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added trees (very glitchy) and changed grass texture
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42
src/map.cpp
42
src/map.cpp
@ -1875,6 +1875,8 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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MapNode treenode(CONTENT_TREE);
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MapNode treenode(CONTENT_TREE);
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MapNode leavesnode(CONTENT_LEAVES);
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MapNode leavesnode(CONTENT_LEAVES);
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vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,6,2)));
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s16 trunk_h = myrand_range(3, 6);
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s16 trunk_h = myrand_range(3, 6);
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v3s16 p1 = p0;
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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for(s16 ii=0; ii<trunk_h; ii++)
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@ -4421,6 +4423,11 @@ MapBlock * ServerMap::generateBlock(
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//dstream<<"generateBlock(): Done"<<std::endl;
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//dstream<<"generateBlock(): Done"<<std::endl;
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_dungeons = false;
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#if 0
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/*
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/*
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Generate dungeons
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Generate dungeons
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*/
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*/
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@ -4640,10 +4647,6 @@ continue_generating:
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}
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}
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#endif
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#endif
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// Set to true if has caves.
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// Set when some non-air is changed to air when making caves.
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bool has_dungeons = false;
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/*
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/*
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Apply temporary cave data to block
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Apply temporary cave data to block
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*/
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*/
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@ -4673,6 +4676,7 @@ continue_generating:
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block->setNode(v3s16(x0,y0,z0), n);
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block->setNode(v3s16(x0,y0,z0), n);
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}
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}
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}
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}
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#endif
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/*
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/*
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This is used for guessing whether or not the block should
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This is used for guessing whether or not the block should
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@ -4815,7 +4819,7 @@ continue_generating:
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}
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}
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/*
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/*
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Add block to sector.
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Add block to sector
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*/
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*/
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sector->insertBlock(block);
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sector->insertBlock(block);
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@ -4831,6 +4835,34 @@ continue_generating:
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block->setLightingExpired(false);
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block->setLightingExpired(false);
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}
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}
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/*
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Add trees
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*/
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if(some_part_underground && !completely_underground)
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{
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MapVoxelManipulator vm(this);
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double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
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u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
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for(u16 i=0; i<tree_count; i++)
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{
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v3s16 tree_p = p_nodes + v3s16(
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myrand_range(0,MAP_BLOCKSIZE-1),
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8,
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myrand_range(0,MAP_BLOCKSIZE-1)
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);
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double depth_guess;
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/*bool is_ground =*/ is_base_ground(m_seed,
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intToFloat(tree_p, 1), &depth_guess);
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tree_p.Y += depth_guess;
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if(tree_p.Y <= WATER_LEVEL)
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continue;
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make_tree(vm, tree_p);
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}
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vm.blitBack(changed_blocks);
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}
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#if 0
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#if 0
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/*
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/*
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Debug information
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Debug information
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@ -168,6 +168,7 @@ void * EmergeThread::Thread()
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changed_blocks,
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changed_blocks,
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lighting_invalidated_blocks);
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lighting_invalidated_blocks);
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#if 0
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/*
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/*
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While we're at it, generate some other blocks too
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While we're at it, generate some other blocks too
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*/
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*/
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@ -187,6 +188,7 @@ void * EmergeThread::Thread()
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catch(InvalidPositionException &e)
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catch(InvalidPositionException &e)
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{
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{
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}
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}
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#endif
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}
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}
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// If it is a dummy, block was not found on disk
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// If it is a dummy, block was not found on disk
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