/* 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 "noise.h" #include "mapblock.h" #include "map.h" #include "mineral.h" //#include "serverobject.h" #include "content_sao.h" #include "nodedef.h" #include "content_mapnode.h" // For content_mapnode_get_new_name 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.getContent() != LEGN(ndef, "CONTENT_TREE") && n.getContent() != LEGN(ndef, "CONTENT_LEAVES")) break; vmanip.m_area.add_y(em, i, -1); } if(y >= y_nodes_min) return y; else return y_nodes_min; } #endif void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, bool is_apple_tree, INodeDefManager *ndef) { MapNode treenode(LEGN(ndef, "CONTENT_TREE")); MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES")); MapNode applenode(LEGN(ndef, "CONTENT_APPLE")); s16 trunk_h = myrand_range(4, 5); 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,-1,-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].getContent() != CONTENT_AIR && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue; u32 i = leaves_a.index(x,y,z); if(leaves_d[i] == 1) { bool is_apple = myrand_range(0,99) < 10; if(is_apple_tree && is_apple) { vmanip.m_data[vi] = applenode; } else { vmanip.m_data[vi] = leavesnode; } } } } static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef) { MapNode treenode(LEGN(ndef, "CONTENT_JUNGLETREE")); MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES")); for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { if(myrand_range(0, 2) == 0) continue; v3s16 p1 = p0 + v3s16(x,0,z); v3s16 p2 = p0 + v3s16(x,-1,z); if(vmanip.m_area.contains(p2) && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR) vmanip.m_data[vmanip.m_area.index(p2)] = treenode; else if(vmanip.m_area.contains(p1)) vmanip.m_data[vmanip.m_area.index(p1)] = treenode; } s16 trunk_h = myrand_range(8, 12); 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(-3,-2,-3), v3s16(3,2,3)); //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<30; 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].getContent() != CONTENT_AIR && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) continue; u32 i = leaves_a.index(x,y,z); if(leaves_d[i] == 1) vmanip.m_data[vi] = leavesnode; } } void make_papyrus(VoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef) { MapNode papyrusnode(LEGN(ndef, "CONTENT_PAPYRUS")); s16 trunk_h = myrand_range(2, 3); 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)] = papyrusnode; p1.Y++; } } void make_cactus(VoxelManipulator &vmanip, v3s16 p0, INodeDefManager *ndef) { MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS")); s16 trunk_h = 3; 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)] = cactusnode; p1.Y++; } } #if 0 static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0) { MapNode stonenode(LEGN(ndef, "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].getContent() != CONTENT_AIR && vmanip.m_data[vi].getContent() != 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(LEGN(ndef, "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].getContent() != CONTENT_AIR && vmanip.m_data[vi].getContent() != 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, INodeDefManager *ndef) { // 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(LEGN(ndef, "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(LEGN(ndef, "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(LEGN(ndef, "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(LEGN(ndef, "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(LEGN(ndef, "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(LEGN(ndef, "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, INodeDefManager *ndef) { 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, INodeDefManager *ndef) { make_hole1(vmanip, doorplace, ndef); // Place torch (for testing) //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(LEGN(ndef, "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, INodeDefManager *ndef) { make_hole1(vmanip, doorplace, ndef); 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(1,13); 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).getContent() == CONTENT_AIR && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == 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(LEGN(ndef, "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(LEGN(ndef, "CONTENT_COBBLE")), 0); make_hole1(vmanip, p, ndef); /*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, INodeDefManager *ndef): vmanip(vmanip_), m_pos(pos), m_random(random), m_ndef(ndef) { 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).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p1).getContent() == LEGN(m_ndef, "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)).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,1,0); // Jump one down if the actual space is there if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == LEGN(m_ndef, "CONTENT_COBBLE") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR") && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == LEGN(m_ndef, "CONTENT_AIR")) p += v3s16(0,-1,0); // Check if walking is now possible if(vmanip.getNodeNoExNoEmerge(p).getContent() != LEGN(m_ndef, "CONTENT_AIR") || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != LEGN(m_ndef, "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 1 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2)); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1); #endif #if 0 if(doordir == v3s16(1,0,0)) // X+ roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2); if(doordir == v3s16(-1,0,0)) // X- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2); if(doordir == v3s16(0,0,1)) // Z+ roomplace = doorplace + v3s16(-roomsize.X/2,-1,0); if(doordir == v3s16(0,0,-1)) // Z- roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1); #endif // 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; INodeDefManager *m_ndef; }; static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random, INodeDefManager *ndef) { 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].getContent() == 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, ndef); 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(LEGN(ndef, "CONTENT_TORCH")); // Quit if last room if(i == room_count-1) break; // Determine walker start position bool start_in_last_room = (random.range(0,2)!=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, ndef); 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, ndef); 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, ndef); // 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, ndef); else // Don't actually make a door roomplace -= doordir; } } static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random, INodeDefManager *ndef) { v3s16 dir; u8 facedir_i = 0; s32 r = random.range(0, 3); if(r == 0){ dir = v3s16( 1, 0, 0); facedir_i = 3; } if(r == 1){ dir = v3s16(-1, 0, 0); facedir_i = 1; } if(r == 2){ dir = v3s16( 0, 0, 1); facedir_i = 2; } if(r == 3){ dir = v3s16( 0, 0,-1); facedir_i = 0; } v3s16 p = vmanip.m_area.MinEdge + v3s16( 16+random.range(0,15), 16+random.range(0,15), 16+random.range(0,15)); vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i); u32 length = random.range(3,15); for(u32 j=0; j<length; j++) { p -= dir; vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB")); } } /* Noise functions. Make sure seed is mangled differently in each one. */ /* Scaling the output of the noise function affects the overdrive of the contour function, which affects the shape of the output considerably. */ #define CAVE_NOISE_SCALE 12.0 //#define CAVE_NOISE_SCALE 10.0 //#define CAVE_NOISE_SCALE 7.5 //#define CAVE_NOISE_SCALE 5.0 //#define CAVE_NOISE_SCALE 1.0 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) #define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) 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);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6, 100, CAVE_NOISE_SCALE);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } 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);*/ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3, 100, CAVE_NOISE_SCALE);*/ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5, 50, CAVE_NOISE_SCALE); //return NoiseParams(NOISE_CONSTANT_ONE); } NoiseParams get_ground_noise1_params(u64 seed) { return NoiseParams(NOISE_PERLIN, seed+983240, 4, 0.55, 80.0, 40.0); } 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 NOTE: The speed of these actually isn't terrible */ bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed) { //return ((double)p.Y < ground_noise1_val); double f = 0.55 + noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+920381, 3, 0.45); if(f < 0.01) f = 0.01; else if(f >= 1.0) f *= 1.6; double h = WATER_LEVEL + 10 * noise2d_perlin( 0.5+(float)p.X/250, 0.5+(float)p.Z/250, seed+84174, 4, 0.5); /*double f = 1; double h = 0;*/ 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 = -0.39; if(noise < zeroval) return 0; else return 0.04 * (noise-zeroval) / (1.0-zeroval); } double surface_humidity_2d(u64 seed, v2s16 p) { double noise = noise2d_perlin( 0.5+(float)p.X/500, 0.5+(float)p.Y/500, seed+72384, 4, 0.66); noise = (noise + 1.0)/2.0; if(noise < 0.0) noise = 0.0; if(noise > 1.0) noise = 1.0; return noise; } #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; // Corners 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)); // Center a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMAX(a, find_ground_level_from_noise(seed, v2s16(node_max.X, 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; // Corners 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)); // Center a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p)); // Side middle points a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p)); a = MYMIN(a, find_ground_level_from_noise(seed, v2s16(node_max.X, 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) { #if 0 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.getContent() == CONTENT_IGNORE) continue; if(data->nodedef->get(n)->liquid_type != LIQUID_NONE) continue; if(data->nodedef->get(n)->walkable) { last_node_walkable = true; continue; } if(last_node_walkable) { // If block contains light information if(content_features(n).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->raiseModified(MOD_STATE_WRITE_NEEDED, "mapgen::add_random_objects"); #endif } void make_block(BlockMakeData *data) { if(data->no_op) { //dstream<<"makeBlock: no-op"<<std::endl; return; } assert(data->vmanip); assert(data->nodedef); INodeDefManager *ndef = data->nodedef; 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; #if 1 /* 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].getContent() == CONTENT_IGNORE) { if(y <= WATER_LEVEL) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE")); else vmanip.m_data[i] = MapNode(CONTENT_AIR); } data->vmanip->m_area.add_y(em, i, 1); } } } // We're done return; } #endif /* 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 > 40); /* Create a block-specific seed */ u32 blockseed = (u32)(data->seed%0x100000000ULL) + 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 */ #if 1 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, 2, 2, 2); noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); #endif /* 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); } /* Cache some ground type values for speed */ // Creates variables c_name=id and n_name=node #define CONTENT_VARIABLE(ndef, name)\ content_t c_##name = ndef->getId(#name);\ MapNode n_##name(c_##name); CONTENT_VARIABLE(ndef, stone); CONTENT_VARIABLE(ndef, water_source); CONTENT_VARIABLE(ndef, air); CONTENT_VARIABLE(ndef, dirt); CONTENT_VARIABLE(ndef, sand); CONTENT_VARIABLE(ndef, gravel); CONTENT_VARIABLE(ndef, lava_source); CONTENT_VARIABLE(ndef, cobble); CONTENT_VARIABLE(ndef, mossycobble); CONTENT_VARIABLE(ndef, dirt_with_grass); /* 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].getContent() == 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] = n_water_source; else vmanip.m_data[i] = n_air; } else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) vmanip.m_data[i] = n_air; else vmanip.m_data[i] = n_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].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "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 = LEGN(ndef, "CONTENT_STONE"); MapNode new_content(CONTENT_IGNORE); u32 sparseness = 6; if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) { new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_COAL); } else { if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) new_content = MapNode(LEGN(ndef, "CONTENT_STONE"), MINERAL_IRON); /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD")); else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND"));*/ } /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) { }*/ if(new_content.getContent() != 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].getContent() == 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].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "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].getContent() == c_stone) if(mineralrandom.next()%8 == 0) vmanip.m_data[vi] = MapNode(LEGN(ndef, "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].getContent() == c_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] = n_dirt; else vmanip.m_data[i] = n_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] = n_gravel; } else if(noisebuf_ground_crumbleness.get(x,y,z) < -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) { vmanip.m_data[i] = n_lava_source; for(s16 x1=-1; x1<=1; x1++) for(s16 y1=-1; y1<=1; y1++) for(s16 z1=-1; z1<=1; z1++) data->transforming_liquid.push_back( v3s16(p2d.X+x1, y+y1, p2d.Y+z1)); } } 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].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; else if(vmanip.m_data[i].getContent() == c_water_source) 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(vmanip, random, ndef); // 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].getContent() == c_cobble) { if(d < wetness/3.0) { vmanip.m_data[i].setContent(c_mossycobble); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) vmanip.m_data[i].setContent(LEGN(ndef, "CONTENT_MUD")); }*/ data->vmanip->m_area.add_y(em, i, -1); } } } } /* Add NC */ { PseudoRandom ncrandom(blockseed+9324342); if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) { make_nc(vmanip, ncrandom, ndef); } } /* 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].getContent() == c_water_source) { 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].getContent() != c_water_source) { 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; bool have_clay = 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].getContent() == c_water_source) water_detected = true; if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; if((vmanip.m_data[i].getContent() == c_stone || vmanip.m_data[i].getContent() == c_dirt_with_grass || vmanip.m_data[i].getContent() == c_dirt || vmanip.m_data[i].getContent() == c_sand || vmanip.m_data[i].getContent() == c_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) { // Determine whether to have clay in the sand here double claynoise = noise2d_perlin( 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500, data->seed+4321, 6, 0.95) + 0.5; have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && ( ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) || ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1)) ); if (have_clay) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_CLAY")); else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_SAND")); } #if 1 else if(current_depth==0 && !water_detected && y >= WATER_LEVEL && air_detected) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_GRASS")); #endif else vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_MUD")); } else { if(vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_MUD") || vmanip.m_data[i].getContent() == LEGN(ndef, "CONTENT_GRASS")) vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_STONE")); } current_depth++; if(current_depth >= 8) break; } else if(current_depth != 0) break; data->vmanip->m_area.add_y(em, i, -1); } } } /* Calculate some stuff */ float surface_humidity = surface_humidity_2d(data->seed, p2d_center); bool is_jungle = surface_humidity > 0.75; // Amount of trees u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); if(is_jungle) tree_count *= 5; /* Add trees */ 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->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; break; } } // If not found, handle next one if(found == false) continue; { u32 i = data->vmanip->m_area.index(p); MapNode *n = &data->vmanip->m_data[i]; if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; // Papyrus grows only on mud and in water if(n->getContent() == c_dirt && y <= WATER_LEVEL) { p.Y++; make_papyrus(vmanip, p, ndef); } // Trees grow only on mud and grass, on land else if((n->getContent() == c_dirt || n->getContent() == LEGN(ndef, "CONTENT_GRASS")) && y > WATER_LEVEL + 2) { p.Y++; //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) if(is_jungle == false) { bool is_apple_tree; if(myrand_range(0,4) != 0) is_apple_tree = false; else is_apple_tree = noise2d_perlin( 0.5+(float)p.X/100, 0.5+(float)p.Z/100, data->seed+342902, 3, 0.45) > 0.2; make_tree(vmanip, p, is_apple_tree, ndef); } else make_jungletree(vmanip, p, ndef); } // Cactii grow only on sand, on land else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) { p.Y++; make_cactus(vmanip, p, ndef); } } } /* Add jungle grass */ if(is_jungle) { PseudoRandom grassrandom(blockseed); for(u32 i=0; i<surface_humidity*5*tree_count; i++) { s16 x = grassrandom.range(node_min.X, node_max.X); s16 z = grassrandom.range(node_min.Z, node_max.Z); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); if(y < WATER_LEVEL) continue; 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(data->nodedef->get(*n).is_ground_content) { found = true; break; } } // If not found, handle next one if(found == false) continue; p.Y++; if(vmanip.m_area.contains(p) == false) continue; if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR) continue; /*p.Y--; if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_MUD"); p.Y++;*/ if(vmanip.m_area.contains(p)) vmanip.m_data[vmanip.m_area.index(p)] = LEGN(ndef, "CONTENT_JUNGLEGRASS"); } } #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->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "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->getContent() != LEGN(ndef, "CONTENT_MUD") && n->getContent() != LEGN(ndef, "CONTENT_GRASS")) continue; }*/ // Will be placed one lower p.Y--; // Add it make_largestone(data->vmanip, p); } #endif } } BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), seed(0), nodedef(NULL) {} BlockMakeData::~BlockMakeData() { delete vmanip; } }; // namespace mapgen