mirror of
https://github.com/minetest/minetest.git
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2269 lines
58 KiB
C++
2269 lines
58 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "content_mapnode.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "map.h"
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#include "mineral.h"
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//#include "serverobject.h"
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#include "content_sao.h"
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namespace mapgen
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{
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/*
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Some helper functions for the map generator
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*/
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#if 0
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static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(content_walkable(n.d))
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min;
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}
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static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(content_walkable(n.d)
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&& n.getContent() != CONTENT_TREE
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&& n.getContent() != CONTENT_LEAVES)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min;
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}
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#endif
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static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode treenode(CONTENT_TREE);
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MapNode leavesnode(CONTENT_LEAVES);
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s16 trunk_h = myrand_range(4, 5);
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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(-2,-1,-2), v3s16(2,2,2));
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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<7; 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].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != 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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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].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != 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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s16 trunk_h = myrand_range(2, 3);
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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)] = papyrusnode;
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p1.Y++;
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}
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}
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void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode cactusnode(CONTENT_CACTUS);
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s16 trunk_h = 3;
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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)] = cactusnode;
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p1.Y++;
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}
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}
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#if 0
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static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode stonenode(CONTENT_STONE);
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s16 size = myrand_range(3, 6);
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VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
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Buffer<u8> stone_d(stone_a.getVolume());
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for(s32 i=0; i<stone_a.getVolume(); i++)
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stone_d[i] = 0;
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// Force stone at bottom to make it usually touch the ground
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{
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for(s16 z=0; z<=0; z++)
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for(s16 y=0; y<=0; y++)
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for(s16 x=0; x<=0; x++)
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{
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stone_d[stone_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Generate from perlin noise
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for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
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for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
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for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
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{
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double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
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p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
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if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
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d -= 0.3;
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if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
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d -= 0.3;
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if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
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d -= 0.3;
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if(d > 0.0)
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{
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u32 vi = stone_a.index(v3s16(x,y,z));
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stone_d[vi] = 1;
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}
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}
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/*// Add stone randomly
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for(u32 iii=0; iii<7; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
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myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
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myrand_range(stone_a.MinEdge.Z, stone_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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stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
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}
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}*/
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// Blit stone to vmanip
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for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
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for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
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for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p0;
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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].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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u32 i = stone_a.index(x,y,z);
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if(stone_d[i] == 1)
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vmanip.m_data[vi] = stonenode;
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}
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}
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#endif
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#if 0
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static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
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{
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MapNode stonenode(CONTENT_STONE);
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s16 size = myrand_range(8, 16);
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VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
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Buffer<u8> stone_d(stone_a.getVolume());
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for(s32 i=0; i<stone_a.getVolume(); i++)
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stone_d[i] = 0;
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// Force stone at bottom to make it usually touch the ground
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{
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for(s16 z=0; z<=0; z++)
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for(s16 y=0; y<=0; y++)
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for(s16 x=0; x<=0; x++)
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{
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stone_d[stone_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Generate from perlin noise
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for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
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for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
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for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
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{
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double d = 1.0;
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d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
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p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
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double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
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double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
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double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
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double dz = (double)z-mid_z;
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double dx = (double)x-mid_x;
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double dy = MYMAX(0, (double)y-mid_y);
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double r = sqrt(dz*dz+dx*dx+dy*dy);
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d /= (2*r/size)*2 + 0.01;
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if(d > 1.0)
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{
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u32 vi = stone_a.index(v3s16(x,y,z));
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stone_d[vi] = 1;
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}
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}
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/*// Add stone randomly
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for(u32 iii=0; iii<7; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
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myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
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myrand_range(stone_a.MinEdge.Z, stone_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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stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
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}
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}*/
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// Blit stone to vmanip
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for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
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for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
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for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p0;
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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].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
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continue;*/
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u32 i = stone_a.index(x,y,z);
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if(stone_d[i] == 1)
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vmanip.m_data[vi] = stonenode;
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}
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}
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#endif
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/*
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Dungeon making routines
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*/
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#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
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#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
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#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
|
|
VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
|
|
|
|
static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
|
|
{
|
|
// Make +-X walls
|
|
for(s16 z=0; z<roomsize.Z; z++)
|
|
for(s16 y=0; y<roomsize.Y; y++)
|
|
{
|
|
{
|
|
v3s16 p = roomplace + v3s16(0,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
{
|
|
v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
}
|
|
|
|
// Make +-Z walls
|
|
for(s16 x=0; x<roomsize.X; x++)
|
|
for(s16 y=0; y<roomsize.Y; y++)
|
|
{
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,0);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
}
|
|
|
|
// Make +-Y walls (floor and ceiling)
|
|
for(s16 z=0; z<roomsize.Z; z++)
|
|
for(s16 x=0; x<roomsize.X; x++)
|
|
{
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,0,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
|
|
continue;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_COBBLE);
|
|
}
|
|
}
|
|
|
|
// Fill with air
|
|
for(s16 z=1; z<roomsize.Z-1; z++)
|
|
for(s16 y=1; y<roomsize.Y-1; y++)
|
|
for(s16 x=1; x<roomsize.X-1; x++)
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_AIR);
|
|
}
|
|
}
|
|
|
|
static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
|
|
u8 avoid_flags, MapNode n, u8 or_flags)
|
|
{
|
|
for(s16 z=0; z<size.Z; z++)
|
|
for(s16 y=0; y<size.Y; y++)
|
|
for(s16 x=0; x<size.X; x++)
|
|
{
|
|
v3s16 p = place + v3s16(x,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & avoid_flags)
|
|
continue;
|
|
vmanip.m_flags[vi] |= or_flags;
|
|
vmanip.m_data[vi] = n;
|
|
}
|
|
}
|
|
|
|
static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
|
|
{
|
|
make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
}
|
|
|
|
static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
|
|
{
|
|
make_hole1(vmanip, doorplace);
|
|
// Place torch (for testing)
|
|
//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
|
|
}
|
|
|
|
static v3s16 rand_ortho_dir(PseudoRandom &random)
|
|
{
|
|
if(random.next()%2==0)
|
|
return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
|
|
else
|
|
return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
|
|
}
|
|
|
|
static v3s16 turn_xz(v3s16 olddir, int t)
|
|
{
|
|
v3s16 dir;
|
|
if(t == 0)
|
|
{
|
|
// Turn right
|
|
dir.X = olddir.Z;
|
|
dir.Z = -olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
else
|
|
{
|
|
// Turn left
|
|
dir.X = -olddir.Z;
|
|
dir.Z = olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
return dir;
|
|
}
|
|
|
|
static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
|
|
{
|
|
int turn = random.range(0,2);
|
|
v3s16 dir;
|
|
if(turn == 0)
|
|
{
|
|
// Go straight
|
|
dir = olddir;
|
|
}
|
|
else if(turn == 1)
|
|
// Turn right
|
|
dir = turn_xz(olddir, 0);
|
|
else
|
|
// Turn left
|
|
dir = turn_xz(olddir, 1);
|
|
return dir;
|
|
}
|
|
|
|
static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
|
|
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
|
|
PseudoRandom &random)
|
|
{
|
|
make_hole1(vmanip, doorplace);
|
|
v3s16 p0 = doorplace;
|
|
v3s16 dir = doordir;
|
|
u32 length;
|
|
if(random.next()%2)
|
|
length = random.range(1,13);
|
|
else
|
|
length = random.range(1,6);
|
|
length = random.range(1,13);
|
|
u32 partlength = random.range(1,13);
|
|
u32 partcount = 0;
|
|
s16 make_stairs = 0;
|
|
if(random.next()%2 == 0 && partlength >= 3)
|
|
make_stairs = random.next()%2 ? 1 : -1;
|
|
for(u32 i=0; i<length; i++)
|
|
{
|
|
v3s16 p = p0 + dir;
|
|
if(partcount != 0)
|
|
p.Y += make_stairs;
|
|
|
|
/*// If already empty
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== CONTENT_AIR)
|
|
{
|
|
}*/
|
|
|
|
if(vmanip.m_area.contains(p) == true
|
|
&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
|
|
{
|
|
if(make_stairs)
|
|
{
|
|
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
|
|
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
|
|
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
}
|
|
else
|
|
{
|
|
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
|
|
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(CONTENT_COBBLE), 0);
|
|
make_hole1(vmanip, p);
|
|
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);*/
|
|
}
|
|
|
|
p0 = p;
|
|
}
|
|
else
|
|
{
|
|
// Can't go here, turn away
|
|
dir = turn_xz(dir, random.range(0,1));
|
|
make_stairs = -make_stairs;
|
|
partcount = 0;
|
|
partlength = random.range(1,length);
|
|
continue;
|
|
}
|
|
|
|
partcount++;
|
|
if(partcount >= partlength)
|
|
{
|
|
partcount = 0;
|
|
|
|
dir = random_turn(random, dir);
|
|
|
|
partlength = random.range(1,length);
|
|
|
|
make_stairs = 0;
|
|
if(random.next()%2 == 0 && partlength >= 3)
|
|
make_stairs = random.next()%2 ? 1 : -1;
|
|
}
|
|
}
|
|
result_place = p0;
|
|
result_dir = dir;
|
|
}
|
|
|
|
class RoomWalker
|
|
{
|
|
public:
|
|
|
|
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
|
|
vmanip(vmanip_),
|
|
m_pos(pos),
|
|
m_random(random)
|
|
{
|
|
randomizeDir();
|
|
}
|
|
|
|
void randomizeDir()
|
|
{
|
|
m_dir = rand_ortho_dir(m_random);
|
|
}
|
|
|
|
void setPos(v3s16 pos)
|
|
{
|
|
m_pos = pos;
|
|
}
|
|
|
|
void setDir(v3s16 dir)
|
|
{
|
|
m_dir = dir;
|
|
}
|
|
|
|
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
|
{
|
|
for(u32 i=0; i<100; i++)
|
|
{
|
|
v3s16 p = m_pos + m_dir;
|
|
v3s16 p1 = p + v3s16(0,1,0);
|
|
if(vmanip.m_area.contains(p) == false
|
|
|| vmanip.m_area.contains(p1) == false
|
|
|| i % 4 == 0)
|
|
{
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
== CONTENT_COBBLE
|
|
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
|
|
== CONTENT_COBBLE)
|
|
{
|
|
// Found wall, this is a good place!
|
|
result_place = p;
|
|
result_dir = m_dir;
|
|
// Randomize next direction
|
|
randomizeDir();
|
|
return true;
|
|
}
|
|
/*
|
|
Determine where to move next
|
|
*/
|
|
// Jump one up if the actual space is there
|
|
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
|
|
== CONTENT_COBBLE
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
|
|
== CONTENT_AIR)
|
|
p += v3s16(0,1,0);
|
|
// Jump one down if the actual space is there
|
|
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== CONTENT_COBBLE
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
|
|
== CONTENT_AIR)
|
|
p += v3s16(0,-1,0);
|
|
// Check if walking is now possible
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
!= CONTENT_AIR
|
|
|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
!= CONTENT_AIR)
|
|
{
|
|
// Cannot continue walking here
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
// Move there
|
|
m_pos = p;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
|
v3s16 &result_doordir, v3s16 &result_roomplace)
|
|
{
|
|
for(s16 trycount=0; trycount<30; trycount++)
|
|
{
|
|
v3s16 doorplace;
|
|
v3s16 doordir;
|
|
bool r = findPlaceForDoor(doorplace, doordir);
|
|
if(r == false)
|
|
continue;
|
|
v3s16 roomplace;
|
|
// X east, Z north, Y up
|
|
#if 1
|
|
if(doordir == v3s16(1,0,0)) // X+
|
|
roomplace = doorplace +
|
|
v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
|
|
if(doordir == v3s16(-1,0,0)) // X-
|
|
roomplace = doorplace +
|
|
v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
|
|
if(doordir == v3s16(0,0,1)) // Z+
|
|
roomplace = doorplace +
|
|
v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
|
|
if(doordir == v3s16(0,0,-1)) // Z-
|
|
roomplace = doorplace +
|
|
v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
|
|
#endif
|
|
#if 0
|
|
if(doordir == v3s16(1,0,0)) // X+
|
|
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
|
|
if(doordir == v3s16(-1,0,0)) // X-
|
|
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
|
|
if(doordir == v3s16(0,0,1)) // Z+
|
|
roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
|
|
if(doordir == v3s16(0,0,-1)) // Z-
|
|
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
|
|
#endif
|
|
|
|
// Check fit
|
|
bool fits = true;
|
|
for(s16 z=1; z<roomsize.Z-1; z++)
|
|
for(s16 y=1; y<roomsize.Y-1; y++)
|
|
for(s16 x=1; x<roomsize.X-1; x++)
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
if(vmanip.m_flags[vmanip.m_area.index(p)]
|
|
& VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if(fits == false)
|
|
{
|
|
// Find new place
|
|
continue;
|
|
}
|
|
result_doorplace = doorplace;
|
|
result_doordir = doordir;
|
|
result_roomplace = roomplace;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
VoxelManipulator &vmanip;
|
|
v3s16 m_pos;
|
|
v3s16 m_dir;
|
|
PseudoRandom &m_random;
|
|
};
|
|
|
|
static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
|
|
{
|
|
v3s16 areasize = vmanip.m_area.getExtent();
|
|
v3s16 roomsize;
|
|
v3s16 roomplace;
|
|
|
|
/*
|
|
Find place for first room
|
|
*/
|
|
bool fits = false;
|
|
for(u32 i=0; i<100; i++)
|
|
{
|
|
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
|
roomplace = vmanip.m_area.MinEdge + v3s16(
|
|
random.range(0,areasize.X-roomsize.X-1),
|
|
random.range(0,areasize.Y-roomsize.Y-1),
|
|
random.range(0,areasize.Z-roomsize.Z-1));
|
|
/*
|
|
Check that we're not putting the room to an unknown place,
|
|
otherwise it might end up floating in the air
|
|
*/
|
|
fits = true;
|
|
for(s16 z=1; z<roomsize.Z-1; z++)
|
|
for(s16 y=1; y<roomsize.Y-1; y++)
|
|
for(s16 x=1; x<roomsize.X-1; x++)
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,z);
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if(fits)
|
|
break;
|
|
}
|
|
// No place found
|
|
if(fits == false)
|
|
return;
|
|
|
|
/*
|
|
Stores the center position of the last room made, so that
|
|
a new corridor can be started from the last room instead of
|
|
the new room, if chosen so.
|
|
*/
|
|
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
|
|
|
|
u32 room_count = random.range(2,7);
|
|
for(u32 i=0; i<room_count; i++)
|
|
{
|
|
// Make a room to the determined place
|
|
make_room1(vmanip, roomsize, roomplace);
|
|
|
|
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
|
|
|
|
// Place torch at room center (for testing)
|
|
//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(CONTENT_TORCH);
|
|
|
|
// Quit if last room
|
|
if(i == room_count-1)
|
|
break;
|
|
|
|
// Determine walker start position
|
|
|
|
bool start_in_last_room = (random.range(0,2)!=0);
|
|
//bool start_in_last_room = true;
|
|
|
|
v3s16 walker_start_place;
|
|
|
|
if(start_in_last_room)
|
|
{
|
|
walker_start_place = last_room_center;
|
|
}
|
|
else
|
|
{
|
|
walker_start_place = room_center;
|
|
// Store center of current room as the last one
|
|
last_room_center = room_center;
|
|
}
|
|
|
|
// Create walker and find a place for a door
|
|
RoomWalker walker(vmanip, walker_start_place, random);
|
|
v3s16 doorplace;
|
|
v3s16 doordir;
|
|
bool r = walker.findPlaceForDoor(doorplace, doordir);
|
|
if(r == false)
|
|
return;
|
|
|
|
if(random.range(0,1)==0)
|
|
// Make the door
|
|
make_door1(vmanip, doorplace, doordir);
|
|
else
|
|
// Don't actually make a door
|
|
doorplace -= doordir;
|
|
|
|
// Make a random corridor starting from the door
|
|
v3s16 corridor_end;
|
|
v3s16 corridor_end_dir;
|
|
make_corridor(vmanip, doorplace, doordir, corridor_end,
|
|
corridor_end_dir, random);
|
|
|
|
// Find a place for a random sized room
|
|
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
|
walker.setPos(corridor_end);
|
|
walker.setDir(corridor_end_dir);
|
|
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
|
|
if(r == false)
|
|
return;
|
|
|
|
if(random.range(0,1)==0)
|
|
// Make the door
|
|
make_door1(vmanip, doorplace, doordir);
|
|
else
|
|
// Don't actually make a door
|
|
roomplace -= doordir;
|
|
|
|
}
|
|
}
|
|
|
|
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random)
|
|
{
|
|
v3s16 dir;
|
|
u8 facedir_i = 0;
|
|
s32 r = random.range(0, 3);
|
|
if(r == 0){
|
|
dir = v3s16( 1, 0, 0);
|
|
facedir_i = 3;
|
|
}
|
|
if(r == 1){
|
|
dir = v3s16(-1, 0, 0);
|
|
facedir_i = 1;
|
|
}
|
|
if(r == 2){
|
|
dir = v3s16( 0, 0, 1);
|
|
facedir_i = 2;
|
|
}
|
|
if(r == 3){
|
|
dir = v3s16( 0, 0,-1);
|
|
facedir_i = 0;
|
|
}
|
|
v3s16 p = vmanip.m_area.MinEdge + v3s16(
|
|
16+random.range(0,15),
|
|
16+random.range(0,15),
|
|
16+random.range(0,15));
|
|
vmanip.m_data[vmanip.m_area.index(p)] = MapNode(CONTENT_NC, facedir_i);
|
|
u32 length = random.range(3,15);
|
|
for(u32 j=0; j<length; j++)
|
|
{
|
|
p -= dir;
|
|
vmanip.m_data[vmanip.m_area.index(p)] = MapNode(CONTENT_NC_RB);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Noise functions. Make sure seed is mangled differently in each one.
|
|
*/
|
|
|
|
/*
|
|
Scaling the output of the noise function affects the overdrive of the
|
|
contour function, which affects the shape of the output considerably.
|
|
*/
|
|
#define CAVE_NOISE_SCALE 12.0
|
|
//#define CAVE_NOISE_SCALE 10.0
|
|
//#define CAVE_NOISE_SCALE 7.5
|
|
//#define CAVE_NOISE_SCALE 5.0
|
|
//#define CAVE_NOISE_SCALE 1.0
|
|
|
|
//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
|
|
#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
|
|
|
|
NoiseParams get_cave_noise1_params(u64 seed)
|
|
{
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
|
|
200, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
|
|
50, CAVE_NOISE_SCALE);
|
|
//return NoiseParams(NOISE_CONSTANT_ONE);
|
|
}
|
|
|
|
NoiseParams get_cave_noise2_params(u64 seed)
|
|
{
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
|
|
200, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
|
|
50, CAVE_NOISE_SCALE);
|
|
//return NoiseParams(NOISE_CONSTANT_ONE);
|
|
}
|
|
|
|
NoiseParams get_ground_noise1_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+983240, 4,
|
|
0.55, 80.0, 40.0);
|
|
}
|
|
|
|
NoiseParams get_ground_crumbleness_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+34413, 3,
|
|
1.3, 20.0, 1.0);
|
|
}
|
|
|
|
NoiseParams get_ground_wetness_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+32474, 4,
|
|
1.1, 40.0, 1.0);
|
|
}
|
|
|
|
bool is_cave(u64 seed, v3s16 p)
|
|
{
|
|
double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
|
|
double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
|
|
return d1*d2 > CAVE_NOISE_THRESHOLD;
|
|
}
|
|
|
|
/*
|
|
Ground density noise shall be interpreted by using this.
|
|
|
|
TODO: No perlin noises here, they should be outsourced
|
|
and buffered
|
|
NOTE: The speed of these actually isn't terrible
|
|
*/
|
|
bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
|
|
{
|
|
//return ((double)p.Y < ground_noise1_val);
|
|
|
|
double f = 0.55 + noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
|
|
seed+920381, 3, 0.45);
|
|
if(f < 0.01)
|
|
f = 0.01;
|
|
else if(f >= 1.0)
|
|
f *= 1.6;
|
|
double h = WATER_LEVEL + 10 * noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
|
|
seed+84174, 4, 0.5);
|
|
/*double f = 1;
|
|
double h = 0;*/
|
|
return ((double)p.Y - h < ground_noise1_val * f);
|
|
}
|
|
|
|
/*
|
|
Queries whether a position is ground or not.
|
|
*/
|
|
bool is_ground(u64 seed, v3s16 p)
|
|
{
|
|
double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
|
|
return val_is_ground(val1, p, seed);
|
|
}
|
|
|
|
// Amount of trees per area in nodes
|
|
double tree_amount_2d(u64 seed, v2s16 p)
|
|
{
|
|
/*double noise = noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
|
|
seed+2, 5, 0.66);*/
|
|
double noise = noise2d_perlin(
|
|
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
|
|
seed+2, 4, 0.66);
|
|
double zeroval = -0.39;
|
|
if(noise < zeroval)
|
|
return 0;
|
|
else
|
|
return 0.04 * (noise-zeroval) / (1.0-zeroval);
|
|
}
|
|
|
|
double surface_humidity_2d(u64 seed, v2s16 p)
|
|
{
|
|
double noise = noise2d_perlin(
|
|
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
|
|
seed+72384, 4, 0.66);
|
|
noise = (noise + 1.0)/2.0;
|
|
if(noise < 0.0)
|
|
noise = 0.0;
|
|
if(noise > 1.0)
|
|
noise = 1.0;
|
|
return noise;
|
|
}
|
|
|
|
#if 0
|
|
double randomstone_amount_2d(u64 seed, v2s16 p)
|
|
{
|
|
double noise = noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
|
|
seed+3829434, 5, 0.66);
|
|
double zeroval = 0.1;
|
|
if(noise < zeroval)
|
|
return 0;
|
|
else
|
|
return 0.01 * (noise-zeroval) / (1.0-zeroval);
|
|
}
|
|
#endif
|
|
|
|
double largestone_amount_2d(u64 seed, v2s16 p)
|
|
{
|
|
double noise = noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
|
|
seed+14143242, 5, 0.66);
|
|
double zeroval = 0.3;
|
|
if(noise < zeroval)
|
|
return 0;
|
|
else
|
|
return 0.005 * (noise-zeroval) / (1.0-zeroval);
|
|
}
|
|
|
|
/*
|
|
Incrementally find ground level from 3d noise
|
|
*/
|
|
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
|
|
{
|
|
// Start a bit fuzzy to make averaging lower precision values
|
|
// more useful
|
|
s16 level = myrand_range(-precision/2, precision/2);
|
|
s16 dec[] = {31000, 100, 20, 4, 1, 0};
|
|
s16 i;
|
|
for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
|
|
{
|
|
// First find non-ground by going upwards
|
|
// Don't stop in caves.
|
|
{
|
|
s16 max = level+dec[i-1]*2;
|
|
v3s16 p(p2d.X, level, p2d.Y);
|
|
for(; p.Y < max; p.Y += dec[i])
|
|
{
|
|
if(!is_ground(seed, p))
|
|
{
|
|
level = p.Y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Then find ground by going downwards from there.
|
|
// Go in caves, too, when precision is 1.
|
|
{
|
|
s16 min = level-dec[i-1]*2;
|
|
v3s16 p(p2d.X, level, p2d.Y);
|
|
for(; p.Y>min; p.Y-=dec[i])
|
|
{
|
|
bool ground = is_ground(seed, p);
|
|
/*if(dec[i] == 1 && is_cave(seed, p))
|
|
ground = false;*/
|
|
if(ground)
|
|
{
|
|
level = p.Y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This is more like the actual ground level
|
|
level += dec[i-1]/2;
|
|
|
|
return level;
|
|
}
|
|
|
|
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = 0;
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
|
|
a /= 5;
|
|
return a;
|
|
}
|
|
|
|
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = -31000;
|
|
// Corners
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
// Center
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
// Side middle points
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
return a;
|
|
}
|
|
|
|
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = 31000;
|
|
// Corners
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
// Center
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
// Side middle points
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
return a;
|
|
}
|
|
|
|
bool block_is_underground(u64 seed, v3s16 blockpos)
|
|
{
|
|
s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
|
|
seed, v2s16(blockpos.X, blockpos.Z));
|
|
|
|
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
#if 0
|
|
#define AVERAGE_MUD_AMOUNT 4
|
|
|
|
double base_rock_level_2d(u64 seed, v2s16 p)
|
|
{
|
|
// The base ground level
|
|
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
|
|
+ 20. * noise2d_perlin(
|
|
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
|
|
(seed>>32)+654879876, 6, 0.6);
|
|
|
|
/*// A bit hillier one
|
|
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
(seed>>27)+90340, 6, 0.69);
|
|
if(base2 > base)
|
|
base = base2;*/
|
|
#if 1
|
|
// Higher ground level
|
|
double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed+85039, 5, 0.69);
|
|
//higher = 30; // For debugging
|
|
|
|
// Limit higher to at least base
|
|
if(higher < base)
|
|
higher = base;
|
|
|
|
// Steepness factor of cliffs
|
|
double b = 1.0 + 1.0 * noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed-932, 7, 0.7);
|
|
b = rangelim(b, 0.0, 1000.0);
|
|
b = pow(b, 5);
|
|
b *= 7;
|
|
b = rangelim(b, 3.0, 1000.0);
|
|
//dstream<<"b="<<b<<std::endl;
|
|
//double b = 20;
|
|
|
|
// Offset to more low
|
|
double a_off = -0.2;
|
|
// High/low selector
|
|
/*double a = 0.5 + b * (a_off + noise2d_perlin(
|
|
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
|
|
seed-359, 6, 0.7));*/
|
|
double a = (double)0.5 + b * (a_off + noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed-359, 5, 0.60));
|
|
// Limit
|
|
a = rangelim(a, 0.0, 1.0);
|
|
|
|
//dstream<<"a="<<a<<std::endl;
|
|
|
|
double h = base*(1.0-a) + higher*a;
|
|
#else
|
|
double h = base;
|
|
#endif
|
|
return h;
|
|
}
|
|
|
|
double get_mud_add_amount(u64 seed, v2s16 p)
|
|
{
|
|
return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
|
|
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
|
|
seed+91013, 3, 0.55));
|
|
}
|
|
#endif
|
|
|
|
bool get_have_sand(u64 seed, v2s16 p2d)
|
|
{
|
|
// Determine whether to have sand here
|
|
double sandnoise = noise2d_perlin(
|
|
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
|
|
seed+59420, 3, 0.50);
|
|
|
|
return (sandnoise > -0.15);
|
|
}
|
|
|
|
/*
|
|
Adds random objects to block, depending on the content of the block
|
|
*/
|
|
void add_random_objects(MapBlock *block)
|
|
{
|
|
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
|
|
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
|
|
{
|
|
bool last_node_walkable = false;
|
|
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
|
|
{
|
|
v3s16 p(x0,y0,z0);
|
|
MapNode n = block->getNodeNoEx(p);
|
|
if(n.getContent() == CONTENT_IGNORE)
|
|
continue;
|
|
if(content_features(n).liquid_type != LIQUID_NONE)
|
|
continue;
|
|
if(content_features(n).walkable)
|
|
{
|
|
last_node_walkable = true;
|
|
continue;
|
|
}
|
|
if(last_node_walkable)
|
|
{
|
|
// If block contains light information
|
|
if(content_features(n).param_type == CPT_LIGHT)
|
|
{
|
|
if(n.getLight(LIGHTBANK_DAY) <= 3)
|
|
{
|
|
if(myrand() % 300 == 0)
|
|
{
|
|
v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
|
|
pos_f.Y -= BS*0.4;
|
|
ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
|
|
std::string data = obj->getStaticData();
|
|
StaticObject s_obj(obj->getType(),
|
|
obj->getBasePosition(), data);
|
|
// Add some
|
|
block->m_static_objects.insert(0, s_obj);
|
|
block->m_static_objects.insert(0, s_obj);
|
|
block->m_static_objects.insert(0, s_obj);
|
|
block->m_static_objects.insert(0, s_obj);
|
|
block->m_static_objects.insert(0, s_obj);
|
|
block->m_static_objects.insert(0, s_obj);
|
|
delete obj;
|
|
}
|
|
if(myrand() % 1000 == 0)
|
|
{
|
|
v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
|
|
pos_f.Y -= BS*0.4;
|
|
ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
|
|
std::string data = obj->getStaticData();
|
|
StaticObject s_obj(obj->getType(),
|
|
obj->getBasePosition(), data);
|
|
// Add one
|
|
block->m_static_objects.insert(0, s_obj);
|
|
delete obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
last_node_walkable = false;
|
|
}
|
|
}
|
|
block->setChangedFlag();
|
|
}
|
|
|
|
void make_block(BlockMakeData *data)
|
|
{
|
|
if(data->no_op)
|
|
{
|
|
//dstream<<"makeBlock: no-op"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
v3s16 blockpos = data->blockpos;
|
|
|
|
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
|
|
<<blockpos.Z<<")"<<std::endl;*/
|
|
|
|
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
|
|
v3s16 blockpos_min = blockpos - v3s16(1,1,1);
|
|
v3s16 blockpos_max = blockpos + v3s16(1,1,1);
|
|
// Area of center block
|
|
v3s16 node_min = blockpos*MAP_BLOCKSIZE;
|
|
v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
|
|
// Full allocated area
|
|
v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
|
|
v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
|
|
// Area of a block
|
|
double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
|
|
|
|
v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
|
|
|
|
/*
|
|
Get average ground level from noise
|
|
*/
|
|
|
|
s16 approx_groundlevel = (s16)get_sector_average_ground_level(
|
|
data->seed, v2s16(blockpos.X, blockpos.Z));
|
|
//dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
|
|
|
|
s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
|
|
|
|
s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
|
|
data->seed, v2s16(blockpos.X, blockpos.Z));
|
|
// Minimum amount of ground above the top of the central block
|
|
s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
|
|
|
|
s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
|
|
data->seed, v2s16(blockpos.X, blockpos.Z), 1);
|
|
// Maximum amount of ground above the bottom of the central block
|
|
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
|
|
|
|
#if 0
|
|
/*
|
|
Special case for high air or water: Just fill with air and water.
|
|
*/
|
|
if(maximum_ground_depth < -20)
|
|
{
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
|
|
for(s16 y=node_min.Y; y<=node_max.Y; y++)
|
|
{
|
|
// Only modify places that have no content
|
|
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
|
|
{
|
|
if(y <= WATER_LEVEL)
|
|
vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_AIR);
|
|
}
|
|
|
|
data->vmanip->m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// We're done
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
If block is deep underground, this is set to true and ground
|
|
density noise is not generated, for speed optimization.
|
|
*/
|
|
bool all_is_ground_except_caves = (minimum_ground_depth > 40);
|
|
|
|
/*
|
|
Create a block-specific seed
|
|
*/
|
|
u32 blockseed = (u32)(data->seed%0x100000000) + full_node_min.Z*38134234
|
|
+ full_node_min.Y*42123 + full_node_min.X*23;
|
|
|
|
/*
|
|
Make some 3D noise
|
|
*/
|
|
|
|
//NoiseBuffer noisebuf1;
|
|
//NoiseBuffer noisebuf2;
|
|
NoiseBuffer noisebuf_cave;
|
|
NoiseBuffer noisebuf_ground;
|
|
NoiseBuffer noisebuf_ground_crumbleness;
|
|
NoiseBuffer noisebuf_ground_wetness;
|
|
{
|
|
v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
|
|
v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
|
|
|
|
//TimeTaker timer("noisebuf.create");
|
|
|
|
/*
|
|
Cave noise
|
|
*/
|
|
#if 1
|
|
noisebuf_cave.create(get_cave_noise1_params(data->seed),
|
|
minpos_f.X, minpos_f.Y, minpos_f.Z,
|
|
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
|
|
2, 2, 2);
|
|
noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
|
|
#endif
|
|
|
|
/*
|
|
Ground noise
|
|
*/
|
|
|
|
// Sample length
|
|
v3f sl = v3f(4.0, 4.0, 4.0);
|
|
|
|
/*
|
|
Density noise
|
|
*/
|
|
if(all_is_ground_except_caves == false)
|
|
//noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
|
|
noisebuf_ground.create(get_ground_noise1_params(data->seed),
|
|
minpos_f.X, minpos_f.Y, minpos_f.Z,
|
|
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
|
|
sl.X, sl.Y, sl.Z);
|
|
|
|
/*
|
|
Ground property noise
|
|
*/
|
|
sl = v3f(2.5, 2.5, 2.5);
|
|
noisebuf_ground_crumbleness.create(
|
|
get_ground_crumbleness_params(data->seed),
|
|
minpos_f.X, minpos_f.Y, minpos_f.Z,
|
|
maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
|
|
sl.X, sl.Y, sl.Z);
|
|
noisebuf_ground_wetness.create(
|
|
get_ground_wetness_params(data->seed),
|
|
minpos_f.X, minpos_f.Y, minpos_f.Z,
|
|
maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
|
|
sl.X, sl.Y, sl.Z);
|
|
}
|
|
|
|
/*
|
|
Make base ground level
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
|
|
for(s16 y=node_min.Y; y<=node_max.Y; y++)
|
|
{
|
|
// Only modify places that have no content
|
|
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
|
|
{
|
|
// First priority: make air and water.
|
|
// This avoids caves inside water.
|
|
if(all_is_ground_except_caves == false
|
|
&& val_is_ground(noisebuf_ground.get(x,y,z),
|
|
v3s16(x,y,z), data->seed) == false)
|
|
{
|
|
if(y <= WATER_LEVEL)
|
|
vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_AIR);
|
|
}
|
|
else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
|
|
vmanip.m_data[i] = MapNode(CONTENT_AIR);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_STONE);
|
|
}
|
|
|
|
data->vmanip->m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add minerals
|
|
*/
|
|
|
|
{
|
|
PseudoRandom mineralrandom(blockseed);
|
|
|
|
/*
|
|
Add meseblocks
|
|
*/
|
|
for(s16 i=0; i<approx_ground_depth/4; i++)
|
|
{
|
|
if(mineralrandom.next()%50 == 0)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(CONTENT_MESE);
|
|
}
|
|
|
|
}
|
|
}
|
|
/*
|
|
Add others
|
|
*/
|
|
{
|
|
u16 a = mineralrandom.range(0,15);
|
|
a = a*a*a;
|
|
u16 amount = 20 * a/1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
|
|
u8 base_content = CONTENT_STONE;
|
|
MapNode new_content(CONTENT_IGNORE);
|
|
u32 sparseness = 6;
|
|
|
|
if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
|
|
{
|
|
new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
|
|
}
|
|
else
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
|
|
new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
|
|
/*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
|
|
vmanip.m_data[i] = MapNode(CONTENT_MUD);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
|
|
}
|
|
/*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
|
|
{
|
|
}*/
|
|
|
|
if(new_content.getContent() != CONTENT_IGNORE)
|
|
{
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == base_content)
|
|
{
|
|
if(mineralrandom.next()%sparseness == 0)
|
|
vmanip.m_data[vi] = new_content;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
Add coal
|
|
*/
|
|
//for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
|
|
//for(s16 i=0; i<50; i++)
|
|
u16 coal_amount = 30;
|
|
u16 coal_rareness = 60 / coal_amount;
|
|
if(coal_rareness == 0)
|
|
coal_rareness = 1;
|
|
if(mineralrandom.next()%coal_rareness == 0)
|
|
{
|
|
u16 a = mineralrandom.next() % 16;
|
|
u16 amount = coal_amount * a*a*a / 1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
Add iron
|
|
*/
|
|
u16 iron_amount = 8;
|
|
u16 iron_rareness = 60 / iron_amount;
|
|
if(iron_rareness == 0)
|
|
iron_rareness = 1;
|
|
if(mineralrandom.next()%iron_rareness == 0)
|
|
{
|
|
u16 a = mineralrandom.next() % 16;
|
|
u16 amount = iron_amount * a*a*a / 1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == CONTENT_STONE)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add mud and sand and others underground (in place of stone)
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
|
for(s16 y=node_max.Y; y>=node_min.Y; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_STONE)
|
|
{
|
|
if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
|
|
vmanip.m_data[i] = MapNode(CONTENT_MUD);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_SAND);
|
|
}
|
|
else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
|
|
vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
|
|
}
|
|
}
|
|
|
|
data->vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add dungeons
|
|
*/
|
|
|
|
//if(node_min.Y < approx_groundlevel)
|
|
//if(myrand() % 3 == 0)
|
|
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
|
|
//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
|
|
//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
|
|
float dungeon_rarity = 0.02;
|
|
if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
|
|
< dungeon_rarity
|
|
&& node_min.Y < approx_groundlevel)
|
|
{
|
|
// Dungeon generator doesn't modify places which have this set
|
|
data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
|
|
| VMANIP_FLAG_DUNGEON_PRESERVE);
|
|
|
|
// Set all air and water to be untouchable to make dungeons open
|
|
// to caves and open air
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
|
|
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_AIR)
|
|
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
|
|
else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
|
|
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
|
|
data->vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
PseudoRandom random(blockseed+2);
|
|
|
|
// Add it
|
|
make_dungeon1(vmanip, random);
|
|
|
|
// Convert some cobble to mossy cobble
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
|
|
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
// (noisebuf not used because it doesn't contain the
|
|
// full area)
|
|
double wetness = noise3d_param(
|
|
get_ground_wetness_params(data->seed), x,y,z);
|
|
double d = noise3d_perlin((float)x/2.5,
|
|
(float)y/2.5,(float)z/2.5,
|
|
blockseed, 2, 1.4);
|
|
if(vmanip.m_data[i].getContent() == CONTENT_COBBLE)
|
|
{
|
|
if(d < wetness/3.0)
|
|
{
|
|
vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE);
|
|
}
|
|
}
|
|
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
if(wetness > 1.2)
|
|
vmanip.m_data[i].setContent(CONTENT_MUD);
|
|
}*/
|
|
data->vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add NC
|
|
*/
|
|
{
|
|
PseudoRandom ncrandom(blockseed+9324342);
|
|
if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
|
|
{
|
|
make_nc(vmanip, ncrandom);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add top and bottom side of water to transforming_liquid queue
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
bool water_found = false;
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
|
for(s16 y=node_max.Y; y>=node_min.Y; y--)
|
|
{
|
|
if(water_found == false)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
|
|
{
|
|
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() != CONTENT_WATERSOURCE)
|
|
{
|
|
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
|
|
data->transforming_liquid.push_back(p);
|
|
water_found = false;
|
|
}
|
|
}
|
|
|
|
data->vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
If close to ground level
|
|
*/
|
|
|
|
//if(abs(approx_ground_depth) < 30)
|
|
if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
|
|
{
|
|
/*
|
|
Add grass and mud
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
bool possibly_have_sand = get_have_sand(data->seed, p2d);
|
|
bool have_sand = false;
|
|
u32 current_depth = 0;
|
|
bool air_detected = false;
|
|
bool water_detected = false;
|
|
bool have_clay = false;
|
|
|
|
// Use fast index incrementing
|
|
s16 start_y = node_max.Y+2;
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
|
|
for(s16 y=start_y; y>=node_min.Y-3; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE)
|
|
water_detected = true;
|
|
if(vmanip.m_data[i].getContent() == CONTENT_AIR)
|
|
air_detected = true;
|
|
|
|
if((vmanip.m_data[i].getContent() == CONTENT_STONE
|
|
|| vmanip.m_data[i].getContent() == CONTENT_GRASS
|
|
|| vmanip.m_data[i].getContent() == CONTENT_MUD
|
|
|| vmanip.m_data[i].getContent() == CONTENT_SAND
|
|
|| vmanip.m_data[i].getContent() == CONTENT_GRAVEL
|
|
) && (air_detected || water_detected))
|
|
{
|
|
if(current_depth == 0 && y <= WATER_LEVEL+2
|
|
&& possibly_have_sand)
|
|
have_sand = true;
|
|
|
|
if(current_depth < 4)
|
|
{
|
|
if(have_sand)
|
|
{
|
|
// Determine whether to have clay in the sand here
|
|
double claynoise = noise2d_perlin(
|
|
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
|
|
data->seed+4321, 6, 0.95) + 0.5;
|
|
|
|
have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
|
|
((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
|
|
((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
|
|
);
|
|
if (have_clay)
|
|
vmanip.m_data[i] = MapNode(CONTENT_CLAY);
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_SAND);
|
|
}
|
|
#if 1
|
|
else if(current_depth==0 && !water_detected
|
|
&& y >= WATER_LEVEL && air_detected)
|
|
vmanip.m_data[i] = MapNode(CONTENT_GRASS);
|
|
#endif
|
|
else
|
|
vmanip.m_data[i] = MapNode(CONTENT_MUD);
|
|
}
|
|
else
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_MUD
|
|
|| vmanip.m_data[i].getContent() == CONTENT_GRASS)
|
|
vmanip.m_data[i] = MapNode(CONTENT_STONE);
|
|
}
|
|
|
|
current_depth++;
|
|
|
|
if(current_depth >= 8)
|
|
break;
|
|
}
|
|
else if(current_depth != 0)
|
|
break;
|
|
|
|
data->vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Calculate some stuff
|
|
*/
|
|
|
|
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
|
|
bool is_jungle = surface_humidity > 0.75;
|
|
// Amount of trees
|
|
u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
|
|
if(is_jungle)
|
|
tree_count *= 5;
|
|
|
|
/*
|
|
Add trees
|
|
*/
|
|
PseudoRandom treerandom(blockseed);
|
|
// Put trees in random places on part of division
|
|
for(u32 i=0; i<tree_count; i++)
|
|
{
|
|
s16 x = treerandom.range(node_min.X, node_max.X);
|
|
s16 z = treerandom.range(node_min.Z, node_max.Z);
|
|
//s16 y = find_ground_level(data->vmanip, v2s16(x,z));
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
|
|
// Don't make a tree under water level
|
|
if(y < WATER_LEVEL)
|
|
continue;
|
|
// Make sure tree fits (only trees whose starting point is
|
|
// at this block are added)
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
/*
|
|
Find exact ground level
|
|
*/
|
|
v3s16 p(x,y+6,z);
|
|
bool found = false;
|
|
for(; p.Y >= y-6; p.Y--)
|
|
{
|
|
u32 i = data->vmanip->m_area.index(p);
|
|
MapNode *n = &data->vmanip->m_data[i];
|
|
if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
// If not found, handle next one
|
|
if(found == false)
|
|
continue;
|
|
|
|
{
|
|
u32 i = data->vmanip->m_area.index(p);
|
|
MapNode *n = &data->vmanip->m_data[i];
|
|
|
|
if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND)
|
|
continue;
|
|
|
|
// Papyrus grows only on mud and in water
|
|
if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL)
|
|
{
|
|
p.Y++;
|
|
make_papyrus(vmanip, p);
|
|
}
|
|
// Trees grow only on mud and grass, on land
|
|
else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2)
|
|
{
|
|
p.Y++;
|
|
//if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
|
|
if(is_jungle == false)
|
|
make_tree(vmanip, p);
|
|
else
|
|
make_jungletree(vmanip, p);
|
|
}
|
|
// Cactii grow only on sand, on land
|
|
else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2)
|
|
{
|
|
p.Y++;
|
|
make_cactus(vmanip, p);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add jungle grass
|
|
*/
|
|
if(is_jungle)
|
|
{
|
|
PseudoRandom grassrandom(blockseed);
|
|
for(u32 i=0; i<surface_humidity*5*tree_count; i++)
|
|
{
|
|
s16 x = grassrandom.range(node_min.X, node_max.X);
|
|
s16 z = grassrandom.range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
|
|
if(y < WATER_LEVEL)
|
|
continue;
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
/*
|
|
Find exact ground level
|
|
*/
|
|
v3s16 p(x,y+6,z);
|
|
bool found = false;
|
|
for(; p.Y >= y-6; p.Y--)
|
|
{
|
|
u32 i = data->vmanip->m_area.index(p);
|
|
MapNode *n = &data->vmanip->m_data[i];
|
|
if(content_features(*n).is_ground_content
|
|
|| n->getContent() == CONTENT_JUNGLETREE)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
// If not found, handle next one
|
|
if(found == false)
|
|
continue;
|
|
p.Y++;
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
|
|
continue;
|
|
/*p.Y--;
|
|
if(vmanip.m_area.contains(p))
|
|
vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD;
|
|
p.Y++;*/
|
|
if(vmanip.m_area.contains(p))
|
|
vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
Add some kind of random stones
|
|
*/
|
|
|
|
u32 random_stone_count = block_area_nodes *
|
|
randomstone_amount_2d(data->seed, p2d_center);
|
|
// Put in random places on part of division
|
|
for(u32 i=0; i<random_stone_count; i++)
|
|
{
|
|
s16 x = myrand_range(node_min.X, node_max.X);
|
|
s16 z = myrand_range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
|
|
// Don't add under water level
|
|
/*if(y < WATER_LEVEL)
|
|
continue;*/
|
|
// Don't add if doesn't belong to this block
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
v3s16 p(x,y,z);
|
|
// Filter placement
|
|
/*{
|
|
u32 i = data->vmanip->m_area.index(v3s16(p));
|
|
MapNode *n = &data->vmanip->m_data[i];
|
|
if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
|
|
continue;
|
|
}*/
|
|
// Will be placed one higher
|
|
p.Y++;
|
|
// Add it
|
|
make_randomstone(data->vmanip, p);
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
/*
|
|
Add larger stones
|
|
*/
|
|
|
|
u32 large_stone_count = block_area_nodes *
|
|
largestone_amount_2d(data->seed, p2d_center);
|
|
//u32 large_stone_count = 1;
|
|
// Put in random places on part of division
|
|
for(u32 i=0; i<large_stone_count; i++)
|
|
{
|
|
s16 x = myrand_range(node_min.X, node_max.X);
|
|
s16 z = myrand_range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
|
|
// Don't add under water level
|
|
/*if(y < WATER_LEVEL)
|
|
continue;*/
|
|
// Don't add if doesn't belong to this block
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
v3s16 p(x,y,z);
|
|
// Filter placement
|
|
/*{
|
|
u32 i = data->vmanip->m_area.index(v3s16(p));
|
|
MapNode *n = &data->vmanip->m_data[i];
|
|
if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS)
|
|
continue;
|
|
}*/
|
|
// Will be placed one lower
|
|
p.Y--;
|
|
// Add it
|
|
make_largestone(data->vmanip, p);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
}
|
|
|
|
BlockMakeData::BlockMakeData():
|
|
no_op(false),
|
|
vmanip(NULL),
|
|
seed(0)
|
|
{}
|
|
|
|
BlockMakeData::~BlockMakeData()
|
|
{
|
|
delete vmanip;
|
|
}
|
|
|
|
}; // namespace mapgen
|
|
|
|
|