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reorganized a lot of stuff and modified mapgen and objects slightly while doing it

This commit is contained in:
Perttu Ahola 2011-06-26 15:48:56 +03:00
parent 3b098fd5dc
commit 91cfbe2891
24 changed files with 2059 additions and 1626 deletions

View file

@ -23,8 +23,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "noise.h"
#include "mapblock.h"
#include "map.h"
#include "serverobject.h"
#include "mineral.h"
//#include "serverobject.h"
#include "content_sao.h"
namespace mapgen
{
@ -503,7 +504,7 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
else
length = random.range(1,6);
length = random.range(1,13);
u32 partlength = random.range(1,length);
u32 partlength = random.range(1,13);
u32 partcount = 0;
s16 make_stairs = 0;
if(random.next()%2 == 0 && partlength >= 3)
@ -672,14 +673,63 @@ public:
continue;
v3s16 roomplace;
// X east, Z north, Y up
#if 0
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
+m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
roomplace = doorplace + v3s16(-roomsize.X/2
+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,-roomsize.Z+1);
roomplace = doorplace + v3s16(-roomsize.X/2
+m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,
-roomsize.Z+1);
#endif
#if 0
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
roomsize.Z/2-1));
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
+m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
roomsize.Z/2-1));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace + v3s16(-roomsize.X/2
+m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
roomsize.X/2-1),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2
+m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
roomsize.X/2-1),-1, -roomsize.Z+1);
#endif
#if 1
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace +
v3s16(0,-1,m_random.range(-roomsize.Z+1,-2));
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace +
v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+1,-2));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace +
v3s16(m_random.range(-roomsize.X+1,-2),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace +
v3s16(m_random.range(-roomsize.X+1,-2),-1,-roomsize.Z+1);
#endif
#if 0
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
#endif
// Check fit
bool fits = true;
@ -790,7 +840,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
// Determine walker start position
bool start_in_last_room = (random.range(0,1)==0);
bool start_in_last_room = (random.range(0,2)!=0);
//bool start_in_last_room = true;
v3s16 walker_start_place;
@ -858,7 +908,9 @@ NoiseParams get_cave_noise1_params(u64 seed)
{
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
200, CAVE_NOISE_SCALE);*/
return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
100, CAVE_NOISE_SCALE);*/
return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
100, CAVE_NOISE_SCALE);
}
@ -866,7 +918,9 @@ NoiseParams get_cave_noise2_params(u64 seed)
{
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
200, CAVE_NOISE_SCALE);*/
return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
100, CAVE_NOISE_SCALE);*/
return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.6,
100, CAVE_NOISE_SCALE);
}
@ -1054,6 +1108,7 @@ double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
double a = -31000;
// Corners
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
@ -1062,8 +1117,18 @@ double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
v2s16(node_max.X, node_max.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
// Center
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
// Side middle points
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
a = MYMAX(a, find_ground_level_from_noise(seed,
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
@ -1074,6 +1139,7 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
double a = 31000;
// Corners
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
@ -1082,8 +1148,18 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
v2s16(node_max.X, node_max.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y), p));
// Center
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
// Side middle points
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
a = MYMIN(a, find_ground_level_from_noise(seed,
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
return a;
}
@ -1328,7 +1404,7 @@ void make_block(BlockMakeData *data)
If block is deep underground, this is set to true and ground
density noise is not generated, for speed optimization.
*/
bool all_is_ground_except_caves = (minimum_ground_depth > 16);
bool all_is_ground_except_caves = (minimum_ground_depth > 40);
/*
Create a block-specific seed