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Furnace is now usable. Added more tools.

--HG--
rename : data/tool_stpick.png => data/tool_stonepick.png
rename : data/tool_wpick.png => data/tool_woodpick.png
This commit is contained in:
Perttu Ahola 2011-04-05 18:23:30 +03:00
parent 5b4928e07c
commit 89aa8b9be1
22 changed files with 421 additions and 101 deletions

View file

@ -2252,7 +2252,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
TimeTaker timer_generate("generateChunkRaw() generate");
// Maximum height of the stone surface and obstacles.
// This is used to disable dungeon generation from going too high.
// This is used to disable cave generation from going too high.
s16 stone_surface_max_y = 0;
/*
@ -2320,12 +2320,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
Randomize some parameters
*/
s32 stone_obstacle_count = 0;
//s32 stone_obstacle_count = 0;
/*s32 stone_obstacle_count =
rangelim((1.0+noise2d(m_seed+897,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
s16 stone_obstacle_max_height = 0;
//s16 stone_obstacle_max_height = 0;
/*s16 stone_obstacle_max_height =
rangelim((1.0+noise2d(m_seed+5902,
sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
@ -2336,7 +2336,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
//for(u32 i_age=0; i_age<1; i_age++)
for(u32 i_age=0; i_age<2; i_age++)
{ // Aging loop
/******************************
BEGINNING OF AGING LOOP
******************************/
#if 0
{
// 8ms @cs=8
//TimeTaker timer1("stone obstacles");
@ -2461,26 +2465,30 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}//timer1
#endif
{
// 24ms @cs=8
//TimeTaker timer1("dungeons");
//TimeTaker timer1("caves");
/*
Make dungeons
Make caves
*/
u32 dungeons_count = relative_volume / 600000;
u32 caves_count = relative_volume / 400000;
u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
bruises_count = 0;
/*u32 dungeons_count = 0;
/*u32 caves_count = 0;
u32 bruises_count = 0;*/
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
{
s16 min_tunnel_diameter = 2;
s16 max_tunnel_diameter = 6;
u16 tunnel_routepoints = 25;
s16 min_tunnel_diameter = 3;
s16 max_tunnel_diameter = 5;
u16 tunnel_routepoints = 20;
bool bruise_surface = (jj < bruises_count);
v3f main_direction(0,0,0);
bool bruise_surface = (jj > caves_count);
if(bruise_surface)
{
@ -2494,6 +2502,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
tunnel_routepoints = 5;
}
else
{
}
// Allowed route area size in nodes
v3s16 ar(
@ -2521,7 +2532,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
/*// If dungeons, don't go through surface too often
/*// If caves, don't go through surface too often
if(bruise_surface == false)
route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
@ -2546,16 +2557,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
// Start every 2nd dungeon from surface
// Start every 2nd cave from surface
bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
if(coming_from_surface)
{
route_start_y_min = -of.Y + stone_surface_max_y + 5;
route_start_y_min = -of.Y + stone_surface_max_y + 10;
}
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, 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(
@ -2572,6 +2583,16 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
for(u16 j=0; j<tunnel_routepoints; j++)
{
if(j%7==0 && bruise_surface == false)
{
main_direction = v3f(
((float)(myrand()%20)-(float)10)/10,
((float)(myrand()%20)-(float)10)/30,
((float)(myrand()%20)-(float)10)/10
);
main_direction *= (float)myrand_range(1, 3);
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
@ -2584,7 +2605,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
else
{
maxlen = v3s16(15, myrand_range(1, 20), 15);
maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
}
v3f vec;
@ -2605,6 +2626,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
(float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
);
}
vec += main_direction;
v3f rp = orp + vec;
if(rp.X < 0)
@ -3095,7 +3118,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
break;
}
// Make water only not in dungeons
// Make water only not in caves
if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
{
n->d = CONTENT_WATERSOURCE;
@ -3119,6 +3142,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}//timer1
} // Aging loop
/***********************
END OF AGING LOOP
************************/
{
//TimeTaker timer1("convert mud to sand");
@ -3953,7 +3979,7 @@ MapBlock * ServerMap::generateBlock(
else
n.d = CONTENT_AIR;
}
// Else it's ground or dungeons (air)
// Else it's ground or caves (air)
else
{
// If it's surface_depth under ground, it's stone
@ -4034,7 +4060,7 @@ MapBlock * ServerMap::generateBlock(
//dstream<<"generateBlock(): Done"<<std::endl;
/*
Generate dungeons
Generate caves
*/
// Initialize temporary table
@ -4172,36 +4198,36 @@ MapBlock * ServerMap::generateBlock(
continue_generating:
/*
Choose whether to actually generate dungeon
Choose whether to actually generate cave
*/
bool do_generate_dungeons = true;
bool do_generate_caves = true;
// Don't generate if no part is underground
if(!some_part_underground)
{
do_generate_dungeons = false;
do_generate_caves = false;
}
// Don't generate if mostly underwater surface
/*else if(mostly_underwater_surface)
{
do_generate_dungeons = false;
do_generate_caves = false;
}*/
// Partly underground = cave
else if(!completely_underground)
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
// Found existing dungeon underground
// Found existing cave underground
else if(found_existing && completely_underground)
{
do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
}
// Underground and no dungeons found
// Underground and no caves found
else
{
do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
}
if(do_generate_dungeons)
if(do_generate_caves)
{
/*
Generate some tunnel starting from orp and ors
@ -4253,7 +4279,7 @@ continue_generating:
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_dungeons = false;
bool has_caves = false;
/*
Apply temporary cave data to block
@ -4266,7 +4292,7 @@ continue_generating:
{
MapNode n = block->getNode(v3s16(x0,y0,z0));
// Create dungeons
// Create caves
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
@ -4275,7 +4301,7 @@ continue_generating:
if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
{
// Has now caves
has_dungeons = true;
has_caves = true;
// Set air to node
n.d = CONTENT_AIR;
}
@ -4295,7 +4321,7 @@ continue_generating:
Force lighting update if some part of block is partly
underground and has caves.
*/
/*if(some_part_underground && !completely_underground && has_dungeons)
/*if(some_part_underground && !completely_underground && has_caves)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
@ -4440,11 +4466,11 @@ continue_generating:
*/
dstream
<<"lighting_invalidated_blocks.size()"
<<", has_dungeons"
<<", has_caves"
<<", completely_ug"
<<", some_part_ug"
<<" "<<lighting_invalidated_blocks.size()
<<", "<<has_dungeons
<<", "<<has_caves
<<", "<<completely_underground
<<", "<<some_part_underground
<<std::endl;