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-rw-r--r--src/map.cpp55
1 files changed, 49 insertions, 6 deletions
diff --git a/src/map.cpp b/src/map.cpp
index a62694269..846581305 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1914,7 +1914,8 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
// Add only one entry
list_baseheight->addPoint(v3s16(0,0,0), Attribute(0));
- list_randmax->addPoint(v3s16(0,0,0), Attribute(30));
+ list_randmax->addPoint(v3s16(0,0,0), Attribute(22));
+ //list_randmax->addPoint(v3s16(0,0,0), Attribute(0));
list_randfactor->addPoint(v3s16(0,0,0), Attribute(0.45));
// Easy spawn point
@@ -2304,6 +2305,22 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
+ /*
+ Randomize some parameters
+ */
+
+ // 0-100
+ // Usually little, sometimes huge
+ //u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
+ u32 stone_obstacle_amount = myrand_range(0, 100);
+
+ /*
+ Loop this part, it will make stuff look older and newer nicely
+ */
+
+ for(u32 i_age=0; i_age<2; i_age++)
+ { // Aging loop
+
// This is set during the next operation.
// Maximum height of the stone surface and obstacles.
// This is used to disable dungeon generation from going too high.
@@ -2316,11 +2333,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Add some random stone obstacles
*/
-
- for(u32 ri=0; ri<15; ri++)
+
+ for(u32 ri=0; ri<stone_obstacle_amount/3; ri++)
+ //for(u32 ri=0; ri<7; ri++)
+ //if(0)
{
// Randomize max height so usually stuff will be quite low
- s16 maxheight_randomized = myrand_range(0, 30);
+ //s16 maxheight_randomized = myrand_range(0, 25);
+ s16 maxheight_randomized = myrand_range(0, stone_obstacle_amount/3);
// The size of these could actually be m_chunksize*MAP_BLOCKSIZE*2
v3s16 ob_size(
@@ -2430,7 +2450,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 max_tunnel_diameter = 5;
u16 tunnel_routepoints = 15;
- bool bruise_surface = (jj < dungeons_count / 3);
+ u32 bruise_surface_maxindex =
+ dungeons_count / 10 * stone_surface_max_y / 10;
+ bruise_surface_maxindex =
+ rangelim(bruise_surface_maxindex, 0, dungeons_count/2);
+ bool bruise_surface = (jj < bruise_surface_maxindex);
if(bruise_surface)
{
@@ -2719,6 +2743,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 surface_y = find_ground_level(vmanip, p2d);
/*
+ If topmost node is grass, change it to mud.
+ It might be if it was flown to there from a neighboring
+ chunk and then converted.
+ */
+ {
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d == CONTENT_GRASS)
+ n->d = CONTENT_MUD;
+ }
+
+ /*
Add mud on ground
*/
{
@@ -2779,9 +2815,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// If not mud, do nothing to it
MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD)
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
continue;
+ // Make it exactly mud
+ n->d = CONTENT_MUD;
+
v3s16 dirs4[4] = {
v3s16(0,0,1), // back
v3s16(1,0,0), // right
@@ -2923,6 +2962,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
+
+ } // Aging loop
+
{
// 1ms @cs=8
//TimeTaker timer1("plant trees");
@@ -2951,6 +2993,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
+
{
// 19ms @cs=8
//TimeTaker timer1("grow grass");