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			1427 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1427 lines
		
	
	
		
			37 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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| 
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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 Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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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 Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser 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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| 
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| #include "mapgen.h"
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| #include "voxel.h"
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| #include "noise.h"
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| #include "mapblock.h"
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| #include "mapnode.h"
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| #include "map.h"
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| //#include "serverobject.h"
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| #include "content_sao.h"
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| #include "nodedef.h"
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| #include "content_mapnode.h" // For content_mapnode_get_new_name
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| #include "voxelalgorithms.h"
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| #include "profiler.h"
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| #include "settings.h" // For g_settings
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| #include "main.h" // For g_profiler
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| #include "mapgen_v6.h"
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| 
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| /////////////////// Mapgen V6 perlin noise default values
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| NoiseParams nparams_v6_def_terrain_base =
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| 	{-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
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| NoiseParams nparams_v6_def_terrain_higher =
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| 	{20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
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| NoiseParams nparams_v6_def_steepness =
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| 	{0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
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| NoiseParams nparams_v6_def_height_select =
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| 	{0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
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| NoiseParams nparams_v6_def_trees =
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| 	{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
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| NoiseParams nparams_v6_def_mud =
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| 	{AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
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| NoiseParams nparams_v6_def_beach =
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| 	{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
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| NoiseParams nparams_v6_def_biome =
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| 	{0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
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| NoiseParams nparams_v6_def_cave =
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| 	{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
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| 
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| 
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| ///////////////////////////////////////////////////////////////////////////////
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| 
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| 
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| MapgenV6::MapgenV6(int mapgenid, MapgenV6Params *params) {
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| 	this->generating  = false;
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| 	this->id       = mapgenid;
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| 
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| 	this->seed     = (int)params->seed;
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| 	this->water_level = params->water_level;
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| 	this->flags   = params->flags;
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| 	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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| 
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| 	this->freq_desert = params->freq_desert;
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| 	this->freq_beach  = params->freq_beach;
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| 
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| 	this->ystride = csize.X; //////fix this
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| 
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| 	np_cave = params->np_cave;
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| 
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| 	noise_terrain_base   = new Noise(params->np_terrain_base,   seed, csize.X, csize.Y);
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| 	noise_terrain_higher = new Noise(params->np_terrain_higher, seed, csize.X, csize.Y);
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| 	noise_steepness      = new Noise(params->np_steepness,      seed, csize.X, csize.Y);
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| 	noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
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| 	noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
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| 	noise_mud            = new Noise(params->np_mud,            seed, csize.X, csize.Y);
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| 	noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
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| 	noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
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| 
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| 	map_terrain_base   = noise_terrain_base->result;
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| 	map_terrain_higher = noise_terrain_higher->result;
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| 	map_steepness      = noise_steepness->result;
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| 	map_height_select  = noise_height_select->result;
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| 	map_trees          = noise_trees->result;
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| 	map_mud            = noise_mud->result;
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| 	map_beach          = noise_beach->result;
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| 	map_biome          = noise_biome->result;
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| }
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| 
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| 
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| MapgenV6::~MapgenV6() {
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| 	delete noise_terrain_base;
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| 	delete noise_terrain_higher;
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| 	delete noise_steepness;
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| 	delete noise_height_select;
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| 	delete noise_trees;
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| 	delete noise_mud;
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| 	delete noise_beach;
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| 	delete noise_biome;
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| }
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| 
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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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| 
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| #if 1
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| // Returns Y one under area minimum if not found
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| s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
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| 		INodeDefManager *ndef)
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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(ndef->get(n).walkable)
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| 			break;
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| 
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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 - 1;
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| }
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| 
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| // Returns Y one under area minimum if not found
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| s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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| 		INodeDefManager *ndef)
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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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| 	content_t c_stone = ndef->getId("mapgen_stone");
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| 	content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
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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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| 		content_t c = n.getContent();
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| 		if(c != CONTENT_IGNORE && (
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| 				c == c_stone || c == c_desert_stone))
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| 			break;
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| 
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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 - 1;
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| }
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| #endif
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| 
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| void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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| 		bool is_apple_tree, INodeDefManager *ndef)
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| {
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| 	MapNode treenode(ndef->getId("mapgen_tree"));
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| 	MapNode leavesnode(ndef->getId("mapgen_leaves"));
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| 	MapNode applenode(ndef->getId("mapgen_apple"));
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| 
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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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| 
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| 	// p1 is now the last piece of the trunk
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| 	p1.Y -= 1;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 			bool is_apple = myrand_range(0,99) < 10;
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| 			if(is_apple_tree && is_apple) {
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| 				vmanip.m_data[vi] = applenode;
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| 			} else {
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| 				vmanip.m_data[vi] = leavesnode;
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| 			}
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| 		}
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| 	}
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| }
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| 
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| 
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| /*
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| 	Noise functions. Make sure seed is mangled differently in each one.
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| */
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| 
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| 
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| // Amount of trees per area in nodes
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| double MapgenV6::tree_amount_2d(u64 seed, v2s16 p)
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| {
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| 	/*double noise = noise2d_perlin(
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| 			0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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| 			seed+2, 4, 0.66);*/
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| 	double noise = map_trees[(p.Y - node_min.Z) * ystride + (p.X - node_min.X)];
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| 	double zeroval = -0.39;
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| 	if(noise < zeroval)
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| 		return 0;
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| 	else
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| 		return 0.04 * (noise-zeroval) / (1.0-zeroval);
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| }
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| 
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| // Required by mapgen.h
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| bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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| {
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| 	/*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
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| 			seed, v2s16(blockpos.X, blockpos.Z));*/
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| 	// Nah, this is just a heuristic, just return something
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| 	s16 minimum_groundlevel = water_level;
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| 
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| 	if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
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| 		return true;
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| 	else
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| 		return false;
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| }
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| 
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| 
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| double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
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| {
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| 	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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| 
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| 	// The base ground level
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| 	/*double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
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| 			+ 20. * noise2d_perlin(
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| 			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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| 			seed+82341, 5, 0.6);*/
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| 	double base = water_level + map_terrain_base[index];
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| 
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| 	// Higher ground level
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| 	/*double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
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| 			0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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| 			seed+85039, 5, 0.6);*/
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| 	double higher = water_level + map_terrain_higher[index];
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| 
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| 	// Limit higher to at least base
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| 	if(higher < base)
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| 		higher = base;
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| 
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| 	// Steepness factor of cliffs
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| 	/*double b = 0.85 + 0.5 * noise2d_perlin(
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| 			0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
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| 			seed-932, 5, 0.7);*/
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| 	double b = map_steepness[index];
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| 	b = rangelim(b, 0.0, 1000.0);
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| 	b = pow(b, 7);
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| 	b *= 5;
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| 	b = rangelim(b, 0.5, 1000.0);
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| 
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| 	// Values 1.5...100 give quite horrible looking slopes
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| 	if(b > 1.5 && b < 100.0){
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| 		if(b < 10.0)
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| 			b = 1.5;
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| 		else
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| 			b = 100.0;
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| 	}
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| 
 | |
| 	// Offset to more low
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| 	double a_off = -0.20;
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| 
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| 	// High/low selector
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| 	/*double a = (double)0.5 + b * (a_off + noise2d_perlin(
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| 			0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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| 			seed+4213, 5, 0.69));*/
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| 	double a = 0.5 + b * (a_off + map_height_select[index]);
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| 
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| 	// Limit
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| 	a = rangelim(a, 0.0, 1.0);
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| 
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| 	double h = base*(1.0-a) + higher*a;
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| 
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| 	return h;
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| }
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| 
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| double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
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| 	double base = water_level + 
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| 		NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
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| 	double higher = water_level +
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| 		NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
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| 
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| 	if (higher < base)
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| 		higher = base;
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| 
 | |
| 	double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
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| 	b = rangelim(b, 0.0, 1000.0);
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| 	b = b*b*b*b*b*b*b;
 | |
| 	b *= 5;
 | |
| 	b = rangelim(b, 0.5, 1000.0);
 | |
| 
 | |
| 	if(b > 1.5 && b < 100.0){
 | |
| 		if(b < 10.0)
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| 			b = 1.5;
 | |
| 		else
 | |
| 			b = 100.0;
 | |
| 	}
 | |
| 	
 | |
| 	double a_off = -0.20;
 | |
| 	double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
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| 			noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
 | |
| 	a = rangelim(a, 0.0, 1.0);
 | |
| 
 | |
| 	return base * (1.0 - a) + higher * a;
 | |
| }
 | |
| 
 | |
| 
 | |
| s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
 | |
| {
 | |
| 	return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
 | |
| }
 | |
| 
 | |
| double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
 | |
| {
 | |
| 	/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
 | |
| 			0.5+(float)p.X/200, 0.5+(float)p.Y/200,
 | |
| 			seed+91013, 3, 0.55));*/
 | |
| 	int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
 | |
| 	return map_mud[index];
 | |
| }
 | |
| 
 | |
| bool MapgenV6::get_have_beach(u64 seed, v2s16 p2d)
 | |
| {
 | |
| 	// Determine whether to have sand here
 | |
| 	/*double sandnoise = noise2d_perlin(
 | |
| 			0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
 | |
| 			seed+59420, 3, 0.50);*/
 | |
| 	int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
 | |
| 	double sandnoise = map_beach[index];
 | |
| 
 | |
| 	return (sandnoise > freq_beach);
 | |
| }
 | |
| 
 | |
| BiomeType MapgenV6::get_biome(u64 seed, v2s16 p2d)
 | |
| {
 | |
| 	// Just do something very simple as for now
 | |
| 	/*double d = noise2d_perlin(
 | |
| 			0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
 | |
| 			seed+9130, 3, 0.50);*/
 | |
| 	int index = (p2d.Y - node_min.Z) * ystride + (p2d.X - node_min.X);
 | |
| 	double d = map_biome[index];
 | |
| 	if(d > freq_desert)
 | |
| 		return BT_DESERT;
 | |
| 	if (flags & MGV6_BIOME_BLEND) {
 | |
| 		if(d > freq_desert - 0.10 &&
 | |
| 			 (noise2d(p2d.X, p2d.Y, seed) + 1.0) > (freq_desert - d) * 20.0)
 | |
| 			return BT_DESERT;
 | |
| 	}
 | |
| 	return BT_NORMAL;
 | |
| };
 | |
| 
 | |
| u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 | |
| {
 | |
| 	s32 x=p.X, y=p.Y, z=p.Z;
 | |
| 	return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
 | |
| }
 | |
| 
 | |
| 
 | |
| int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
 | |
| 	return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
 | |
| }
 | |
| 
 | |
| #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 | |
| 
 | |
| void MapgenV6::makeChunk(BlockMakeData *data)
 | |
| {
 | |
| 	if(data->no_op)
 | |
| 	{
 | |
| 		//dstream<<"makeBlock: no-op"<<std::endl;
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	this->generating = true;
 | |
| 
 | |
| 	assert(data->vmanip);
 | |
| 	assert(data->nodedef);
 | |
| 	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
 | |
| 			data->blockpos_requested.Y >= data->blockpos_min.Y &&
 | |
| 			data->blockpos_requested.Z >= data->blockpos_min.Z);
 | |
| 	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
 | |
| 			data->blockpos_requested.Y <= data->blockpos_max.Y &&
 | |
| 			data->blockpos_requested.Z <= data->blockpos_max.Z);
 | |
| 
 | |
| 	INodeDefManager *ndef = data->nodedef;
 | |
| 
 | |
| 	// Hack: use minimum block coordinates for old code that assumes
 | |
| 	// a single block
 | |
| 	v3s16 blockpos = data->blockpos_requested;
 | |
| 
 | |
| 	/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
 | |
| 			<<blockpos.Z<<")"<<std::endl;*/
 | |
| 
 | |
| 	v3s16 blockpos_min = data->blockpos_min;
 | |
| 	v3s16 blockpos_max = data->blockpos_max;
 | |
| 	v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
 | |
| 	v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
 | |
| 
 | |
| 	ManualMapVoxelManipulator &vmanip = *(data->vmanip);
 | |
| 	// Area of central chunk
 | |
| 	node_min = blockpos_min*MAP_BLOCKSIZE;
 | |
| 	node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
 | |
| 	// Full allocated area
 | |
| 	v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
 | |
| 	v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
 | |
| 
 | |
| 	v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
 | |
| 
 | |
| 	const s16 max_spread_amount = MAP_BLOCKSIZE;
 | |
| 
 | |
| 	int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
 | |
| 			* (blockpos_max.Y - blockpos_min.Y + 1)
 | |
| 			* (blockpos_max.Z - blockpos_max.Z + 1);
 | |
| 
 | |
| 	int volume_nodes = volume_blocks *
 | |
| 			MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
 | |
| 
 | |
| 	// Generated surface area
 | |
| 	//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
 | |
| 
 | |
| 	// Horribly wrong heuristic, but better than nothing
 | |
| 	bool block_is_underground = (water_level > node_max.Y);
 | |
| 
 | |
| 	/*
 | |
| 		Create a block-specific seed
 | |
| 	*/
 | |
| 	u32 blockseed = get_blockseed(data->seed, full_node_min);
 | |
| 
 | |
| 	/*
 | |
| 		Make some noise
 | |
| 	*/
 | |
| 	{
 | |
| 		int x = node_min.X;
 | |
| 		int z = node_min.Z;
 | |
| 
 | |
| 		// Need to adjust for the original implementation's +.5 offset...
 | |
| 		noise_terrain_base->perlinMap2D(
 | |
| 			x + 0.5 * noise_terrain_base->np->spread.X,
 | |
| 			z + 0.5 * noise_terrain_base->np->spread.Z);
 | |
| 		noise_terrain_base->transformNoiseMap();
 | |
| 
 | |
| 		noise_terrain_higher->perlinMap2D(
 | |
| 			x + 0.5 * noise_terrain_higher->np->spread.X,
 | |
| 			z + 0.5 * noise_terrain_higher->np->spread.Z);
 | |
| 		noise_terrain_higher->transformNoiseMap();
 | |
| 
 | |
| 		noise_steepness->perlinMap2D(
 | |
| 			x + 0.5 * noise_steepness->np->spread.X,
 | |
| 			z + 0.5 * noise_steepness->np->spread.Z);
 | |
| 		noise_steepness->transformNoiseMap();
 | |
| 
 | |
| 		noise_height_select->perlinMap2D(
 | |
| 			x + 0.5 * noise_height_select->np->spread.X,
 | |
| 			z + 0.5 * noise_height_select->np->spread.Z);
 | |
| 
 | |
| 		noise_trees->perlinMap2D(
 | |
| 			x + 0.5 * noise_trees->np->spread.X,
 | |
| 			z + 0.5 * noise_trees->np->spread.Z);
 | |
| 
 | |
| 		noise_mud->perlinMap2D(
 | |
| 			x + 0.5 * noise_mud->np->spread.X,
 | |
| 			z + 0.5 * noise_mud->np->spread.Z);
 | |
| 		noise_mud->transformNoiseMap();
 | |
| 
 | |
| 		noise_beach->perlinMap2D(
 | |
| 			x + 0.2 * noise_beach->np->spread.X,
 | |
| 			z + 0.7 * noise_beach->np->spread.Z);
 | |
| 
 | |
| 		noise_biome->perlinMap2D(
 | |
| 			x + 0.6 * noise_biome->np->spread.X,
 | |
| 			z + 0.2 * noise_biome->np->spread.Z);
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	/*
 | |
| 		Cache some ground type values for speed
 | |
| 	*/
 | |
| 
 | |
| // Creates variables c_name=id and n_name=node
 | |
| #define CONTENT_VARIABLE(ndef, name)\
 | |
| 	content_t c_##name = ndef->getId("mapgen_" #name);\
 | |
| 	MapNode n_##name(c_##name);
 | |
| // Default to something else if was CONTENT_IGNORE
 | |
| #define CONTENT_VARIABLE_FALLBACK(name, dname)\
 | |
| 	if(c_##name == CONTENT_IGNORE){\
 | |
| 		c_##name = c_##dname;\
 | |
| 		n_##name = n_##dname;\
 | |
| 	}
 | |
| 
 | |
| 	CONTENT_VARIABLE(ndef, stone);
 | |
| 	CONTENT_VARIABLE(ndef, air);
 | |
| 	CONTENT_VARIABLE(ndef, water_source);
 | |
| 	CONTENT_VARIABLE(ndef, dirt);
 | |
| 	CONTENT_VARIABLE(ndef, sand);
 | |
| 	CONTENT_VARIABLE(ndef, gravel);
 | |
| 	CONTENT_VARIABLE(ndef, clay);
 | |
| 	CONTENT_VARIABLE(ndef, lava_source);
 | |
| 	CONTENT_VARIABLE(ndef, cobble);
 | |
| 	CONTENT_VARIABLE(ndef, mossycobble);
 | |
| 	CONTENT_VARIABLE(ndef, dirt_with_grass);
 | |
| 	CONTENT_VARIABLE(ndef, junglegrass);
 | |
| 	CONTENT_VARIABLE(ndef, stone_with_coal);
 | |
| 	CONTENT_VARIABLE(ndef, stone_with_iron);
 | |
| 	CONTENT_VARIABLE(ndef, mese);
 | |
| 	CONTENT_VARIABLE(ndef, desert_sand);
 | |
| 	CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
 | |
| 	CONTENT_VARIABLE(ndef, desert_stone);
 | |
| 	CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
 | |
| 
 | |
| 	// Maximum height of the stone surface and obstacles.
 | |
| 	// This is used to guide the cave generation
 | |
| 	s16 stone_surface_max_y = 0;
 | |
| 
 | |
| 	/*
 | |
| 		Generate general ground level to full area
 | |
| 	*/
 | |
| 	{
 | |
| #if 1
 | |
| 	TimeTaker timer1("Generating 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 = v2s16(x,z);
 | |
| 
 | |
| 		/*
 | |
| 			Skip of already generated
 | |
| 		*/
 | |
| 		/*{
 | |
| 			v3s16 p(p2d.X, node_min.Y, p2d.Y);
 | |
| 			if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
 | |
| 				continue;
 | |
| 		}*/
 | |
| 
 | |
| 		// Ground height at this point
 | |
| 		float surface_y_f = 0.0;
 | |
| 
 | |
| 		// Use perlin noise for ground height
 | |
| 		surface_y_f = base_rock_level_2d(data->seed, p2d);
 | |
| 
 | |
| 		/*// Experimental stuff
 | |
| 		{
 | |
| 			float a = highlands_level_2d(data->seed, p2d);
 | |
| 			if(a > surface_y_f)
 | |
| 				surface_y_f = a;
 | |
| 		}*/
 | |
| 
 | |
| 		// Convert to integer
 | |
| 		s16 surface_y = (s16)surface_y_f;
 | |
| 
 | |
| 		// Log it
 | |
| 		if(surface_y > stone_surface_max_y)
 | |
| 			stone_surface_max_y = surface_y;
 | |
| 
 | |
| 		BiomeType bt = get_biome(data->seed, p2d);
 | |
| 		/*
 | |
| 			Fill ground with stone
 | |
| 		*/
 | |
| 		{
 | |
| 			// 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++)
 | |
| 			{
 | |
| 				if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
 | |
| 					if(y <= surface_y){
 | |
| 						if(y > water_level && bt == BT_DESERT)
 | |
| 							vmanip.m_data[i] = n_desert_stone;
 | |
| 						else
 | |
| 							vmanip.m_data[i] = n_stone;
 | |
| 					} else if(y <= water_level){
 | |
| 						vmanip.m_data[i] = MapNode(c_water_source);
 | |
| 					} else {
 | |
| 						vmanip.m_data[i] = MapNode(c_air);
 | |
| 					}
 | |
| 				}
 | |
| 				vmanip.m_area.add_y(em, i, 1);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	}//timer1
 | |
| 
 | |
| 	// Limit dirt flow area by 1 because mud is flown into neighbors.
 | |
| 	assert(central_area_size.X == central_area_size.Z);
 | |
| 	s16 mudflow_minpos = 0-max_spread_amount+1;
 | |
| 	s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
 | |
| 
 | |
| 	/*
 | |
| 		Loop this part, it will make stuff look older and newer nicely
 | |
| 	*/
 | |
| 
 | |
| 	/*double cave_amount = 6.0 + 6.0 * noise2d_perlin(
 | |
| 			0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
 | |
| 			data->seed+34329, 3, 0.50);*/
 | |
| 
 | |
| 	double cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, data->seed);
 | |
| 
 | |
| 	const u32 age_loops = 2;
 | |
| 	for(u32 i_age=0; i_age<age_loops; i_age++)
 | |
| 	{ // Aging loop
 | |
| 	/******************************
 | |
| 		BEGINNING OF AGING LOOP
 | |
| 	******************************/
 | |
| 
 | |
| #if 1
 | |
| 	{
 | |
| 	// 24ms @cs=8
 | |
| 	//TimeTaker timer1("caves");
 | |
| 
 | |
| 	/*
 | |
| 		Make caves (this code is relatively horrible)
 | |
| 	*/
 | |
| 	cave_amount = MYMAX(0.0, cave_amount);
 | |
| 	u32 caves_count = cave_amount * volume_nodes / 50000;
 | |
| 	u32 bruises_count = 1;
 | |
| 	PseudoRandom ps(blockseed+21343);
 | |
| 	PseudoRandom ps2(blockseed+1032);
 | |
| 	if(ps.range(1, 6) == 1)
 | |
| 		bruises_count = ps.range(0, ps.range(0, 2));
 | |
| 	if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_DESERT){
 | |
| 		caves_count /= 3;
 | |
| 		bruises_count /= 3;
 | |
| 	}
 | |
| 	for(u32 jj=0; jj<caves_count+bruises_count; jj++)
 | |
| 	{
 | |
| 		if (!(flags & MG_CAVES))
 | |
| 			continue;
 | |
| 
 | |
| 		/*int avg_height = (int)
 | |
| 			  ((base_rock_level_2d(data->seed, v2s16(node_min.X, node_min.Z)) +
 | |
| 				base_rock_level_2d(data->seed, v2s16(node_max.X, node_max.Z))) / 2);
 | |
| 		if ((node_max.Y + node_min.Y) / 2 > avg_height)
 | |
| 			break;*/
 | |
| 
 | |
| 		bool large_cave = (jj >= caves_count);
 | |
| 		s16 min_tunnel_diameter = 2;
 | |
| 		s16 max_tunnel_diameter = ps.range(2,6);
 | |
| 		int dswitchint = ps.range(1,14);
 | |
| 		u16 tunnel_routepoints = 0;
 | |
| 		int part_max_length_rs = 0;
 | |
| 		if(large_cave){
 | |
| 			part_max_length_rs = ps.range(2,4);
 | |
| 			tunnel_routepoints = ps.range(5, ps.range(15,30));
 | |
| 			min_tunnel_diameter = 5;
 | |
| 			max_tunnel_diameter = ps.range(7, ps.range(8,24));
 | |
| 		} else {
 | |
| 			part_max_length_rs = ps.range(2,9);
 | |
| 			tunnel_routepoints = ps.range(10, ps.range(15,30));
 | |
| 		}
 | |
| 		bool large_cave_is_flat = (ps.range(0,1) == 0);
 | |
| 
 | |
| 		v3f main_direction(0,0,0);
 | |
| 
 | |
| 		// Allowed route area size in nodes
 | |
| 		v3s16 ar = central_area_size;
 | |
| 
 | |
| 		// Area starting point in nodes
 | |
| 		v3s16 of = node_min;
 | |
| 
 | |
| 		// Allow a bit more
 | |
| 		//(this should be more than the maximum radius of the tunnel)
 | |
| 		s16 insure = 10;
 | |
| 		s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
 | |
| 		ar += v3s16(1,0,1) * more * 2;
 | |
| 		of -= v3s16(1,0,1) * more;
 | |
| 
 | |
| 		s16 route_y_min = 0;
 | |
| 		// Allow half a diameter + 7 over stone surface
 | |
| 		s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
 | |
| 
 | |
| 		// Limit maximum to area
 | |
| 		route_y_max = rangelim(route_y_max, 0, ar.Y-1);
 | |
| 
 | |
| 		if(large_cave)
 | |
| 		{
 | |
| 			s16 min = 0;
 | |
| 			if(node_min.Y < water_level && node_max.Y > water_level)
 | |
| 			{
 | |
| 				min = water_level - max_tunnel_diameter/3 - of.Y;
 | |
| 				route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
 | |
| 			}
 | |
| 			route_y_min = ps.range(min, min + max_tunnel_diameter);
 | |
| 			route_y_min = rangelim(route_y_min, 0, route_y_max);
 | |
| 		}
 | |
| 
 | |
| 		s16 route_start_y_min = route_y_min;
 | |
| 		s16 route_start_y_max = route_y_max;
 | |
| 
 | |
| 		route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
 | |
| 		route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
 | |
| 
 | |
| 		// Randomize starting position
 | |
| 		v3f orp(
 | |
| 			(float)(ps.next()%ar.X)+0.5,
 | |
| 			(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
 | |
| 			(float)(ps.next()%ar.Z)+0.5
 | |
| 		);
 | |
| 
 | |
| 		v3s16 startp(orp.X, orp.Y, orp.Z);
 | |
| 		startp += of;
 | |
| 
 | |
| 		MapNode airnode(CONTENT_AIR);
 | |
| 		MapNode waternode(c_water_source);
 | |
| 		MapNode lavanode(c_lava_source);
 | |
| 
 | |
| 		/*
 | |
| 			Generate some tunnel starting from orp
 | |
| 		*/
 | |
| 
 | |
| 		for(u16 j=0; j<tunnel_routepoints; j++)
 | |
| 		{
 | |
| 			if(j%dswitchint==0 && large_cave == false)
 | |
| 			{
 | |
| 				main_direction = v3f(
 | |
| 					((float)(ps.next()%20)-(float)10)/10,
 | |
| 					((float)(ps.next()%20)-(float)10)/30,
 | |
| 					((float)(ps.next()%20)-(float)10)/10
 | |
| 				);
 | |
| 				main_direction *= (float)ps.range(0, 10)/10;
 | |
| 			}
 | |
| 
 | |
| 			// Randomize size
 | |
| 			s16 min_d = min_tunnel_diameter;
 | |
| 			s16 max_d = max_tunnel_diameter;
 | |
| 			s16 rs = ps.range(min_d, max_d);
 | |
| 
 | |
| 			// Every second section is rough
 | |
| 			bool randomize_xz = (ps2.range(1,2) == 1);
 | |
| 
 | |
| 			v3s16 maxlen;
 | |
| 			if(large_cave)
 | |
| 			{
 | |
| 				maxlen = v3s16(
 | |
| 					rs*part_max_length_rs,
 | |
| 					rs*part_max_length_rs/2,
 | |
| 					rs*part_max_length_rs
 | |
| 				);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				maxlen = v3s16(
 | |
| 					rs*part_max_length_rs,
 | |
| 					ps.range(1, rs*part_max_length_rs),
 | |
| 					rs*part_max_length_rs
 | |
| 				);
 | |
| 			}
 | |
| 
 | |
| 			v3f vec;
 | |
| 
 | |
| 			vec = v3f(
 | |
| 				(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
 | |
| 				(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
 | |
| 				(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
 | |
| 			);
 | |
| 
 | |
| 			// Jump downward sometimes
 | |
| 			if(!large_cave && ps.range(0,12) == 0)
 | |
| 			{
 | |
| 				vec = v3f(
 | |
| 					(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
 | |
| 					(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
 | |
| 					(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
 | |
| 				);
 | |
| 			}
 | |
| 
 | |
| 			/*if(large_cave){
 | |
| 				v3f p = orp + vec;
 | |
| 				s16 h = find_ground_level_clever(vmanip,
 | |
| 						v2s16(p.X, p.Z), ndef);
 | |
| 				route_y_min = h - rs/3;
 | |
| 				route_y_max = h + rs;
 | |
| 			}*/
 | |
| 
 | |
| 			vec += main_direction;
 | |
| 
 | |
| 			v3f rp = orp + vec;
 | |
| 			if(rp.X < 0)
 | |
| 				rp.X = 0;
 | |
| 			else if(rp.X >= ar.X)
 | |
| 				rp.X = ar.X-1;
 | |
| 			if(rp.Y < route_y_min)
 | |
| 				rp.Y = route_y_min;
 | |
| 			else if(rp.Y >= route_y_max)
 | |
| 				rp.Y = route_y_max-1;
 | |
| 			if(rp.Z < 0)
 | |
| 				rp.Z = 0;
 | |
| 			else if(rp.Z >= ar.Z)
 | |
| 				rp.Z = ar.Z-1;
 | |
| 			vec = rp - orp;
 | |
| 
 | |
| 			for(float f=0; f<1.0; f+=1.0/vec.getLength())
 | |
| 			{
 | |
| 				v3f fp = orp + vec * f;
 | |
| 				fp.X += 0.1*ps.range(-10,10);
 | |
| 				fp.Z += 0.1*ps.range(-10,10);
 | |
| 				v3s16 cp(fp.X, fp.Y, fp.Z);
 | |
| 
 | |
| 				s16 d0 = -rs/2;
 | |
| 				s16 d1 = d0 + rs;
 | |
| 				if(randomize_xz){
 | |
| 					d0 += ps.range(-1,1);
 | |
| 					d1 += ps.range(-1,1);
 | |
| 				}
 | |
| 				for(s16 z0=d0; z0<=d1; z0++)
 | |
| 				{
 | |
| 					s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
 | |
| 					for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
 | |
| 					{
 | |
| 						s16 maxabsxz = MYMAX(abs(x0), abs(z0));
 | |
| 						s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
 | |
| 						for(s16 y0=-si2; y0<=si2; y0++)
 | |
| 						{
 | |
| 							/*// Make better floors in small caves
 | |
| 							if(y0 <= -rs/2 && rs<=7)
 | |
| 								continue;*/
 | |
| 							if(large_cave_is_flat){
 | |
| 								// Make large caves not so tall
 | |
| 								if(rs > 7 && abs(y0) >= rs/3)
 | |
| 									continue;
 | |
| 							}
 | |
| 
 | |
| 							s16 z = cp.Z + z0;
 | |
| 							s16 y = cp.Y + y0;
 | |
| 							s16 x = cp.X + x0;
 | |
| 							v3s16 p(x,y,z);
 | |
| 							p += of;
 | |
| 
 | |
| 							if(vmanip.m_area.contains(p) == false)
 | |
| 								continue;
 | |
| 
 | |
| 							u32 i = vmanip.m_area.index(p);
 | |
| 
 | |
| 							if(large_cave)
 | |
| 							{
 | |
| 								if(full_node_min.Y < water_level &&
 | |
| 									full_node_max.Y > water_level){
 | |
| 									if(p.Y <= water_level)
 | |
| 										vmanip.m_data[i] = waternode;
 | |
| 									else
 | |
| 										vmanip.m_data[i] = airnode;
 | |
| 								} else if(full_node_max.Y < water_level){
 | |
| 									if(p.Y < startp.Y - 2)
 | |
| 										vmanip.m_data[i] = lavanode;
 | |
| 									else
 | |
| 										vmanip.m_data[i] = airnode;
 | |
| 								} else {
 | |
| 									vmanip.m_data[i] = airnode;
 | |
| 								}
 | |
| 							} else {
 | |
| 								// Don't replace air or water or lava or ignore
 | |
| 								if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
 | |
| 								vmanip.m_data[i].getContent() == CONTENT_AIR ||
 | |
| 								vmanip.m_data[i].getContent() == c_water_source ||
 | |
| 								vmanip.m_data[i].getContent() == c_lava_source)
 | |
| 									continue;
 | |
| 
 | |
| 								vmanip.m_data[i] = airnode;
 | |
| 
 | |
| 								// Set tunnel flag
 | |
| 								vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			orp = rp;
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	}//timer1
 | |
| #endif
 | |
| 
 | |
| #if 1
 | |
| 	{
 | |
| 	// 15ms @cs=8
 | |
| 	TimeTaker timer1("add mud");
 | |
| 
 | |
| 	/*
 | |
| 		Add mud to the central chunk
 | |
| 	*/
 | |
| 
 | |
| 	for(s16 x=node_min.X; x<=node_max.X; x++)
 | |
| 	for(s16 z=node_min.Z; z<=node_max.Z; z++)
 | |
| 	{
 | |
| 		// Node position in 2d
 | |
| 		v2s16 p2d = v2s16(x,z);
 | |
| 
 | |
| 		// Randomize mud amount
 | |
| 		s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
 | |
| 
 | |
| 		// Find ground level
 | |
| 		s16 surface_y = find_stone_level(vmanip, p2d, ndef);
 | |
| 		// Handle area not found
 | |
| 		if(surface_y == vmanip.m_area.MinEdge.Y - 1)
 | |
| 			continue;
 | |
| 
 | |
| 		MapNode addnode(c_dirt);
 | |
| 		BiomeType bt = get_biome(data->seed, p2d);
 | |
| 
 | |
| 		if(bt == BT_DESERT)
 | |
| 			addnode = MapNode(c_desert_sand);
 | |
| 
 | |
| 		if(bt == BT_DESERT && surface_y + mud_add_amount <= water_level+1){
 | |
| 			addnode = MapNode(c_sand);
 | |
| 		} else if(mud_add_amount <= 0){
 | |
| 			mud_add_amount = 1 - mud_add_amount;
 | |
| 			addnode = MapNode(c_gravel);
 | |
| 		} else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
 | |
| 				surface_y + mud_add_amount <= water_level+2){
 | |
| 			addnode = MapNode(c_sand);
 | |
| 		}
 | |
| 
 | |
| 		if(bt == BT_DESERT){
 | |
| 			if(surface_y > 20){
 | |
| 				mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/*
 | |
| 			If topmost node is grass, change it to mud.
 | |
| 			It might be if it was flown to there from a neighboring
 | |
| 			chunk and then converted.
 | |
| 		*/
 | |
| 		{
 | |
| 			u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
 | |
| 			MapNode *n = &vmanip.m_data[i];
 | |
| 			if(n->getContent() == c_dirt_with_grass)
 | |
| 				*n = MapNode(c_dirt);
 | |
| 		}
 | |
| 
 | |
| 		/*
 | |
| 			Add mud on ground
 | |
| 		*/
 | |
| 		{
 | |
| 			s16 mudcount = 0;
 | |
| 			v3s16 em = vmanip.m_area.getExtent();
 | |
| 			s16 y_start = surface_y+1;
 | |
| 			u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
 | |
| 			for(s16 y=y_start; y<=node_max.Y; y++)
 | |
| 			{
 | |
| 				if(mudcount >= mud_add_amount)
 | |
| 					break;
 | |
| 
 | |
| 				MapNode &n = vmanip.m_data[i];
 | |
| 				n = addnode;
 | |
| 				mudcount++;
 | |
| 
 | |
| 				vmanip.m_area.add_y(em, i, 1);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	}//timer1
 | |
| #endif
 | |
| 
 | |
| 	/*
 | |
| 		Add blobs of dirt and gravel underground
 | |
| 	*/
 | |
| 	if(get_biome(data->seed, v2s16(node_min.X, node_min.Z)) == BT_NORMAL)
 | |
| 	{
 | |
| 	PseudoRandom pr(blockseed+983);
 | |
| 	for(int i=0; i<volume_nodes/10/10/10; i++)
 | |
| 	{
 | |
| 		bool only_fill_cave = (myrand_range(0,1) != 0);
 | |
| 		v3s16 size(
 | |
| 			pr.range(1, 8),
 | |
| 			pr.range(1, 8),
 | |
| 			pr.range(1, 8)
 | |
| 		);
 | |
| 		v3s16 p0(
 | |
| 			pr.range(node_min.X, node_max.X)-size.X/2,
 | |
| 			pr.range(node_min.Y, node_max.Y)-size.Y/2,
 | |
| 			pr.range(node_min.Z, node_max.Z)-size.Z/2
 | |
| 		);
 | |
| 		MapNode n1;
 | |
| 		if(p0.Y > -32 && pr.range(0,1) == 0)
 | |
| 			n1 = MapNode(c_dirt);
 | |
| 		else
 | |
| 			n1 = MapNode(c_gravel);
 | |
| 		for(int x1=0; x1<size.X; x1++)
 | |
| 		for(int y1=0; y1<size.Y; y1++)
 | |
| 		for(int z1=0; z1<size.Z; z1++)
 | |
| 		{
 | |
| 			v3s16 p = p0 + v3s16(x1,y1,z1);
 | |
| 			u32 i = vmanip.m_area.index(p);
 | |
| 			if(!vmanip.m_area.contains(i))
 | |
| 				continue;
 | |
| 			// Cancel if not stone and not cave air
 | |
| 			if(vmanip.m_data[i].getContent() != c_stone &&
 | |
| 					!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
 | |
| 				continue;
 | |
| 			if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
 | |
| 				continue;
 | |
| 			vmanip.m_data[i] = n1;
 | |
| 		}
 | |
| 	}
 | |
| 	}
 | |
| 
 | |
| #if 1
 | |
| 	{
 | |
| 	// 340ms @cs=8
 | |
| 	TimeTaker timer1("flow mud");
 | |
| 
 | |
| 	/*
 | |
| 		Flow mud away from steep edges
 | |
| 	*/
 | |
| 
 | |
| 	// Iterate a few times
 | |
| 	for(s16 k=0; k<3; k++)
 | |
| 	{
 | |
| 
 | |
| 	for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
 | |
| 	for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
 | |
| 	{
 | |
| 		// Invert coordinates every 2nd iteration
 | |
| 		if(k%2 == 0)
 | |
| 		{
 | |
| 			x = mudflow_maxpos - (x-mudflow_minpos);
 | |
| 			z = mudflow_maxpos - (z-mudflow_minpos);
 | |
| 		}
 | |
| 
 | |
| 		// Node position in 2d
 | |
| 		v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
 | |
| 
 | |
| 		v3s16 em = vmanip.m_area.getExtent();
 | |
| 		u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
 | |
| 		s16 y=node_max.Y;
 | |
| 
 | |
| 		while(y >= node_min.Y)
 | |
| 		{
 | |
| 
 | |
| 		for(;; y--)
 | |
| 		{
 | |
| 			MapNode *n = NULL;
 | |
| 			// Find mud
 | |
| 			for(; y>=node_min.Y; y--)
 | |
| 			{
 | |
| 				n = &vmanip.m_data[i];
 | |
| 				//if(content_walkable(n->d))
 | |
| 				//	break;
 | |
| 				if(n->getContent() == c_dirt ||
 | |
| 						n->getContent() == c_dirt_with_grass ||
 | |
| 						n->getContent() == c_gravel)
 | |
| 					break;
 | |
| 
 | |
| 				vmanip.m_area.add_y(em, i, -1);
 | |
| 			}
 | |
| 
 | |
| 			// Stop if out of area
 | |
| 			//if(vmanip.m_area.contains(i) == false)
 | |
| 			if(y < node_min.Y)
 | |
| 				break;
 | |
| 
 | |
| 			/*// If not mud, do nothing to it
 | |
| 			MapNode *n = &vmanip.m_data[i];
 | |
| 			if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
 | |
| 				continue;*/
 | |
| 
 | |
| 			if(n->getContent() == c_dirt ||
 | |
| 					n->getContent() == c_dirt_with_grass)
 | |
| 			{
 | |
| 				// Make it exactly mud
 | |
| 				n->setContent(c_dirt);
 | |
| 
 | |
| 				/*
 | |
| 					Don't flow it if the stuff under it is not mud
 | |
| 				*/
 | |
| 				{
 | |
| 					u32 i2 = i;
 | |
| 					vmanip.m_area.add_y(em, i2, -1);
 | |
| 					// Cancel if out of area
 | |
| 					if(vmanip.m_area.contains(i2) == false)
 | |
| 						continue;
 | |
| 					MapNode *n2 = &vmanip.m_data[i2];
 | |
| 					if(n2->getContent() != c_dirt &&
 | |
| 							n2->getContent() != c_dirt_with_grass)
 | |
| 						continue;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/*s16 recurse_count = 0;
 | |
| 	mudflow_recurse:*/
 | |
| 
 | |
| 			v3s16 dirs4[4] = {
 | |
| 				v3s16(0,0,1), // back
 | |
| 				v3s16(1,0,0), // right
 | |
| 				v3s16(0,0,-1), // front
 | |
| 				v3s16(-1,0,0), // left
 | |
| 			};
 | |
| 
 | |
| 			// Theck that upper is air or doesn't exist.
 | |
| 			// Cancel dropping if upper keeps it in place
 | |
| 			u32 i3 = i;
 | |
| 			vmanip.m_area.add_y(em, i3, 1);
 | |
| 			if(vmanip.m_area.contains(i3) == true
 | |
| 					&& ndef->get(vmanip.m_data[i3]).walkable)
 | |
| 			{
 | |
| 				continue;
 | |
| 			}
 | |
| 
 | |
| 			// Drop mud on side
 | |
| 
 | |
| 			for(u32 di=0; di<4; di++)
 | |
| 			{
 | |
| 				v3s16 dirp = dirs4[di];
 | |
| 				u32 i2 = i;
 | |
| 				// Move to side
 | |
| 				vmanip.m_area.add_p(em, i2, dirp);
 | |
| 				// Fail if out of area
 | |
| 				if(vmanip.m_area.contains(i2) == false)
 | |
| 					continue;
 | |
| 				// Check that side is air
 | |
| 				MapNode *n2 = &vmanip.m_data[i2];
 | |
| 				if(ndef->get(*n2).walkable)
 | |
| 					continue;
 | |
| 				// Check that under side is air
 | |
| 				vmanip.m_area.add_y(em, i2, -1);
 | |
| 				if(vmanip.m_area.contains(i2) == false)
 | |
| 					continue;
 | |
| 				n2 = &vmanip.m_data[i2];
 | |
| 				if(ndef->get(*n2).walkable)
 | |
| 					continue;
 | |
| 				/*// Check that under that is air (need a drop of 2)
 | |
| 				vmanip.m_area.add_y(em, i2, -1);
 | |
| 				if(vmanip.m_area.contains(i2) == false)
 | |
| 					continue;
 | |
| 				n2 = &vmanip.m_data[i2];
 | |
| 				if(content_walkable(n2->d))
 | |
| 					continue;*/
 | |
| 				// Loop further down until not air
 | |
| 				bool dropped_to_unknown = false;
 | |
| 				do{
 | |
| 					vmanip.m_area.add_y(em, i2, -1);
 | |
| 					n2 = &vmanip.m_data[i2];
 | |
| 					// if out of known area
 | |
| 					if(vmanip.m_area.contains(i2) == false
 | |
| 							|| n2->getContent() == CONTENT_IGNORE){
 | |
| 						dropped_to_unknown = true;
 | |
| 						break;
 | |
| 					}
 | |
| 				}while(ndef->get(*n2).walkable == false);
 | |
| 				// Loop one up so that we're in air
 | |
| 				vmanip.m_area.add_y(em, i2, 1);
 | |
| 				n2 = &vmanip.m_data[i2];
 | |
| 
 | |
| 				bool old_is_water = (n->getContent() == c_water_source);
 | |
| 				// Move mud to new place
 | |
| 				if(!dropped_to_unknown) {
 | |
| 					*n2 = *n;
 | |
| 					// Set old place to be air (or water)
 | |
| 					if(old_is_water)
 | |
| 						*n = MapNode(c_water_source);
 | |
| 					else
 | |
| 						*n = MapNode(CONTENT_AIR);
 | |
| 				}
 | |
| 
 | |
| 				// Done
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	}//timer1
 | |
| #endif
 | |
| 
 | |
| 	} // Aging loop
 | |
| 	/***********************
 | |
| 		END OF AGING LOOP
 | |
| 	************************/
 | |
| 
 | |
| 	/*
 | |
| 		Add top and bottom side of water to transforming_liquid queue
 | |
| 	*/
 | |
| 
 | |
| 	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);
 | |
| 		{
 | |
| 			bool water_found = false;
 | |
| 			// 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(y == full_node_max.Y){
 | |
| 					water_found =
 | |
| 						(vmanip.m_data[i].getContent() == c_water_source ||
 | |
| 						vmanip.m_data[i].getContent() == c_lava_source);
 | |
| 				}
 | |
| 				else if(water_found == false)
 | |
| 				{
 | |
| 					if(vmanip.m_data[i].getContent() == c_water_source ||
 | |
| 							vmanip.m_data[i].getContent() == c_lava_source)
 | |
| 					{
 | |
| 						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() != c_water_source ||
 | |
| 							vmanip.m_data[i+1].getContent() != c_lava_source)
 | |
| 					{
 | |
| 						v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
 | |
| 						data->transforming_liquid.push_back(p);
 | |
| 						water_found = false;
 | |
| 					}
 | |
| 				}
 | |
| 
 | |
| 				vmanip.m_area.add_y(em, i, -1);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/*
 | |
| 		Grow grass
 | |
| 	*/
 | |
| 
 | |
| 	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 in 2d
 | |
| 		v2s16 p2d = v2s16(x,z);
 | |
| 
 | |
| 		/*
 | |
| 			Find the lowest surface to which enough light ends up
 | |
| 			to make grass grow.
 | |
| 
 | |
| 			Basically just wait until not air and not leaves.
 | |
| 		*/
 | |
| 		s16 surface_y = 0;
 | |
| 		{
 | |
| 			v3s16 em = vmanip.m_area.getExtent();
 | |
| 			u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
 | |
| 			s16 y;
 | |
| 			// Go to ground level
 | |
| 			for(y=node_max.Y; y>=full_node_min.Y; y--)
 | |
| 			{
 | |
| 				MapNode &n = vmanip.m_data[i];
 | |
| 				if(ndef->get(n).param_type != CPT_LIGHT
 | |
| 						|| ndef->get(n).liquid_type != LIQUID_NONE)
 | |
| 					break;
 | |
| 				vmanip.m_area.add_y(em, i, -1);
 | |
| 			}
 | |
| 			if(y >= full_node_min.Y)
 | |
| 				surface_y = y;
 | |
| 			else
 | |
| 				surface_y = full_node_min.Y;
 | |
| 		}
 | |
| 
 | |
| 		u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
 | |
| 		MapNode *n = &vmanip.m_data[i];
 | |
| 		if(n->getContent() == c_dirt){
 | |
| 			// Well yeah, this can't be overground...
 | |
| 			if(surface_y < water_level - 20)
 | |
| 				continue;
 | |
| 			n->setContent(c_dirt_with_grass);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/*
 | |
| 		Generate some trees
 | |
| 	*/
 | |
| 	assert(central_area_size.X == central_area_size.Z);
 | |
| 	if (flags & MG_TREES) {
 | |
| 		// Divide area into parts
 | |
| 		s16 div = 8;
 | |
| 		s16 sidelen = central_area_size.X / div;
 | |
| 		double area = sidelen * sidelen;
 | |
| 		for(s16 x0=0; x0<div; x0++)
 | |
| 		for(s16 z0=0; z0<div; z0++)
 | |
| 		{
 | |
| 			// Center position of part of division
 | |
| 			v2s16 p2d_center(
 | |
| 				node_min.X + sidelen/2 + sidelen*x0,
 | |
| 				node_min.Z + sidelen/2 + sidelen*z0
 | |
| 			);
 | |
| 			// Minimum edge of part of division
 | |
| 			v2s16 p2d_min(
 | |
| 				node_min.X + sidelen*x0,
 | |
| 				node_min.Z + sidelen*z0
 | |
| 			);
 | |
| 			// Maximum edge of part of division
 | |
| 			v2s16 p2d_max(
 | |
| 				node_min.X + sidelen + sidelen*x0 - 1,
 | |
| 				node_min.Z + sidelen + sidelen*z0 - 1
 | |
| 			);
 | |
| 			// Amount of trees
 | |
| 			u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
 | |
| 			// Put trees in random places on part of division
 | |
| 			for(u32 i=0; i<tree_count; i++)
 | |
| 			{
 | |
| 				s16 x = myrand_range(p2d_min.X, p2d_max.X);
 | |
| 				s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
 | |
| 				s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
 | |
| 				// Don't make a tree under water level
 | |
| 				if(y < water_level)
 | |
| 					continue;
 | |
| 				// Don't make a tree so high that it doesn't fit
 | |
| 				if(y > node_max.Y - 6)
 | |
| 					continue;
 | |
| 				v3s16 p(x,y,z);
 | |
| 				/*
 | |
| 					Trees grow only on mud and grass
 | |
| 				*/
 | |
| 				{
 | |
| 					u32 i = vmanip.m_area.index(v3s16(p));
 | |
| 					MapNode *n = &vmanip.m_data[i];
 | |
| 					if(n->getContent() != c_dirt
 | |
| 							&& n->getContent() != c_dirt_with_grass)
 | |
| 						continue;
 | |
| 				}
 | |
| 				p.Y++;
 | |
| 				// Make a tree
 | |
| 				make_tree(vmanip, p, false, ndef);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	/*
 | |
| 		Calculate lighting
 | |
| 	*/
 | |
| 	{
 | |
| 	ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
 | |
| 			SPT_AVG);
 | |
| 	//VoxelArea a(node_min, node_max);
 | |
| 	VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
 | |
| 			node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
 | |
| 	/*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
 | |
| 			node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
 | |
| 	enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
 | |
| 	for(int i=0; i<2; i++)
 | |
| 	{
 | |
| 		enum LightBank bank = banks[i];
 | |
| 
 | |
| 		core::map<v3s16, bool> light_sources;
 | |
| 		core::map<v3s16, u8> unlight_from;
 | |
| 
 | |
| 		voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
 | |
| 				light_sources, unlight_from);
 | |
| 
 | |
| 		bool inexistent_top_provides_sunlight = !block_is_underground;
 | |
| 		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
 | |
| 				vmanip, a, inexistent_top_provides_sunlight,
 | |
| 				light_sources, ndef);
 | |
| 		// TODO: Do stuff according to bottom_sunlight_valid
 | |
| 
 | |
| 		vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
 | |
| 
 | |
| 		vmanip.spreadLight(bank, light_sources, ndef);
 | |
| 	}
 | |
| 	}
 | |
| }
 |