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 spflags = params->spflags;
58 cave_width = params->cave_width;
59 large_cave_depth = params->large_cave_depth;
60 lava_depth = params->lava_depth;
61 float_mount_density = params->float_mount_density;
62 floatland_level = params->floatland_level;
63 shadow_limit = params->shadow_limit;
64 cavern_limit = params->cavern_limit;
65 cavern_taper = params->cavern_taper;
66 cavern_threshold = params->cavern_threshold;
68 // This is to avoid a divide-by-zero.
69 // Parameter will be saved to map_meta.txt in limited form.
70 params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
71 float_mount_height = params->float_mount_height;
74 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
75 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
76 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
77 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
78 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
80 if (spflags & MGV7_MOUNTAINS)
81 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
83 if (spflags & MGV7_FLOATLANDS) {
84 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
85 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
88 if (spflags & MGV7_RIDGES) {
89 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
90 // 3D noise, 1-up 1-down overgeneration
91 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
93 // 3D noise, 1 up, 1 down overgeneration
94 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
95 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
96 // 3D noise, 1 down overgeneration
97 MapgenBasic::np_cave1 = params->np_cave1;
98 MapgenBasic::np_cave2 = params->np_cave2;
99 MapgenBasic::np_cavern = params->np_cavern;
103 MapgenV7::~MapgenV7()
105 delete noise_terrain_base;
106 delete noise_terrain_alt;
107 delete noise_terrain_persist;
108 delete noise_height_select;
109 delete noise_filler_depth;
111 if (spflags & MGV7_MOUNTAINS)
112 delete noise_mount_height;
114 if (spflags & MGV7_FLOATLANDS) {
115 delete noise_floatland_base;
116 delete noise_float_base_height;
119 if (spflags & MGV7_RIDGES) {
120 delete noise_ridge_uwater;
124 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
125 delete noise_mountain;
129 MapgenV7Params::MapgenV7Params()
131 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
132 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
133 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
134 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
135 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
136 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
137 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
138 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
139 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
140 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
141 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
142 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
143 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
144 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
148 void MapgenV7Params::readParams(const Settings *settings)
150 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
151 settings->getFloatNoEx("mgv7_cave_width", cave_width);
152 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
153 settings->getS16NoEx("mgv7_lava_depth", lava_depth);
154 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
155 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
156 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
157 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
158 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
159 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
160 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
162 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
163 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
164 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
165 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
166 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
167 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
168 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
169 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
170 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
171 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
172 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
173 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
174 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
175 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
179 void MapgenV7Params::writeParams(Settings *settings) const
181 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
182 settings->setFloat("mgv7_cave_width", cave_width);
183 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
184 settings->setS16("mgv7_lava_depth", lava_depth);
185 settings->setFloat("mgv7_float_mount_density", float_mount_density);
186 settings->setFloat("mgv7_float_mount_height", float_mount_height);
187 settings->setS16("mgv7_floatland_level", floatland_level);
188 settings->setS16("mgv7_shadow_limit", shadow_limit);
189 settings->setS16("mgv7_cavern_limit", cavern_limit);
190 settings->setS16("mgv7_cavern_taper", cavern_taper);
191 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
193 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
194 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
195 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
196 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
197 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
198 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
199 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
200 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
201 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
202 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
203 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
204 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
205 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
206 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
210 ///////////////////////////////////////////////////////////////////////////////
213 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
215 // If rivers are enabled, first check if in a river
216 if (spflags & MGV7_RIDGES) {
218 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
219 if (fabs(uwatern) <= width)
220 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
223 // Terrain noise 'offset' is the average level of that terrain.
224 // At least 50% of terrain will be below the higher of base and alt terrain
226 // Raising the maximum spawn level above 'water_level + 16' is necessary
227 // for when terrain 'offset's are set much higher than water_level.
228 s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
229 noise_terrain_base->np.offset),
231 // Base terrain calculation
232 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
234 // If mountains are disabled, terrain level is base terrain level.
235 // Avoids mid-air spawn where mountain terrain would have been.
236 if (!(spflags & MGV7_MOUNTAINS)) {
237 if (y <= water_level || y > max_spawn_y)
238 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
240 // + 1 to not be half-buried in a potential node-deep biome 'dust'
244 // Search upwards for first node without mountain terrain
246 while (iters > 0 && y <= max_spawn_y) {
247 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
248 if (y <= water_level || y > max_spawn_y)
249 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
257 // Unsuitable spawn point
258 return MAX_MAP_GENERATION_LIMIT;
262 void MapgenV7::makeChunk(BlockMakeData *data)
265 assert(data->vmanip);
266 assert(data->nodedef);
267 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
268 data->blockpos_requested.Y >= data->blockpos_min.Y &&
269 data->blockpos_requested.Z >= data->blockpos_min.Z);
270 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
271 data->blockpos_requested.Y <= data->blockpos_max.Y &&
272 data->blockpos_requested.Z <= data->blockpos_max.Z);
274 this->generating = true;
275 this->vm = data->vmanip;
276 this->ndef = data->nodedef;
277 //TimeTaker t("makeChunk");
279 v3s16 blockpos_min = data->blockpos_min;
280 v3s16 blockpos_max = data->blockpos_max;
281 node_min = blockpos_min * MAP_BLOCKSIZE;
282 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
283 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
284 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
286 blockseed = getBlockSeed2(full_node_min, seed);
288 // Generate base and mountain terrain
289 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
290 s16 stone_surface_max_y = generateTerrain();
293 if (spflags & MGV7_RIDGES)
294 generateRidgeTerrain();
297 updateHeightmap(node_min, node_max);
299 // Init biome generator, place biome-specific nodes, and build biomemap
300 biomegen->calcBiomeNoise(node_min);
301 MgStoneType stone_type = generateBiomes(water_level - 1);
303 // Generate caverns, tunnels and classic caves
304 if (flags & MG_CAVES) {
305 bool near_cavern = false;
307 if (spflags & MGV7_CAVERNS)
308 near_cavern = generateCaverns(stone_surface_max_y);
309 // Generate tunnels and classic caves
311 // Disable classic caves in this mapchunk by setting
312 // 'large cave depth' to world base. Avoids excessive liquid in
313 // large caverns and floating blobs of overgenerated liquid.
314 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
316 generateCaves(stone_surface_max_y, large_cave_depth);
320 if (flags & MG_DUNGEONS)
321 generateDungeons(stone_surface_max_y, stone_type);
323 // Generate the registered decorations
324 if (flags & MG_DECORATIONS)
325 m_emerge->decomgr->placeAllDecos(this, blockseed,
326 node_min, node_max, water_level - 1);
328 // Generate the registered ores
329 m_emerge->oremgr->placeAllOres(this, blockseed,
330 node_min, node_max, water_level - 1);
332 // Sprinkle some dust on top after everything else was generated
335 //printf("makeChunk: %dms\n", t.stop());
338 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
340 // Calculate lighting
341 // Limit floatland shadow
342 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
343 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
345 if (flags & MG_LIGHT)
346 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
347 full_node_min, full_node_max, propagate_shadow);
349 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
350 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
352 this->generating = false;
356 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
358 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
359 hselect = rangelim(hselect, 0.0, 1.0);
361 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
363 noise_terrain_base->np.persist = persist;
364 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
366 noise_terrain_alt->np.persist = persist;
367 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
369 if (height_alt > height_base)
372 return (height_base * hselect) + (height_alt * (1.0 - hselect));
376 float MapgenV7::baseTerrainLevelFromMap(int index)
378 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
379 float height_base = noise_terrain_base->result[index];
380 float height_alt = noise_terrain_alt->result[index];
382 if (height_alt > height_base)
385 return (height_base * hselect) + (height_alt * (1.0 - hselect));
389 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
392 MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
393 float density_gradient = -((float)y / mnt_h_n);
394 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
396 return mnt_n + density_gradient >= 0.0;
400 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
402 float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
403 float density_gradient = -((float)y / mounthn);
404 float mountn = noise_mountain->result[idx_xyz];
406 return mountn + density_gradient >= 0.0;
410 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
412 // Make rim 2 nodes thick to match floatland base terrain
413 float density_gradient = (y >= floatland_level) ?
414 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
415 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
417 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
419 return floatn + density_gradient >= 0.0f;
423 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
425 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
426 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
427 s16 base_max = MAX_MAP_GENERATION_LIMIT;
429 float n_base = noise_floatland_base->result[idx_xz];
431 float n_base_height =
432 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
433 float amp = n_base * n_base_height;
434 float ridge = n_base_height / 3.0f;
435 base_min = floatland_level - amp / 1.5f;
437 if (amp > ridge * 2.0f) {
439 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
442 float diff = fabs(amp - ridge) / ridge;
443 // Smooth ridges using the 'smoothstep function'
444 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
445 base_max = floatland_level + ridge - smooth_diff * ridge;
449 *float_base_min = base_min;
450 *float_base_max = base_max;
454 int MapgenV7::generateTerrain()
456 MapNode n_air(CONTENT_AIR);
457 MapNode n_stone(c_stone);
458 MapNode n_water(c_water_source);
460 //// Calculate noise for terrain generation
461 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
462 float *persistmap = noise_terrain_persist->result;
464 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
465 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
466 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
468 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
469 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
472 if (spflags & MGV7_MOUNTAINS) {
473 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
476 if (spflags & MGV7_FLOATLANDS) {
477 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
478 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
482 v3s16 em = vm->m_area.getExtent();
483 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
486 for (s16 z = node_min.Z; z <= node_max.Z; z++)
487 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
488 s16 surface_y = baseTerrainLevelFromMap(index2d);
489 if (surface_y > stone_surface_max_y)
490 stone_surface_max_y = surface_y;
492 // Get extent of floatland base terrain
493 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
494 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
495 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
496 if (spflags & MGV7_FLOATLANDS)
497 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
499 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
500 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
502 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
503 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
504 if (y <= surface_y) {
505 vm->m_data[vi] = n_stone; // Base terrain
506 } else if ((spflags & MGV7_MOUNTAINS) &&
507 getMountainTerrainFromMap(index3d, index2d, y)) {
508 vm->m_data[vi] = n_stone; // Mountain terrain
509 if (y > stone_surface_max_y)
510 stone_surface_max_y = y;
511 } else if ((spflags & MGV7_FLOATLANDS) &&
512 ((y >= float_base_min && y <= float_base_max) ||
513 getFloatlandMountainFromMap(index3d, index2d, y))) {
514 vm->m_data[vi] = n_stone; // Floatland terrain
515 stone_surface_max_y = node_max.Y;
516 } else if (y <= water_level) {
517 vm->m_data[vi] = n_water; // Ground level water
518 } else if ((spflags & MGV7_FLOATLANDS) &&
519 (y >= float_base_max && y <= floatland_level)) {
520 vm->m_data[vi] = n_water; // Floatland water
522 vm->m_data[vi] = n_air;
525 vm->m_area.add_y(em, vi, 1);
530 return stone_surface_max_y;
534 void MapgenV7::generateRidgeTerrain()
536 if (node_max.Y < water_level - 16 ||
537 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
540 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
541 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
543 MapNode n_water(c_water_source);
544 MapNode n_air(CONTENT_AIR);
548 for (s16 z = node_min.Z; z <= node_max.Z; z++)
549 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
550 u32 vi = vm->m_area.index(node_min.X, y, z);
551 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
552 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
554 float uwatern = noise_ridge_uwater->result[j] * 2;
555 if (fabs(uwatern) > width)
558 float altitude = y - water_level;
559 float height_mod = (altitude + 17) / 2.5;
560 float width_mod = width - fabs(uwatern);
561 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
563 if (nridge + width_mod * height_mod < 0.6)
566 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
572 ////////////////////////////////////////////////////////////////////////////////
575 //// Much of the stuff here has potential to become useful again at some point
576 //// in the future, but we don't want it to get lost or forgotten in version
581 int MapgenV7::generateMountainTerrain(s16 ymax)
583 MapNode n_stone(c_stone);
586 for (s16 z = node_min.Z; z <= node_max.Z; z++)
587 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
588 u32 vi = vm->m_area.index(node_min.X, y, z);
589 for (s16 x = node_min.X; x <= node_max.X; x++) {
590 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
591 content_t c = vm->m_data[vi].getContent();
593 if (getMountainTerrainFromMap(j, index, y)
594 && (c == CONTENT_AIR || c == c_water_source)) {
595 vm->m_data[vi] = n_stone;
611 void MapgenV7::carveRivers() {
612 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
613 MapNode n_stone(c_stone);
618 for (s16 z = node_min.Z; z <= node_max.Z; z++)
619 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
620 float terrain_mod = noise_terrain_mod->result[index];
621 NoiseParams *np = noise_terrain_river->np;
622 np.persist = noise_terrain_persist->result[index];
623 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
624 float height = terrain_river * (1 - abs(terrain_mod)) *
625 noise_terrain_river->np.scale;
626 height = log(height * height); //log(h^3) is pretty interesting for terrain
628 s16 y = heightmap[index];
629 if (height < 1.0 && y > river_depth &&
630 y - river_depth >= node_min.Y && y <= node_max.Y) {
632 for (s16 ry = y; ry != y - river_depth; ry--) {
633 u32 vi = vm->m_area.index(x, ry, z);
634 vm->m_data[vi] = n_air;
637 u32 vi = vm->m_area.index(x, y - river_depth, z);
638 vm->m_data[vi] = n_water_source;
646 void MapgenV7::addTopNodes()
648 v3s16 em = vm->m_area.getExtent();
652 for (s16 z = node_min.Z; z <= node_max.Z; z++)
653 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
654 Biome *biome = bmgr->biomes[biomemap[index]];
656 //////////////////// First, add top nodes below the ridge
657 s16 y = ridge_heightmap[index];
659 // This cutoff is good enough, but not perfect.
660 // It will cut off potentially placed top nodes at chunk boundaries
663 if (y > node_max.Y) {
664 y = node_max.Y; // Let's see if we can still go downward anyway
665 u32 vi = vm->m_area.index(x, y, z);
666 content_t c = vm->m_data[vi].getContent();
667 if (ndef->get(c).walkable)
671 // N.B. It is necessary to search downward since ridge_heightmap[i]
672 // might not be the actual height, just the lowest part in the chunk
673 // where a ridge had been carved
674 u32 i = vm->m_area.index(x, y, z);
675 for (; y >= node_min.Y; y--) {
676 content_t c = vm->m_data[i].getContent();
677 if (ndef->get(c).walkable)
679 vm->m_area.add_y(em, i, -1);
682 if (y != node_min.Y - 1 && y >= water_level) {
683 ridge_heightmap[index] = y; //update ridgeheight
684 ntopnodes = biome->top_depth;
685 for (; y <= node_max.Y && ntopnodes; y++) {
687 vm->m_data[i] = MapNode(biome->c_top);
688 vm->m_area.add_y(em, i, 1);
690 // If dirt, grow grass on it.
691 if (y > water_level - 10 &&
692 vm->m_data[i].getContent() == CONTENT_AIR) {
693 vm->m_area.add_y(em, i, -1);
694 if (vm->m_data[i].getContent() == c_dirt)
695 vm->m_data[i] = MapNode(c_dirt_with_grass);
699 //////////////////// Now, add top nodes on top of the ridge
700 y = heightmap[index];
701 if (y > node_max.Y) {
702 y = node_max.Y; // Let's see if we can still go downward anyway
703 u32 vi = vm->m_area.index(x, y, z);
704 content_t c = vm->m_data[vi].getContent();
705 if (ndef->get(c).walkable)
709 i = vm->m_area.index(x, y, z);
710 for (; y >= node_min.Y; y--) {
711 content_t c = vm->m_data[i].getContent();
712 if (ndef->get(c).walkable)
714 vm->m_area.add_y(em, i, -1);
717 if (y != node_min.Y - 1) {
718 ntopnodes = biome->top_depth;
719 // Let's see if we've already added it...
720 if (y == ridge_heightmap[index] + ntopnodes - 1)
723 for (; y <= node_max.Y && ntopnodes; y++) {
725 vm->m_data[i] = MapNode(biome->c_top);
726 vm->m_area.add_y(em, i, 1);
728 // If dirt, grow grass on it.
729 if (y > water_level - 10 &&
730 vm->m_data[i].getContent() == CONTENT_AIR) {
731 vm->m_area.add_y(em, i, -1);
732 if (vm->m_data[i].getContent() == c_dirt)
733 vm->m_data[i] = MapNode(c_dirt_with_grass);