3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54 : Mapgen(mapgenid, params, emerge)
56 this->m_emerge = emerge;
57 this->bmgr = emerge->biomemgr;
59 //// amount of elements to skip for the next index
60 //// for noise/height/biome maps (not vmanip)
61 this->ystride = csize.X;
62 this->zstride = csize.X * (csize.Y + 2);
64 this->biomemap = new u8[csize.X * csize.Z];
65 this->heightmap = new s16[csize.X * csize.Z];
67 this->humidmap = NULL;
68 this->ridge_heightmap = new s16[csize.X * csize.Z];
70 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
71 this->spflags = sp->spflags;
74 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
75 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
76 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
77 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
78 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
79 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
80 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
83 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
84 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
85 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
86 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
89 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
90 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
91 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
92 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
94 //// Resolve nodes to be used
95 INodeDefManager *ndef = emerge->ndef;
97 c_stone = ndef->getId("mapgen_stone");
98 c_water_source = ndef->getId("mapgen_water_source");
99 c_lava_source = ndef->getId("mapgen_lava_source");
100 c_desert_stone = ndef->getId("mapgen_desert_stone");
101 c_ice = ndef->getId("mapgen_ice");
102 c_sandstone = ndef->getId("mapgen_sandstone");
104 c_cobble = ndef->getId("mapgen_cobble");
105 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
106 c_mossycobble = ndef->getId("mapgen_mossycobble");
107 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
108 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
110 if (c_ice == CONTENT_IGNORE)
112 if (c_mossycobble == CONTENT_IGNORE)
113 c_mossycobble = c_cobble;
114 if (c_stair_cobble == CONTENT_IGNORE)
115 c_stair_cobble = c_cobble;
116 if (c_sandstonebrick == CONTENT_IGNORE)
117 c_sandstonebrick = c_sandstone;
118 if (c_stair_sandstonebrick == CONTENT_IGNORE)
119 c_stair_sandstonebrick = c_sandstone;
123 MapgenV7::~MapgenV7()
125 delete noise_terrain_base;
126 delete noise_terrain_persist;
127 delete noise_height_select;
128 delete noise_terrain_alt;
129 delete noise_filler_depth;
130 delete noise_mount_height;
131 delete noise_ridge_uwater;
132 delete noise_mountain;
138 delete noise_humidity;
139 delete noise_heat_blend;
140 delete noise_humidity_blend;
142 delete[] ridge_heightmap;
148 MapgenV7Params::MapgenV7Params()
150 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
152 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
153 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
154 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
155 np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
156 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
157 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
158 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
159 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
160 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
161 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
162 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
166 void MapgenV7Params::readParams(const Settings *settings)
168 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
170 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
171 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
172 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
173 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
174 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
175 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
176 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
177 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
178 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
179 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
180 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
184 void MapgenV7Params::writeParams(Settings *settings) const
186 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
188 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
189 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
190 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
191 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
192 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
193 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
194 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
195 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
196 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
197 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
198 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
202 ///////////////////////////////////////
205 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
207 // Base terrain calculation
208 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
210 // Ridge/river terrain calculation
212 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
213 // actually computing the depth of the ridge is much more expensive;
214 // if inside a river, simply guess
215 if (fabs(uwatern) <= width)
216 return water_level - 10;
218 // Mountain terrain calculation
219 int iters = 128; // don't even bother iterating more than 128 times..
221 //current point would have been air
222 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
232 void MapgenV7::makeChunk(BlockMakeData *data)
235 assert(data->vmanip);
236 assert(data->nodedef);
237 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
238 data->blockpos_requested.Y >= data->blockpos_min.Y &&
239 data->blockpos_requested.Z >= data->blockpos_min.Z);
240 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
241 data->blockpos_requested.Y <= data->blockpos_max.Y &&
242 data->blockpos_requested.Z <= data->blockpos_max.Z);
244 this->generating = true;
245 this->vm = data->vmanip;
246 this->ndef = data->nodedef;
247 //TimeTaker t("makeChunk");
249 v3s16 blockpos_min = data->blockpos_min;
250 v3s16 blockpos_max = data->blockpos_max;
251 node_min = blockpos_min * MAP_BLOCKSIZE;
252 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
254 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
256 blockseed = getBlockSeed2(full_node_min, seed);
261 // Generate base terrain, mountains, and ridges with initial heightmaps
262 s16 stone_surface_max_y = generateTerrain();
265 updateHeightmap(node_min, node_max);
267 // Create biomemap at heightmap surface
268 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
269 noise_humidity->result, heightmap, biomemap);
271 // Actually place the biome-specific nodes
272 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
274 if (flags & MG_CAVES)
275 generateCaves(stone_surface_max_y);
277 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
280 dp.np_rarity = nparams_dungeon_rarity;
281 dp.np_density = nparams_dungeon_density;
282 dp.np_wetness = nparams_dungeon_wetness;
283 dp.c_water = c_water_source;
284 if (stone_type == STONE) {
285 dp.c_cobble = c_cobble;
286 dp.c_moss = c_mossycobble;
287 dp.c_stair = c_stair_cobble;
289 dp.diagonal_dirs = false;
291 dp.holesize = v3s16(1, 2, 1);
292 dp.roomsize = v3s16(0, 0, 0);
293 dp.notifytype = GENNOTIFY_DUNGEON;
294 } else if (stone_type == DESERT_STONE) {
295 dp.c_cobble = c_desert_stone;
296 dp.c_moss = c_desert_stone;
297 dp.c_stair = c_desert_stone;
299 dp.diagonal_dirs = true;
301 dp.holesize = v3s16(2, 3, 2);
302 dp.roomsize = v3s16(2, 5, 2);
303 dp.notifytype = GENNOTIFY_TEMPLE;
304 } else if (stone_type == SANDSTONE) {
305 dp.c_cobble = c_sandstonebrick;
306 dp.c_moss = c_sandstonebrick;
307 dp.c_stair = c_sandstonebrick;
309 dp.diagonal_dirs = false;
311 dp.holesize = v3s16(2, 2, 2);
312 dp.roomsize = v3s16(2, 0, 2);
313 dp.notifytype = GENNOTIFY_DUNGEON;
316 DungeonGen dgen(this, &dp);
317 dgen.generate(blockseed, full_node_min, full_node_max);
320 // Generate the registered decorations
321 if (flags & MG_DECORATIONS)
322 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
324 // Generate the registered ores
325 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
327 // Sprinkle some dust on top after everything else was generated
330 //printf("makeChunk: %dms\n", t.stop());
332 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
334 if (flags & MG_LIGHT)
335 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
336 full_node_min, full_node_max);
338 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
339 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
341 this->generating = false;
345 void MapgenV7::calculateNoise()
347 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
349 int y = node_min.Y - 1;
352 noise_terrain_persist->perlinMap2D(x, z);
353 float *persistmap = noise_terrain_persist->result;
355 noise_terrain_base->perlinMap2D(x, z, persistmap);
356 noise_terrain_alt->perlinMap2D(x, z, persistmap);
357 noise_height_select->perlinMap2D(x, z);
359 if (flags & MG_CAVES) {
360 noise_cave1->perlinMap3D(x, y, z);
361 noise_cave2->perlinMap3D(x, y, z);
364 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
365 noise_ridge->perlinMap3D(x, y, z);
366 noise_ridge_uwater->perlinMap2D(x, z);
369 // Mountain noises are calculated in generateMountainTerrain()
371 noise_filler_depth->perlinMap2D(x, z);
372 noise_heat->perlinMap2D(x, z);
373 noise_humidity->perlinMap2D(x, z);
374 noise_heat_blend->perlinMap2D(x, z);
375 noise_humidity_blend->perlinMap2D(x, z);
377 for (s32 i = 0; i < csize.X * csize.Z; i++) {
378 noise_heat->result[i] += noise_heat_blend->result[i];
379 noise_humidity->result[i] += noise_humidity_blend->result[i];
382 heatmap = noise_heat->result;
383 humidmap = noise_humidity->result;
384 //printf("calculateNoise: %dus\n", t.stop());
388 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
390 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
391 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
392 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
393 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
394 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
396 return bmgr->getBiome(heat, humidity, groundlevel);
399 //needs to be updated
400 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
402 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
403 hselect = rangelim(hselect, 0.0, 1.0);
405 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
407 noise_terrain_base->np.persist = persist;
408 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
410 noise_terrain_alt->np.persist = persist;
411 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
413 if (height_alt > height_base)
416 return (height_base * hselect) + (height_alt * (1.0 - hselect));
420 float MapgenV7::baseTerrainLevelFromMap(int index)
422 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
423 float height_base = noise_terrain_base->result[index];
424 float height_alt = noise_terrain_alt->result[index];
426 if (height_alt > height_base)
429 return (height_base * hselect) + (height_alt * (1.0 - hselect));
433 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
435 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
436 float density_gradient = -((float)y / mnt_h_n);
437 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
439 return mnt_n + density_gradient >= 0.0;
443 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
445 float mounthn = noise_mount_height->result[idx_xz];
446 float density_gradient = -((float)y / mounthn);
447 float mountn = noise_mountain->result[idx_xyz];
449 return mountn + density_gradient >= 0.0;
454 void MapgenV7::carveRivers() {
455 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
456 MapNode n_stone(c_stone);
461 for (s16 z = node_min.Z; z <= node_max.Z; z++)
462 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
463 float terrain_mod = noise_terrain_mod->result[index];
464 NoiseParams *np = noise_terrain_river->np;
465 np.persist = noise_terrain_persist->result[index];
466 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
467 float height = terrain_river * (1 - abs(terrain_mod)) *
468 noise_terrain_river->np.scale;
469 height = log(height * height); //log(h^3) is pretty interesting for terrain
471 s16 y = heightmap[index];
472 if (height < 1.0 && y > river_depth &&
473 y - river_depth >= node_min.Y && y <= node_max.Y) {
475 for (s16 ry = y; ry != y - river_depth; ry--) {
476 u32 vi = vm->m_area.index(x, ry, z);
477 vm->m_data[vi] = n_air;
480 u32 vi = vm->m_area.index(x, y - river_depth, z);
481 vm->m_data[vi] = n_water_source;
488 int MapgenV7::generateTerrain()
490 s16 stone_surface_min_y;
491 s16 stone_surface_max_y;
493 generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
495 if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
496 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
498 if (spflags & MGV7_RIDGES)
499 generateRidgeTerrain();
501 return stone_surface_max_y;
505 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
507 MapNode n_air(CONTENT_AIR);
508 MapNode n_stone(c_stone);
509 MapNode n_water(c_water_source);
511 v3s16 em = vm->m_area.getExtent();
512 s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
513 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
516 for (s16 z = node_min.Z; z <= node_max.Z; z++)
517 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
518 float surface_height = baseTerrainLevelFromMap(index);
519 s16 surface_y = (s16)surface_height;
521 heightmap[index] = surface_y;
522 ridge_heightmap[index] = surface_y;
524 if (surface_y < surface_min_y)
525 surface_min_y = surface_y;
527 if (surface_y > surface_max_y)
528 surface_max_y = surface_y;
530 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
531 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
532 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
534 vm->m_data[i] = n_stone;
535 else if (y <= water_level)
536 vm->m_data[i] = n_water;
538 vm->m_data[i] = n_air;
540 vm->m_area.add_y(em, i, 1);
544 *stone_surface_min_y = surface_min_y;
545 *stone_surface_max_y = surface_max_y;
549 int MapgenV7::generateMountainTerrain(s16 ymax)
551 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
552 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
554 MapNode n_stone(c_stone);
557 for (s16 z = node_min.Z; z <= node_max.Z; z++)
558 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
559 u32 vi = vm->m_area.index(node_min.X, y, z);
560 for (s16 x = node_min.X; x <= node_max.X; x++) {
561 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
562 content_t c = vm->m_data[vi].getContent();
564 if (getMountainTerrainFromMap(j, index, y)
565 && (c == CONTENT_AIR || c == c_water_source)) {
566 vm->m_data[vi] = n_stone;
580 void MapgenV7::generateRidgeTerrain()
582 if (node_max.Y < water_level)
585 MapNode n_water(c_water_source);
586 MapNode n_air(CONTENT_AIR);
588 float width = 0.2; // TODO: figure out acceptable perlin noise values
590 for (s16 z = node_min.Z; z <= node_max.Z; z++)
591 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
592 u32 vi = vm->m_area.index(node_min.X, y, z);
593 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
594 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
596 if (heightmap[j] < water_level - 16)
599 float uwatern = noise_ridge_uwater->result[j] * 2;
600 if (fabs(uwatern) > width)
603 float altitude = y - water_level;
604 float height_mod = (altitude + 17) / 2.5;
605 float width_mod = width - fabs(uwatern);
606 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
608 if (nridge + width_mod * height_mod < 0.6)
611 if (y < ridge_heightmap[j])
612 ridge_heightmap[j] = y - 1;
614 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
620 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
622 v3s16 em = vm->m_area.getExtent();
624 MgStoneType stone_type = STONE;
626 for (s16 z = node_min.Z; z <= node_max.Z; z++)
627 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
631 u16 depth_water_top = 0;
632 u32 vi = vm->m_area.index(x, node_max.Y, z);
634 // Check node at base of mapchunk above, either a node of a previously
635 // generated mapchunk or if not, a node of overgenerated base terrain.
636 content_t c_above = vm->m_data[vi + em.X].getContent();
637 bool air_above = c_above == CONTENT_AIR;
638 bool water_above = c_above == c_water_source;
640 // If there is air or water above enable top/filler placement, otherwise force
641 // nplaced to stone level by setting a number exceeding any possible filler depth.
642 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
644 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
645 content_t c = vm->m_data[vi].getContent();
647 // Biome is recalculated each time an upper surface is detected while
648 // working down a column. The selected biome then remains in effect for
649 // all nodes below until the next surface and biome recalculation.
650 // Biome is recalculated:
651 // 1. At the surface of stone below air or water.
652 // 2. At the surface of water below air.
653 // 3. When stone or water is detected but biome has not yet been calculated.
654 if ((c == c_stone && (air_above || water_above || !biome)) ||
655 (c == c_water_source && (air_above || !biome))) {
656 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
657 depth_top = biome->depth_top;
658 base_filler = MYMAX(depth_top + biome->depth_filler
659 + noise_filler_depth->result[index], 0);
660 depth_water_top = biome->depth_water_top;
662 // Detect stone type for dungeons during every biome calculation.
663 // This is more efficient than detecting per-node and will not
664 // miss any desert stone or sandstone biomes.
665 if (biome->c_stone == c_desert_stone)
666 stone_type = DESERT_STONE;
667 else if (biome->c_stone == c_sandstone)
668 stone_type = SANDSTONE;
672 content_t c_below = vm->m_data[vi - em.X].getContent();
674 // If the node below isn't solid, make this node stone, so that
675 // any top/filler nodes above are structurally supported.
676 // This is done by aborting the cycle of top/filler placement
677 // immediately by forcing nplaced to stone level.
678 if (c_below == CONTENT_AIR || c_below == c_water_source)
681 if (nplaced < depth_top) {
682 vm->m_data[vi] = MapNode(biome->c_top);
684 } else if (nplaced < base_filler) {
685 vm->m_data[vi] = MapNode(biome->c_filler);
688 vm->m_data[vi] = MapNode(biome->c_stone);
693 } else if (c == c_water_source) {
694 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
695 biome->c_water_top : biome->c_water);
696 nplaced = 0; // Enable top/filler placement for next surface
699 } else if (c == CONTENT_AIR) {
700 nplaced = 0; // Enable top/filler placement for next surface
703 } else { // Possible various nodes overgenerated from neighbouring mapchunks
704 nplaced = U16_MAX; // Disable top/filler placement
709 vm->m_area.add_y(em, vi, -1);
717 void MapgenV7::dustTopNodes()
719 if (node_max.Y < water_level)
722 v3s16 em = vm->m_area.getExtent();
725 for (s16 z = node_min.Z; z <= node_max.Z; z++)
726 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
727 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
729 if (biome->c_dust == CONTENT_IGNORE)
732 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
733 content_t c_full_max = vm->m_data[vi].getContent();
736 if (c_full_max == CONTENT_AIR) {
737 y_start = full_node_max.Y - 1;
738 } else if (c_full_max == CONTENT_IGNORE) {
739 vi = vm->m_area.index(x, node_max.Y + 1, z);
740 content_t c_max = vm->m_data[vi].getContent();
742 if (c_max == CONTENT_AIR)
743 y_start = node_max.Y;
750 vi = vm->m_area.index(x, y_start, z);
751 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
752 if (vm->m_data[vi].getContent() != CONTENT_AIR)
755 vm->m_area.add_y(em, vi, -1);
758 content_t c = vm->m_data[vi].getContent();
759 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
760 vm->m_area.add_y(em, vi, 1);
761 vm->m_data[vi] = MapNode(biome->c_dust);
768 void MapgenV7::addTopNodes()
770 v3s16 em = vm->m_area.getExtent();
774 for (s16 z = node_min.Z; z <= node_max.Z; z++)
775 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
776 Biome *biome = bmgr->biomes[biomemap[index]];
778 //////////////////// First, add top nodes below the ridge
779 s16 y = ridge_heightmap[index];
781 // This cutoff is good enough, but not perfect.
782 // It will cut off potentially placed top nodes at chunk boundaries
785 if (y > node_max.Y) {
786 y = node_max.Y; // Let's see if we can still go downward anyway
787 u32 vi = vm->m_area.index(x, y, z);
788 content_t c = vm->m_data[vi].getContent();
789 if (ndef->get(c).walkable)
793 // N.B. It is necessary to search downward since ridge_heightmap[i]
794 // might not be the actual height, just the lowest part in the chunk
795 // where a ridge had been carved
796 u32 i = vm->m_area.index(x, y, z);
797 for (; y >= node_min.Y; y--) {
798 content_t c = vm->m_data[i].getContent();
799 if (ndef->get(c).walkable)
801 vm->m_area.add_y(em, i, -1);
804 if (y != node_min.Y - 1 && y >= water_level) {
805 ridge_heightmap[index] = y; //update ridgeheight
806 ntopnodes = biome->top_depth;
807 for (; y <= node_max.Y && ntopnodes; y++) {
809 vm->m_data[i] = MapNode(biome->c_top);
810 vm->m_area.add_y(em, i, 1);
812 // If dirt, grow grass on it.
813 if (y > water_level - 10 &&
814 vm->m_data[i].getContent() == CONTENT_AIR) {
815 vm->m_area.add_y(em, i, -1);
816 if (vm->m_data[i].getContent() == c_dirt)
817 vm->m_data[i] = MapNode(c_dirt_with_grass);
821 //////////////////// Now, add top nodes on top of the ridge
822 y = heightmap[index];
823 if (y > node_max.Y) {
824 y = node_max.Y; // Let's see if we can still go downward anyway
825 u32 vi = vm->m_area.index(x, y, z);
826 content_t c = vm->m_data[vi].getContent();
827 if (ndef->get(c).walkable)
831 i = vm->m_area.index(x, y, z);
832 for (; y >= node_min.Y; y--) {
833 content_t c = vm->m_data[i].getContent();
834 if (ndef->get(c).walkable)
836 vm->m_area.add_y(em, i, -1);
839 if (y != node_min.Y - 1) {
840 ntopnodes = biome->top_depth;
841 // Let's see if we've already added it...
842 if (y == ridge_heightmap[index] + ntopnodes - 1)
845 for (; y <= node_max.Y && ntopnodes; y++) {
847 vm->m_data[i] = MapNode(biome->c_top);
848 vm->m_area.add_y(em, i, 1);
850 // If dirt, grow grass on it.
851 if (y > water_level - 10 &&
852 vm->m_data[i].getContent() == CONTENT_AIR) {
853 vm->m_area.add_y(em, i, -1);
854 if (vm->m_data[i].getContent() == c_dirt)
855 vm->m_data[i] = MapNode(c_dirt_with_grass);
863 void MapgenV7::generateCaves(s16 max_stone_y)
865 if (max_stone_y >= node_min.Y) {
866 v3s16 em = vm->m_area.getExtent();
870 for (s16 z = node_min.Z; z <= node_max.Z; z++)
871 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
872 bool open = false; // Is column open to overground
873 u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
874 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
877 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
879 for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
880 y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
881 content_t c = vm->m_data[vi].getContent();
882 if (c == CONTENT_AIR || c == biome->c_water_top ||
883 c == biome->c_water) {
888 float d1 = contour(noise_cave1->result[index3d]);
889 float d2 = contour(noise_cave2->result[index3d]);
890 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
891 // In tunnel and ground content, excavate
892 vm->m_data[vi] = MapNode(CONTENT_AIR);
893 } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
894 // Tunnel entrance floor
895 vm->m_data[vi] = MapNode(biome->c_top);
904 PseudoRandom ps(blockseed + 21343);
905 u32 bruises_count = ps.range(0, 2);
906 for (u32 i = 0; i < bruises_count; i++) {
907 CaveV7 cave(this, &ps);
908 cave.makeCave(node_min, node_max, max_stone_y);