コード例 #1
0
ファイル: mg_ore.cpp プロジェクト: FunKetApp/minetest
size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
{
	size_t nplaced = 0;

	for (size_t i = 0; i != m_elements.size(); i++) {
		Ore *ore = (Ore *)m_elements[i];
		if (!ore)
			continue;

		nplaced += ore->placeOre(mg, seed, nmin, nmax);
		seed++;
	}

	return nplaced;
}
コード例 #2
0
ファイル: mg_ore.cpp プロジェクト: Ekdohibs/minetest
size_t OreManager::placeAllOres(Mapgen *mg, u32 blockseed,
	v3s16 nmin, v3s16 nmax, s16 ore_zero_level)
{
	size_t nplaced = 0;

	for (size_t i = 0; i != m_objects.size(); i++) {
		Ore *ore = (Ore *)m_objects[i];
		if (!ore)
			continue;

		nplaced += ore->placeOre(mg, blockseed, nmin, nmax, ore_zero_level);
		blockseed++;
	}

	return nplaced;
}
コード例 #3
0
void MapgenV7::makeChunk(BlockMakeData *data) {
	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);
			
	this->generating = true;
	this->vm   = data->vmanip;	
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");
	
	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
	
	// Make some noise
	calculateNoise();
	
	// Generate base terrain, mountains, and ridges with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();
	
	updateHeightmap(node_min, node_max);
	
	// Calculate biomes
	BiomeNoiseInput binput;
	binput.mapsize      = v2s16(csize.X, csize.Z);
	binput.heat_map     = noise_heat->result;
	binput.humidity_map = noise_humidity->result;
	binput.height_map   = heightmap;
	bmgr->calcBiomes(&binput, biomemap);
	
	// Actually place the biome-specific nodes and what not
	generateBiomes();

	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y);

	if (flags & MG_DUNGEONS) {
		DungeonGen dgen(this, NULL);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	for (size_t i = 0; i != emerge->decorations.size(); i++) {
		Decoration *deco = emerge->decorations[i];
		deco->placeDeco(this, blockseed + i, node_min, node_max);
	}

	for (size_t i = 0; i != emerge->ores.size(); i++) {
		Ore *ore = emerge->ores[i];
		ore->placeOre(this, blockseed + i, node_min, node_max);
	}
	
	// Sprinkle some dust on top after everything else was generated
	dustTopNodes();
	
	//printf("makeChunk: %dms\n", t.stop());
	
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
	
	if (flags & MG_LIGHT)
		calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
					 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
	
	this->generating = false;
}
コード例 #4
0
ファイル: mapgen_v6.cpp プロジェクト: jojoa1997/freeminer
void MapgenV6::makeChunk(BlockMakeData *data) {
	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);
			
	this->generating = true;
	this->vm   = data->vmanip;	
	this->ndef = data->nodedef;
	
	// Hack: use minimum block coords for old code that assumes a single block
	v3s16 blockpos = data->blockpos_requested;
	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;

	// 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
	full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
	full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);

	central_area_size = node_max - node_min + v3s16(1,1,1);
	assert(central_area_size.X == central_area_size.Z);

	int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
					  * (blockpos_max.Y - blockpos_min.Y + 1)
					  * (blockpos_max.Z - blockpos_max.Z + 1);

	volume_nodes = volume_blocks *
		MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;

	// Create a block-specific seed
	blockseed = get_blockseed(data->seed, full_node_min);

	// Make some noise
	calculateNoise();

	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	c_lava_source     = ndef->getId("mapgen_lava_source");
	c_gravel          = ndef->getId("mapgen_gravel");
	c_cobble          = ndef->getId("mapgen_cobble");
	c_desert_sand     = ndef->getId("mapgen_desert_sand");
	c_desert_stone    = ndef->getId("mapgen_desert_stone");
	c_ice             = ndef->getId("mapgen_ice");
	if (c_desert_sand == CONTENT_IGNORE)
		c_desert_sand = c_sand;
	if (c_desert_stone == CONTENT_IGNORE)
		c_desert_stone = c_stone;

	// Maximum height of the stone surface and obstacles.
	// This is used to guide the cave generation
	s16 stone_surface_max_y;

	// Generate general ground level to full area
	stone_surface_max_y = generateGround();

	generateExperimental();

	const s16 max_spread_amount = MAP_BLOCKSIZE;
	// Limit dirt flow area by 1 because mud is flown into neighbors.
	s16 mudflow_minpos = -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
	const u32 age_loops = 2;
	for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
		// Make caves (this code is relatively horrible)
		if (flags & MG_CAVES)
			generateCaves(stone_surface_max_y);

		// Add mud to the central chunk
		addMud();

		// Add blobs of dirt and gravel underground
		addDirtGravelBlobs();

		// Flow mud away from steep edges
		flowMud(mudflow_minpos, mudflow_maxpos);

	}
	
	// Add dungeons
	if (flags & MG_DUNGEONS) {
		DungeonGen dgen(ndef, data->seed, water_level);
		dgen.generate(vm, blockseed, full_node_min, full_node_max);
	}
	
	// Add top and bottom side of water to transforming_liquid queue
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	// Grow grass
	growGrass();

	// Generate some trees, and add grass, if a jungle
	if (flags & MG_TREES)
		placeTreesAndJungleGrass();
	
	// Generate the registered decorations
	for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
		Decoration *deco = emerge->decorations[i];
		deco->placeDeco(this, blockseed + i, node_min, node_max);
	}

	// Generate the registered ores
	for (unsigned int i = 0; i != emerge->ores.size(); i++) {
		Ore *ore = emerge->ores[i];
		ore->placeOre(this, blockseed + i, node_min, node_max);
	}

	// Calculate lighting
	if (!(flags & MG_NOLIGHT))
		calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
					 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
	
	this->generating = false;
}
コード例 #5
0
ファイル: mapgen_v7.cpp プロジェクト: 0gb-us/minetest
void MapgenV7::makeChunk(BlockMakeData *data) {
	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);
			
	this->generating = true;
	this->vm   = data->vmanip;	
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");
	
	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);
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!

	// Make some noise
	calculateNoise();

	// Calculate height map
	s16 stone_surface_max_y = calcHeightMap();
	
	// Calculate biomes
	BiomeNoiseInput binput;
	binput.mapsize       = v2s16(csize.X, csize.Z);
	binput.heat_map      = noise_heat->result;
	binput.humidity_map  = noise_humidity->result;
	binput.height_map    = heightmap;
	bmgr->calcBiomes(&binput, biomemap);
	
	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	c_lava_source     = ndef->getId("mapgen_lava_source");
	
	generateTerrain();
	carveRidges();
	
	generateCaves(stone_surface_max_y);
	addTopNodes();
	//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);

	if (flags & MG_DUNGEONS) {
		DungeonGen dgen(ndef, data->seed, water_level);
		dgen.generate(vm, blockseed, full_node_min, full_node_max);
	}

	for (size_t i = 0; i != emerge->ores.size(); i++) {
		Ore *ore = emerge->ores[i];
		ore->placeOre(this, blockseed + i, node_min, node_max);
	}
	
	//printf("makeChunk: %dms\n", t.stop());
	
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
	
	calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
				 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);

	this->generating = false;
}