3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
51 ///////////////////////////////////////////////////////////////////////////////
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55 : MapgenBasic(mapgenid, params, emerge)
57 this->spflags = params->spflags;
58 this->cave_width = params->cave_width;
59 this->large_cave_depth = params->large_cave_depth;
60 this->float_mount_density = params->float_mount_density;
61 this->float_mount_height = params->float_mount_height;
62 this->floatland_level = params->floatland_level;
63 this->shadow_limit = params->shadow_limit;
64 this->cavern_limit = params->cavern_limit;
65 this->cavern_taper = params->cavern_taper;
66 this->cavern_threshold = params->cavern_threshold;
69 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
70 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
71 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
72 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
73 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
75 if (spflags & MGV7_MOUNTAINS)
76 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
78 if (spflags & MGV7_FLOATLANDS) {
79 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
80 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
83 if (spflags & MGV7_RIDGES) {
84 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
85 // 3D noise, 1-up 1-down overgeneration
86 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
88 // 3D noise, 1 up, 1 down overgeneration
89 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
90 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
91 // 3D noise, 1 down overgeneration
92 MapgenBasic::np_cave1 = params->np_cave1;
93 MapgenBasic::np_cave2 = params->np_cave2;
94 MapgenBasic::np_cavern = params->np_cavern;
100 delete noise_terrain_base;
101 delete noise_terrain_alt;
102 delete noise_terrain_persist;
103 delete noise_height_select;
104 delete noise_filler_depth;
106 if (spflags & MGV7_MOUNTAINS)
107 delete noise_mount_height;
109 if (spflags & MGV7_FLOATLANDS) {
110 delete noise_floatland_base;
111 delete noise_float_base_height;
114 if (spflags & MGV7_RIDGES) {
115 delete noise_ridge_uwater;
119 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
120 delete noise_mountain;
124 MapgenV7Params::MapgenV7Params()
126 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
127 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
128 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
129 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
130 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
131 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
132 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
133 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
134 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
135 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
136 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
137 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
138 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
139 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
143 void MapgenV7Params::readParams(const Settings *settings)
145 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
146 settings->getFloatNoEx("mgv7_cave_width", cave_width);
147 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
148 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
149 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
150 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
151 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
152 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
153 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
154 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
156 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
157 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
158 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
159 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
160 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
161 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
162 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
163 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
164 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
165 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
166 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
167 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
168 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
169 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
173 void MapgenV7Params::writeParams(Settings *settings) const
175 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
176 settings->setFloat("mgv7_cave_width", cave_width);
177 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
178 settings->setFloat("mgv7_float_mount_density", float_mount_density);
179 settings->setFloat("mgv7_float_mount_height", float_mount_height);
180 settings->setS16("mgv7_floatland_level", floatland_level);
181 settings->setS16("mgv7_shadow_limit", shadow_limit);
182 settings->setS16("mgv7_cavern_limit", cavern_limit);
183 settings->setS16("mgv7_cavern_taper", cavern_taper);
184 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
186 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
187 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
188 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
189 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
190 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
191 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
192 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
193 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
194 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
195 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
196 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
197 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
198 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
199 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
203 ///////////////////////////////////////////////////////////////////////////////
206 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
208 // If rivers are enabled, first check if in a river
209 if (spflags & MGV7_RIDGES) {
211 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
212 if (fabs(uwatern) <= width)
213 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
216 // Terrain noise 'offset' is the average level of that terrain.
217 // At least 50% of terrain will be below the higher of base and alt terrain
219 // Raising the maximum spawn level above 'water_level + 16' is necessary
220 // for when terrain 'offset's are set much higher than water_level.
221 s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
222 noise_terrain_base->np.offset),
224 // Base terrain calculation
225 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
227 // If mountains are disabled, terrain level is base terrain level.
228 // Avoids mid-air spawn where mountain terrain would have been.
229 if (!(spflags & MGV7_MOUNTAINS)) {
230 if (y <= water_level || y > max_spawn_y)
231 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
233 // + 1 to not be half-buried in a potential node-deep biome 'dust'
237 // Search upwards for first node without mountain terrain
239 while (iters > 0 && y <= max_spawn_y) {
240 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
241 if (y <= water_level || y > max_spawn_y)
242 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
250 // Unsuitable spawn point
251 return MAX_MAP_GENERATION_LIMIT;
255 void MapgenV7::makeChunk(BlockMakeData *data)
258 assert(data->vmanip);
259 assert(data->nodedef);
260 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
261 data->blockpos_requested.Y >= data->blockpos_min.Y &&
262 data->blockpos_requested.Z >= data->blockpos_min.Z);
263 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
264 data->blockpos_requested.Y <= data->blockpos_max.Y &&
265 data->blockpos_requested.Z <= data->blockpos_max.Z);
267 this->generating = true;
268 this->vm = data->vmanip;
269 this->ndef = data->nodedef;
270 //TimeTaker t("makeChunk");
272 v3s16 blockpos_min = data->blockpos_min;
273 v3s16 blockpos_max = data->blockpos_max;
274 node_min = blockpos_min * MAP_BLOCKSIZE;
275 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
276 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
277 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
279 blockseed = getBlockSeed2(full_node_min, seed);
281 // Generate base and mountain terrain
282 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
283 s16 stone_surface_max_y = generateTerrain();
286 if (spflags & MGV7_RIDGES)
287 generateRidgeTerrain();
290 updateHeightmap(node_min, node_max);
292 // Init biome generator, place biome-specific nodes, and build biomemap
293 biomegen->calcBiomeNoise(node_min);
294 MgStoneType stone_type = generateBiomes();
296 // Generate caverns, tunnels and classic caves
297 if (flags & MG_CAVES) {
298 bool near_cavern = false;
300 if (spflags & MGV7_CAVERNS)
301 near_cavern = generateCaverns(stone_surface_max_y);
302 // Generate tunnels and classic caves
304 // Disable classic caves in this mapchunk by setting
305 // 'large cave depth' to world base. Avoids excessive liquid in
306 // large caverns and floating blobs of overgenerated liquid.
307 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
309 generateCaves(stone_surface_max_y, large_cave_depth);
313 if (flags & MG_DUNGEONS)
314 generateDungeons(stone_surface_max_y, stone_type);
316 // Generate the registered decorations
317 if (flags & MG_DECORATIONS)
318 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
320 // Generate the registered ores
321 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
323 // Sprinkle some dust on top after everything else was generated
326 //printf("makeChunk: %dms\n", t.stop());
329 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
331 // Calculate lighting
332 // Limit floatland shadow
333 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
334 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
336 if (flags & MG_LIGHT)
337 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
338 full_node_min, full_node_max, propagate_shadow);
340 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
341 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
343 this->generating = false;
347 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
349 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
350 hselect = rangelim(hselect, 0.0, 1.0);
352 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
354 noise_terrain_base->np.persist = persist;
355 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
357 noise_terrain_alt->np.persist = persist;
358 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
360 if (height_alt > height_base)
363 return (height_base * hselect) + (height_alt * (1.0 - hselect));
367 float MapgenV7::baseTerrainLevelFromMap(int index)
369 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
370 float height_base = noise_terrain_base->result[index];
371 float height_alt = noise_terrain_alt->result[index];
373 if (height_alt > height_base)
376 return (height_base * hselect) + (height_alt * (1.0 - hselect));
380 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
382 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
383 float density_gradient = -((float)y / mnt_h_n);
384 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
386 return mnt_n + density_gradient >= 0.0;
390 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
392 float mounthn = noise_mount_height->result[idx_xz];
393 float density_gradient = -((float)y / mounthn);
394 float mountn = noise_mountain->result[idx_xyz];
396 return mountn + density_gradient >= 0.0;
400 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
402 // Make rim 2 nodes thick to match floatland base terrain
403 float density_gradient = (y >= floatland_level) ?
404 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
405 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
407 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
409 return floatn + density_gradient >= 0.0f;
413 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
415 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
416 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
417 s16 base_max = MAX_MAP_GENERATION_LIMIT;
419 float n_base = noise_floatland_base->result[idx_xz];
421 float n_base_height = noise_float_base_height->result[idx_xz];
422 float amp = n_base * n_base_height;
423 float ridge = n_base_height / 3.0f;
424 base_min = floatland_level - amp / 1.5f;
426 if (amp > ridge * 2.0f) {
428 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
431 float diff = fabs(amp - ridge) / ridge;
432 // Smooth ridges using the 'smoothstep function'
433 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
434 base_max = floatland_level + ridge - smooth_diff * ridge;
438 *float_base_min = base_min;
439 *float_base_max = base_max;
443 int MapgenV7::generateTerrain()
445 MapNode n_air(CONTENT_AIR);
446 MapNode n_stone(c_stone);
447 MapNode n_water(c_water_source);
449 //// Calculate noise for terrain generation
450 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
451 float *persistmap = noise_terrain_persist->result;
453 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
454 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
455 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
457 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
458 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
461 if (spflags & MGV7_MOUNTAINS) {
462 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
465 if (spflags & MGV7_FLOATLANDS) {
466 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
467 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
471 v3s16 em = vm->m_area.getExtent();
472 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
475 for (s16 z = node_min.Z; z <= node_max.Z; z++)
476 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
477 s16 surface_y = baseTerrainLevelFromMap(index2d);
478 if (surface_y > stone_surface_max_y)
479 stone_surface_max_y = surface_y;
481 // Get extent of floatland base terrain
482 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
483 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
484 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
485 if (spflags & MGV7_FLOATLANDS)
486 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
488 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
489 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
491 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
492 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
493 if (y <= surface_y) {
494 vm->m_data[vi] = n_stone; // Base terrain
495 } else if ((spflags & MGV7_MOUNTAINS) &&
496 getMountainTerrainFromMap(index3d, index2d, y)) {
497 vm->m_data[vi] = n_stone; // Mountain terrain
498 if (y > stone_surface_max_y)
499 stone_surface_max_y = y;
500 } else if ((spflags & MGV7_FLOATLANDS) &&
501 ((y >= float_base_min && y <= float_base_max) ||
502 getFloatlandMountainFromMap(index3d, index2d, y))) {
503 vm->m_data[vi] = n_stone; // Floatland terrain
504 stone_surface_max_y = node_max.Y;
505 } else if (y <= water_level) {
506 vm->m_data[vi] = n_water; // Ground level water
507 } else if ((spflags & MGV7_FLOATLANDS) &&
508 (y >= float_base_max && y <= floatland_level)) {
509 vm->m_data[vi] = n_water; // Floatland water
511 vm->m_data[vi] = n_air;
514 vm->m_area.add_y(em, vi, 1);
519 return stone_surface_max_y;
523 void MapgenV7::generateRidgeTerrain()
525 if (node_max.Y < water_level - 16 ||
526 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
529 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
530 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
532 MapNode n_water(c_water_source);
533 MapNode n_air(CONTENT_AIR);
537 for (s16 z = node_min.Z; z <= node_max.Z; z++)
538 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
539 u32 vi = vm->m_area.index(node_min.X, y, z);
540 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
541 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
543 float uwatern = noise_ridge_uwater->result[j] * 2;
544 if (fabs(uwatern) > width)
547 float altitude = y - water_level;
548 float height_mod = (altitude + 17) / 2.5;
549 float width_mod = width - fabs(uwatern);
550 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
552 if (nridge + width_mod * height_mod < 0.6)
555 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
561 ////////////////////////////////////////////////////////////////////////////////
564 //// Much of the stuff here has potential to become useful again at some point
565 //// in the future, but we don't want it to get lost or forgotten in version
570 int MapgenV7::generateMountainTerrain(s16 ymax)
572 MapNode n_stone(c_stone);
575 for (s16 z = node_min.Z; z <= node_max.Z; z++)
576 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
577 u32 vi = vm->m_area.index(node_min.X, y, z);
578 for (s16 x = node_min.X; x <= node_max.X; x++) {
579 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
580 content_t c = vm->m_data[vi].getContent();
582 if (getMountainTerrainFromMap(j, index, y)
583 && (c == CONTENT_AIR || c == c_water_source)) {
584 vm->m_data[vi] = n_stone;
600 void MapgenV7::carveRivers() {
601 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
602 MapNode n_stone(c_stone);
607 for (s16 z = node_min.Z; z <= node_max.Z; z++)
608 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
609 float terrain_mod = noise_terrain_mod->result[index];
610 NoiseParams *np = noise_terrain_river->np;
611 np.persist = noise_terrain_persist->result[index];
612 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
613 float height = terrain_river * (1 - abs(terrain_mod)) *
614 noise_terrain_river->np.scale;
615 height = log(height * height); //log(h^3) is pretty interesting for terrain
617 s16 y = heightmap[index];
618 if (height < 1.0 && y > river_depth &&
619 y - river_depth >= node_min.Y && y <= node_max.Y) {
621 for (s16 ry = y; ry != y - river_depth; ry--) {
622 u32 vi = vm->m_area.index(x, ry, z);
623 vm->m_data[vi] = n_air;
626 u32 vi = vm->m_area.index(x, y - river_depth, z);
627 vm->m_data[vi] = n_water_source;
635 void MapgenV7::addTopNodes()
637 v3s16 em = vm->m_area.getExtent();
641 for (s16 z = node_min.Z; z <= node_max.Z; z++)
642 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
643 Biome *biome = bmgr->biomes[biomemap[index]];
645 //////////////////// First, add top nodes below the ridge
646 s16 y = ridge_heightmap[index];
648 // This cutoff is good enough, but not perfect.
649 // It will cut off potentially placed top nodes at chunk boundaries
652 if (y > node_max.Y) {
653 y = node_max.Y; // Let's see if we can still go downward anyway
654 u32 vi = vm->m_area.index(x, y, z);
655 content_t c = vm->m_data[vi].getContent();
656 if (ndef->get(c).walkable)
660 // N.B. It is necessary to search downward since ridge_heightmap[i]
661 // might not be the actual height, just the lowest part in the chunk
662 // where a ridge had been carved
663 u32 i = vm->m_area.index(x, y, z);
664 for (; y >= node_min.Y; y--) {
665 content_t c = vm->m_data[i].getContent();
666 if (ndef->get(c).walkable)
668 vm->m_area.add_y(em, i, -1);
671 if (y != node_min.Y - 1 && y >= water_level) {
672 ridge_heightmap[index] = y; //update ridgeheight
673 ntopnodes = biome->top_depth;
674 for (; y <= node_max.Y && ntopnodes; y++) {
676 vm->m_data[i] = MapNode(biome->c_top);
677 vm->m_area.add_y(em, i, 1);
679 // If dirt, grow grass on it.
680 if (y > water_level - 10 &&
681 vm->m_data[i].getContent() == CONTENT_AIR) {
682 vm->m_area.add_y(em, i, -1);
683 if (vm->m_data[i].getContent() == c_dirt)
684 vm->m_data[i] = MapNode(c_dirt_with_grass);
688 //////////////////// Now, add top nodes on top of the ridge
689 y = heightmap[index];
690 if (y > node_max.Y) {
691 y = node_max.Y; // Let's see if we can still go downward anyway
692 u32 vi = vm->m_area.index(x, y, z);
693 content_t c = vm->m_data[vi].getContent();
694 if (ndef->get(c).walkable)
698 i = vm->m_area.index(x, y, z);
699 for (; y >= node_min.Y; y--) {
700 content_t c = vm->m_data[i].getContent();
701 if (ndef->get(c).walkable)
703 vm->m_area.add_y(em, i, -1);
706 if (y != node_min.Y - 1) {
707 ntopnodes = biome->top_depth;
708 // Let's see if we've already added it...
709 if (y == ridge_heightmap[index] + ntopnodes - 1)
712 for (; y <= node_max.Y && ntopnodes; y++) {
714 vm->m_data[i] = MapNode(biome->c_top);
715 vm->m_area.add_y(em, i, 1);
717 // If dirt, grow grass on it.
718 if (y > water_level - 10 &&
719 vm->m_data[i].getContent() == CONTENT_AIR) {
720 vm->m_area.add_y(em, i, -1);
721 if (vm->m_data[i].getContent() == c_dirt)
722 vm->m_data[i] = MapNode(c_dirt_with_grass);