diff options
Diffstat (limited to 'src/mapgen/mapgen_v6.cpp')
-rw-r--r-- | src/mapgen/mapgen_v6.cpp | 955 |
1 files changed, 478 insertions, 477 deletions
diff --git a/src/mapgen/mapgen_v6.cpp b/src/mapgen/mapgen_v6.cpp index 8a0f01409..e9692246c 100644 --- a/src/mapgen/mapgen_v6.cpp +++ b/src/mapgen/mapgen_v6.cpp @@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ + #include <cmath> #include "mapgen.h" #include "voxel.h" @@ -38,64 +39,70 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mg_decoration.h" #include "mapgen_v6.h" -FlagDesc flagdesc_mapgen_v6[] = {{"jungles", MGV6_JUNGLES}, - {"biomeblend", MGV6_BIOMEBLEND}, {"mudflow", MGV6_MUDFLOW}, - {"snowbiomes", MGV6_SNOWBIOMES}, {"flat", MGV6_FLAT}, - {"trees", MGV6_TREES}, {NULL, 0}}; + +FlagDesc flagdesc_mapgen_v6[] = { + {"jungles", MGV6_JUNGLES}, + {"biomeblend", MGV6_BIOMEBLEND}, + {"mudflow", MGV6_MUDFLOW}, + {"snowbiomes", MGV6_SNOWBIOMES}, + {"flat", MGV6_FLAT}, + {"trees", MGV6_TREES}, + {NULL, 0} +}; + ///////////////////////////////////////////////////////////////////////////// -MapgenV6::MapgenV6(MapgenV6Params *params, EmergeParams *emerge) : - Mapgen(MAPGEN_V6, params, emerge) + +MapgenV6::MapgenV6(MapgenV6Params *params, EmergeParams *emerge) + : Mapgen(MAPGEN_V6, params, emerge) { m_emerge = emerge; ystride = csize.X; heightmap = new s16[csize.X * csize.Z]; - spflags = params->spflags; - freq_desert = params->freq_desert; - freq_beach = params->freq_beach; + spflags = params->spflags; + freq_desert = params->freq_desert; + freq_beach = params->freq_beach; dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; - np_cave = ¶ms->np_cave; - np_humidity = ¶ms->np_humidity; - np_trees = ¶ms->np_trees; + np_cave = ¶ms->np_cave; + np_humidity = ¶ms->np_humidity; + np_trees = ¶ms->np_trees; np_apple_trees = ¶ms->np_apple_trees; np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0); //// Create noise objects - noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y); - noise_terrain_higher = - new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y); - noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y); - noise_height_select = - new Noise(¶ms->np_height_select, seed, csize.X, csize.Y); - noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y); - noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y); - noise_biome = new Noise(¶ms->np_biome, seed, csize.X + 2 * MAP_BLOCKSIZE, - csize.Y + 2 * MAP_BLOCKSIZE); - noise_humidity = new Noise(¶ms->np_humidity, seed, + noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y); + noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y); + noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y); + noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y); + noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y); + noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y); + noise_biome = new Noise(¶ms->np_biome, seed, + csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE); + noise_humidity = new Noise(¶ms->np_humidity, seed, csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE); //// Resolve nodes to be used const NodeDefManager *ndef = emerge->ndef; - c_stone = ndef->getId("mapgen_stone"); - c_dirt = ndef->getId("mapgen_dirt"); + c_stone = ndef->getId("mapgen_stone"); + c_dirt = ndef->getId("mapgen_dirt"); c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); - c_sand = ndef->getId("mapgen_sand"); - c_water_source = ndef->getId("mapgen_water_source"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_gravel = ndef->getId("mapgen_gravel"); - c_desert_stone = ndef->getId("mapgen_desert_stone"); - c_desert_sand = ndef->getId("mapgen_desert_sand"); - c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow"); - c_snow = ndef->getId("mapgen_snow"); - c_snowblock = ndef->getId("mapgen_snowblock"); - c_ice = ndef->getId("mapgen_ice"); + c_sand = ndef->getId("mapgen_sand"); + c_water_source = ndef->getId("mapgen_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_gravel = ndef->getId("mapgen_gravel"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_desert_sand = ndef->getId("mapgen_desert_sand"); + c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow"); + c_snow = ndef->getId("mapgen_snow"); + c_snowblock = ndef->getId("mapgen_snowblock"); + c_ice = ndef->getId("mapgen_ice"); if (c_gravel == CONTENT_IGNORE) c_gravel = c_stone; @@ -112,9 +119,9 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeParams *emerge) : if (c_ice == CONTENT_IGNORE) c_ice = c_water_source; - c_cobble = ndef->getId("mapgen_cobble"); - c_mossycobble = ndef->getId("mapgen_mossycobble"); - c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_cobble = ndef->getId("mapgen_cobble"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone"); if (c_mossycobble == CONTENT_IGNORE) @@ -125,29 +132,22 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeParams *emerge) : c_stair_desert_stone = c_desert_stone; if (c_stone == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_stone' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_stone' is invalid!" << std::endl; if (c_dirt == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt' is invalid!" << std::endl; if (c_dirt_with_grass == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt_with_grass' is " - "invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_dirt_with_grass' is invalid!" << std::endl; if (c_sand == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_sand' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_sand' is invalid!" << std::endl; if (c_water_source == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_water_source' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_water_source' is invalid!" << std::endl; if (c_lava_source == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_lava_source' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_lava_source' is invalid!" << std::endl; if (c_cobble == CONTENT_IGNORE) - errorstream << "Mapgen v6: Mapgen alias 'mapgen_cobble' is invalid!" - << std::endl; + errorstream << "Mapgen v6: Mapgen alias 'mapgen_cobble' is invalid!" << std::endl; } + MapgenV6::~MapgenV6() { delete noise_terrain_base; @@ -164,72 +164,77 @@ MapgenV6::~MapgenV6() delete m_emerge; // our responsibility } -MapgenV6Params::MapgenV6Params() : - np_terrain_base(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0), - np_terrain_higher(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0), - np_steepness(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0), - np_height_select(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0), - np_mud(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0), - np_beach(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0), - np_biome(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0), - np_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0), - np_humidity(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0), - np_trees(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0), - np_apple_trees(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0) + +MapgenV6Params::MapgenV6Params(): + np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0), + np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0), + np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0), + np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0), + np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0), + np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0), + np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0), + np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0), + np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0), + np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0), + np_apple_trees (0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0) { } + void MapgenV6Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6); settings->getFloatNoEx("mgv6_freq_desert", freq_desert); - settings->getFloatNoEx("mgv6_freq_beach", freq_beach); - settings->getS16NoEx("mgv6_dungeon_ymin", dungeon_ymin); - settings->getS16NoEx("mgv6_dungeon_ymax", dungeon_ymax); + settings->getFloatNoEx("mgv6_freq_beach", freq_beach); + settings->getS16NoEx("mgv6_dungeon_ymin", dungeon_ymin); + settings->getS16NoEx("mgv6_dungeon_ymax", dungeon_ymax); - settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base); + settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base); settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher); - settings->getNoiseParams("mgv6_np_steepness", np_steepness); - settings->getNoiseParams("mgv6_np_height_select", np_height_select); - settings->getNoiseParams("mgv6_np_mud", np_mud); - settings->getNoiseParams("mgv6_np_beach", np_beach); - settings->getNoiseParams("mgv6_np_biome", np_biome); - settings->getNoiseParams("mgv6_np_cave", np_cave); - settings->getNoiseParams("mgv6_np_humidity", np_humidity); - settings->getNoiseParams("mgv6_np_trees", np_trees); - settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees); + settings->getNoiseParams("mgv6_np_steepness", np_steepness); + settings->getNoiseParams("mgv6_np_height_select", np_height_select); + settings->getNoiseParams("mgv6_np_mud", np_mud); + settings->getNoiseParams("mgv6_np_beach", np_beach); + settings->getNoiseParams("mgv6_np_biome", np_biome); + settings->getNoiseParams("mgv6_np_cave", np_cave); + settings->getNoiseParams("mgv6_np_humidity", np_humidity); + settings->getNoiseParams("mgv6_np_trees", np_trees); + settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees); } + void MapgenV6Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6); settings->setFloat("mgv6_freq_desert", freq_desert); - settings->setFloat("mgv6_freq_beach", freq_beach); - settings->setS16("mgv6_dungeon_ymin", dungeon_ymin); - settings->setS16("mgv6_dungeon_ymax", dungeon_ymax); + settings->setFloat("mgv6_freq_beach", freq_beach); + settings->setS16("mgv6_dungeon_ymin", dungeon_ymin); + settings->setS16("mgv6_dungeon_ymax", dungeon_ymax); - settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base); + settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base); settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher); - settings->setNoiseParams("mgv6_np_steepness", np_steepness); - settings->setNoiseParams("mgv6_np_height_select", np_height_select); - settings->setNoiseParams("mgv6_np_mud", np_mud); - settings->setNoiseParams("mgv6_np_beach", np_beach); - settings->setNoiseParams("mgv6_np_biome", np_biome); - settings->setNoiseParams("mgv6_np_cave", np_cave); - settings->setNoiseParams("mgv6_np_humidity", np_humidity); - settings->setNoiseParams("mgv6_np_trees", np_trees); - settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees); + settings->setNoiseParams("mgv6_np_steepness", np_steepness); + settings->setNoiseParams("mgv6_np_height_select", np_height_select); + settings->setNoiseParams("mgv6_np_mud", np_mud); + settings->setNoiseParams("mgv6_np_beach", np_beach); + settings->setNoiseParams("mgv6_np_biome", np_biome); + settings->setNoiseParams("mgv6_np_cave", np_cave); + settings->setNoiseParams("mgv6_np_humidity", np_humidity); + settings->setNoiseParams("mgv6_np_trees", np_trees); + settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees); } + void MapgenV6Params::setDefaultSettings(Settings *settings) { - settings->setDefault("mgv6_spflags", flagdesc_mapgen_v6, - MGV6_JUNGLES | MGV6_SNOWBIOMES | MGV6_TREES | MGV6_BIOMEBLEND | - MGV6_MUDFLOW); + settings->setDefault("mgv6_spflags", flagdesc_mapgen_v6, MGV6_JUNGLES | + MGV6_SNOWBIOMES | MGV6_TREES | MGV6_BIOMEBLEND | MGV6_MUDFLOW); } + //////////////////////// Some helper functions for the map generator + // Returns Y one under area minimum if not found s16 MapgenV6::find_stone_level(v2s16 p2d) { @@ -249,6 +254,7 @@ s16 MapgenV6::find_stone_level(v2s16 p2d) return (y >= y_nodes_min) ? y : y_nodes_min - 1; } + // Required by mapgen.h bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) { @@ -257,22 +263,23 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) // Nah, this is just a heuristic, just return something s16 minimum_groundlevel = water_level; - if (blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) + if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel) return true; return false; } + //////////////////////// Base terrain height functions float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, - float steepness, float height_select) + float steepness, float height_select) { - float base = 1 + terrain_base; + float base = 1 + terrain_base; float higher = 1 + terrain_higher; // Limit higher ground level to at least base - if (higher < base) + if(higher < base) higher = base; // Steepness factor of cliffs @@ -292,61 +299,71 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, return base * (1.0 - a) + higher * a; } + float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { if (spflags & MGV6_FLAT) return water_level; - float terrain_base = NoisePerlin2D_PO( - &noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed); - float terrain_higher = NoisePerlin2D_PO( - &noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed); - float steepness = - NoisePerlin2D_PO(&noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed); - float height_select = NoisePerlin2D_PO( - &noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed); - - return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select); + float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np, + p.X, 0.5, p.Y, 0.5, seed); + float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np, + p.X, 0.5, p.Y, 0.5, seed); + float steepness = NoisePerlin2D_PO(&noise_steepness->np, + p.X, 0.5, p.Y, 0.5, seed); + float height_select = NoisePerlin2D_PO(&noise_height_select->np, + p.X, 0.5, p.Y, 0.5, seed); + + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); } + float MapgenV6::baseTerrainLevelFromMap(v2s16 p) { int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return baseTerrainLevelFromMap(index); } + float MapgenV6::baseTerrainLevelFromMap(int index) { if (spflags & MGV6_FLAT) return water_level; - float terrain_base = noise_terrain_base->result[index]; + float terrain_base = noise_terrain_base->result[index]; float terrain_higher = noise_terrain_higher->result[index]; - float steepness = noise_steepness->result[index]; - float height_select = noise_height_select->result[index]; + float steepness = noise_steepness->result[index]; + float height_select = noise_height_select->result[index]; - return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select); + return baseTerrainLevel(terrain_base, terrain_higher, + steepness, height_select); } + s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { return baseTerrainLevelFromNoise(p2d) + MGV6_AVERAGE_MUD_AMOUNT; } + int MapgenV6::getGroundLevelAtPoint(v2s16 p) { return baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT; } + int MapgenV6::getSpawnLevelAtPoint(v2s16 p) { s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT; - if (level_at_point <= water_level || level_at_point > water_level + 16) - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + if (level_at_point <= water_level || + level_at_point > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point return level_at_point; } + //////////////////////// Noise functions float MapgenV6::getMudAmount(v2s16 p) @@ -355,19 +372,22 @@ float MapgenV6::getMudAmount(v2s16 p) return getMudAmount(index); } + bool MapgenV6::getHaveBeach(v2s16 p) { int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return getHaveBeach(index); } + BiomeV6Type MapgenV6::getBiome(v2s16 p) { - int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + - (p.X - full_node_min.X); + int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + + (p.X - full_node_min.X); return getBiome(index, p); } + float MapgenV6::getHumidity(v2s16 p) { /*double noise = noise2d_perlin( @@ -375,8 +395,8 @@ float MapgenV6::getHumidity(v2s16 p) seed+72384, 4, 0.66); noise = (noise + 1.0)/2.0;*/ - int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + - (p.X - full_node_min.X); + int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE) + + (p.X - full_node_min.X); float noise = noise_humidity->result[index]; if (noise < 0.0) @@ -386,6 +406,7 @@ float MapgenV6::getHumidity(v2s16 p) return noise; } + float MapgenV6::getTreeAmount(v2s16 p) { /*double noise = noise2d_perlin( @@ -400,6 +421,7 @@ float MapgenV6::getTreeAmount(v2s16 p) return 0.04 * (noise - zeroval) / (1.0 - zeroval); } + bool MapgenV6::getHaveAppleTree(v2s16 p) { /*is_apple_tree = noise2d_perlin( @@ -411,6 +433,7 @@ bool MapgenV6::getHaveAppleTree(v2s16 p) return noise > 0.2; } + float MapgenV6::getMudAmount(int index) { if (spflags & MGV6_FLAT) @@ -423,6 +446,7 @@ float MapgenV6::getMudAmount(int index) return noise_mud->result[index]; } + bool MapgenV6::getHaveBeach(int index) { // Determine whether to have sand here @@ -434,6 +458,7 @@ bool MapgenV6::getHaveBeach(int index) return (sandnoise > freq_beach); } + BiomeV6Type MapgenV6::getBiome(int index, v2s16 p) { // Just do something very simple as for now @@ -445,8 +470,7 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p) float h = noise_humidity->result[index]; if (spflags & MGV6_SNOWBIOMES) { - float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 - : 0; + float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0; if (d > MGV6_FREQ_HOT + blend) { if (h > MGV6_FREQ_JUNGLE + blend) @@ -476,14 +500,17 @@ BiomeV6Type MapgenV6::getBiome(int index, v2s16 p) return BT_JUNGLE; return BT_NORMAL; + } + u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) { s32 x = p.X, y = p.Y, z = p.Z; return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23; } + //////////////////////// Map generator void MapgenV6::makeChunk(BlockMakeData *data) @@ -492,14 +519,14 @@ void MapgenV6::makeChunk(BlockMakeData *data) assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && - data->blockpos_requested.Y >= data->blockpos_min.Y && - data->blockpos_requested.Z >= data->blockpos_min.Z); + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && - data->blockpos_requested.Y <= data->blockpos_max.Y && - data->blockpos_requested.Z <= data->blockpos_max.Z); + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; - this->vm = data->vmanip; + this->vm = data->vmanip; this->ndef = data->nodedef; // Hack: use minimum block coords for old code that assumes a single block @@ -551,6 +578,7 @@ void MapgenV6::makeChunk(BlockMakeData *data) // Flow mud away from steep edges if (spflags & MGV6_MUDFLOW) flowMud(mudflow_minpos, mudflow_maxpos); + } // Update heightmap after mudflow @@ -558,53 +586,50 @@ void MapgenV6::makeChunk(BlockMakeData *data) // Add dungeons if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y && - full_node_min.Y >= dungeon_ymin && - full_node_max.Y <= dungeon_ymax) { - u16 num_dungeons = std::fmax( - std::floor(NoisePerlin3D(&np_dungeons, node_min.X, - node_min.Y, node_min.Z, seed)), - 0.0f); + full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) { + u16 num_dungeons = std::fmax(std::floor( + NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f); if (num_dungeons >= 1) { PseudoRandom ps(blockseed + 4713); DungeonParams dp; - dp.seed = seed; - dp.num_dungeons = num_dungeons; - dp.only_in_ground = true; - dp.corridor_len_min = 1; - dp.corridor_len_max = 13; - dp.num_rooms = ps.range(2, 16); + dp.seed = seed; + dp.num_dungeons = num_dungeons; + dp.only_in_ground = true; + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.num_rooms = ps.range(2, 16); dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0; - dp.np_alt_wall = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), - 32474, 6, 1.1, 2.0); + dp.np_alt_wall + = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) { - dp.c_wall = c_desert_stone; - dp.c_alt_wall = CONTENT_IGNORE; - dp.c_stair = c_stair_desert_stone; - - dp.diagonal_dirs = true; - dp.holesize = v3s16(2, 3, 2); - dp.room_size_min = v3s16(6, 9, 6); - dp.room_size_max = v3s16(10, 11, 10); + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_stair_desert_stone; + + dp.diagonal_dirs = true; + dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(6, 9, 6); + dp.room_size_max = v3s16(10, 11, 10); dp.room_size_large_min = v3s16(10, 13, 10); dp.room_size_large_max = v3s16(18, 21, 18); - dp.notifytype = GENNOTIFY_TEMPLE; + dp.notifytype = GENNOTIFY_TEMPLE; } else { - dp.c_wall = c_cobble; - dp.c_alt_wall = c_mossycobble; - dp.c_stair = c_stair_cobble; - - dp.diagonal_dirs = false; - dp.holesize = v3s16(1, 2, 1); - dp.room_size_min = v3s16(4, 4, 4); - dp.room_size_max = v3s16(8, 6, 8); + dp.c_wall = c_cobble; + dp.c_alt_wall = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(1, 2, 1); + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); dp.room_size_large_min = v3s16(8, 8, 8); dp.room_size_large_max = v3s16(16, 16, 16); - dp.notifytype = GENNOTIFY_DUNGEON; + dp.notifytype = GENNOTIFY_DUNGEON; } DungeonGen dgen(ndef, &gennotify, &dp); @@ -632,12 +657,13 @@ void MapgenV6::makeChunk(BlockMakeData *data) // Calculate lighting if (flags & MG_LIGHT) calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE, - node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, full_node_min, - full_node_max); + node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, + full_node_min, full_node_max); this->generating = false; } + void MapgenV6::calculateNoise() { int x = node_min.X; @@ -661,9 +687,10 @@ void MapgenV6::calculateNoise() // only humidity at point does } + int MapgenV6::generateGround() { - // TimeTaker timer1("Generating ground level"); + //TimeTaker timer1("Generating ground level"); MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone), n_desert_stone(c_desert_stone); MapNode n_ice(c_ice); @@ -671,242 +698,218 @@ int MapgenV6::generateGround() u32 index = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - // Surface height - s16 surface_y = (s16)baseTerrainLevelFromMap(index); - - // Log it - if (surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - - BiomeV6Type bt = getBiome(v2s16(x, z)); - - // Fill ground with stone - const v3s16 &em = vm->m_area.getExtent(); - u32 i = vm->m_area.index(x, node_min.Y, z); - for (s16 y = node_min.Y; y <= node_max.Y; y++) { - if (vm->m_data[i].getContent() == CONTENT_IGNORE) { - if (y <= surface_y) { - vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE && - bt == BT_DESERT) - ? n_desert_stone - : n_stone; - } else if (y <= water_level) { - vm->m_data[i] = (y >= MGV6_ICE_BASE && - bt == BT_TUNDRA) - ? n_ice - : n_water_source; - } else { - vm->m_data[i] = n_air; - } + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + // Surface height + s16 surface_y = (s16)baseTerrainLevelFromMap(index); + + // Log it + if (surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + + BiomeV6Type bt = getBiome(v2s16(x, z)); + + // Fill ground with stone + const v3s16 &em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(x, node_min.Y, z); + for (s16 y = node_min.Y; y <= node_max.Y; y++) { + if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (y <= surface_y) { + vm->m_data[i] = (y >= MGV6_DESERT_STONE_BASE + && bt == BT_DESERT) ? + n_desert_stone : n_stone; + } else if (y <= water_level) { + vm->m_data[i] = (y >= MGV6_ICE_BASE + && bt == BT_TUNDRA) ? + n_ice : n_water_source; + } else { + vm->m_data[i] = n_air; } - VoxelArea::add_y(em, i, 1); } + VoxelArea::add_y(em, i, 1); } + } return stone_surface_max_y; } + void MapgenV6::addMud() { // 15ms @cs=8 - // TimeTaker timer1("add mud"); + //TimeTaker timer1("add mud"); MapNode n_dirt(c_dirt), n_gravel(c_gravel); MapNode n_sand(c_sand), n_desert_sand(c_desert_sand); MapNode addnode; u32 index = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - // Randomize mud amount - s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5; + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + // Randomize mud amount + s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5; + + // Find ground level + s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this! + + // Handle area not found + if (surface_y == vm->m_area.MinEdge.Y - 1) + continue; + + BiomeV6Type bt = getBiome(v2s16(x, z)); + addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt; + + if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) { + addnode = n_sand; + } else if (mud_add_amount <= 0) { + mud_add_amount = 1 - mud_add_amount; + addnode = n_gravel; + } else if (bt != BT_DESERT && getHaveBeach(index) && + surface_y + mud_add_amount <= water_level + 2) { + addnode = n_sand; + } - // Find ground level - s16 surface_y = find_stone_level( - v2s16(x, z)); /////////////////optimize this! + if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20) + mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5); - // Handle area not found - if (surface_y == vm->m_area.MinEdge.Y - 1) - continue; + /* If topmost node is grass, change it to mud. It might be if it was + // flown to there from a neighboring chunk and then converted. + u32 i = vm->m_area.index(x, surface_y, z); + if (vm->m_data[i].getContent() == c_dirt_with_grass) + vm->m_data[i] = n_dirt;*/ - BiomeV6Type bt = getBiome(v2s16(x, z)); - addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt; - - if (bt == BT_DESERT && - surface_y + mud_add_amount <= water_level + 1) { - addnode = n_sand; - } else if (mud_add_amount <= 0) { - mud_add_amount = 1 - mud_add_amount; - addnode = n_gravel; - } else if (bt != BT_DESERT && getHaveBeach(index) && - surface_y + mud_add_amount <= water_level + 2) { - addnode = n_sand; - } + // Add mud on ground + s16 mudcount = 0; + const v3s16 &em = vm->m_area.getExtent(); + s16 y_start = surface_y + 1; + u32 i = vm->m_area.index(x, y_start, z); + for (s16 y = y_start; y <= node_max.Y; y++) { + if (mudcount >= mud_add_amount) + break; - if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20) - mud_add_amount = MYMAX( - 0, mud_add_amount - (surface_y - 20) / 5); - - /* If topmost node is grass, change it to mud. It might be if it - was - // flown to there from a neighboring chunk and then converted. - u32 i = vm->m_area.index(x, surface_y, z); - if (vm->m_data[i].getContent() == c_dirt_with_grass) - vm->m_data[i] = n_dirt;*/ - - // Add mud on ground - s16 mudcount = 0; - const v3s16 &em = vm->m_area.getExtent(); - s16 y_start = surface_y + 1; - u32 i = vm->m_area.index(x, y_start, z); - for (s16 y = y_start; y <= node_max.Y; y++) { - if (mudcount >= mud_add_amount) - break; + vm->m_data[i] = addnode; + mudcount++; - vm->m_data[i] = addnode; - mudcount++; - - VoxelArea::add_y(em, i, 1); - } + VoxelArea::add_y(em, i, 1); } + } } + void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { const v3s16 &em = vm->m_area.getExtent(); static const v3s16 dirs4[4] = { - v3s16(0, 0, 1), // Back - v3s16(1, 0, 0), // Right - v3s16(0, 0, -1), // Front - v3s16(-1, 0, 0), // Left + v3s16(0, 0, 1), // Back + v3s16(1, 0, 0), // Right + v3s16(0, 0, -1), // Front + v3s16(-1, 0, 0), // Left }; - + // Iterate twice for (s16 k = 0; k < 2; k++) { for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++) - for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) { - // Node column position - v2s16 p2d; - // Invert coordinates on second iteration to process - // columns in opposite order, to avoid a directional bias. - if (k == 1) - p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z); - else - p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z); - - s16 y = node_max.Y; - - while (y >= node_min.Y) { - for (;; y--) { - u32 i = vm->m_area.index(p2d.X, y, p2d.Y); - MapNode *n = nullptr; - - // Find next mud node in mapchunk column - for (; y >= node_min.Y; y--) { - n = &vm->m_data[i]; - if (n->getContent() == c_dirt || - n->getContent() == - c_dirt_with_grass || - n->getContent() == - c_gravel) - break; - - VoxelArea::add_y(em, i, -1); - } - if (y < node_min.Y) - // No mud found in mapchunk - // column, process the next column + for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) { + // Node column position + v2s16 p2d; + // Invert coordinates on second iteration to process columns in + // opposite order, to avoid a directional bias. + if (k == 1) + p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z); + else + p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z); + + s16 y = node_max.Y; + + while (y >= node_min.Y) { + for (;; y--) { + u32 i = vm->m_area.index(p2d.X, y, p2d.Y); + MapNode *n = nullptr; + + // Find next mud node in mapchunk column + for (; y >= node_min.Y; y--) { + n = &vm->m_data[i]; + if (n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass || + n->getContent() == c_gravel) break; - if (n->getContent() == c_dirt || - n->getContent() == - c_dirt_with_grass) { - // Convert dirt_with_grass to dirt - n->setContent(c_dirt); - // Don't flow mud if the stuff - // under it is not mud, to leave - // at least 1 node of mud. - u32 i2 = i; - VoxelArea::add_y(em, i2, -1); - MapNode *n2 = &vm->m_data[i2]; - if (n2->getContent() != c_dirt && - n2->getContent() != - c_dirt_with_grass) - // Find next mud node in - // column - continue; - } + VoxelArea::add_y(em, i, -1); + } + if (y < node_min.Y) + // No mud found in mapchunk column, process the next column + break; - // Check if node above is walkable. If so, - // cancel flowing as if node above keeps - // it in place. - u32 i3 = i; - VoxelArea::add_y(em, i3, 1); - MapNode *n3 = &vm->m_data[i3]; - if (ndef->get(*n3).walkable) + if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) { + // Convert dirt_with_grass to dirt + n->setContent(c_dirt); + // Don't flow mud if the stuff under it is not mud, + // to leave at least 1 node of mud. + u32 i2 = i; + VoxelArea::add_y(em, i2, -1); + MapNode *n2 = &vm->m_data[i2]; + if (n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) // Find next mud node in column continue; + } + + // Check if node above is walkable. If so, cancel + // flowing as if node above keeps it in place. + u32 i3 = i; + VoxelArea::add_y(em, i3, 1); + MapNode *n3 = &vm->m_data[i3]; + if (ndef->get(*n3).walkable) + // Find next mud node in column + continue; + + // Drop mud on one side + for (const v3s16 &dirp : dirs4) { + u32 i2 = i; + // Move to side + VoxelArea::add_p(em, i2, dirp); + // Check that side is air + MapNode *n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; + + // Check that under side is air + VoxelArea::add_y(em, i2, -1); + n2 = &vm->m_data[i2]; + if (ndef->get(*n2).walkable) + continue; - // Drop mud on one side - for (const v3s16 &dirp : dirs4) { - u32 i2 = i; - // Move to side - VoxelArea::add_p(em, i2, dirp); - // Check that side is air - MapNode *n2 = &vm->m_data[i2]; - if (ndef->get(*n2).walkable) - continue; - - // Check that under side is air + // Loop further down until not air + s16 y2 = y - 1; // y of i2 + bool dropped_to_unknown = false; + do { + y2--; VoxelArea::add_y(em, i2, -1); n2 = &vm->m_data[i2]; - if (ndef->get(*n2).walkable) - continue; - - // Loop further down until not air - s16 y2 = y - 1; // y of i2 - bool dropped_to_unknown = false; - do { - y2--; - VoxelArea::add_y(em, i2, - -1); - n2 = &vm->m_data[i2]; - // If out of area or in - // ungenerated world - if (y2 < full_node_min.Y || - n2->getContent() == - CONTENT_IGNORE) { - dropped_to_unknown = - true; - break; - } - } while (!ndef->get(*n2).walkable); - - if (!dropped_to_unknown) { - // Move up one so that - // we're in air - VoxelArea::add_y(em, i2, - 1); - // Move mud to new place, - // and if outside mapchunk - // remove any decorations - // above removed or placed - // mud. - moveMud(i, i2, i3, p2d, - em); + // If out of area or in ungenerated world + if (y2 < full_node_min.Y || n2->getContent() == CONTENT_IGNORE) { + dropped_to_unknown = true; + break; } - // Done, find next mud node in - // column - break; + } while (!ndef->get(*n2).walkable); + + if (!dropped_to_unknown) { + // Move up one so that we're in air + VoxelArea::add_y(em, i2, 1); + // Move mud to new place, and if outside mapchunk remove + // any decorations above removed or placed mud. + moveMud(i, i2, i3, p2d, em); } + // Done, find next mud node in column + break; } } } + } } } -void MapgenV6::moveMud(u32 remove_index, u32 place_index, u32 above_remove_index, - v2s16 pos, v3s16 em) + +void MapgenV6::moveMud(u32 remove_index, u32 place_index, + u32 above_remove_index, v2s16 pos, v3s16 em) { MapNode n_air(CONTENT_AIR); // Copy mud from old place to new place @@ -916,20 +919,17 @@ void MapgenV6::moveMud(u32 remove_index, u32 place_index, u32 above_remove_index // Outside the mapchunk decorations may need to be removed if above removed // mud or if half-buried in placed mud. Placed mud is to the side of pos so // use 'pos.X >= node_max.X' etc. - if (pos.X >= node_max.X || pos.X <= node_min.X || pos.Y >= node_max.Z || - pos.Y <= node_min.Z) { + if (pos.X >= node_max.X || pos.X <= node_min.X || + pos.Y >= node_max.Z || pos.Y <= node_min.Z) { // 'above remove' node is above removed mud. If it is not air, water or // 'ignore' it is a decoration that needs removing. Also search upwards // to remove a possible stacked decoration. // Check for 'ignore' because stacked decorations can penetrate into // 'ignore' nodes above the mapchunk. while (vm->m_area.contains(above_remove_index) && - vm->m_data[above_remove_index].getContent() != - CONTENT_AIR && - vm->m_data[above_remove_index].getContent() != - c_water_source && - vm->m_data[above_remove_index].getContent() != - CONTENT_IGNORE) { + vm->m_data[above_remove_index].getContent() != CONTENT_AIR && + vm->m_data[above_remove_index].getContent() != c_water_source && + vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) { vm->m_data[above_remove_index] = n_air; VoxelArea::add_y(em, above_remove_index, 1); } @@ -946,9 +946,10 @@ void MapgenV6::moveMud(u32 remove_index, u32 place_index, u32 above_remove_index } } + void MapgenV6::placeTreesAndJungleGrass() { - // TimeTaker t("placeTrees"); + //TimeTaker t("placeTrees"); if (node_max.Y < water_level) return; @@ -968,96 +969,98 @@ void MapgenV6::placeTreesAndJungleGrass() // N.B. We must add jungle grass first, since tree leaves will // obstruct the ground, giving us a false ground level for (s16 z0 = 0; z0 < div; z0++) - for (s16 x0 = 0; x0 < div; x0++) { - // 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); - - // Get biome at center position of part of division - BiomeV6Type bt = getBiome(p2d_center); - - // Amount of trees - u32 tree_count; - if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) { - tree_count = area * getTreeAmount(p2d_center); - if (bt == BT_JUNGLE) - tree_count *= 4; - } else { - tree_count = 0; - } + for (s16 x0 = 0; x0 < div; x0++) { + // 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 + ); + + // Get biome at center position of part of division + BiomeV6Type bt = getBiome(p2d_center); + + // Amount of trees + u32 tree_count; + if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) { + tree_count = area * getTreeAmount(p2d_center); + if (bt == BT_JUNGLE) + tree_count *= 4; + } else { + tree_count = 0; + } - // Add jungle grass - if (bt == BT_JUNGLE) { - float humidity = getHumidity(p2d_center); - u32 grass_count = 5 * humidity * tree_count; - for (u32 i = 0; i < grass_count; i++) { - s16 x = grassrandom.range(p2d_min.X, p2d_max.X); - s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); - int mapindex = central_area_size.X * - (z - node_min.Z) + - (x - node_min.X); - s16 y = heightmap[mapindex]; - if (y < water_level) - continue; + // Add jungle grass + if (bt == BT_JUNGLE) { + float humidity = getHumidity(p2d_center); + u32 grass_count = 5 * humidity * tree_count; + for (u32 i = 0; i < grass_count; i++) { + s16 x = grassrandom.range(p2d_min.X, p2d_max.X); + s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; + if (y < water_level) + continue; - u32 vi = vm->m_area.index(x, y, z); - // place on dirt_with_grass, since we know it is - // exposed to sunlight - if (vm->m_data[vi].getContent() == - c_dirt_with_grass) { - VoxelArea::add_y(em, vi, 1); - vm->m_data[vi] = n_junglegrass; - } + u32 vi = vm->m_area.index(x, y, z); + // place on dirt_with_grass, since we know it is exposed to sunlight + if (vm->m_data[vi].getContent() == c_dirt_with_grass) { + VoxelArea::add_y(em, vi, 1); + vm->m_data[vi] = n_junglegrass; } } + } - // 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); - int mapindex = central_area_size.X * (z - node_min.Z) + - (x - node_min.X); - s16 y = heightmap[mapindex]; - // Don't make a tree under water level - // Don't make a tree so high that it doesn't fit - if (y < water_level || y > node_max.Y - 6) + // 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); + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; + // Don't make a tree under water level + // Don't make a tree so high that it doesn't fit + if (y < water_level || y > node_max.Y - 6) + continue; + + v3s16 p(x, y, z); + // Trees grow only on mud and grass + { + u32 i = vm->m_area.index(p); + content_t c = vm->m_data[i].getContent(); + if (c != c_dirt && + c != c_dirt_with_grass && + c != c_dirt_with_snow) continue; + } + p.Y++; - v3s16 p(x, y, z); - // Trees grow only on mud and grass - { - u32 i = vm->m_area.index(p); - content_t c = vm->m_data[i].getContent(); - if (c != c_dirt && c != c_dirt_with_grass && - c != c_dirt_with_snow) - continue; - } - p.Y++; - - // Make a tree - if (bt == BT_JUNGLE) { - treegen::make_jungletree(*vm, p, ndef, myrand()); - } else if (bt == BT_TAIGA) { - treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), - ndef, myrand()); - } else if (bt == BT_NORMAL) { - bool is_apple_tree = - (myrand_range(0, 3) == 0) && + // Make a tree + if (bt == BT_JUNGLE) { + treegen::make_jungletree(*vm, p, ndef, myrand()); + } else if (bt == BT_TAIGA) { + treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand()); + } else if (bt == BT_NORMAL) { + bool is_apple_tree = (myrand_range(0, 3) == 0) && getHaveAppleTree(v2s16(x, z)); - treegen::make_tree(*vm, p, is_apple_tree, ndef, - myrand()); - } + treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); } } - // printf("placeTreesAndJungleGrass: %dms\n", t.stop()); + } + //printf("placeTreesAndJungleGrass: %dms\n", t.stop()); } + void MapgenV6::growGrass() // Add surface nodes { MapNode n_dirt_with_grass(c_dirt_with_grass); @@ -1068,54 +1071,53 @@ void MapgenV6::growGrass() // Add surface nodes u32 index = 0; for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++) - for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) { - // 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; - { - u32 i = vm->m_area.index(x, node_max.Y, z); - s16 y; - // Go to ground level - for (y = node_max.Y; y >= full_node_min.Y; y--) { - MapNode &n = vm->m_data[i]; - if (ndef->get(n).param_type != CPT_LIGHT || - ndef->get(n).liquid_type != - LIQUID_NONE || - n.getContent() == c_ice) - break; - VoxelArea::add_y(em, i, -1); - } - surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; + for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) { + // 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; + { + u32 i = vm->m_area.index(x, node_max.Y, z); + s16 y; + // Go to ground level + for (y = node_max.Y; y >= full_node_min.Y; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).param_type != CPT_LIGHT || + ndef->get(n).liquid_type != LIQUID_NONE || + n.getContent() == c_ice) + break; + VoxelArea::add_y(em, i, -1); } + surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; + } - BiomeV6Type bt = getBiome(index, v2s16(x, z)); - u32 i = vm->m_area.index(x, surface_y, z); - content_t c = vm->m_data[i].getContent(); - if (surface_y >= water_level - 20) { - if (bt == BT_TAIGA && c == c_dirt) { + BiomeV6Type bt = getBiome(index, v2s16(x, z)); + u32 i = vm->m_area.index(x, surface_y, z); + content_t c = vm->m_data[i].getContent(); + if (surface_y >= water_level - 20) { + if (bt == BT_TAIGA && c == c_dirt) { + vm->m_data[i] = n_dirt_with_snow; + } else if (bt == BT_TUNDRA) { + if (c == c_dirt) { + vm->m_data[i] = n_snowblock; + VoxelArea::add_y(em, i, -1); vm->m_data[i] = n_dirt_with_snow; - } else if (bt == BT_TUNDRA) { - if (c == c_dirt) { - vm->m_data[i] = n_snowblock; - VoxelArea::add_y(em, i, -1); - vm->m_data[i] = n_dirt_with_snow; - } else if (c == c_stone && - surface_y < node_max.Y) { - VoxelArea::add_y(em, i, 1); - vm->m_data[i] = n_snowblock; - } - } else if (c == c_dirt) { - vm->m_data[i] = n_dirt_with_grass; + } else if (c == c_stone && surface_y < node_max.Y) { + VoxelArea::add_y(em, i, 1); + vm->m_data[i] = n_snowblock; } + } else if (c == c_dirt) { + vm->m_data[i] = n_dirt_with_grass; } } + } } + void MapgenV6::generateCaves(int max_stone_y) { float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); - int volume_nodes = (node_max.X - node_min.X + 1) * (node_max.Y - node_min.Y + 1) * - MAP_BLOCKSIZE; + int volume_nodes = (node_max.X - node_min.X + 1) * + (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; cave_amount = MYMAX(0.0, cave_amount); u32 caves_count = cave_amount * volume_nodes / 50000; u32 bruises_count = 1; @@ -1126,16 +1128,15 @@ void MapgenV6::generateCaves(int max_stone_y) bruises_count = ps.range(0, ps.range(0, 2)); if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) { - caves_count /= 3; + caves_count /= 3; bruises_count /= 3; } for (u32 i = 0; i < caves_count + bruises_count; i++) { - CavesV6 cave(ndef, &gennotify, water_level, c_water_source, - c_lava_source); + CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source); bool large_cave = (i >= caves_count); - cave.makeCave(vm, node_min, node_max, &ps, &ps2, large_cave, max_stone_y, - heightmap); + cave.makeCave(vm, node_min, node_max, &ps, &ps2, + large_cave, max_stone_y, heightmap); } } |