_doordir = doordir; - result_roomplace = roomplace; - return true; - } - return false; - } - -private: - VoxelManipulator &vmanip; - v3s16 m_pos; - v3s16 m_dir; - PseudoRandom &m_random; -}; - -void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) -{ - v3s16 areasize = vmanip.m_area.getExtent(); - v3s16 roomsize; - v3s16 roomplace; - - /* - Find place for first room - */ - bool fits = false; - for(u32 i=0; i<100; i++) - { - roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); - roomplace = vmanip.m_area.MinEdge + v3s16( - random.range(0,areasize.X-roomsize.X-1), - random.range(0,areasize.Y-roomsize.Y-1), - random.range(0,areasize.Z-roomsize.Z-1)); - /* - Check that we're not putting the room to an unknown place, - otherwise it might end up floating in the air - */ - fits = true; - for(s16 z=1; z<roomsize.Z-1; z++) - for(s16 y=1; y<roomsize.Y-1; y++) - for(s16 x=1; x<roomsize.X-1; x++) - { - v3s16 p = roomplace + v3s16(x,y,z); - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) - { - fits = false; - break; - } - if(vmanip.m_data[vi].d == CONTENT_IGNORE) - { - fits = false; - break; - } - } - if(fits) - break; - } - // No place found - if(fits == false) - return; - - /* - Stores the center position of the last room made, so that - a new corridor can be started from the last room instead of - the new room, if chosen so. - */ - v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2); - - u32 room_count = random.range(2,7); - for(u32 i=0; i<room_count; i++) - { - // Make a room to the determined place - make_room1(vmanip, roomsize, roomplace); - - v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2); - - // Place torch at room center (for testing) - //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH); - - // Quit if last room - if(i == room_count-1) - break; - - // Determine walker start position - - bool start_in_last_room = (random.range(0,1)==0); - //bool start_in_last_room = true; - - v3s16 walker_start_place; - - if(start_in_last_room) - { - walker_start_place = last_room_center; - } - else - { - walker_start_place = room_center; - // Store center of current room as the last one - last_room_center = room_center; - } - - // Create walker and find a place for a door - RoomWalker walker(vmanip, walker_start_place, random); - v3s16 doorplace; - v3s16 doordir; - bool r = walker.findPlaceForDoor(doorplace, doordir); - if(r == false) - return; - - if(random.range(0,1)==0) - // Make the door - make_door1(vmanip, doorplace, doordir); - else - // Don't actually make a door - doorplace -= doordir; - - // Make a random corridor starting from the door - v3s16 corridor_end; - v3s16 corridor_end_dir; - make_corridor(vmanip, doorplace, doordir, corridor_end, - corridor_end_dir, random); - - // Find a place for a random sized room - roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); - walker.setPos(corridor_end); - walker.setDir(corridor_end_dir); - r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); - if(r == false) - return; - - if(random.range(0,1)==0) - // Make the door - make_door1(vmanip, doorplace, doordir); - else - // Don't actually make a door - roomplace -= doordir; - - } -} - -/* - Noise functions. Make sure seed is mangled differently in each one. -*/ - -// This affects the shape of the contour -//#define CAVE_NOISE_SCALE 10.0 -//#define CAVE_NOISE_SCALE 7.5 -#define CAVE_NOISE_SCALE 5.0 - -NoiseParams get_cave_noise1_params(u64 seed) -{ - /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, - 200, CAVE_NOISE_SCALE);*/ - return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7, - 100, CAVE_NOISE_SCALE); -} - -NoiseParams get_cave_noise2_params(u64 seed) -{ - /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, - 200, CAVE_NOISE_SCALE);*/ - return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7, - 100, CAVE_NOISE_SCALE); -} - -//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) -#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE) - -NoiseParams get_ground_noise1_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+983240, 5, - 0.60, 100.0, 30.0); -} - -NoiseParams get_ground_crumbleness_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+34413, 3, - 1.3, 20.0, 1.0); -} - -NoiseParams get_ground_wetness_params(u64 seed) -{ - return NoiseParams(NOISE_PERLIN, seed+32474, 4, - 1.1, 40.0, 1.0); -} - -bool is_cave(u64 seed, v3s16 p) -{ - double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); - double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); - return d1*d2 > CAVE_NOISE_THRESHOLD; -} - -/* - Ground density noise shall be interpreted by using this. - - TODO: No perlin noises here, they should be outsourced - and buffered -*/ -bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) -{ - //return ((double)p.Y < ground_noise1_val); - - double f = 0.8 + noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Z/250, - seed+920381, 3, 0.5); - if(f < 0.01) - f = 0.01; - else if(f >= 1.0) - f *= 2.0; - double h = WATER_LEVEL + 10 * noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Z/250, - seed+84174, 4, 0.5); - return ((double)p.Y - h < ground_noise1_val * f); -} - -/* - Queries whether a position is ground or not. -*/ -bool is_ground(u64 seed, v3s16 p) -{ - double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); - return val_is_ground(val1, p, seed); -} - -// Amount of trees per area in nodes -double tree_amount_2d(u64 seed, v2s16 p) -{ - /*double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+2, 5, 0.66);*/ - double noise = noise2d_perlin( - 0.5+(float)p.X/125, 0.5+(float)p.Y/125, - seed+2, 4, 0.66); - double zeroval = -0.35; - if(noise < zeroval) - return 0; - else - return 0.04 * (noise-zeroval) / (1.0-zeroval); -} - -#if 0 -double randomstone_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+3829434, 5, 0.66); - double zeroval = 0.1; - if(noise < zeroval) - return 0; - else - return 0.01 * (noise-zeroval) / (1.0-zeroval); -} -#endif - -double largestone_amount_2d(u64 seed, v2s16 p) -{ - double noise = noise2d_perlin( - 0.5+(float)p.X/250, 0.5+(float)p.Y/250, - seed+14143242, 5, 0.66); - double zeroval = 0.3; - if(noise < zeroval) - return 0; - else - return 0.005 * (noise-zeroval) / (1.0-zeroval); -} - -/* - Incrementally find ground level from 3d noise -*/ -s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) -{ - // Start a bit fuzzy to make averaging lower precision values - // more useful - s16 level = myrand_range(-precision/2, precision/2); - s16 dec[] = {31000, 100, 20, 4, 1, 0}; - s16 i; - for(i = 1; dec[i] != 0 && precision <= dec[i]; i++) - { - // First find non-ground by going upwards - // Don't stop in caves. - { - s16 max = level+dec[i-1]*2; - v3s16 p(p2d.X, level, p2d.Y); - for(; p.Y < max; p.Y += dec[i]) - { - if(!is_ground(seed, p)) - { - level = p.Y; - break; - } - } - } - // Then find ground by going downwards from there. - // Go in caves, too, when precision is 1. - { - s16 min = level-dec[i-1]*2; - v3s16 p(p2d.X, level, p2d.Y); - for(; p.Y>min; p.Y-=dec[i]) - { - bool ground = is_ground(seed, p); - /*if(dec[i] == 1 && is_cave(seed, p)) - ground = false;*/ - if(ground) - { - level = p.Y; - break; - } - } - } - } - - // This is more like the actual ground level - level += dec[i-1]/2; - - return level; -} - -double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = 0; - a += find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_max.X, node_min.Y), p); - a += find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p); - a /= 5; - return a; -} - -double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = -31000; - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMAX(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); - return a; -} - -double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4); - -double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) -{ - v2s16 node_min = sectorpos*MAP_BLOCKSIZE; - v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); - double a = 31000; - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_max.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_max.X, node_max.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X, node_min.Y), p)); - a = MYMIN(a, find_ground_level_from_noise(seed, - v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); - return a; -} - -#if 0 -#define AVERAGE_MUD_AMOUNT 4 - -double base_rock_level_2d(u64 seed, v2s16 p) -{ - // The base ground level - double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT - + 20. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - (seed>>32)+654879876, 6, 0.6); - - /*// A bit hillier one - double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - (seed>>27)+90340, 6, 0.69); - if(base2 > base) - base = base2;*/ -#if 1 - // Higher ground level - double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.69); - //higher = 30; // For debugging - - // Limit higher to at least base - if(higher < base) - higher = base; - - // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); - b = rangelim(b, 0.0, 1000.0); - b = pow(b, 5); - b *= 7; - b = rangelim(b, 3.0, 1000.0); - //dstream<<"b="<<b<<std::endl; - //double b = 20; - - // Offset to more low - double a_off = -0.2; - // High/low selector - /*double a = 0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed-359, 6, 0.7));*/ - double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 5, 0.60)); - // Limit - a = rangelim(a, 0.0, 1.0); - - //dstream<<"a="<<a<<std::endl; - - double h = base*(1.0-a) + higher*a; -#else - double h = base; -#endif - return h; -} - -double get_mud_add_amount(u64 seed, v2s16 p) -{ - return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( - 0.5+(float)p.X/200, 0.5+(float)p.Y/200, - seed+91013, 3, 0.55)); -} -#endif - -bool get_have_sand(u64 seed, v2s16 p2d) -{ - // Determine whether to have sand here - double sandnoise = noise2d_perlin( - 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, - seed+59420, 3, 0.50); - - return (sandnoise > -0.15); -} - -/* - Adds random objects to block, depending on the content of the block -*/ -void addRandomObjects(MapBlock *block) -{ - for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) - for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) - { - bool last_node_walkable = false; - for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) - { - v3s16 p(x0,y0,z0); - MapNode n = block->getNodeNoEx(p); - if(n.d == CONTENT_IGNORE) - continue; - if(content_features(n.d).liquid_type != LIQUID_NONE) - continue; - if(content_features(n.d).walkable) - { - last_node_walkable = true; - continue; - } - if(last_node_walkable) - { - // If block contains light information - if(content_features(n.d).param_type == CPT_LIGHT) - { - if(n.getLight(LIGHTBANK_DAY) <= 3) - { - if(myrand() % 300 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add some - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - delete obj; - } - if(myrand() % 1000 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add one - block->m_static_objects.insert(0, s_obj); - delete obj; - } - } - } - } - last_node_walkable = false; - } - } - block->setChangedFlag(); -} - -void makeBlock(BlockMakeData *data) -{ - if(data->no_op) - { - dstream<<"makeBlock: no-op"<<std::endl; - return; - } - - v3s16 blockpos = data->blockpos; - - /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<"," - <<blockpos.Z<<")"<<std::endl;*/ - - ManualMapVoxelManipulator &vmanip = data->vmanip; - v3s16 blockpos_min = blockpos - v3s16(1,1,1); - v3s16 blockpos_max = blockpos + v3s16(1,1,1); - // Area of center block - v3s16 node_min = blockpos*MAP_BLOCKSIZE; - v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); - // Full allocated area - v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - // Area of a block - double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE; - - v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); - - /* - Get average ground level from noise - */ - - s16 approx_groundlevel = (s16)get_sector_average_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl; - - s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2); - - s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - // Minimum amount of ground above the top of the central block - s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; - - s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z), 1); - // Maximum amount of ground above the bottom of the central block - s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; - - /* - Special case for high air or water: Just fill with air and water. - */ - if(maximum_ground_depth < -20) - { - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - - data->vmanip.m_area.add_y(em, i, 1); - } - } - } - - // We're done - return; - } - - /* - If block is deep underground, this is set to true and ground - density noise is not generated, for speed optimization. - */ - bool all_is_ground_except_caves = (minimum_ground_depth > 16); - - /* - Create a block-specific seed - */ - u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234 - + full_node_min.Y*42123 + full_node_min.X*23; - - /* - Make some 3D noise - */ - - //NoiseBuffer noisebuf1; - //NoiseBuffer noisebuf2; - NoiseBuffer noisebuf_cave; - NoiseBuffer noisebuf_ground; - NoiseBuffer noisebuf_ground_crumbleness; - NoiseBuffer noisebuf_ground_wetness; - { - v3f minpos_f(node_min.X, node_min.Y, node_min.Z); - v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); - - //TimeTaker timer("noisebuf.create"); - - /* - Cave noise - */ - - noisebuf_cave.create(get_cave_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - 4, 3, 4); - - noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); - - /* - Ground noise - */ - - // Sample length - v3f sl = v3f(4.0, 4.0, 4.0); - - /* - Density noise - */ - if(all_is_ground_except_caves == false) - //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, - noisebuf_ground.create(get_ground_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - - /* - Ground property noise - */ - sl = v3f(2.5, 2.5, 2.5); - noisebuf_ground_crumbleness.create( - get_ground_crumbleness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - noisebuf_ground_wetness.create( - get_ground_wetness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - } - - /* - Make base ground level - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - // Only modify places that have no content - if(vmanip.m_data[i].d == CONTENT_IGNORE) - { - // First priority: make air and water. - // This avoids caves inside water. - if(all_is_ground_except_caves == false - && val_is_ground(noisebuf_ground.get(x,y,z), - v3s16(x,y,z), data->seed) == false) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) - vmanip.m_data[i] = MapNode(CONTENT_AIR); - else - vmanip.m_data[i] = MapNode(CONTENT_STONE); - } - - data->vmanip.m_area.add_y(em, i, 1); - } - } - } - - /* - Add minerals - */ - - { - PseudoRandom mineralrandom(blockseed); - - /* - Add meseblocks - */ - for(s16 i=0; i<approx_ground_depth/4; i++) - { - if(mineralrandom.next()%50 == 0) - { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_MESE); - } - - } - } - /* - Add others - */ - { - u16 a = mineralrandom.range(0,15); - a = a*a*a; - u16 amount = 20 * a/1000; - for(s16 i=0; i<amount; i++) - { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - - u8 base_content = CONTENT_STONE; - MapNode new_content(CONTENT_IGNORE); - u32 sparseness = 6; - - if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) - { - new_content = MapNode(CONTENT_STONE, MINERAL_COAL); - } - else - { - if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) - new_content = MapNode(CONTENT_STONE, MINERAL_IRON); - /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); - else - vmanip.m_data[i] = MapNode(CONTENT_SAND);*/ - } - /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) - { - }*/ - - if(new_content.d != CONTENT_IGNORE) - { - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == base_content) - { - if(mineralrandom.next()%sparseness == 0) - vmanip.m_data[vi] = new_content; - } - } - } - } - } - /* - Add coal - */ - //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) - //for(s16 i=0; i<50; i++) - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(mineralrandom.next()%coal_rareness == 0) - { - u16 a = mineralrandom.next() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL); - } - } - } - /* - Add iron - */ - u16 iron_amount = 8; - u16 iron_rareness = 60 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(mineralrandom.next()%iron_rareness == 0) - { - u16 a = mineralrandom.next() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; i<amount; i++) - { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - for(u16 i=0; i<27; i++) - { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].d == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON); - } - } - } - } - - /* - Add mud and sand and others underground (in place of stone) - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - for(s16 y=node_max.Y; y>=node_min.Y; y--) - { - if(vmanip.m_data[i].d == CONTENT_STONE) - { - if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) - { - if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); - else - vmanip.m_data[i] = MapNode(CONTENT_SAND); - } - else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) - { - if(noisebuf_ground_wetness.get(x,y,z) < -0.6) - vmanip.m_data[i] = MapNode(CONTENT_GRAVEL); - } - } - - data->vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - Add dungeons - */ - - //if(node_min.Y < approx_groundlevel) - //if(myrand() % 3 == 0) - //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) - //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel) - //float dungeon_rarity = g_settings.getFloat("dungeon_rarity"); - float dungeon_rarity = 0.02; - if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0) - < dungeon_rarity - && node_min.Y < approx_groundlevel) - { - // Dungeon generator doesn't modify places which have this set - data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE - | VMANIP_FLAG_DUNGEON_PRESERVE); - - // Set all air and water to be untouchable to make dungeons open - // to caves and open air - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - if(vmanip.m_data[i].d == CONTENT_AIR) - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) - vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - data->vmanip.m_area.add_y(em, i, -1); - } - } - } - - PseudoRandom random(blockseed+2); - - // Add it - make_dungeon1(data->vmanip, random); - - // Convert some cobble to mossy cobble - for(s16 x=full_node_min.X; x<=full_node_max.X; x++) - for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); - for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) - { - // (noisebuf not used because it doesn't contain the - // full area) - double wetness = noise3d_param( - get_ground_wetness_params(data->seed), x,y,z); - double d = noise3d_perlin((float)x/2.5, - (float)y/2.5,(float)z/2.5, - blockseed, 2, 1.4); - if(vmanip.m_data[i].d == CONTENT_COBBLE) - { - if(d < wetness/3.0) - { - vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; - } - } - /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) - { - if(wetness > 1.2) - vmanip.m_data[i].d = CONTENT_MUD; - }*/ - data->vmanip.m_area.add_y(em, i, -1); - } - } - } - } - - /* - Add top and bottom side of water to transforming_liquid queue - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool water_found = false; - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); - for(s16 y=node_max.Y; y>=node_min.Y; y--) - { - if(water_found == false) - { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = true; - } - } - else - { - // This can be done because water_found can only - // turn to true and end up here after going through - // a single block. - if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE) - { - v3s16 p = v3s16(p2d.X, y+1, p2d.Y); - data->transforming_liquid.push_back(p); - water_found = false; - } - } - - data->vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - If close to ground level - */ - - //if(abs(approx_ground_depth) < 30) - if(minimum_ground_depth < 5 && maximum_ground_depth > -5) - { - /* - Add grass and mud - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - bool possibly_have_sand = get_have_sand(data->seed, p2d); - bool have_sand = false; - u32 current_depth = 0; - bool air_detected = false; - bool water_detected = false; - // Use fast index incrementing - s16 start_y = node_max.Y+2; - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); - for(s16 y=start_y; y>=node_min.Y-3; y--) - { - if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) - water_detected = true; - if(vmanip.m_data[i].d == CONTENT_AIR) - air_detected = true; - - if((vmanip.m_data[i].d == CONTENT_STONE - || vmanip.m_data[i].d == CONTENT_GRASS - || vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_SAND - || vmanip.m_data[i].d == CONTENT_GRAVEL - ) && (air_detected || water_detected)) - { - if(current_depth == 0 && y <= WATER_LEVEL+2 - && possibly_have_sand) - have_sand = true; - - if(current_depth < 4) - { - if(have_sand) - { - vmanip.m_data[i] = MapNode(CONTENT_SAND); - } - #if 1 - else if(current_depth==0 && !water_detected - && y >= WATER_LEVEL && air_detected) - vmanip.m_data[i] = MapNode(CONTENT_GRASS); - #endif - else - vmanip.m_data[i] = MapNode(CONTENT_MUD); - } - else - { - if(vmanip.m_data[i].d == CONTENT_MUD - || vmanip.m_data[i].d == CONTENT_GRASS) - vmanip.m_data[i] = MapNode(CONTENT_STONE); - } - - current_depth++; - - if(current_depth >= 8) - break; - } - else if(current_depth != 0) - break; - - data->vmanip.m_area.add_y(em, i, -1); - } - } - } - - /* - Add trees - */ - - // Amount of trees - u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); - PseudoRandom treerandom(blockseed); - // Put trees in random places on part of division - for(u32 i=0; i<tree_count; i++) - { - s16 x = treerandom.range(node_min.X, node_max.X); - s16 z = treerandom.range(node_min.Z, node_max.Z); - //s16 y = find_ground_level(data->vmanip, v2s16(x,z)); - s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); - // Don't make a tree under water level - if(y < WATER_LEVEL) - continue; - // Make sure tree fits (only trees whose starting point is - // at this block are added) - if(y < node_min.Y || y > node_max.Y) - continue; - /* - Find exact ground level - */ - v3s16 p(x,y+6,z); - bool found = false; - for(; p.Y >= y-6; p.Y--) - { - u32 i = data->vmanip.m_area.index(p); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE) - { - found = true; - break; - } - } - // If not found, handle next one - if(found == false) - continue; - /* - Trees grow only on mud and grass - */ - { - u32 i = data->vmanip.m_area.index(p); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - } - // Tree will be placed one higher - p.Y++; - // Make a tree - make_tree(data->vmanip, p); - } - -#if 0 - /* - Add some kind of random stones - */ - - u32 random_stone_count = block_area_nodes * - randomstone_amount_2d(data->seed, p2d_center); - // Put in random places on part of division - for(u32 i=0; i<random_stone_count; i++) - { - s16 x = myrand_range(node_min.X, node_max.X); - s16 z = myrand_range(node_min.Z, node_max.Z); - s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); - // Don't add under water level - /*if(y < WATER_LEVEL) - continue;*/ - // Don't add if doesn't belong to this block - if(y < node_min.Y || y > node_max.Y) - continue; - v3s16 p(x,y,z); - // Filter placement - /*{ - u32 i = data->vmanip.m_area.index(v3s16(p)); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - }*/ - // Will be placed one higher - p.Y++; - // Add it - make_randomstone(data->vmanip, p); - } -#endif - -#if 0 - /* - Add larger stones - */ - - u32 large_stone_count = block_area_nodes * - largestone_amount_2d(data->seed, p2d_center); - //u32 large_stone_count = 1; - // Put in random places on part of division - for(u32 i=0; i<large_stone_count; i++) - { - s16 x = myrand_range(node_min.X, node_max.X); - s16 z = myrand_range(node_min.Z, node_max.Z); - s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); - // Don't add under water level - /*if(y < WATER_LEVEL) - continue;*/ - // Don't add if doesn't belong to this block - if(y < node_min.Y || y > node_max.Y) - continue; - v3s16 p(x,y,z); - // Filter placement - /*{ - u32 i = data->vmanip.m_area.index(v3s16(p)); - MapNode *n = &data->vmanip.m_data[i]; - if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) - continue; - }*/ - // Will be placed one lower - p.Y--; - // Add it - make_largestone(data->vmanip, p); - } -#endif - } - -} - void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos) { /*dstream<<"initBlockMake(): ("<<blockpos.X<<","<<blockpos.Y<<"," @@ -3968,13 +2081,7 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data, Set is_underground flag for lighting with sunlight */ - s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( - data->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; diff --git a/src/mapgen.cpp b/src/mapgen.cpp new file mode 100644 index 000000000..a739ceaeb --- /dev/null +++ b/src/mapgen.cpp @@ -0,0 +1,1936 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com> + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "mapgen.h" +#include "voxel.h" +#include "content_mapnode.h" +#include "noise.h" +#include "mapblock.h" +#include "map.h" +#include "serverobject.h" +#include "mineral.h" + +namespace mapgen +{ + +/* + Some helper functions for the map generator +*/ + +#if 0 +static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) +{ + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(content_walkable(n.d)) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min; +} + +static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) +{ + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(content_walkable(n.d) + && n.d != CONTENT_TREE + && n.d != CONTENT_LEAVES) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min; +} +#endif + +static void make_tree(VoxelManipulator &vmanip, v3s16 p0) +{ + MapNode treenode(CONTENT_TREE); + MapNode leavesnode(CONTENT_LEAVES); + + s16 trunk_h = myrand_range(3, 6); + v3s16 p1 = p0; + for(s16 ii=0; ii<trunk_h; ii++) + { + if(vmanip.m_area.contains(p1)) + vmanip.m_data[vmanip.m_area.index(p1)] = treenode; + p1.Y++; + } + + // p1 is now the last piece of the trunk + p1.Y -= 1; + + VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2)); + //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]); + Buffer<u8> leaves_d(leaves_a.getVolume()); + for(s32 i=0; i<leaves_a.getVolume(); i++) + leaves_d[i] = 0; + + // Force leaves at near the end of the trunk + { + s16 d = 1; + for(s16 z=-d; z<=d; z++) + for(s16 y=-d; y<=d; y++) + for(s16 x=-d; x<=d; x++) + { + leaves_d[leaves_a.index(v3s16(x,y,z))] = 1; + } + } + + // Add leaves randomly + for(u32 iii=0; iii<7; iii++) + { + s16 d = 1; + + v3s16 p( + myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d), + myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d), + myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d) + ); + + for(s16 z=0; z<=d; z++) + for(s16 y=0; y<=d; y++) + for(s16 x=0; x<=d; x++) + { + leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1; + } + } + + // Blit leaves to vmanip + for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++) + for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++) + for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++) + { + v3s16 p(x,y,z); + p += p1; + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d != CONTENT_AIR + && vmanip.m_data[vi].d != CONTENT_IGNORE) + continue; + u32 i = leaves_a.index(x,y,z); + if(leaves_d[i] == 1) + vmanip.m_data[vi] = leavesnode; + } +} + +#if 0 +static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) +{ + MapNode stonenode(CONTENT_STONE); + + s16 size = myrand_range(3, 6); + + VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2)); + Buffer<u8> stone_d(stone_a.getVolume()); + for(s32 i=0; i<stone_a.getVolume(); i++) + stone_d[i] = 0; + + // Force stone at bottom to make it usually touch the ground + { + for(s16 z=0; z<=0; z++) + for(s16 y=0; y<=0; y++) + for(s16 x=0; x<=0; x++) + { + stone_d[stone_a.index(v3s16(x,y,z))] = 1; + } + } + + // Generate from perlin noise + for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) + for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) + for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + { + double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3., + p0.Z*4243+p0.Y*34+p0.X, 2, 0.5); + if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z) + d -= 0.3; + if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y) + d -= 0.3; + if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X) + d -= 0.3; + if(d > 0.0) + { + u32 vi = stone_a.index(v3s16(x,y,z)); + stone_d[vi] = 1; + } + } + + /*// Add stone randomly + for(u32 iii=0; iii<7; iii++) + { + s16 d = 1; + + v3s16 p( + myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), + myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), + myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) + ); + + for(s16 z=0; z<=d; z++) + for(s16 y=0; y<=d; y++) + for(s16 x=0; x<=d; x++) + { + stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; + } + }*/ + + // Blit stone to vmanip + for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) + for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) + for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + { + v3s16 p(x,y,z); + p += p0; + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d != CONTENT_AIR + && vmanip.m_data[vi].d != CONTENT_IGNORE) + continue; + u32 i = stone_a.index(x,y,z); + if(stone_d[i] == 1) + vmanip.m_data[vi] = stonenode; + } +} +#endif + +#if 0 +static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) +{ + MapNode stonenode(CONTENT_STONE); + + s16 size = myrand_range(8, 16); + + VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); + Buffer<u8> stone_d(stone_a.getVolume()); + for(s32 i=0; i<stone_a.getVolume(); i++) + stone_d[i] = 0; + + // Force stone at bottom to make it usually touch the ground + { + for(s16 z=0; z<=0; z++) + for(s16 y=0; y<=0; y++) + for(s16 x=0; x<=0; x++) + { + stone_d[stone_a.index(v3s16(x,y,z))] = 1; + } + } + + // Generate from perlin noise + for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) + for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) + for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + { + double d = 1.0; + d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10., + p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5); + double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2; + double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2; + double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2; + double dz = (double)z-mid_z; + double dx = (double)x-mid_x; + double dy = MYMAX(0, (double)y-mid_y); + double r = sqrt(dz*dz+dx*dx+dy*dy); + d /= (2*r/size)*2 + 0.01; + if(d > 1.0) + { + u32 vi = stone_a.index(v3s16(x,y,z)); + stone_d[vi] = 1; + } + } + + /*// Add stone randomly + for(u32 iii=0; iii<7; iii++) + { + s16 d = 1; + + v3s16 p( + myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), + myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), + myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) + ); + + for(s16 z=0; z<=d; z++) + for(s16 y=0; y<=d; y++) + for(s16 x=0; x<=d; x++) + { + stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; + } + }*/ + + // Blit stone to vmanip + for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) + for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) + for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) + { + v3s16 p(x,y,z); + p += p0; + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + /*if(vmanip.m_data[vi].d != CONTENT_AIR + && vmanip.m_data[vi].d != CONTENT_IGNORE) + continue;*/ + u32 i = stone_a.index(x,y,z); + if(stone_d[i] == 1) + vmanip.m_data[vi] = stonenode; + } +} +#endif + +/* + Dungeon making routines +*/ + +#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1 +#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2 +#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\ + VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE) + +static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace) +{ + // Make +-X walls + for(s16 z=0; z<roomsize.Z; z++) + for(s16 y=0; y<roomsize.Y; y++) + { + { + v3s16 p = roomplace + v3s16(0,y,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + { + v3s16 p = roomplace + v3s16(roomsize.X-1,y,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + } + + // Make +-Z walls + for(s16 x=0; x<roomsize.X; x++) + for(s16 y=0; y<roomsize.Y; y++) + { + { + v3s16 p = roomplace + v3s16(x,y,0); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + { + v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + } + + // Make +-Y walls (floor and ceiling) + for(s16 z=0; z<roomsize.Z; z++) + for(s16 x=0; x<roomsize.X; x++) + { + { + v3s16 p = roomplace + v3s16(x,0,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + { + v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) + continue; + vmanip.m_data[vi] = MapNode(CONTENT_COBBLE); + } + } + + // Fill with air + for(s16 z=1; z<roomsize.Z-1; z++) + for(s16 y=1; y<roomsize.Y-1; y++) + for(s16 x=1; x<roomsize.X-1; x++) + { + v3s16 p = roomplace + v3s16(x,y,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE; + vmanip.m_data[vi] = MapNode(CONTENT_AIR); + } +} + +static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size, + u8 avoid_flags, MapNode n, u8 or_flags) +{ + for(s16 z=0; z<size.Z; z++) + for(s16 y=0; y<size.Y; y++) + for(s16 x=0; x<size.X; x++) + { + v3s16 p = place + v3s16(x,y,z); + if(vmanip.m_area.contains(p) == false) + continue; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & avoid_flags) + continue; + vmanip.m_flags[vi] |= or_flags; + vmanip.m_data[vi] = n; + } +} + +static void make_hole1(VoxelManipulator &vmanip, v3s16 place) +{ + make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); +} + +static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir) +{ + make_hole1(vmanip, doorplace); + // Place torch (for testing) + //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH); +} + +static v3s16 rand_ortho_dir(PseudoRandom &random) +{ + if(random.next()%2==0) + return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0); + else + return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1); +} + +static v3s16 turn_xz(v3s16 olddir, int t) +{ + v3s16 dir; + if(t == 0) + { + // Turn right + dir.X = olddir.Z; + dir.Z = -olddir.X; + dir.Y = olddir.Y; + } + else + { + // Turn left + dir.X = -olddir.Z; + dir.Z = olddir.X; + dir.Y = olddir.Y; + } + return dir; +} + +static v3s16 random_turn(PseudoRandom &random, v3s16 olddir) +{ + int turn = random.range(0,2); + v3s16 dir; + if(turn == 0) + { + // Go straight + dir = olddir; + } + else if(turn == 1) + // Turn right + dir = turn_xz(olddir, 0); + else + // Turn left + dir = turn_xz(olddir, 1); + return dir; +} + +static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace, + v3s16 doordir, v3s16 &result_place, v3s16 &result_dir, + PseudoRandom &random) +{ + make_hole1(vmanip, doorplace); + v3s16 p0 = doorplace; + v3s16 dir = doordir; + u32 length; + if(random.next()%2) + length = random.range(1,13); + else + length = random.range(1,6); + length = random.range(1,13); + u32 partlength = random.range(1,length); + u32 partcount = 0; + s16 make_stairs = 0; + if(random.next()%2 == 0 && partlength >= 3) + make_stairs = random.next()%2 ? 1 : -1; + for(u32 i=0; i<length; i++) + { + v3s16 p = p0 + dir; + if(partcount != 0) + p.Y += make_stairs; + + /*// If already empty + if(vmanip.getNodeNoExNoEmerge(p).d + == CONTENT_AIR + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + == CONTENT_AIR) + { + }*/ + + if(vmanip.m_area.contains(p) == true + && vmanip.m_area.contains(p+v3s16(0,1,0)) == true) + { + if(make_stairs) + { + make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); + make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); + make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE); + } + else + { + make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0); + make_hole1(vmanip, p); + /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR), + VMANIP_FLAG_DUNGEON_INSIDE);*/ + } + + p0 = p; + } + else + { + // Can't go here, turn away + dir = turn_xz(dir, random.range(0,1)); + make_stairs = -make_stairs; + partcount = 0; + partlength = random.range(1,length); + continue; + } + + partcount++; + if(partcount >= partlength) + { + partcount = 0; + + dir = random_turn(random, dir); + + partlength = random.range(1,length); + + make_stairs = 0; + if(random.next()%2 == 0 && partlength >= 3) + make_stairs = random.next()%2 ? 1 : -1; + } + } + result_place = p0; + result_dir = dir; +} + +class RoomWalker +{ +public: + + RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random): + vmanip(vmanip_), + m_pos(pos), + m_random(random) + { + randomizeDir(); + } + + void randomizeDir() + { + m_dir = rand_ortho_dir(m_random); + } + + void setPos(v3s16 pos) + { + m_pos = pos; + } + + void setDir(v3s16 dir) + { + m_dir = dir; + } + + bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) + { + for(u32 i=0; i<100; i++) + { + v3s16 p = m_pos + m_dir; + v3s16 p1 = p + v3s16(0,1,0); + if(vmanip.m_area.contains(p) == false + || vmanip.m_area.contains(p1) == false + || i % 4 == 0) + { + randomizeDir(); + continue; + } + if(vmanip.getNodeNoExNoEmerge(p).d + == CONTENT_COBBLE + && vmanip.getNodeNoExNoEmerge(p1).d + == CONTENT_COBBLE) + { + // Found wall, this is a good place! + result_place = p; + result_dir = m_dir; + // Randomize next direction + randomizeDir(); + return true; + } + /* + Determine where to move next + */ + // Jump one up if the actual space is there + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d + == CONTENT_COBBLE + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + == CONTENT_AIR + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d + == CONTENT_AIR) + p += v3s16(0,1,0); + // Jump one down if the actual space is there + if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + == CONTENT_COBBLE + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d + == CONTENT_AIR + && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d + == CONTENT_AIR) + p += v3s16(0,-1,0); + // Check if walking is now possible + if(vmanip.getNodeNoExNoEmerge(p).d + != CONTENT_AIR + || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d + != CONTENT_AIR) + { + // Cannot continue walking here + randomizeDir(); + continue; + } + // Move there + m_pos = p; + } + return false; + } + + bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, + v3s16 &result_doordir, v3s16 &result_roomplace) + { + for(s16 trycount=0; trycount<30; trycount++) + { + v3s16 doorplace; + v3s16 doordir; + bool r = findPlaceForDoor(doorplace, doordir); + if(r == false) + continue; + v3s16 roomplace; + // X east, Z north, Y up + if(doordir == v3s16(1,0,0)) // X+ + roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); + if(doordir == v3s16(-1,0,0)) // X- + roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1)); + if(doordir == v3s16(0,0,1)) // Z+ + roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0); + if(doordir == v3s16(0,0,-1)) // Z- + roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1); + + // Check fit + bool fits = true; + for(s16 z=1; z<roomsize.Z-1; z++) + for(s16 y=1; y<roomsize.Y-1; y++) + for(s16 x=1; x<roomsize.X-1; x++) + { + v3s16 p = roomplace + v3s16(x,y,z); + if(vmanip.m_area.contains(p) == false) + { + fits = false; + break; + } + if(vmanip.m_flags[vmanip.m_area.index(p)] + & VMANIP_FLAG_DUNGEON_INSIDE) + { + fits = false; + break; + } + } + if(fits == false) + { + // Find new place + continue; + } + result_doorplace = doorplace; + result_doordir = doordir; + result_roomplace = roomplace; + return true; + } + return false; + } + +private: + VoxelManipulator &vmanip; + v3s16 m_pos; + v3s16 m_dir; + PseudoRandom &m_random; +}; + +static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random) +{ + v3s16 areasize = vmanip.m_area.getExtent(); + v3s16 roomsize; + v3s16 roomplace; + + /* + Find place for first room + */ + bool fits = false; + for(u32 i=0; i<100; i++) + { + roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); + roomplace = vmanip.m_area.MinEdge + v3s16( + random.range(0,areasize.X-roomsize.X-1), + random.range(0,areasize.Y-roomsize.Y-1), + random.range(0,areasize.Z-roomsize.Z-1)); + /* + Check that we're not putting the room to an unknown place, + otherwise it might end up floating in the air + */ + fits = true; + for(s16 z=1; z<roomsize.Z-1; z++) + for(s16 y=1; y<roomsize.Y-1; y++) + for(s16 x=1; x<roomsize.X-1; x++) + { + v3s16 p = roomplace + v3s16(x,y,z); + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) + { + fits = false; + break; + } + if(vmanip.m_data[vi].d == CONTENT_IGNORE) + { + fits = false; + break; + } + } + if(fits) + break; + } + // No place found + if(fits == false) + return; + + /* + Stores the center position of the last room made, so that + a new corridor can be started from the last room instead of + the new room, if chosen so. + */ + v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2); + + u32 room_count = random.range(2,7); + for(u32 i=0; i<room_count; i++) + { + // Make a room to the determined place + make_room1(vmanip, roomsize, roomplace); + + v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2); + + // Place torch at room center (for testing) + //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH); + + // Quit if last room + if(i == room_count-1) + break; + + // Determine walker start position + + bool start_in_last_room = (random.range(0,1)==0); + //bool start_in_last_room = true; + + v3s16 walker_start_place; + + if(start_in_last_room) + { + walker_start_place = last_room_center; + } + else + { + walker_start_place = room_center; + // Store center of current room as the last one + last_room_center = room_center; + } + + // Create walker and find a place for a door + RoomWalker walker(vmanip, walker_start_place, random); + v3s16 doorplace; + v3s16 doordir; + bool r = walker.findPlaceForDoor(doorplace, doordir); + if(r == false) + return; + + if(random.range(0,1)==0) + // Make the door + make_door1(vmanip, doorplace, doordir); + else + // Don't actually make a door + doorplace -= doordir; + + // Make a random corridor starting from the door + v3s16 corridor_end; + v3s16 corridor_end_dir; + make_corridor(vmanip, doorplace, doordir, corridor_end, + corridor_end_dir, random); + + // Find a place for a random sized room + roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); + walker.setPos(corridor_end); + walker.setDir(corridor_end_dir); + r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); + if(r == false) + return; + + if(random.range(0,1)==0) + // Make the door + make_door1(vmanip, doorplace, doordir); + else + // Don't actually make a door + roomplace -= doordir; + + } +} + +/* + Noise functions. Make sure seed is mangled differently in each one. +*/ + +// This affects the shape of the contour +//#define CAVE_NOISE_SCALE 10.0 +//#define CAVE_NOISE_SCALE 7.5 +#define CAVE_NOISE_SCALE 5.0 + +NoiseParams get_cave_noise1_params(u64 seed) +{ + /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7, + 200, CAVE_NOISE_SCALE);*/ + return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7, + 100, CAVE_NOISE_SCALE); +} + +NoiseParams get_cave_noise2_params(u64 seed) +{ + /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7, + 200, CAVE_NOISE_SCALE);*/ + return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7, + 100, CAVE_NOISE_SCALE); +} + +//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) +#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE) + +NoiseParams get_ground_noise1_params(u64 seed) +{ + return NoiseParams(NOISE_PERLIN, seed+983240, 5, + 0.60, 100.0, 30.0); +} + +NoiseParams get_ground_crumbleness_params(u64 seed) +{ + return NoiseParams(NOISE_PERLIN, seed+34413, 3, + 1.3, 20.0, 1.0); +} + +NoiseParams get_ground_wetness_params(u64 seed) +{ + return NoiseParams(NOISE_PERLIN, seed+32474, 4, + 1.1, 40.0, 1.0); +} + +bool is_cave(u64 seed, v3s16 p) +{ + double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z); + double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z); + return d1*d2 > CAVE_NOISE_THRESHOLD; +} + +/* + Ground density noise shall be interpreted by using this. + + TODO: No perlin noises here, they should be outsourced + and buffered +*/ +bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) +{ + //return ((double)p.Y < ground_noise1_val); + + double f = 0.8 + noise2d_perlin( + 0.5+(float)p.X/250, 0.5+(float)p.Z/250, + seed+920381, 3, 0.5); + if(f < 0.01) + f = 0.01; + else if(f >= 1.0) + f *= 2.0; + double h = WATER_LEVEL + 10 * noise2d_perlin( + 0.5+(float)p.X/250, 0.5+(float)p.Z/250, + seed+84174, 4, 0.5); + return ((double)p.Y - h < ground_noise1_val * f); +} + +/* + Queries whether a position is ground or not. +*/ +bool is_ground(u64 seed, v3s16 p) +{ + double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z); + return val_is_ground(val1, p, seed); +} + +// Amount of trees per area in nodes +double tree_amount_2d(u64 seed, v2s16 p) +{ + /*double noise = noise2d_perlin( + 0.5+(float)p.X/250, 0.5+(float)p.Y/250, + seed+2, 5, 0.66);*/ + double noise = noise2d_perlin( + 0.5+(float)p.X/125, 0.5+(float)p.Y/125, + seed+2, 4, 0.66); + double zeroval = -0.35; + if(noise < zeroval) + return 0; + else + return 0.04 * (noise-zeroval) / (1.0-zeroval); +} + +#if 0 +double randomstone_amount_2d(u64 seed, v2s16 p) +{ + double noise = noise2d_perlin( + 0.5+(float)p.X/250, 0.5+(float)p.Y/250, + seed+3829434, 5, 0.66); + double zeroval = 0.1; + if(noise < zeroval) + return 0; + else + return 0.01 * (noise-zeroval) / (1.0-zeroval); +} +#endif + +double largestone_amount_2d(u64 seed, v2s16 p) +{ + double noise = noise2d_perlin( + 0.5+(float)p.X/250, 0.5+(float)p.Y/250, + seed+14143242, 5, 0.66); + double zeroval = 0.3; + if(noise < zeroval) + return 0; + else + return 0.005 * (noise-zeroval) / (1.0-zeroval); +} + +/* + Incrementally find ground level from 3d noise +*/ +s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +{ + // Start a bit fuzzy to make averaging lower precision values + // more useful + s16 level = myrand_range(-precision/2, precision/2); + s16 dec[] = {31000, 100, 20, 4, 1, 0}; + s16 i; + for(i = 1; dec[i] != 0 && precision <= dec[i]; i++) + { + // First find non-ground by going upwards + // Don't stop in caves. + { + s16 max = level+dec[i-1]*2; + v3s16 p(p2d.X, level, p2d.Y); + for(; p.Y < max; p.Y += dec[i]) + { + if(!is_ground(seed, p)) + { + level = p.Y; + break; + } + } + } + // Then find ground by going downwards from there. + // Go in caves, too, when precision is 1. + { + s16 min = level-dec[i-1]*2; + v3s16 p(p2d.X, level, p2d.Y); + for(; p.Y>min; p.Y-=dec[i]) + { + bool ground = is_ground(seed, p); + /*if(dec[i] == 1 && is_cave(seed, p)) + ground = false;*/ + if(ground) + { + level = p.Y; + break; + } + } + } + } + + // This is more like the actual ground level + level += dec[i-1]/2; + + return level; +} + +double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4); + +double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p) +{ + v2s16 node_min = sectorpos*MAP_BLOCKSIZE; + v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); + double a = 0; + a += find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y), p); + a += find_ground_level_from_noise(seed, + v2s16(node_min.X, node_max.Y), p); + a += find_ground_level_from_noise(seed, + v2s16(node_max.X, node_max.Y), p); + a += find_ground_level_from_noise(seed, + v2s16(node_max.X, node_min.Y), p); + a += find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p); + a /= 5; + return a; +} + +double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4); + +double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p) +{ + v2s16 node_min = sectorpos*MAP_BLOCKSIZE; + v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); + double a = -31000; + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_max.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_max.X, node_max.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y), p)); + a = MYMAX(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); + return a; +} + +double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4); + +double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p) +{ + v2s16 node_min = sectorpos*MAP_BLOCKSIZE; + v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1); + double a = 31000; + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_max.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_max.X, node_max.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X, node_min.Y), p)); + a = MYMIN(a, find_ground_level_from_noise(seed, + v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); + return a; +} + +bool block_is_underground(u64 seed, v3s16 blockpos) +{ + s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + seed, v2s16(blockpos.X, blockpos.Z)); + + if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) + return true; + else + return false; +} + +#if 0 +#define AVERAGE_MUD_AMOUNT 4 + +double base_rock_level_2d(u64 seed, v2s16 p) +{ + // The base ground level + double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT + + 20. * noise2d_perlin( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + (seed>>32)+654879876, 6, 0.6); + + /*// A bit hillier one + double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + (seed>>27)+90340, 6, 0.69); + if(base2 > base) + base = base2;*/ +#if 1 + // Higher ground level + double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+85039, 5, 0.69); + //higher = 30; // For debugging + + // Limit higher to at least base + if(higher < base) + higher = base; + + // Steepness factor of cliffs + double b = 1.0 + 1.0 * noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-932, 7, 0.7); + b = rangelim(b, 0.0, 1000.0); + b = pow(b, 5); + b *= 7; + b = rangelim(b, 3.0, 1000.0); + //dstream<<"b="<<b<<std::endl; + //double b = 20; + + // Offset to more low + double a_off = -0.2; + // High/low selector + /*double a = 0.5 + b * (a_off + noise2d_perlin( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed-359, 6, 0.7));*/ + double a = (double)0.5 + b * (a_off + noise2d_perlin( + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed-359, 5, 0.60)); + // Limit + a = rangelim(a, 0.0, 1.0); + + //dstream<<"a="<<a<<std::endl; + + double h = base*(1.0-a) + higher*a; +#else + double h = base; +#endif + return h; +} + +double get_mud_add_amount(u64 seed, v2s16 p) +{ + return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin( + 0.5+(float)p.X/200, 0.5+(float)p.Y/200, + seed+91013, 3, 0.55)); +} +#endif + +bool get_have_sand(u64 seed, v2s16 p2d) +{ + // Determine whether to have sand here + double sandnoise = noise2d_perlin( + 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, + seed+59420, 3, 0.50); + + return (sandnoise > -0.15); +} + +/* + Adds random objects to block, depending on the content of the block +*/ +void add_random_objects(MapBlock *block) +{ + for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) + for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) + { + bool last_node_walkable = false; + for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) + { + v3s16 p(x0,y0,z0); + MapNode n = block->getNodeNoEx(p); + if(n.d == CONTENT_IGNORE) + continue; + if(content_features(n.d).liquid_type != LIQUID_NONE) + continue; + if(content_features(n.d).walkable) + { + last_node_walkable = true; + continue; + } + if(last_node_walkable) + { + // If block contains light information + if(content_features(n.d).param_type == CPT_LIGHT) + { + if(n.getLight(LIGHTBANK_DAY) <= 3) + { + if(myrand() % 300 == 0) + { + v3f pos_f = intToFloat(p+block->getPosRelative(), BS); + pos_f.Y -= BS*0.4; + ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); + std::string data = obj->getStaticData(); + StaticObject s_obj(obj->getType(), + obj->getBasePosition(), data); + // Add some + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + block->m_static_objects.insert(0, s_obj); + delete obj; + } + if(myrand() % 1000 == 0) + { + v3f pos_f = intToFloat(p+block->getPosRelative(), BS); + pos_f.Y -= BS*0.4; + ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); + std::string data = obj->getStaticData(); + StaticObject s_obj(obj->getType(), + obj->getBasePosition(), data); + // Add one + block->m_static_objects.insert(0, s_obj); + delete obj; + } + } + } + } + last_node_walkable = false; + } + } + block->setChangedFlag(); +} + +void make_block(BlockMakeData *data) +{ + if(data->no_op) + { + dstream<<"makeBlock: no-op"<<std::endl; + return; + } + + v3s16 blockpos = data->blockpos; + + /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<"," + <<blockpos.Z<<")"<<std::endl;*/ + + ManualMapVoxelManipulator &vmanip = data->vmanip; + v3s16 blockpos_min = blockpos - v3s16(1,1,1); + v3s16 blockpos_max = blockpos + v3s16(1,1,1); + // Area of center block + v3s16 node_min = blockpos*MAP_BLOCKSIZE; + v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); + // Full allocated area + v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE; + v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1); + // Area of a block + double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE; + + v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); + + /* + Get average ground level from noise + */ + + s16 approx_groundlevel = (s16)get_sector_average_ground_level( + data->seed, v2s16(blockpos.X, blockpos.Z)); + //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl; + + s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2); + + s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level( + data->seed, v2s16(blockpos.X, blockpos.Z)); + // Minimum amount of ground above the top of the central block + s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; + + s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( + data->seed, v2s16(blockpos.X, blockpos.Z), 1); + // Maximum amount of ground above the bottom of the central block + s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; + + /* + Special case for high air or water: Just fill with air and water. + */ + if(maximum_ground_depth < -20) + { + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); + for(s16 y=node_min.Y; y<=node_max.Y; y++) + { + // Only modify places that have no content + if(vmanip.m_data[i].d == CONTENT_IGNORE) + { + if(y <= WATER_LEVEL) + vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); + else + vmanip.m_data[i] = MapNode(CONTENT_AIR); + } + + data->vmanip.m_area.add_y(em, i, 1); + } + } + } + + // We're done + return; + } + + /* + If block is deep underground, this is set to true and ground + density noise is not generated, for speed optimization. + */ + bool all_is_ground_except_caves = (minimum_ground_depth > 16); + + /* + Create a block-specific seed + */ + u32 blockseed = (data->seed%0x100000000) + full_node_min.Z*38134234 + + full_node_min.Y*42123 + full_node_min.X*23; + + /* + Make some 3D noise + */ + + //NoiseBuffer noisebuf1; + //NoiseBuffer noisebuf2; + NoiseBuffer noisebuf_cave; + NoiseBuffer noisebuf_ground; + NoiseBuffer noisebuf_ground_crumbleness; + NoiseBuffer noisebuf_ground_wetness; + { + v3f minpos_f(node_min.X, node_min.Y, node_min.Z); + v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); + + //TimeTaker timer("noisebuf.create"); + + /* + Cave noise + */ + + noisebuf_cave.create(get_cave_noise1_params(data->seed), + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y, maxpos_f.Z, + 4, 3, 4); + + noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); + + /* + Ground noise + */ + + // Sample length + v3f sl = v3f(4.0, 4.0, 4.0); + + /* + Density noise + */ + if(all_is_ground_except_caves == false) + //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, + noisebuf_ground.create(get_ground_noise1_params(data->seed), + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y, maxpos_f.Z, + sl.X, sl.Y, sl.Z); + + /* + Ground property noise + */ + sl = v3f(2.5, 2.5, 2.5); + noisebuf_ground_crumbleness.create( + get_ground_crumbleness_params(data->seed), + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, + sl.X, sl.Y, sl.Z); + noisebuf_ground_wetness.create( + get_ground_wetness_params(data->seed), + minpos_f.X, minpos_f.Y, minpos_f.Z, + maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, + sl.X, sl.Y, sl.Z); + } + + /* + Make base ground level + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); + for(s16 y=node_min.Y; y<=node_max.Y; y++) + { + // Only modify places that have no content + if(vmanip.m_data[i].d == CONTENT_IGNORE) + { + // First priority: make air and water. + // This avoids caves inside water. + if(all_is_ground_except_caves == false + && val_is_ground(noisebuf_ground.get(x,y,z), + v3s16(x,y,z), data->seed) == false) + { + if(y <= WATER_LEVEL) + vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); + else + vmanip.m_data[i] = MapNode(CONTENT_AIR); + } + else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + vmanip.m_data[i] = MapNode(CONTENT_AIR); + else + vmanip.m_data[i] = MapNode(CONTENT_STONE); + } + + data->vmanip.m_area.add_y(em, i, 1); + } + } + } + + /* + Add minerals + */ + + { + PseudoRandom mineralrandom(blockseed); + + /* + Add meseblocks + */ + for(s16 i=0; i<approx_ground_depth/4; i++) + { + if(mineralrandom.next()%50 == 0) + { + s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); + s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); + s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d == CONTENT_STONE) + if(mineralrandom.next()%8 == 0) + vmanip.m_data[vi] = MapNode(CONTENT_MESE); + } + + } + } + /* + Add others + */ + { + u16 a = mineralrandom.range(0,15); + a = a*a*a; + u16 amount = 20 * a/1000; + for(s16 i=0; i<amount; i++) + { + s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); + s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); + s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + + u8 base_content = CONTENT_STONE; + MapNode new_content(CONTENT_IGNORE); + u32 sparseness = 6; + + if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) + { + new_content = MapNode(CONTENT_STONE, MINERAL_COAL); + } + else + { + if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) + new_content = MapNode(CONTENT_STONE, MINERAL_IRON); + /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) + vmanip.m_data[i] = MapNode(CONTENT_MUD); + else + vmanip.m_data[i] = MapNode(CONTENT_SAND);*/ + } + /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) + { + }*/ + + if(new_content.d != CONTENT_IGNORE) + { + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d == base_content) + { + if(mineralrandom.next()%sparseness == 0) + vmanip.m_data[vi] = new_content; + } + } + } + } + } + /* + Add coal + */ + //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) + //for(s16 i=0; i<50; i++) + u16 coal_amount = 30; + u16 coal_rareness = 60 / coal_amount; + if(coal_rareness == 0) + coal_rareness = 1; + if(mineralrandom.next()%coal_rareness == 0) + { + u16 a = mineralrandom.next() % 16; + u16 amount = coal_amount * a*a*a / 1000; + for(s16 i=0; i<amount; i++) + { + s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); + s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); + s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d == CONTENT_STONE) + if(mineralrandom.next()%8 == 0) + vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL); + } + } + } + /* + Add iron + */ + u16 iron_amount = 8; + u16 iron_rareness = 60 / iron_amount; + if(iron_rareness == 0) + iron_rareness = 1; + if(mineralrandom.next()%iron_rareness == 0) + { + u16 a = mineralrandom.next() % 16; + u16 amount = iron_amount * a*a*a / 1000; + for(s16 i=0; i<amount; i++) + { + s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); + s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); + s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].d == CONTENT_STONE) + if(mineralrandom.next()%8 == 0) + vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON); + } + } + } + } + + /* + Add mud and sand and others underground (in place of stone) + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + for(s16 y=node_max.Y; y>=node_min.Y; y--) + { + if(vmanip.m_data[i].d == CONTENT_STONE) + { + if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) + { + if(noisebuf_ground_wetness.get(x,y,z) > 0.0) + vmanip.m_data[i] = MapNode(CONTENT_MUD); + else + vmanip.m_data[i] = MapNode(CONTENT_SAND); + } + else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) + { + if(noisebuf_ground_wetness.get(x,y,z) < -0.6) + vmanip.m_data[i] = MapNode(CONTENT_GRAVEL); + } + } + + data->vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + Add dungeons + */ + + //if(node_min.Y < approx_groundlevel) + //if(myrand() % 3 == 0) + //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel) + //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel) + //float dungeon_rarity = g_settings.getFloat("dungeon_rarity"); + float dungeon_rarity = 0.02; + if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0) + < dungeon_rarity + && node_min.Y < approx_groundlevel) + { + // Dungeon generator doesn't modify places which have this set + data->vmanip.clearFlag(VMANIP_FLAG_DUNGEON_INSIDE + | VMANIP_FLAG_DUNGEON_PRESERVE); + + // Set all air and water to be untouchable to make dungeons open + // to caves and open air + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + if(vmanip.m_data[i].d == CONTENT_AIR) + vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; + else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; + data->vmanip.m_area.add_y(em, i, -1); + } + } + } + + PseudoRandom random(blockseed+2); + + // Add it + make_dungeon1(data->vmanip, random); + + // Convert some cobble to mossy cobble + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + // (noisebuf not used because it doesn't contain the + // full area) + double wetness = noise3d_param( + get_ground_wetness_params(data->seed), x,y,z); + double d = noise3d_perlin((float)x/2.5, + (float)y/2.5,(float)z/2.5, + blockseed, 2, 1.4); + if(vmanip.m_data[i].d == CONTENT_COBBLE) + { + if(d < wetness/3.0) + { + vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE; + } + } + /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) + { + if(wetness > 1.2) + vmanip.m_data[i].d = CONTENT_MUD; + }*/ + data->vmanip.m_area.add_y(em, i, -1); + } + } + } + } + + /* + Add top and bottom side of water to transforming_liquid queue + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool water_found = false; + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + for(s16 y=node_max.Y; y>=node_min.Y; y--) + { + if(water_found == false) + { + if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + { + v3s16 p = v3s16(p2d.X, y, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = true; + } + } + else + { + // This can be done because water_found can only + // turn to true and end up here after going through + // a single block. + if(vmanip.m_data[i+1].d != CONTENT_WATERSOURCE) + { + v3s16 p = v3s16(p2d.X, y+1, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = false; + } + } + + data->vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + If close to ground level + */ + + //if(abs(approx_ground_depth) < 30) + if(minimum_ground_depth < 5 && maximum_ground_depth > -5) + { + /* + Add grass and mud + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool possibly_have_sand = get_have_sand(data->seed, p2d); + bool have_sand = false; + u32 current_depth = 0; + bool air_detected = false; + bool water_detected = false; + // Use fast index incrementing + s16 start_y = node_max.Y+2; + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); + for(s16 y=start_y; y>=node_min.Y-3; y--) + { + if(vmanip.m_data[i].d == CONTENT_WATERSOURCE) + water_detected = true; + if(vmanip.m_data[i].d == CONTENT_AIR) + air_detected = true; + + if((vmanip.m_data[i].d == CONTENT_STONE + || vmanip.m_data[i].d == CONTENT_GRASS + || vmanip.m_data[i].d == CONTENT_MUD + || vmanip.m_data[i].d == CONTENT_SAND + || vmanip.m_data[i].d == CONTENT_GRAVEL + ) && (air_detected || water_detected)) + { + if(current_depth == 0 && y <= WATER_LEVEL+2 + && possibly_have_sand) + have_sand = true; + + if(current_depth < 4) + { + if(have_sand) + { + vmanip.m_data[i] = MapNode(CONTENT_SAND); + } + #if 1 + else if(current_depth==0 && !water_detected + && y >= WATER_LEVEL && air_detected) + vmanip.m_data[i] = MapNode(CONTENT_GRASS); + #endif + else + vmanip.m_data[i] = MapNode(CONTENT_MUD); + } + else + { + if(vmanip.m_data[i].d == CONTENT_MUD + || vmanip.m_data[i].d == CONTENT_GRASS) + vmanip.m_data[i] = MapNode(CONTENT_STONE); + } + + current_depth++; + + if(current_depth >= 8) + break; + } + else if(current_depth != 0) + break; + + data->vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + Add trees + */ + + // Amount of trees + u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); + PseudoRandom treerandom(blockseed); + // Put trees in random places on part of division + for(u32 i=0; i<tree_count; i++) + { + s16 x = treerandom.range(node_min.X, node_max.X); + s16 z = treerandom.range(node_min.Z, node_max.Z); + //s16 y = find_ground_level(data->vmanip, v2s16(x,z)); + s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); + // Don't make a tree under water level + if(y < WATER_LEVEL) + continue; + // Make sure tree fits (only trees whose starting point is + // at this block are added) + if(y < node_min.Y || y > node_max.Y) + continue; + /* + Find exact ground level + */ + v3s16 p(x,y+6,z); + bool found = false; + for(; p.Y >= y-6; p.Y--) + { + u32 i = data->vmanip.m_area.index(p); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d != CONTENT_AIR && n->d != CONTENT_IGNORE) + { + found = true; + break; + } + } + // If not found, handle next one + if(found == false) + continue; + /* + Trees grow only on mud and grass + */ + { + u32 i = data->vmanip.m_area.index(p); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue; + } + // Tree will be placed one higher + p.Y++; + // Make a tree + make_tree(data->vmanip, p); + } + +#if 0 + /* + Add some kind of random stones + */ + + u32 random_stone_count = block_area_nodes * + randomstone_amount_2d(data->seed, p2d_center); + // Put in random places on part of division + for(u32 i=0; i<random_stone_count; i++) + { + s16 x = myrand_range(node_min.X, node_max.X); + s16 z = myrand_range(node_min.Z, node_max.Z); + s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); + // Don't add under water level + /*if(y < WATER_LEVEL) + continue;*/ + // Don't add if doesn't belong to this block + if(y < node_min.Y || y > node_max.Y) + continue; + v3s16 p(x,y,z); + // Filter placement + /*{ + u32 i = data->vmanip.m_area.index(v3s16(p)); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue; + }*/ + // Will be placed one higher + p.Y++; + // Add it + make_randomstone(data->vmanip, p); + } +#endif + +#if 0 + /* + Add larger stones + */ + + u32 large_stone_count = block_area_nodes * + largestone_amount_2d(data->seed, p2d_center); + //u32 large_stone_count = 1; + // Put in random places on part of division + for(u32 i=0; i<large_stone_count; i++) + { + s16 x = myrand_range(node_min.X, node_max.X); + s16 z = myrand_range(node_min.Z, node_max.Z); + s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1); + // Don't add under water level + /*if(y < WATER_LEVEL) + continue;*/ + // Don't add if doesn't belong to this block + if(y < node_min.Y || y > node_max.Y) + continue; + v3s16 p(x,y,z); + // Filter placement + /*{ + u32 i = data->vmanip.m_area.index(v3s16(p)); + MapNode *n = &data->vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue; + }*/ + // Will be placed one lower + p.Y--; + // Add it + make_largestone(data->vmanip, p); + } +#endif + } + +} + +}; // namespace mapgen + + diff --git a/src/mapgen.h b/src/mapgen.h new file mode 100644 index 000000000..5aa0282fa --- /dev/null +++ b/src/mapgen.h @@ -0,0 +1,51 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com> + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#ifndef MAPGEN_HEADER +#define MAPGEN_HEADER + +#include "common_irrlicht.h" + +struct BlockMakeData; +class MapBlock; + +namespace mapgen +{ + // Finds precise ground level at any position + s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision); + + // Find out if block is completely underground + bool block_is_underground(u64 seed, v3s16 blockpos); + + // Main map generation routine + void make_block(BlockMakeData *data); + + // Add objects according to block content + void add_random_objects(MapBlock *block); + + /* + These are used by FarMesh + */ + bool get_have_sand(u64 seed, v2s16 p2d); + double tree_amount_2d(u64 seed, v2s16 p); + +}; // namespace mapgen + +#endif + diff --git a/src/server.cpp b/src/server.cpp index 49eb15731..cf8b57773 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -2546,12 +2546,12 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) } /* - Send the removal to all other clients. + Send the removal to all close-by players. - If other player is close, send REMOVENODE - Otherwise set blocks not sent */ core::list<u16> far_players; - sendRemoveNode(p_under, peer_id, &far_players, 100); + sendRemoveNode(p_under, peer_id, &far_players, 30); /* Update and send inventory @@ -2714,10 +2714,10 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id) n.dir = packDir(p_under - p_over); /* - Send to all players + Send to all close-by players */ core::list<u16> far_players; - sendAddNode(p_over, n, 0, &far_players, 100); + sendAddNode(p_over, n, 0, &far_players, 30); /* Handle inventory diff --git a/src/server.h b/src/server.h index 791ecdec7..b88369ddf 100644 --- a/src/server.h +++ b/src/server.h @@ -17,10 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -/* -(c) 2010 Perttu Ahola <celeron55@gmail.com> -*/ - #ifndef SERVER_HEADER #define SERVER_HEADER |