mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-22 12:25:23 +02:00
@@ -12,7 +12,7 @@ if core.print then
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-- Override native print and use
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-- terminal if that's turned on
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function print(...)
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local n, t = select("#", ...), { ... }
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local n, t = select("#", ...), {...}
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for i = 1, n do
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t[i] = tostring(t[i])
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end
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@@ -25,26 +25,26 @@ os.setlocale("C", "numeric")
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minetest = core
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-- Load other files
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local scriptdir = core.get_builtin_path()..DIR_DELIM
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local gamepath = scriptdir.."game"..DIR_DELIM
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local commonpath = scriptdir.."common"..DIR_DELIM
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local asyncpath = scriptdir.."async"..DIR_DELIM
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local scriptdir = core.get_builtin_path() .. DIR_DELIM
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local gamepath = scriptdir .. "game" .. DIR_DELIM
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local commonpath = scriptdir .. "common" .. DIR_DELIM
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local asyncpath = scriptdir .. "async" .. DIR_DELIM
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dofile(commonpath.."strict.lua")
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dofile(commonpath.."serialize.lua")
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dofile(commonpath.."misc_helpers.lua")
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dofile(commonpath .. "strict.lua")
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dofile(commonpath .. "serialize.lua")
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dofile(commonpath .. "misc_helpers.lua")
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if INIT == "game" then
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dofile(gamepath.."init.lua")
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dofile(gamepath .. "init.lua")
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elseif INIT == "mainmenu" then
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local mainmenuscript = core.setting_get("main_menu_script")
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if mainmenuscript ~= nil and mainmenuscript ~= "" then
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dofile(mainmenuscript)
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else
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dofile(core.get_mainmenu_path()..DIR_DELIM.."init.lua")
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dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua")
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end
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elseif INIT == "async" then
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dofile(asyncpath.."init.lua")
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dofile(asyncpath .. "init.lua")
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else
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error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT)))
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end
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@@ -37,23 +37,29 @@ dofile(menupath .. DIR_DELIM .. "common.lua")
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dofile(menupath .. DIR_DELIM .. "gamemgr.lua")
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dofile(menupath .. DIR_DELIM .. "modmgr.lua")
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dofile(menupath .. DIR_DELIM .. "store.lua")
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dofile(menupath .. DIR_DELIM .. "textures.lua")
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dofile(menupath .. DIR_DELIM .. "dlg_config_world.lua")
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dofile(menupath .. DIR_DELIM .. "tab_credits.lua")
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dofile(menupath .. DIR_DELIM .. "tab_mods.lua")
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dofile(menupath .. DIR_DELIM .. "tab_settings.lua")
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dofile(menupath .. DIR_DELIM .. "dlg_settings_advanced.lua")
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if PLATFORM ~= "Android" then
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dofile(menupath .. DIR_DELIM .. "dlg_create_world.lua")
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dofile(menupath .. DIR_DELIM .. "dlg_delete_mod.lua")
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dofile(menupath .. DIR_DELIM .. "dlg_delete_world.lua")
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dofile(menupath .. DIR_DELIM .. "dlg_rename_modpack.lua")
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dofile(menupath .. DIR_DELIM .. "tab_multiplayer.lua")
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dofile(menupath .. DIR_DELIM .. "tab_server.lua")
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dofile(menupath .. DIR_DELIM .. "tab_singleplayer.lua")
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dofile(menupath .. DIR_DELIM .. "tab_texturepacks.lua")
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dofile(menupath .. DIR_DELIM .. "textures.lua")
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end
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local tabs = {}
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tabs.settings = dofile(menupath .. DIR_DELIM .. "tab_settings.lua")
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tabs.mods = dofile(menupath .. DIR_DELIM .. "tab_mods.lua")
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tabs.credits = dofile(menupath .. DIR_DELIM .. "tab_credits.lua")
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if PLATFORM == "Android" then
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tabs.simple_main = dofile(menupath .. DIR_DELIM .. "tab_simple_main.lua")
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else
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dofile(menupath .. DIR_DELIM .. "tab_simple_main.lua")
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tabs.singleplayer = dofile(menupath .. DIR_DELIM .. "tab_singleplayer.lua")
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tabs.multiplayer = dofile(menupath .. DIR_DELIM .. "tab_multiplayer.lua")
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tabs.server = dofile(menupath .. DIR_DELIM .. "tab_server.lua")
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tabs.texturepacks = dofile(menupath .. DIR_DELIM .. "tab_texturepacks.lua")
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end
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--------------------------------------------------------------------------------
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@@ -69,8 +75,19 @@ local function init_globals()
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-- Init gamedata
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gamedata.worldindex = 0
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if PLATFORM == "Android" then
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local world_list = core.get_worlds()
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local world_index = table.indexof(world_list, "singleplayerworld")
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if PLATFORM ~= "Android" then
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if world_index == -1 then
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core.create_world("singleplayerworld", 1)
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world_list = core.get_worlds()
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world_index = table.indexof(world_list, "singleplayerworld")
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end
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gamedata.worldindex = world_index
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else
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menudata.worldlist = filterlist.create(
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core.get_worlds,
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compare_worlds,
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@@ -89,61 +106,34 @@ local function init_globals()
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if not core.setting_get("menu_last_game") then
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local default_game = core.setting_get("default_game") or "minetest"
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core.setting_set("menu_last_game", default_game )
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core.setting_set("menu_last_game", default_game)
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end
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mm_texture.init()
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else
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local world_list = core.get_worlds()
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local found_singleplayerworld = false
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for i,world in pairs(world_list) do
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if world.name == "singleplayerworld" then
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found_singleplayerworld = true
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gamedata.worldindex = i
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break
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end
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end
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if not found_singleplayerworld then
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core.create_world("singleplayerworld", 1)
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local world_list = core.get_worlds()
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for i,world in pairs(world_list) do
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if world.name == "singleplayerworld" then
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gamedata.worldindex = i
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break
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end
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end
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end
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end
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-- Create main tabview
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local tv_main = tabview_create("maintab",{x=12,y=5.2},{x=0,y=0})
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if PLATFORM ~= "Android" then
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tv_main:set_autosave_tab(true)
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end
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if PLATFORM ~= "Android" then
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tv_main:add(tab_singleplayer)
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tv_main:add(tab_multiplayer)
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tv_main:add(tab_server)
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local tv_main = tabview_create("maintab", {x = 12, y = 5.2}, {x = 0, y = 0})
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if PLATFORM == "Android" then
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tv_main:add(tabs.simple_main)
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tv_main:add(tabs.settings)
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else
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tv_main:add(tab_simple_main)
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tv_main:set_autosave_tab(true)
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tv_main:add(tabs.singleplayer)
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tv_main:add(tabs.multiplayer)
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tv_main:add(tabs.server)
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tv_main:add(tabs.settings)
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tv_main:add(tabs.texturepacks)
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end
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tv_main:add(tab_settings)
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if PLATFORM ~= "Android" then
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tv_main:add(tab_texturepacks)
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end
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tv_main:add(tab_mods)
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tv_main:add(tab_credits)
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tv_main:add(tabs.mods)
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tv_main:add(tabs.credits)
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tv_main:set_global_event_handler(main_event_handler)
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tv_main:set_fixed_size(false)
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if not (PLATFORM == "Android") then
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if PLATFORM ~= "Android" then
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tv_main:set_tab(core.setting_get("maintab_LAST"))
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end
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ui.set_default("maintab")
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@@ -151,9 +141,9 @@ local function init_globals()
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-- Create modstore ui
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if PLATFORM == "Android" then
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modstore.init({x=12, y=6}, 3, 2)
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modstore.init({x = 12, y = 6}, 3, 2)
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else
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modstore.init({x=12, y=8}, 4, 3)
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modstore.init({x = 12, y = 8}, 4, 3)
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end
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ui.update()
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@@ -1,4 +1,4 @@
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-- helper file to be able to debug the simple menu on PC
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-- without messing around with actual menu code!
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PLATFORM="Android"
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PLATFORM = "Android"
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dofile("builtin/mainmenu/init.lua")
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@@ -69,7 +69,7 @@ local previous_contributors = {
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"Zefram <zefram@fysh.org>",
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}
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tab_credits = {
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return {
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name = "credits",
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caption = fgettext("Credits"),
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cbf_formspec = function(tabview, name, tabdata)
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@@ -163,7 +163,7 @@ local function handle_buttons(tabview, fields, tabname, tabdata)
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end
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--------------------------------------------------------------------------------
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tab_mods = {
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return {
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name = "mods",
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caption = fgettext("Mods"),
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cbf_formspec = get_formspec,
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@@ -256,10 +256,10 @@ local function on_change(type,old_tab,new_tab)
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end
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--------------------------------------------------------------------------------
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tab_multiplayer = {
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return {
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name = "multiplayer",
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caption = fgettext("Client"),
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cbf_formspec = get_formspec,
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cbf_button_handler = main_button_handler,
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on_change = on_change
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}
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}
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@@ -186,10 +186,10 @@ local function main_button_handler(this, fields, name, tabdata)
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end
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--------------------------------------------------------------------------------
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tab_server = {
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return {
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name = "server",
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caption = fgettext("Server"),
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cbf_formspec = get_formspec,
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cbf_button_handler = main_button_handler,
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on_change = nil
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}
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}
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@@ -384,7 +384,7 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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return ddhandled
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end
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tab_settings = {
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return {
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name = "settings",
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caption = fgettext("Settings"),
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cbf_formspec = formspec,
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@@ -196,10 +196,10 @@ local function on_activate(type,old_tab,new_tab)
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end
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--------------------------------------------------------------------------------
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tab_simple_main = {
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return {
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name = "main",
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caption = fgettext("Main"),
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cbf_formspec = get_formspec,
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cbf_button_handler = main_button_handler,
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on_change = on_activate
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}
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}
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@@ -241,10 +241,10 @@ local function on_change(type, old_tab, new_tab)
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end
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--------------------------------------------------------------------------------
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tab_singleplayer = {
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return {
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name = "singleplayer",
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caption = fgettext("Singleplayer"),
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cbf_formspec = get_formspec,
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cbf_button_handler = main_button_handler,
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on_change = on_change
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}
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}
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@@ -123,10 +123,10 @@ local function main_button_handler(tabview, fields, name, tabdata)
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end
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--------------------------------------------------------------------------------
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tab_texturepacks = {
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return {
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name = "texturepacks",
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caption = fgettext("Texturepacks"),
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cbf_formspec = get_formspec,
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cbf_button_handler = main_button_handler,
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on_change = nil
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}
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}
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@@ -147,6 +147,21 @@ if(CURSES_USE_NCURSESW)
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set(CURSES_HAVE_NCURSESW_CURSES_H "CURSES_HAVE_NCURSESW_CURSES_H-NOTFOUND")
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endif()
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endif()
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if(NOT DEFINED CURSES_HAVE_NCURSES_H)
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if(EXISTS "${CURSES_INCLUDE_PATH}/ncurses.h")
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set(CURSES_HAVE_NCURSES_H "${CURSES_INCLUDE_PATH}/ncurses.h")
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else()
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set(CURSES_HAVE_NCURSES_H "CURSES_HAVE_NCURSES_H-NOTFOUND")
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endif()
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endif()
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if(NOT DEFINED CURSES_HAVE_CURSES_H)
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if(EXISTS "${CURSES_INCLUDE_PATH}/curses.h")
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set(CURSES_HAVE_CURSES_H "${CURSES_INCLUDE_PATH}/curses.h")
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else()
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||||
set(CURSES_HAVE_CURSES_H "CURSES_HAVE_CURSES_H-NOTFOUND")
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endif()
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endif()
|
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|
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||||
find_library(CURSES_FORM_LIBRARY form HINTS "${_cursesLibDir}"
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DOC "Path to libform.so or .lib or .a")
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|
@@ -361,9 +361,9 @@ Colorize the textures with the given color.
|
||||
it is an int, then it specifies how far to interpolate between the
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colors where 0 is only the texture color and 255 is only `<color>`. If
|
||||
omitted, the alpha of `<color>` will be used as the ratio. If it is
|
||||
the word "`alpha`", then the alpha of the color will be multiplied with
|
||||
the alpha of the texture with the RGB of the color replacing the RGB of
|
||||
the texture.
|
||||
the word "`alpha`", then each texture pixel will contain the RGB of
|
||||
`<color>` and the alpha of `<color>` multiplied by the alpha of the
|
||||
texture pixel.
|
||||
|
||||
Sounds
|
||||
------
|
||||
|
@@ -553,16 +553,11 @@ static void blit_with_alpha(video::IImage *src, video::IImage *dst,
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||||
static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
|
||||
v2s32 src_pos, v2s32 dst_pos, v2u32 size);
|
||||
|
||||
// Like blit_with_alpha overlay, but uses an int to calculate the ratio
|
||||
// and modifies any destination pixels that are not fully transparent
|
||||
static void blit_with_interpolate_overlay(video::IImage *src, video::IImage *dst,
|
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v2s32 src_pos, v2s32 dst_pos, v2u32 size, int ratio);
|
||||
|
||||
// Apply a color to an image. Uses an int (0-255) to calculate the ratio.
|
||||
// If the ratio is 255 or -1 and keep_alpha is true, then it multiples the
|
||||
// color alpha with the destination alpha.
|
||||
// Otherwise, any pixels that are not fully transparent get the color alpha.
|
||||
static void apply_colorize(video::IImage *dst, v2s32 dst_pos, v2u32 size,
|
||||
static void apply_colorize(video::IImage *dst, v2u32 dst_pos, v2u32 size,
|
||||
video::SColor color, int ratio, bool keep_alpha);
|
||||
|
||||
// Apply a mask to an image
|
||||
@@ -1656,7 +1651,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
|
||||
else if (ratio_str == "alpha")
|
||||
keep_alpha = true;
|
||||
|
||||
apply_colorize(baseimg, v2s32(0, 0), baseimg->getDimension(), color, ratio, keep_alpha);
|
||||
apply_colorize(baseimg, v2u32(0, 0), baseimg->getDimension(), color, ratio, keep_alpha);
|
||||
}
|
||||
else if (str_starts_with(part_of_name, "[applyfiltersformesh"))
|
||||
{
|
||||
@@ -1753,6 +1748,9 @@ static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
|
||||
}
|
||||
}
|
||||
|
||||
// This function has been disabled because it is currently unused.
|
||||
// Feel free to re-enable if you find it handy.
|
||||
#if 0
|
||||
/*
|
||||
Draw an image on top of an another one, using the specified ratio
|
||||
modify all partially-opaque pixels in the destination.
|
||||
@@ -1779,11 +1777,12 @@ static void blit_with_interpolate_overlay(video::IImage *src, video::IImage *dst
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Apply color to destination
|
||||
*/
|
||||
static void apply_colorize(video::IImage *dst, v2s32 dst_pos, v2u32 size,
|
||||
static void apply_colorize(video::IImage *dst, v2u32 dst_pos, v2u32 size,
|
||||
video::SColor color, int ratio, bool keep_alpha)
|
||||
{
|
||||
u32 alpha = color.getAlpha();
|
||||
@@ -1791,8 +1790,8 @@ static void apply_colorize(video::IImage *dst, v2s32 dst_pos, v2u32 size,
|
||||
if ((ratio == -1 && alpha == 255) || ratio == 255) { // full replacement of color
|
||||
if (keep_alpha) { // replace the color with alpha = dest alpha * color alpha
|
||||
dst_c = color;
|
||||
for (s32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (s32 x = dst_pos.X; x < dst_pos.X + size.X; x++) {
|
||||
for (u32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (u32 x = dst_pos.X; x < dst_pos.X + size.X; x++) {
|
||||
u32 dst_alpha = dst->getPixel(x, y).getAlpha();
|
||||
if (dst_alpha > 0) {
|
||||
dst_c.setAlpha(dst_alpha * alpha / 255);
|
||||
@@ -1800,15 +1799,15 @@ static void apply_colorize(video::IImage *dst, v2s32 dst_pos, v2u32 size,
|
||||
}
|
||||
}
|
||||
} else { // replace the color including the alpha
|
||||
for (s32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (s32 x = dst_pos.X; x < dst_pos.X + size.X; x++)
|
||||
for (u32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (u32 x = dst_pos.X; x < dst_pos.X + size.X; x++)
|
||||
if (dst->getPixel(x, y).getAlpha() > 0)
|
||||
dst->setPixel(x, y, color);
|
||||
}
|
||||
} else { // interpolate between the color and destination
|
||||
float interp = (ratio == -1 ? color.getAlpha() / 255.0f : ratio / 255.0f);
|
||||
for (s32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (s32 x = dst_pos.X; x < dst_pos.X + size.X; x++) {
|
||||
for (u32 y = dst_pos.Y; y < dst_pos.Y + size.Y; y++)
|
||||
for (u32 x = dst_pos.X; x < dst_pos.X + size.X; x++) {
|
||||
dst_c = dst->getPixel(x, y);
|
||||
if (dst_c.getAlpha() > 0) {
|
||||
dst_c = color.getInterpolated(dst_c, interp);
|
||||
|
@@ -332,8 +332,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
|
||||
// Do not move if world has not loaded yet, since custom node boxes
|
||||
// are not available for collision detection.
|
||||
if (!any_position_valid)
|
||||
if (!any_position_valid) {
|
||||
*speed_f = v3f(0, 0, 0);
|
||||
return result;
|
||||
}
|
||||
|
||||
} // tt2
|
||||
|
||||
|
@@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
|
||||
//// amount of elements to skip for the next index
|
||||
//// for noise/height/biome maps (not vmanip)
|
||||
this->ystride = csize.X;
|
||||
this->zstride = csize.X * (csize.Y + 2);
|
||||
// 1-down overgeneration
|
||||
this->zstride_1d = csize.X * (csize.Y + 1);
|
||||
|
||||
this->biomemap = new u8[csize.X * csize.Z];
|
||||
this->heightmap = new s16[csize.X * csize.Z];
|
||||
@@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
|
||||
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
|
||||
|
||||
//// 3D noise
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-down overgeneraion
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
|
||||
//// Biome noise
|
||||
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
|
||||
@@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
|
||||
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
if (y > node_max.Y)
|
||||
continue;
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
|
@@ -60,7 +60,7 @@ public:
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
int zstride_1d;
|
||||
u32 spflags;
|
||||
|
||||
v3s16 node_min;
|
||||
|
@@ -56,7 +56,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
|
||||
//// amount of elements to skip for the next index
|
||||
//// for noise/height/biome maps (not vmanip)
|
||||
this->ystride = csize.X;
|
||||
this->zstride = csize.X * (csize.Y + 2);
|
||||
// 1-down overgeneration
|
||||
this->zstride_1d = csize.X * (csize.Y + 1);
|
||||
|
||||
this->biomemap = new u8[csize.X * csize.Z];
|
||||
this->heightmap = new s16[csize.X * csize.Z];
|
||||
@@ -85,8 +86,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
|
||||
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
|
||||
|
||||
//// 3D terrain noise
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-down overgeneraion
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
|
||||
//// Biome noise
|
||||
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
|
||||
@@ -694,19 +696,19 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
|
||||
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
if (y > node_max.Y)
|
||||
continue;
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
|
@@ -65,7 +65,7 @@ public:
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
int zstride_1d;
|
||||
u16 formula;
|
||||
bool julia;
|
||||
|
||||
|
@@ -59,7 +59,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
//// amount of elements to skip for the next index
|
||||
//// for noise/height/biome maps (not vmanip)
|
||||
this->ystride = csize.X;
|
||||
this->zstride = csize.X * (csize.Y + 2);
|
||||
// 1-down overgeneration
|
||||
this->zstride_1d = csize.X * (csize.Y + 1);
|
||||
|
||||
this->biomemap = new u8[csize.X * csize.Z];
|
||||
this->heightmap = new s16[csize.X * csize.Z];
|
||||
@@ -80,10 +81,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
|
||||
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
|
||||
|
||||
//// 3d terrain noise
|
||||
// 1-up 1-down overgeneration
|
||||
noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-down overgeneraion
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
|
||||
//// Biome noise
|
||||
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
|
||||
@@ -199,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
|
||||
@@ -451,41 +454,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
void MapgenV7::carveRivers() {
|
||||
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
|
||||
MapNode n_stone(c_stone);
|
||||
u32 index = 0;
|
||||
|
||||
int river_depth = 4;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
float terrain_mod = noise_terrain_mod->result[index];
|
||||
NoiseParams *np = noise_terrain_river->np;
|
||||
np.persist = noise_terrain_persist->result[index];
|
||||
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
|
||||
float height = terrain_river * (1 - abs(terrain_mod)) *
|
||||
noise_terrain_river->np.scale;
|
||||
height = log(height * height); //log(h^3) is pretty interesting for terrain
|
||||
|
||||
s16 y = heightmap[index];
|
||||
if (height < 1.0 && y > river_depth &&
|
||||
y - river_depth >= node_min.Y && y <= node_max.Y) {
|
||||
|
||||
for (s16 ry = y; ry != y - river_depth; ry--) {
|
||||
u32 vi = vm->m_area.index(x, ry, z);
|
||||
vm->m_data[vi] = n_air;
|
||||
}
|
||||
|
||||
u32 vi = vm->m_area.index(x, y - river_depth, z);
|
||||
vm->m_data[vi] = n_water_source;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
int MapgenV7::generateTerrain()
|
||||
{
|
||||
s16 stone_surface_min_y;
|
||||
@@ -765,6 +733,112 @@ void MapgenV7::dustTopNodes()
|
||||
}
|
||||
|
||||
|
||||
void MapgenV7::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
// Indexes at column top (node_max.Y)
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index3d -= ystride,
|
||||
vm->m_area.add_y(em, vi, -1)) {
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone)) {
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
} else {
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_min.Y >= water_level)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV7 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
#if 0
|
||||
void MapgenV7::carveRivers() {
|
||||
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
|
||||
MapNode n_stone(c_stone);
|
||||
u32 index = 0;
|
||||
|
||||
int river_depth = 4;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
float terrain_mod = noise_terrain_mod->result[index];
|
||||
NoiseParams *np = noise_terrain_river->np;
|
||||
np.persist = noise_terrain_persist->result[index];
|
||||
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
|
||||
float height = terrain_river * (1 - abs(terrain_mod)) *
|
||||
noise_terrain_river->np.scale;
|
||||
height = log(height * height); //log(h^3) is pretty interesting for terrain
|
||||
|
||||
s16 y = heightmap[index];
|
||||
if (height < 1.0 && y > river_depth &&
|
||||
y - river_depth >= node_min.Y && y <= node_max.Y) {
|
||||
|
||||
for (s16 ry = y; ry != y - river_depth; ry--) {
|
||||
u32 vi = vm->m_area.index(x, ry, z);
|
||||
vm->m_data[vi] = n_air;
|
||||
}
|
||||
|
||||
u32 vi = vm->m_area.index(x, y - river_depth, z);
|
||||
vm->m_data[vi] = n_water_source;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#if 0
|
||||
void MapgenV7::addTopNodes()
|
||||
{
|
||||
@@ -859,70 +933,3 @@ void MapgenV7::addTopNodes()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void MapgenV7::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index2d = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
bool column_is_open = false; // Is column open to overground
|
||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
||||
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
|
||||
(x - node_min.X);
|
||||
// Biome of column
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
||||
|
||||
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
|
||||
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
if (y > node_max.Y)
|
||||
continue;
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
||||
c == biome->c_water) {
|
||||
column_is_open = true;
|
||||
continue;
|
||||
}
|
||||
// Ground
|
||||
float d1 = contour(noise_cave1->result[index3d]);
|
||||
float d2 = contour(noise_cave2->result[index3d]);
|
||||
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
|
||||
// In tunnel and ground content, excavate
|
||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
||||
is_tunnel = true;
|
||||
} else if (is_tunnel && column_is_open &&
|
||||
(c == biome->c_filler || c == biome->c_stone)) {
|
||||
// Tunnel entrance floor
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
} else {
|
||||
column_is_open = false;
|
||||
is_tunnel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (node_min.Y >= water_level)
|
||||
return;
|
||||
|
||||
PseudoRandom ps(blockseed + 21343);
|
||||
u32 bruises_count = ps.range(0, 2);
|
||||
for (u32 i = 0; i < bruises_count; i++) {
|
||||
CaveV7 cave(this, &ps);
|
||||
cave.makeCave(node_min, node_max, max_stone_y);
|
||||
}
|
||||
}
|
||||
|
@@ -59,7 +59,7 @@ public:
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
int zstride_1d;
|
||||
u32 spflags;
|
||||
|
||||
v3s16 node_min;
|
||||
|
@@ -74,6 +74,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
|
||||
//// for noise/height/biome maps (not vmanip)
|
||||
this->ystride = csize.X;
|
||||
this->zstride = csize.X * (csize.Y + 2);
|
||||
// 1-down overgeneration
|
||||
this->zstride_1d = csize.X * (csize.Y + 1);
|
||||
|
||||
this->biomemap = new u8[csize.X * csize.Z];
|
||||
this->heightmap = new s16[csize.X * csize.Z];
|
||||
@@ -113,10 +115,12 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
|
||||
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
|
||||
|
||||
//// 3D Terrain noise
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-up 1-down overgeneration
|
||||
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 2, csize.Z);
|
||||
// 1-down overgeneraion
|
||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
|
||||
|
||||
//// Biome noise
|
||||
noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
|
||||
@@ -885,7 +889,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
|
||||
if (node_max.Y <= massive_cave_depth) {
|
||||
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
|
||||
float tcave = massive_cave_threshold;
|
||||
|
||||
if (y < yblmin) {
|
||||
@@ -923,19 +927,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
|
||||
bool air_above = false;
|
||||
bool underground = false;
|
||||
u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
|
||||
index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
|
||||
u32 index_data = vm->m_area.index(x, node_max.Y, z);
|
||||
index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
|
||||
|
||||
// Dig caves on down loop to check for air above.
|
||||
for (s16 y = node_max.Y + 1;
|
||||
y >= node_min.Y - 1;
|
||||
y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
if (y > node_max.Y)
|
||||
continue;
|
||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||
// this creates a 'roof' over the tunnel, preventing light in
|
||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||
// This 'roof' is removed when the mapchunk above is generated.
|
||||
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||
index_3d -= ystride,
|
||||
vm->m_area.add_y(em, index_data, -1)) {
|
||||
|
||||
float terrain = noise_terrain_height->result[index_2d];
|
||||
|
||||
|
@@ -106,6 +106,7 @@ private:
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
int zstride_1d;
|
||||
|
||||
float map_gen_limit;
|
||||
|
||||
|
Reference in New Issue
Block a user