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-rw-r--r--src/mapgen.cpp1131
1 files changed, 799 insertions, 332 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index 56f814342..74521d3a1 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -37,8 +37,10 @@ namespace mapgen
Some helper functions for the map generator
*/
-#if 0
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+#if 1
+// Returns Y one under area minimum if not found
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
@@ -48,7 +50,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(content_walkable(n.d))
+ if(ndef->get(n).walkable)
break;
vmanip.m_area.add_y(em, i, -1);
@@ -56,10 +58,12 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
if(y >= y_nodes_min)
return y;
else
- return y_nodes_min;
+ return y_nodes_min - 1;
}
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+// Returns Y one under area minimum if not found
+static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
{
v3s16 em = vmanip.m_area.getExtent();
s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
@@ -69,7 +73,8 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
for(y=y_nodes_max; y>=y_nodes_min; y--)
{
MapNode &n = vmanip.m_data[i];
- if(content_walkable(n.d)
+ if(ndef->get(n).walkable
+ // TODO: Cache LEGN values
&& n.getContent() != LEGN(ndef, "CONTENT_TREE")
&& n.getContent() != LEGN(ndef, "CONTENT_LEAVES"))
break;
@@ -79,7 +84,31 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
if(y >= y_nodes_min)
return y;
else
- return y_nodes_min;
+ return y_nodes_min - 1;
+}
+
+// Returns Y one under area minimum if not found
+static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
+ INodeDefManager *ndef)
+{
+ 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;
+ content_t c_stone = LEGN(ndef, "CONTENT_STONE");
+ for(y=y_nodes_max; y>=y_nodes_min; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(n.getContent() == c_stone)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= y_nodes_min)
+ return y;
+ else
+ return y_nodes_min - 1;
}
#endif
@@ -280,171 +309,6 @@ void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
}
}
-#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
*/
@@ -1036,6 +900,7 @@ static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
Noise functions. Make sure seed is mangled differently in each one.
*/
+#if 0
/*
Scaling the output of the noise function affects the overdrive of the
contour function, which affects the shape of the output considerably.
@@ -1136,6 +1001,7 @@ 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);
}
+#endif
// Amount of trees per area in nodes
double tree_amount_2d(u64 seed, v2s16 p)
@@ -1153,6 +1019,7 @@ double tree_amount_2d(u64 seed, v2s16 p)
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
+#if 0
double surface_humidity_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
@@ -1166,32 +1033,6 @@ double surface_humidity_2d(u64 seed, v2s16 p)
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
*/
@@ -1325,11 +1166,15 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
+#endif
+// Required by mapgen.h
bool block_is_underground(u64 seed, v3s16 blockpos)
{
- s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- seed, v2s16(blockpos.X, blockpos.Z));
+ /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+ seed, v2s16(blockpos.X, blockpos.Z));*/
+ // Nah, this is just a heuristic, just return something
+ s16 minimum_groundlevel = WATER_LEVEL;
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
@@ -1337,7 +1182,6 @@ bool block_is_underground(u64 seed, v3s16 blockpos)
return false;
}
-#if 0
#define AVERAGE_MUD_AMOUNT 4
double base_rock_level_2d(u64 seed, v2s16 p)
@@ -1345,20 +1189,20 @@ 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);
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+82341, 5, 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);
+ seed+93413, 6, 0.69);
if(base2 > base)
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
+ double higher = (double)WATER_LEVEL + 20. + 10. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+85039, 5, 0.69);
+ seed+85039, 4, 0.6);
//higher = 30; // For debugging
// Limit higher to at least base
@@ -1366,25 +1210,25 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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);
+ double b = 0.85 + 0.5 * noise2d_perlin(
+ 0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
+ seed-932, 5, 0.7);
b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 5);
- b *= 7;
+ b = pow(b, 8);
+ b *= 5;
b = rangelim(b, 3.0, 1000.0);
//dstream<<"b="<<b<<std::endl;
//double b = 20;
// Offset to more low
- double a_off = -0.2;
+ double a_off = -0.20;
// 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));*/
+ seed+4213, 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));
+ seed+4213, 5, 0.69));
// Limit
a = rangelim(a, 0.0, 1.0);
@@ -1397,13 +1241,17 @@ double base_rock_level_2d(u64 seed, v2s16 p)
return h;
}
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+ return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
double get_mud_add_amount(u64 seed, v2s16 p)
{
- return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+ return ((float)AVERAGE_MUD_AMOUNT + 2.0 * 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)
{
@@ -1415,6 +1263,8 @@ bool get_have_sand(u64 seed, v2s16 p2d)
return (sandnoise > -0.15);
}
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
void make_block(BlockMakeData *data)
{
if(data->no_op)
@@ -1447,146 +1297,758 @@ void make_block(BlockMakeData *data)
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
- // Area of center block
+ // Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
// Full allocated area
v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
- v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+ v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+
+ const s16 max_spread_amount = MAP_BLOCKSIZE;
- int rel_volume = (blockpos_max.X - blockpos_min.X + 1)
+ int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
* (blockpos_max.Y - blockpos_min.Y + 1)
* (blockpos_max.Z - blockpos_max.Z + 1);
- // Area of the block we are generating
- double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
- /*
- Get average ground level from noise
- TODO: These are currently crap because they assume we are
- dealing with a single MapBlock only. Fix them.
- */
-
- 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;
+ int volume_nodes = volume_blocks *
+ MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+ // Generated surface area
+ //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
// Horribly wrong heuristic, but better than nothing
- bool block_is_underground = (minimum_ground_depth >
+ bool block_is_underground = (WATER_LEVEL /* local minimum ground level */ >
MAP_BLOCKSIZE * (data->blockpos_max.X
- data->blockpos_min.X + 1) / 2);
/*
- If block is deep underground, this is set to true and ground
- density noise is not generated, for speed optimization.
+ Create a block-specific seed
*/
- bool all_is_ground_except_caves = (minimum_ground_depth > 40);
+ /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
+ + full_node_min.Y*42123 + full_node_min.X*23;*/
/*
- Create a block-specific seed
+ Cache some ground type values for speed
*/
- u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
- + full_node_min.Y*42123 + full_node_min.X*23;
-
+
+// 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, air);
+ CONTENT_VARIABLE(ndef, water_source);
+ CONTENT_VARIABLE(ndef, dirt);
+ CONTENT_VARIABLE(ndef, sand);
+ CONTENT_VARIABLE(ndef, gravel);
+ CONTENT_VARIABLE(ndef, clay);
+ CONTENT_VARIABLE(ndef, lava_source);
+ CONTENT_VARIABLE(ndef, cobble);
+ CONTENT_VARIABLE(ndef, mossycobble);
+ CONTENT_VARIABLE(ndef, dirt_with_grass);
+ CONTENT_VARIABLE(ndef, junglegrass);
+ CONTENT_VARIABLE(ndef, stone_with_coal);
+ CONTENT_VARIABLE(ndef, stone_with_iron);
+ CONTENT_VARIABLE(ndef, mese);
+
+ // Maximum height of the stone surface and obstacles.
+ // This is used to guide the cave generation
+ s16 stone_surface_max_y = 0;
+
/*
- Make some 3D noise
+ Generate general ground level to full area
*/
+ {
+#if 1
+ TimeTaker timer1("Generating ground level");
- //NoiseBuffer noisebuf1;
- //NoiseBuffer noisebuf2;
- NoiseBuffer noisebuf_cave;
- NoiseBuffer noisebuf_ground;
- NoiseBuffer noisebuf_ground_crumbleness;
- NoiseBuffer noisebuf_ground_wetness;
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
- v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
- v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+ // Node position
+ v2s16 p2d = v2s16(x,z);
+
+ /*
+ Skip of already generated
+ */
+ /*{
+ v3s16 p(p2d.X, node_min.Y, p2d.Y);
+ if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+ continue;
+ }*/
+
+ // Ground height at this point
+ float surface_y_f = 0.0;
- //TimeTaker timer("noisebuf.create");
+ // Use perlin noise for ground height
+ surface_y_f = base_rock_level_2d(data->seed, p2d);
+
+ /*// Experimental stuff
+ {
+ float a = highlands_level_2d(data->seed, p2d);
+ if(a > surface_y_f)
+ surface_y_f = a;
+ }*/
+
+ // Convert to integer
+ s16 surface_y = (s16)surface_y_f;
+
+ // Log it
+ if(surface_y > stone_surface_max_y)
+ stone_surface_max_y = surface_y;
/*
- Cave noise
+ Fill ground with stone
*/
-#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));
+ {
+ // 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++)
+ {
+ if(y <= surface_y)
+ vmanip.m_data[i] = MapNode(c_stone);
+ else if(y <= WATER_LEVEL)
+ vmanip.m_data[i] = MapNode(c_water_source);
+ else
+ vmanip.m_data[i] = MapNode(c_air);
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+ }
#endif
+
+ }//timer1
+
+ // Limit dirt flow area by 1 because mud is flown into neighbors.
+ assert(central_area_size.X == central_area_size.Z);
+ s16 mudflow_minpos = 0-max_spread_amount+1;
+ s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
+ /*
+ Loop this part, it will make stuff look older and newer nicely
+ */
+
+ const u32 age_loops = 2;
+ for(u32 i_age=0; i_age<age_loops; i_age++)
+ { // Aging loop
+ /******************************
+ BEGINNING OF AGING LOOP
+ ******************************/
+
+#if 1
+ {
+ // 24ms @cs=8
+ //TimeTaker timer1("caves");
+
+ /*
+ Make caves (this code is relatively horrible)
+ */
+ u32 caves_count = volume_nodes / 100000 + 1;
+ u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
+ if(stone_surface_max_y < WATER_LEVEL - 20)
+ bruises_count = 0;
+ /*u32 caves_count = 0;
+ u32 bruises_count = 0;*/
+ for(u32 jj=0; jj<caves_count+bruises_count; jj++)
+ {
+ s16 min_tunnel_diameter = 2;
+ s16 max_tunnel_diameter = 5;
+ u16 tunnel_routepoints = 20;
+
+ v3f main_direction(0,0,0);
+
+ bool bruise_surface = (jj > caves_count);
+
+ if(bruise_surface)
+ {
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
+ /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
+ max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
+
+ /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+ data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
+
+ tunnel_routepoints = 5;
+ }
+ else
+ {
+ }
+
+ // Allowed route area size in nodes
+ v3s16 ar = central_area_size;
+
+ // Area starting point in nodes
+ v3s16 of = node_min;
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ //s16 insure = 5; // Didn't work with max_d = 20
+ s16 insure = 10;
+ s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ s16 route_y_min = 0;
+ // Allow half a diameter + 7 over stone surface
+ s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+
+ /*// If caves, don't go through surface too often
+ if(bruise_surface == false)
+ route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+ if(bruise_surface)
+ {
+ /*// Minimum is at y=0
+ route_y_min = -of.Y - 0;*/
+ // Minimum is at y=max_tunnel_diameter/4
+ //route_y_min = -of.Y + max_tunnel_diameter/4;
+ //s16 min = -of.Y + max_tunnel_diameter/4;
+ s16 min = -of.Y + 0;
+ route_y_min = myrand_range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
+ }
+
+ /*dstream<<"route_y_min = "<<route_y_min
+ <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ // Start every 4th cave from surface when applicable
+ bool coming_from_surface = false;
+ if(node_min.Y <= 0 && node_max.Y >= 0){
+ coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+ if(coming_from_surface)
+ route_start_y_min = -of.Y + stone_surface_max_y + 10;
+ }
+
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+
+ // Randomize starting position
+ v3f orp(
+ (float)(myrand()%ar.X)+0.5,
+ (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
+ (float)(myrand()%ar.Z)+0.5
+ );
+
+ MapNode airnode(CONTENT_AIR);
+
/*
- Ground noise
+ Generate some tunnel starting from orp
*/
- // Sample length
- v3f sl = v3f(4.0, 4.0, 4.0);
+ for(u16 j=0; j<tunnel_routepoints; j++)
+ {
+ if(j%7==0 && bruise_surface == false)
+ {
+ main_direction = v3f(
+ ((float)(myrand()%20)-(float)10)/10,
+ ((float)(myrand()%20)-(float)10)/30,
+ ((float)(myrand()%20)-(float)10)/10
+ );
+ main_direction *= (float)myrand_range(1, 3);
+ }
+
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ s16 rs = myrand_range(min_d, max_d);
+
+ v3s16 maxlen;
+ if(bruise_surface)
+ {
+ maxlen = v3s16(rs*7,rs*7,rs*7);
+ }
+ else
+ {
+ maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+ }
+
+ v3f vec;
+
+ if(coming_from_surface && j < 3)
+ {
+ vec = v3f(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ }
+ else
+ {
+ vec = v3f(
+ (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+ (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+ (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+ );
+ }
+
+ vec += main_direction;
+
+ v3f rp = orp + vec;
+ if(rp.X < 0)
+ rp.X = 0;
+ else if(rp.X >= ar.X)
+ rp.X = ar.X-1;
+ if(rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if(rp.Y >= route_y_max)
+ rp.Y = route_y_max-1;
+ if(rp.Z < 0)
+ rp.Z = 0;
+ else if(rp.Z >= ar.Z)
+ rp.Z = ar.Z-1;
+ vec = rp - orp;
+
+ for(float f=0; f<1.0; f+=1.0/vec.getLength())
+ {
+ v3f fp = orp + vec * f;
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs - 1;
+ for(s16 z0=d0; z0<=d1; z0++)
+ {
+ //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+ s16 si = rs - MYMAX(0, abs(z0)-rs/7);
+ for(s16 x0=-si; x0<=si-1; x0++)
+ {
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+ //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+ s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
+ //s16 si2 = rs - abs(x0);
+ for(s16 y0=-si2; y0<=si2-1; y0++)
+ {
+ // Make better floors
+ if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
+ continue;
+
+ s16 z = cp.Z + z0;
+ s16 y = cp.Y + y0;
+ s16 x = cp.X + x0;
+ v3s16 p(x,y,z);
+ /*if(isInArea(p, ar) == false)
+ continue;*/
+ // Check only height
+ if(y < 0 || y >= ar.Y)
+ continue;
+ p += of;
+
+ //assert(vmanip.m_area.contains(p));
+ if(vmanip.m_area.contains(p) == false)
+ {
+ dstream<<"WARNING: "<<__FUNCTION_NAME
+ <<":"<<__LINE__<<": "
+ <<"point not in area"
+ <<std::endl;
+ continue;
+ }
+
+ // Just set it to air, it will be changed to
+ // water afterwards
+ u32 i = vmanip.m_area.index(p);
+ vmanip.m_data[i] = airnode;
+
+ if(bruise_surface == false)
+ {
+ // Set tunnel flag
+ vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+ }
+ }
+ }
+ }
+ }
+
+ orp = rp;
+ }
+
+ }
+
+ }//timer1
+#endif
+
+#if 1
+ {
+ // 15ms @cs=8
+ TimeTaker timer1("add mud");
+
+ /*
+ Add mud to the central chunk
+ */
+
+ for(s16 x=node_min.X; x<=node_max.X; x++)
+ for(s16 z=node_min.Z; z<=node_max.Z; z++)
+ {
+ // Node position in 2d
+ v2s16 p2d = v2s16(x,z);
+ // Randomize mud amount
+ s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+
+ // Find ground level
+ s16 surface_y = find_stone_level(vmanip, p2d, ndef);
+ // Handle area not found
+ if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+ continue;
+
/*
- Density noise
+ 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.
*/
- 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);
-
+ {
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt_with_grass)
+ *n = MapNode(c_dirt);
+ }
+
/*
- Ground property noise
+ Add mud on ground
*/
- 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);
+ {
+ s16 mudcount = 0;
+ v3s16 em = vmanip.m_area.getExtent();
+ s16 y_start = surface_y+1;
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+ for(s16 y=y_start; y<=node_max.Y; y++)
+ {
+ if(mudcount >= mud_add_amount)
+ break;
+
+ MapNode &n = vmanip.m_data[i];
+ n = MapNode(c_dirt);
+ mudcount++;
+
+ vmanip.m_area.add_y(em, i, 1);
+ }
+ }
+
}
+ }//timer1
+#endif
+
+#if 1
+ {
+ // 340ms @cs=8
+ TimeTaker timer1("flow mud");
+
/*
- Cache some ground type values for speed
+ Flow mud away from steep edges
*/
+
+ // Iterate a few times
+ for(s16 k=0; k<3; k++)
+ {
-// 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);
+ for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+ for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+ {
+ // Invert coordinates every 2nd iteration
+ if(k%2 == 0)
+ {
+ x = mudflow_maxpos - (x-mudflow_minpos);
+ z = mudflow_maxpos - (z-mudflow_minpos);
+ }
- CONTENT_VARIABLE(ndef, stone);
- CONTENT_VARIABLE(ndef, air);
- CONTENT_VARIABLE(ndef, water_source);
- CONTENT_VARIABLE(ndef, dirt);
- CONTENT_VARIABLE(ndef, sand);
- CONTENT_VARIABLE(ndef, gravel);
- CONTENT_VARIABLE(ndef, clay);
- CONTENT_VARIABLE(ndef, lava_source);
- CONTENT_VARIABLE(ndef, cobble);
- CONTENT_VARIABLE(ndef, mossycobble);
- CONTENT_VARIABLE(ndef, dirt_with_grass);
- CONTENT_VARIABLE(ndef, junglegrass);
- CONTENT_VARIABLE(ndef, stone_with_coal);
- CONTENT_VARIABLE(ndef, stone_with_iron);
- CONTENT_VARIABLE(ndef, mese);
+ // Node position in 2d
+ v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
+
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y=node_max.Y;
+
+ for(;; y--)
+ {
+ MapNode *n = NULL;
+ // Find mud
+ for(; y>=node_min.Y; y--)
+ {
+ n = &vmanip.m_data[i];
+ //if(content_walkable(n->d))
+ // break;
+ if(n->getContent() == c_dirt ||
+ n->getContent() == c_dirt_with_grass)
+ break;
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ // Stop if out of area
+ //if(vmanip.m_area.contains(i) == false)
+ if(y < node_min.Y)
+ break;
+
+ /*// If not mud, do nothing to it
+ MapNode *n = &vmanip.m_data[i];
+ if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+ continue;*/
+
+ /*
+ Don't flow it if the stuff under it is not mud
+ */
+ {
+ u32 i2 = i;
+ vmanip.m_area.add_y(em, i2, -1);
+ // Cancel if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(n2->getContent() != c_dirt &&
+ n2->getContent() != c_dirt_with_grass)
+ continue;
+ }
+
+ // Make it exactly mud
+ n->setContent(c_dirt);
+
+ /*s16 recurse_count = 0;
+ mudflow_recurse:*/
+
+ v3s16 dirs4[4] = {
+ v3s16(0,0,1), // back
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(-1,0,0), // left
+ };
+
+ // Theck that upper is air or doesn't exist.
+ // Cancel dropping if upper keeps it in place
+ u32 i3 = i;
+ vmanip.m_area.add_y(em, i3, 1);
+ if(vmanip.m_area.contains(i3) == true
+ && ndef->get(vmanip.m_data[i3]).walkable)
+ {
+ continue;
+ }
+
+ // Drop mud on side
+
+ for(u32 di=0; di<4; di++)
+ {
+ v3s16 dirp = dirs4[di];
+ u32 i2 = i;
+ // Move to side
+ vmanip.m_area.add_p(em, i2, dirp);
+ // Fail if out of area
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ // Check that side is air
+ MapNode *n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ // Check that under side is air
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(ndef->get(*n2).walkable)
+ continue;
+ /*// Check that under that is air (need a drop of 2)
+ vmanip.m_area.add_y(em, i2, -1);
+ if(vmanip.m_area.contains(i2) == false)
+ continue;
+ n2 = &vmanip.m_data[i2];
+ if(content_walkable(n2->d))
+ continue;*/
+ // Loop further down until not air
+ bool dropped_to_unknown = false;
+ do{
+ vmanip.m_area.add_y(em, i2, -1);
+ n2 = &vmanip.m_data[i2];
+ // if out of known area
+ if(vmanip.m_area.contains(i2) == false
+ || n2->getContent() == CONTENT_IGNORE){
+ dropped_to_unknown = true;
+ break;
+ }
+ }while(ndef->get(*n2).walkable == false);
+ // Loop one up so that we're in air
+ vmanip.m_area.add_y(em, i2, 1);
+ n2 = &vmanip.m_data[i2];
+
+ bool old_is_water = (n->getContent() == c_water_source);
+ // Move mud to new place
+ if(!dropped_to_unknown)
+ *n2 = *n;
+ // Set old place to be air (or water)
+ if(old_is_water)
+ *n = MapNode(c_water_source);
+ else
+ *n = MapNode(CONTENT_AIR);
+
+ // Done
+ break;
+ }
+ }
+ }
+
+ }
+
+ }//timer1
+#endif
+
+ } // Aging loop
+ /***********************
+ END OF AGING LOOP
+ ************************/
+
+ /*
+ Add top and bottom side of water to transforming_liquid queue
+ */
+
+ 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);
+ {
+ bool water_found = false;
+ // 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(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;
+ }
+ }
+
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ }
+ }
+
+ /*
+ Grow grass
+ */
+
+ 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 in 2d
+ v2s16 p2d = v2s16(x,z);
+
+ /*
+ Find the lowest surface to which enough light ends up
+ to make grass grow.
+
+ Basically just wait until not air and not leaves.
+ */
+ s16 surface_y = 0;
+ {
+ v3s16 em = vmanip.m_area.getExtent();
+ u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+ s16 y;
+ // Go to ground level
+ for(y=node_max.Y; y>=full_node_min.Y; y--)
+ {
+ MapNode &n = vmanip.m_data[i];
+ if(ndef->get(n).param_type != CPT_LIGHT
+ || ndef->get(n).liquid_type != LIQUID_NONE)
+ break;
+ vmanip.m_area.add_y(em, i, -1);
+ }
+ if(y >= full_node_min.Y)
+ surface_y = y;
+ else
+ surface_y = full_node_min.Y;
+ }
+
+ u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() == c_dirt)
+ n->setContent(c_dirt_with_grass);
+ }
+
+ /*
+ Generate some trees
+ */
+ assert(central_area_size.X == central_area_size.Z);
+ {
+ // Divide area into parts
+ s16 div = 8;
+ s16 sidelen = central_area_size.X / div;
+ double area = sidelen * sidelen;
+ for(s16 x0=0; x0<div; x0++)
+ for(s16 z0=0; z0<div; z0++)
+ {
+ // Center position of part of division
+ v2s16 p2d_center(
+ node_min.X + sidelen/2 + sidelen*x0,
+ node_min.Z + sidelen/2 + sidelen*z0
+ );
+ // Minimum edge of part of division
+ v2s16 p2d_min(
+ node_min.X + sidelen*x0,
+ node_min.Z + sidelen*z0
+ );
+ // Maximum edge of part of division
+ v2s16 p2d_max(
+ node_min.X + sidelen + sidelen*x0 - 1,
+ node_min.Z + sidelen + sidelen*z0 - 1
+ );
+ // Amount of trees
+ u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+ // Put trees in random places on part of division
+ for(u32 i=0; i<tree_count; i++)
+ {
+ s16 x = myrand_range(p2d_min.X, p2d_max.X);
+ s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+ s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
+ // Don't make a tree under water level
+ if(y < WATER_LEVEL)
+ continue;
+ // Don't make a tree so high that it doesn't fit
+ if(y > node_max.Y - 6)
+ continue;
+ v3s16 p(x,y,z);
+ /*
+ Trees grow only on mud and grass
+ */
+ {
+ u32 i = vmanip.m_area.index(v3s16(p));
+ MapNode *n = &vmanip.m_data[i];
+ if(n->getContent() != c_dirt
+ && n->getContent() != c_dirt_with_grass)
+ continue;
+ }
+ p.Y++;
+ // Make a tree
+ make_tree(vmanip, p, false, ndef);
+ }
+ }
+ }
+
+#if 0
/*
Make base ground level
*/
@@ -1622,7 +2084,7 @@ void make_block(BlockMakeData *data)
vmanip.m_data[i] = n_stone;
}
- data->vmanip->m_area.add_y(em, i, 1);
+ vmanip->m_area.add_y(em, i, 1);
}
}
}
@@ -1668,7 +2130,7 @@ void make_block(BlockMakeData *data)
}
}
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
@@ -1688,7 +2150,7 @@ void make_block(BlockMakeData *data)
&& node_min.Y < approx_groundlevel)
{
// Dungeon generator doesn't modify places which have this set
- data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+ vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
| VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable to make dungeons open
@@ -1708,7 +2170,7 @@ void make_block(BlockMakeData *data)
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);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
@@ -1749,7 +2211,7 @@ void make_block(BlockMakeData *data)
if(wetness > 1.2)
vmanip.m_data[i].setContent(c_dirt);
}*/
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
@@ -1804,7 +2266,7 @@ void make_block(BlockMakeData *data)
}
}
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
@@ -1896,7 +2358,7 @@ void make_block(BlockMakeData *data)
else if(current_depth != 0)
break;
- data->vmanip->m_area.add_y(em, i, -1);
+ vmanip->m_area.add_y(em, i, -1);
}
}
}
@@ -1921,7 +2383,7 @@ void make_block(BlockMakeData *data)
{
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(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)
@@ -1937,8 +2399,8 @@ void make_block(BlockMakeData *data)
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];
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
{
found = true;
@@ -1950,8 +2412,8 @@ void make_block(BlockMakeData *data)
continue;
{
- u32 i = data->vmanip->m_area.index(p);
- MapNode *n = &data->vmanip->m_data[i];
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
continue;
@@ -2012,8 +2474,8 @@ void make_block(BlockMakeData *data)
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];
+ u32 i = vmanip->m_area.index(p);
+ MapNode *n = &vmanip->m_data[i];
if(data->nodedef->get(*n).is_ground_content)
{
found = true;
@@ -2059,15 +2521,15 @@ void make_block(BlockMakeData *data)
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
+ u32 i = vmanip->m_area.index(v3s16(p));
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one higher
p.Y++;
// Add it
- make_randomstone(data->vmanip, p);
+ make_randomstone(vmanip, p);
}
#endif
@@ -2094,15 +2556,15 @@ void make_block(BlockMakeData *data)
v3s16 p(x,y,z);
// Filter placement
/*{
- u32 i = data->vmanip->m_area.index(v3s16(p));
- MapNode *n = &data->vmanip->m_data[i];
+ u32 i = vmanip->m_area.index(v3s16(p));
+ MapNode *n = &vmanip->m_data[i];
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
continue;
}*/
// Will be placed one lower
p.Y--;
// Add it
- make_largestone(data->vmanip, p);
+ make_largestone(vmanip, p);
}
#endif
}
@@ -2239,6 +2701,7 @@ void make_block(BlockMakeData *data)
}
}
}
+#endif
/*
Calculate lighting
@@ -2246,7 +2709,11 @@ void make_block(BlockMakeData *data)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
SPT_AVG);
- VoxelArea a(node_min, node_max);
+ //VoxelArea a(node_min, node_max);
+ VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
+ /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
+ node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
for(int i=0; i<2; i++)
{