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Jungle biome/whatever thing
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parent
fdf14471c6
commit
8993d9dd83
BIN
data/junglegrass.png
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data/junglegrass.png
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data/jungletree.png
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data/jungletree.png
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data/jungletree_top.png
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data/jungletree_top.png
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@ -198,6 +198,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer pa_papyrus = g_texturesource->getTexture(
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g_texturesource->getTextureId("papyrus.png"));
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material_papyrus.setTexture(0, pa_papyrus.atlas);
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// junglegrass material
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video::SMaterial material_junglegrass;
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material_junglegrass.setFlag(video::EMF_LIGHTING, false);
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material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
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material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_junglegrass = g_texturesource->getTexture(
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g_texturesource->getTextureId("junglegrass.png"));
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material_junglegrass.setTexture(0, pa_junglegrass.atlas);
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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@ -966,6 +977,57 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(material_papyrus, vertices, 4, indices, 6);
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}
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}
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else if(n.d == CONTENT_JUNGLEGRASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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for(u32 j=0; j<4; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y0()),
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video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.y0()),
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};
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if(j == 0)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(45);
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}
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else if(j == 1)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-45);
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}
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else if(j == 2)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(135);
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}
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else if(j == 3)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-135);
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}
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos *= 1.3;
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_junglegrass, vertices, 4, indices, 6);
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}
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}
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else if(n.d == CONTENT_RAIL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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@ -136,12 +136,34 @@ void content_mapnode_init()
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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setWoodLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_JUNGLETREE;
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f = &content_features(i);
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f->setAllTextures("jungletree.png");
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f->setTexture(0, "jungletree_top.png");
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f->setTexture(1, "jungletree_top.png");
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f->param_type = CPT_MINERAL;
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//f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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setWoodLikeDiggingProperties(f->digging_properties, 1.0);
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i = CONTENT_JUNGLEGRASS;
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f = &content_features(i);
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f->setInventoryTexture("junglegrass.png");
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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//f->is_ground_content = true;
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f->air_equivalent = false; // grass grows underneath
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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setWoodLikeDiggingProperties(f->digging_properties, 0.10);
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i = CONTENT_LEAVES;
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f = &content_features(i);
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f->light_propagates = true;
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//f->param_type = CPT_MINERAL;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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//f->is_ground_content = true;
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if(new_style_leaves)
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{
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f->solidness = 0; // drawn separately, makes no faces
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@ -57,6 +57,8 @@ void content_mapnode_init();
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#define CONTENT_PAPYRUS 28
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#define CONTENT_BOOKSHELF 29
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#define CONTENT_RAIL 30
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#define CONTENT_JUNGLETREE 31
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#define CONTENT_JUNGLEGRASS 32
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#endif
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168
src/mapgen.cpp
168
src/mapgen.cpp
@ -152,6 +152,92 @@ static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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}
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}
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static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode treenode(CONTENT_JUNGLETREE);
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MapNode leavesnode(CONTENT_LEAVES);
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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if(myrand_range(0, 2) == 0)
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continue;
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v3s16 p1 = p0 + v3s16(x,0,z);
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v3s16 p2 = p0 + v3s16(x,-1,z);
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if(vmanip.m_area.contains(p2)
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&& vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
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vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
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else if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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}
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s16 trunk_h = myrand_range(8, 12);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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p1.Y++;
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}
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// p1 is now the last piece of the trunk
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p1.Y -= 1;
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VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
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//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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Buffer<u8> leaves_d(leaves_a.getVolume());
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for(s32 i=0; i<leaves_a.getVolume(); i++)
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leaves_d[i] = 0;
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// Force leaves at near the end of the trunk
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{
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s16 d = 1;
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for(s16 z=-d; z<=d; z++)
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for(s16 y=-d; y<=d; y++)
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for(s16 x=-d; x<=d; x++)
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{
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leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Add leaves randomly
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for(u32 iii=0; iii<30; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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for(s16 y=0; y<=d; y++)
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for(s16 x=0; x<=d; x++)
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{
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leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
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}
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}
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// Blit leaves to vmanip
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for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
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for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
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for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p1;
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_data[vi].d != CONTENT_AIR
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&& vmanip.m_data[vi].d != CONTENT_IGNORE)
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continue;
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u32 i = leaves_a.index(x,y,z);
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if(leaves_d[i] == 1)
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vmanip.m_data[vi] = leavesnode;
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}
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}
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void make_papyrus(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode papyrusnode(CONTENT_PAPYRUS);
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@ -1004,13 +1090,26 @@ double tree_amount_2d(u64 seed, v2s16 p)
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double noise = noise2d_perlin(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);
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double zeroval = -0.35;
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double zeroval = -0.39;
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if(noise < zeroval)
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return 0;
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else
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return 0.04 * (noise-zeroval) / (1.0-zeroval);
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}
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double surface_humidity_2d(u64 seed, v2s16 p)
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{
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double noise = noise2d_perlin(
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0.5+(float)p.X/500, 0.5+(float)p.Y/500,
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seed+72384, 4, 0.66);
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noise = (noise + 1.0)/2.0;
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if(noise < 0.0)
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noise = 0.0;
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if(noise > 1.0)
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noise = 1.0;
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return noise;
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}
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#if 0
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double randomstone_amount_2d(u64 seed, v2s16 p)
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{
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@ -1909,11 +2008,19 @@ void make_block(BlockMakeData *data)
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}
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/*
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Add trees
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Calculate some stuff
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*/
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float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
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bool is_jungle = surface_humidity > 0.75;
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// Amount of trees
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u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
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if(is_jungle)
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tree_count *= 5;
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/*
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Add trees
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*/
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PseudoRandom treerandom(blockseed);
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// Put trees in random places on part of division
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for(u32 i=0; i<tree_count; i++)
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@ -1938,7 +2045,8 @@ void make_block(BlockMakeData *data)
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{
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u32 i = data->vmanip->m_area.index(p);
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MapNode *n = &data->vmanip->m_data[i];
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if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
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//if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
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if(content_features(n->d).is_ground_content)
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{
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found = true;
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break;
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@ -1965,7 +2073,11 @@ void make_block(BlockMakeData *data)
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else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2)
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{
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p.Y++;
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make_tree(vmanip, p);
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//if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
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if(is_jungle == false)
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make_tree(vmanip, p);
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else
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make_jungletree(vmanip, p);
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}
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// Cactii grow only on sand, on land
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else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2)
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@ -1976,6 +2088,54 @@ void make_block(BlockMakeData *data)
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}
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}
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/*
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Add jungle grass
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*/
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if(is_jungle)
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{
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PseudoRandom grassrandom(blockseed);
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for(u32 i=0; i<surface_humidity*5*tree_count; i++)
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{
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s16 x = grassrandom.range(node_min.X, node_max.X);
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s16 z = grassrandom.range(node_min.Z, node_max.Z);
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s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
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if(y < WATER_LEVEL)
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continue;
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if(y < node_min.Y || y > node_max.Y)
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continue;
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/*
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Find exact ground level
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*/
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v3s16 p(x,y+6,z);
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bool found = false;
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for(; p.Y >= y-6; p.Y--)
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{
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u32 i = data->vmanip->m_area.index(p);
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MapNode *n = &data->vmanip->m_data[i];
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if(content_features(n->d).is_ground_content
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|| n->d == CONTENT_JUNGLETREE)
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{
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found = true;
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break;
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}
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}
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// If not found, handle next one
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if(found == false)
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continue;
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p.Y++;
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if(vmanip.m_area.contains(p) == false)
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continue;
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if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
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continue;
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/*p.Y--;
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if(vmanip.m_area.contains(p))
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vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD;
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p.Y++;*/
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if(vmanip.m_area.contains(p))
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vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS;
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}
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}
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#if 0
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/*
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Add some kind of random stones
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@ -120,6 +120,7 @@ struct ContentFeatures
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video::ITexture *inventory_texture;
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// True for all ground-like things like stone and mud, false for eg. trees
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bool is_ground_content;
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bool light_propagates;
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bool sunlight_propagates;
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