3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
27 #include "content_sao.h"
29 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
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},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 this->zstride = csize.X * csize.Y;
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
65 this->ridge_heightmap = new s16[csize.X * csize.Z];
67 initHeightMap(this->heightmap, csize.X * csize.Z);
69 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
70 this->spflags = sp->spflags;
73 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
74 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
75 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
76 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
77 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
78 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
79 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
82 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
83 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
84 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
85 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
88 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
89 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
91 //// Resolve nodes to be used
92 INodeDefManager *ndef = emerge->ndef;
94 c_stone = ndef->getId("mapgen_stone");
95 c_dirt = ndef->getId("mapgen_dirt");
96 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
97 c_sand = ndef->getId("mapgen_sand");
98 c_water_source = ndef->getId("mapgen_water_source");
99 c_lava_source = ndef->getId("mapgen_lava_source");
100 c_ice = ndef->getId("default:ice");
101 if (c_ice == CONTENT_IGNORE)
106 MapgenV7::~MapgenV7()
108 delete noise_terrain_base;
109 delete noise_terrain_persist;
110 delete noise_height_select;
111 delete noise_terrain_alt;
112 delete noise_filler_depth;
113 delete noise_mount_height;
114 delete noise_ridge_uwater;
115 delete noise_mountain;
121 delete noise_humidity;
123 delete[] ridge_heightmap;
129 MapgenV7Params::MapgenV7Params()
131 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
133 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
134 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
135 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
136 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
137 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
138 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
139 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
140 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
141 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
142 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
143 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
147 void MapgenV7Params::readParams(Settings *settings)
149 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
151 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
152 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
153 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
154 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
155 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
156 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
157 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
158 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
159 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
160 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
161 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
165 void MapgenV7Params::writeParams(Settings *settings)
167 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
169 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
170 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
171 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
172 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
173 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
174 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
175 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
176 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
177 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
178 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
179 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
183 ///////////////////////////////////////
186 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
188 // Base terrain calculation
189 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
191 // Ridge/river terrain calculation
193 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
194 // actually computing the depth of the ridge is much more expensive;
195 // if inside a river, simply guess
196 if (fabs(uwatern) <= width)
197 return water_level - 10;
199 // Mountain terrain calculation
200 int iters = 128; // don't even bother iterating more than 128 times..
202 //current point would have been air
203 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
213 void MapgenV7::makeChunk(BlockMakeData *data)
215 assert(data->vmanip);
216 assert(data->nodedef);
217 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
218 data->blockpos_requested.Y >= data->blockpos_min.Y &&
219 data->blockpos_requested.Z >= data->blockpos_min.Z);
220 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
221 data->blockpos_requested.Y <= data->blockpos_max.Y &&
222 data->blockpos_requested.Z <= data->blockpos_max.Z);
224 this->generating = true;
225 this->vm = data->vmanip;
226 this->ndef = data->nodedef;
227 //TimeTaker t("makeChunk");
229 v3s16 blockpos_min = data->blockpos_min;
230 v3s16 blockpos_max = data->blockpos_max;
231 node_min = blockpos_min * MAP_BLOCKSIZE;
232 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
233 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
234 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
236 blockseed = getBlockSeed2(full_node_min, seed);
241 // Generate base terrain, mountains, and ridges with initial heightmaps
242 s16 stone_surface_max_y = generateTerrain();
245 updateHeightmap(node_min, node_max);
247 // Create biomemap at heightmap surface
248 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
249 noise_humidity->result, heightmap, biomemap);
251 // Actually place the biome-specific nodes
252 generateBiomes(noise_heat->result, noise_humidity->result);
254 if (flags & MG_CAVES)
255 generateCaves(stone_surface_max_y);
257 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
258 DungeonGen dgen(this, NULL);
259 dgen.generate(blockseed, full_node_min, full_node_max);
262 // Generate the registered decorations
263 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
265 // Generate the registered ores
266 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
268 // Sprinkle some dust on top after everything else was generated
271 //printf("makeChunk: %dms\n", t.stop());
273 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
275 if (flags & MG_LIGHT)
276 calcLighting(node_min, node_max);
277 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
278 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
280 this->generating = false;
284 void MapgenV7::calculateNoise()
286 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
291 noise_terrain_persist->perlinMap2D(x, z);
292 float *persistmap = noise_terrain_persist->result;
294 noise_terrain_base->perlinMap2D(x, z, persistmap);
295 noise_terrain_alt->perlinMap2D(x, z, persistmap);
296 noise_height_select->perlinMap2D(x, z);
298 if (flags & MG_CAVES) {
299 noise_cave1->perlinMap3D(x, y, z);
300 noise_cave2->perlinMap3D(x, y, z);
303 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
304 noise_ridge->perlinMap3D(x, y, z);
305 noise_ridge_uwater->perlinMap2D(x, z);
308 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
309 noise_mountain->perlinMap3D(x, y, z);
310 noise_mount_height->perlinMap2D(x, z);
313 if (node_max.Y >= water_level) {
314 noise_filler_depth->perlinMap2D(x, z);
315 noise_heat->perlinMap2D(x, z);
316 noise_humidity->perlinMap2D(x, z);
318 //printf("calculateNoise: %dus\n", t.stop());
322 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
324 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
325 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
326 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
328 return bmgr->getBiome(heat, humidity, groundlevel);
331 //needs to be updated
332 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
334 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
335 hselect = rangelim(hselect, 0.0, 1.0);
337 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
339 noise_terrain_base->np.persist = persist;
340 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
342 noise_terrain_alt->np.persist = persist;
343 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
345 if (height_alt > height_base)
348 return (height_base * hselect) + (height_alt * (1.0 - hselect));
352 float MapgenV7::baseTerrainLevelFromMap(int index)
354 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
355 float height_base = noise_terrain_base->result[index];
356 float height_alt = noise_terrain_alt->result[index];
358 if (height_alt > height_base)
361 return (height_base * hselect) + (height_alt * (1.0 - hselect));
365 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
367 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
368 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
369 return mnt_n * mnt_h_n >= (float)y;
373 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
375 float mounthn = noise_mount_height->result[idx_xz];
376 float mountn = noise_mountain->result[idx_xyz];
377 return mountn * mounthn >= (float)y;
382 void MapgenV7::carveRivers() {
383 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
384 MapNode n_stone(c_stone);
389 for (s16 z = node_min.Z; z <= node_max.Z; z++)
390 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
391 float terrain_mod = noise_terrain_mod->result[index];
392 NoiseParams *np = noise_terrain_river->np;
393 np.persist = noise_terrain_persist->result[index];
394 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
395 float height = terrain_river * (1 - abs(terrain_mod)) *
396 noise_terrain_river->np.scale;
397 height = log(height * height); //log(h^3) is pretty interesting for terrain
399 s16 y = heightmap[index];
400 if (height < 1.0 && y > river_depth &&
401 y - river_depth >= node_min.Y && y <= node_max.Y) {
403 for (s16 ry = y; ry != y - river_depth; ry--) {
404 u32 vi = vm->m_area.index(x, ry, z);
405 vm->m_data[vi] = n_air;
408 u32 vi = vm->m_area.index(x, y - river_depth, z);
409 vm->m_data[vi] = n_water_source;
416 int MapgenV7::generateTerrain()
418 int ymax = generateBaseTerrain();
420 if (spflags & MGV7_MOUNTAINS)
421 ymax = generateMountainTerrain(ymax);
423 if (spflags & MGV7_RIDGES)
424 generateRidgeTerrain();
430 int MapgenV7::generateBaseTerrain()
432 MapNode n_air(CONTENT_AIR);
433 MapNode n_stone(c_stone);
434 MapNode n_water(c_water_source);
436 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
437 v3s16 em = vm->m_area.getExtent();
440 for (s16 z = node_min.Z; z <= node_max.Z; z++)
441 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
442 float surface_height = baseTerrainLevelFromMap(index);
443 s16 surface_y = (s16)surface_height;
445 heightmap[index] = surface_y;
446 ridge_heightmap[index] = surface_y;
448 if (surface_y > stone_surface_max_y)
449 stone_surface_max_y = surface_y;
451 u32 i = vm->m_area.index(x, node_min.Y, z);
452 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
453 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
455 vm->m_data[i] = n_stone;
456 else if (y <= water_level)
457 vm->m_data[i] = n_water;
459 vm->m_data[i] = n_air;
461 vm->m_area.add_y(em, i, 1);
465 return stone_surface_max_y;
469 int MapgenV7::generateMountainTerrain(int ymax)
474 MapNode n_stone(c_stone);
477 for (s16 z = node_min.Z; z <= node_max.Z; z++)
478 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
479 u32 vi = vm->m_area.index(node_min.X, y, z);
480 for (s16 x = node_min.X; x <= node_max.X; x++) {
481 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
482 content_t c = vm->m_data[vi].getContent();
484 if (getMountainTerrainFromMap(j, index, y)
485 && (c == CONTENT_AIR || c == c_water_source)) {
486 vm->m_data[vi] = n_stone;
500 void MapgenV7::generateRidgeTerrain()
502 if (node_max.Y < water_level)
505 MapNode n_water(c_water_source);
506 MapNode n_air(CONTENT_AIR);
508 float width = 0.2; // TODO: figure out acceptable perlin noise values
510 for (s16 z = node_min.Z; z <= node_max.Z; z++)
511 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
512 u32 vi = vm->m_area.index(node_min.X, y, z);
513 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
514 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
516 if (heightmap[j] < water_level - 16)
519 float uwatern = noise_ridge_uwater->result[j] * 2;
520 if (fabs(uwatern) > width)
523 float altitude = y - water_level;
524 float height_mod = (altitude + 17) / 2.5;
525 float width_mod = width - fabs(uwatern);
526 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
528 if (nridge + width_mod * height_mod < 0.6)
531 if (y < ridge_heightmap[j])
532 ridge_heightmap[j] = y - 1;
534 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
540 void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
542 if (node_max.Y < water_level)
545 MapNode n_air(CONTENT_AIR);
546 MapNode n_stone(c_stone);
547 MapNode n_water(c_water_source);
549 v3s16 em = vm->m_area.getExtent();
552 for (s16 z = node_min.Z; z <= node_max.Z; z++)
553 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
558 s16 depth_water_top = 0;
561 u32 i = vm->m_area.index(x, node_max.Y, z);
563 content_t c_above = vm->m_data[i + em.X].getContent();
564 bool have_air = c_above == CONTENT_AIR;
566 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
567 content_t c = vm->m_data[i].getContent();
569 // It could be the case that the elevation is equal to the chunk
570 // boundary, but the chunk above has not been generated yet
571 if (y == node_max.Y && c_above == CONTENT_IGNORE &&
572 y == heightmap[index] && c == c_stone) {
573 int j = (z - node_min.Z) * zstride +
574 (y - node_min.Y) * ystride +
576 have_air = !getMountainTerrainFromMap(j, index, y);
579 if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
580 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
581 dfiller = biome->depth_filler + noise_filler_depth->result[index];
582 y0_top = biome->depth_top;
583 y0_filler = biome->depth_top + dfiller;
584 depth_water_top = biome->depth_water_top;
587 if (c == c_stone && have_air) {
588 content_t c_below = vm->m_data[i - em.X].getContent();
590 if (c_below != CONTENT_AIR) {
591 if (nplaced < y0_top) {
592 vm->m_data[i] = MapNode(biome->c_top);
594 } else if (nplaced < y0_filler && nplaced >= y0_top) {
595 vm->m_data[i] = MapNode(biome->c_filler);
597 } else if (c == c_stone) {
600 vm->m_data[i] = MapNode(biome->c_stone);
605 } else if (c == c_stone) {
608 vm->m_data[i] = MapNode(biome->c_stone);
610 } else if (c == c_stone) {
613 vm->m_data[i] = MapNode(biome->c_stone);
614 } else if (c == c_water_source) {
617 if(y > water_level - depth_water_top)
618 vm->m_data[i] = MapNode(biome->c_water_top);
620 vm->m_data[i] = MapNode(biome->c_water);
621 } else if (c == CONTENT_AIR) {
626 vm->m_area.add_y(em, i, -1);
632 void MapgenV7::dustTopNodes()
634 if (node_max.Y < water_level)
637 v3s16 em = vm->m_area.getExtent();
640 for (s16 z = node_min.Z; z <= node_max.Z; z++)
641 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
642 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
644 if (biome->c_dust == CONTENT_IGNORE)
648 u32 vi = vm->m_area.index(x, y, z);
649 for (; y >= node_min.Y; y--) {
650 if (vm->m_data[vi].getContent() != CONTENT_AIR)
653 vm->m_area.add_y(em, vi, -1);
656 content_t c = vm->m_data[vi].getContent();
657 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
661 vm->m_area.add_y(em, vi, 1);
662 vm->m_data[vi] = MapNode(biome->c_dust);
669 void MapgenV7::addTopNodes()
671 v3s16 em = vm->m_area.getExtent();
675 for (s16 z = node_min.Z; z <= node_max.Z; z++)
676 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677 Biome *biome = bmgr->biomes[biomemap[index]];
679 //////////////////// First, add top nodes below the ridge
680 s16 y = ridge_heightmap[index];
682 // This cutoff is good enough, but not perfect.
683 // It will cut off potentially placed top nodes at chunk boundaries
686 if (y > node_max.Y) {
687 y = node_max.Y; // Let's see if we can still go downward anyway
688 u32 vi = vm->m_area.index(x, y, z);
689 content_t c = vm->m_data[vi].getContent();
690 if (ndef->get(c).walkable)
694 // N.B. It is necessary to search downward since ridge_heightmap[i]
695 // might not be the actual height, just the lowest part in the chunk
696 // where a ridge had been carved
697 u32 i = vm->m_area.index(x, y, z);
698 for (; y >= node_min.Y; y--) {
699 content_t c = vm->m_data[i].getContent();
700 if (ndef->get(c).walkable)
702 vm->m_area.add_y(em, i, -1);
705 if (y != node_min.Y - 1 && y >= water_level) {
706 ridge_heightmap[index] = y; //update ridgeheight
707 ntopnodes = biome->top_depth;
708 for (; y <= node_max.Y && ntopnodes; y++) {
710 vm->m_data[i] = MapNode(biome->c_top);
711 vm->m_area.add_y(em, i, 1);
713 // If dirt, grow grass on it.
714 if (y > water_level - 10 &&
715 vm->m_data[i].getContent() == CONTENT_AIR) {
716 vm->m_area.add_y(em, i, -1);
717 if (vm->m_data[i].getContent() == c_dirt)
718 vm->m_data[i] = MapNode(c_dirt_with_grass);
722 //////////////////// Now, add top nodes on top of the ridge
723 y = heightmap[index];
724 if (y > node_max.Y) {
725 y = node_max.Y; // Let's see if we can still go downward anyway
726 u32 vi = vm->m_area.index(x, y, z);
727 content_t c = vm->m_data[vi].getContent();
728 if (ndef->get(c).walkable)
732 i = vm->m_area.index(x, y, z);
733 for (; y >= node_min.Y; y--) {
734 content_t c = vm->m_data[i].getContent();
735 if (ndef->get(c).walkable)
737 vm->m_area.add_y(em, i, -1);
740 if (y != node_min.Y - 1) {
741 ntopnodes = biome->top_depth;
742 // Let's see if we've already added it...
743 if (y == ridge_heightmap[index] + ntopnodes - 1)
746 for (; y <= node_max.Y && ntopnodes; y++) {
748 vm->m_data[i] = MapNode(biome->c_top);
749 vm->m_area.add_y(em, i, 1);
751 // If dirt, grow grass on it.
752 if (y > water_level - 10 &&
753 vm->m_data[i].getContent() == CONTENT_AIR) {
754 vm->m_area.add_y(em, i, -1);
755 if (vm->m_data[i].getContent() == c_dirt)
756 vm->m_data[i] = MapNode(c_dirt_with_grass);
764 void MapgenV7::generateCaves(int max_stone_y)
766 if (max_stone_y >= node_min.Y) {
770 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
771 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
772 u32 i = vm->m_area.index(node_min.X, y, z);
773 for (s16 x = node_min.X; x <= node_max.X;
774 x++, i++, index++, index2d++) {
775 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
776 content_t c = vm->m_data[i].getContent();
777 if (c == CONTENT_AIR || (y <= water_level &&
778 c != biome->c_stone && c != c_stone))
781 float d1 = contour(noise_cave1->result[index]);
782 float d2 = contour(noise_cave2->result[index]);
784 vm->m_data[i] = MapNode(CONTENT_AIR);
792 PseudoRandom ps(blockseed + 21343);
793 u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
794 for (u32 i = 0; i < bruises_count; i++) {
795 CaveV7 cave(this, &ps);
796 cave.makeCave(node_min, node_max, max_stone_y);