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"
30 #include "settings.h" // For g_settings
32 #include "dungeongen.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v7.h"
41 FlagDesc flagdesc_mapgen_v7[] = {
42 {"mountains", MGV7_MOUNTAINS},
43 {"ridges", MGV7_RIDGES},
47 ///////////////////////////////////////////////////////////////////////////////
50 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51 : Mapgen(mapgenid, params, emerge)
53 this->m_emerge = emerge;
54 this->bmgr = emerge->biomemgr;
56 //// amount of elements to skip for the next index
57 //// for noise/height/biome maps (not vmanip)
58 this->ystride = csize.X;
59 this->zstride = csize.X * (csize.Y + 2);
61 this->biomemap = new u8[csize.X * csize.Z];
62 this->heightmap = new s16[csize.X * csize.Z];
64 this->humidmap = NULL;
65 this->ridge_heightmap = new s16[csize.X * csize.Z];
67 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
68 this->spflags = sp->spflags;
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
72 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
73 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
75 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
76 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
77 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
80 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
82 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
83 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
86 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
87 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
88 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
89 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, 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_water_source = ndef->getId("mapgen_water_source");
96 c_lava_source = ndef->getId("mapgen_lava_source");
97 c_desert_stone = ndef->getId("mapgen_desert_stone");
98 c_ice = ndef->getId("mapgen_ice");
99 c_sandstone = ndef->getId("mapgen_sandstone");
101 c_cobble = ndef->getId("mapgen_cobble");
102 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
103 c_mossycobble = ndef->getId("mapgen_mossycobble");
104 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
105 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
107 if (c_ice == CONTENT_IGNORE)
109 if (c_mossycobble == CONTENT_IGNORE)
110 c_mossycobble = c_cobble;
111 if (c_stair_cobble == CONTENT_IGNORE)
112 c_stair_cobble = c_cobble;
113 if (c_sandstonebrick == CONTENT_IGNORE)
114 c_sandstonebrick = c_sandstone;
115 if (c_stair_sandstonebrick == CONTENT_IGNORE)
116 c_stair_sandstonebrick = c_sandstone;
120 MapgenV7::~MapgenV7()
122 delete noise_terrain_base;
123 delete noise_terrain_persist;
124 delete noise_height_select;
125 delete noise_terrain_alt;
126 delete noise_filler_depth;
127 delete noise_mount_height;
128 delete noise_ridge_uwater;
129 delete noise_mountain;
135 delete noise_humidity;
136 delete noise_heat_blend;
137 delete noise_humidity_blend;
139 delete[] ridge_heightmap;
145 MapgenV7Params::MapgenV7Params()
147 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
149 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
150 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
151 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
152 np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
153 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
154 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
155 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
156 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
157 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
158 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
159 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
163 void MapgenV7Params::readParams(const Settings *settings)
165 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
167 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
168 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
169 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
170 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
171 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
172 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
173 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
174 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
175 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
176 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
177 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
181 void MapgenV7Params::writeParams(Settings *settings) const
183 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
185 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
186 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
187 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
188 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
189 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
190 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
191 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
192 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
193 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
194 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
195 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
199 ///////////////////////////////////////
202 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
204 // Base terrain calculation
205 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
207 // Ridge/river terrain calculation
209 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
210 // actually computing the depth of the ridge is much more expensive;
211 // if inside a river, simply guess
212 if (fabs(uwatern) <= width)
213 return water_level - 10;
215 // Mountain terrain calculation
216 int iters = 128; // don't even bother iterating more than 128 times..
218 //current point would have been air
219 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
229 void MapgenV7::makeChunk(BlockMakeData *data)
232 assert(data->vmanip);
233 assert(data->nodedef);
234 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
235 data->blockpos_requested.Y >= data->blockpos_min.Y &&
236 data->blockpos_requested.Z >= data->blockpos_min.Z);
237 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
238 data->blockpos_requested.Y <= data->blockpos_max.Y &&
239 data->blockpos_requested.Z <= data->blockpos_max.Z);
241 this->generating = true;
242 this->vm = data->vmanip;
243 this->ndef = data->nodedef;
244 //TimeTaker t("makeChunk");
246 v3s16 blockpos_min = data->blockpos_min;
247 v3s16 blockpos_max = data->blockpos_max;
248 node_min = blockpos_min * MAP_BLOCKSIZE;
249 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
250 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
251 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
253 blockseed = getBlockSeed2(full_node_min, seed);
258 // Generate base terrain, mountains, and ridges with initial heightmaps
259 s16 stone_surface_max_y = generateTerrain();
262 updateHeightmap(node_min, node_max);
264 // Create biomemap at heightmap surface
265 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
266 noise_humidity->result, heightmap, biomemap);
268 // Actually place the biome-specific nodes
269 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
271 if (flags & MG_CAVES)
272 generateCaves(stone_surface_max_y);
274 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
277 dp.np_rarity = nparams_dungeon_rarity;
278 dp.np_density = nparams_dungeon_density;
279 dp.np_wetness = nparams_dungeon_wetness;
280 dp.c_water = c_water_source;
281 if (stone_type == STONE) {
282 dp.c_cobble = c_cobble;
283 dp.c_moss = c_mossycobble;
284 dp.c_stair = c_stair_cobble;
286 dp.diagonal_dirs = false;
288 dp.holesize = v3s16(1, 2, 1);
289 dp.roomsize = v3s16(0, 0, 0);
290 dp.notifytype = GENNOTIFY_DUNGEON;
291 } else if (stone_type == DESERT_STONE) {
292 dp.c_cobble = c_desert_stone;
293 dp.c_moss = c_desert_stone;
294 dp.c_stair = c_desert_stone;
296 dp.diagonal_dirs = true;
298 dp.holesize = v3s16(2, 3, 2);
299 dp.roomsize = v3s16(2, 5, 2);
300 dp.notifytype = GENNOTIFY_TEMPLE;
301 } else if (stone_type == SANDSTONE) {
302 dp.c_cobble = c_sandstonebrick;
303 dp.c_moss = c_sandstonebrick;
304 dp.c_stair = c_sandstonebrick;
306 dp.diagonal_dirs = false;
308 dp.holesize = v3s16(2, 2, 2);
309 dp.roomsize = v3s16(2, 0, 2);
310 dp.notifytype = GENNOTIFY_DUNGEON;
313 DungeonGen dgen(this, &dp);
314 dgen.generate(blockseed, full_node_min, full_node_max);
317 // Generate the registered 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());
328 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
330 if (flags & MG_LIGHT)
331 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
332 full_node_min, full_node_max);
334 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
335 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
337 this->generating = false;
341 void MapgenV7::calculateNoise()
343 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
345 int y = node_min.Y - 1;
348 noise_terrain_persist->perlinMap2D(x, z);
349 float *persistmap = noise_terrain_persist->result;
351 noise_terrain_base->perlinMap2D(x, z, persistmap);
352 noise_terrain_alt->perlinMap2D(x, z, persistmap);
353 noise_height_select->perlinMap2D(x, z);
355 if (flags & MG_CAVES) {
356 noise_cave1->perlinMap3D(x, y, z);
357 noise_cave2->perlinMap3D(x, y, z);
360 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
361 noise_ridge->perlinMap3D(x, y, z);
362 noise_ridge_uwater->perlinMap2D(x, z);
365 // Mountain noises are calculated in generateMountainTerrain()
367 noise_filler_depth->perlinMap2D(x, z);
368 noise_heat->perlinMap2D(x, z);
369 noise_humidity->perlinMap2D(x, z);
370 noise_heat_blend->perlinMap2D(x, z);
371 noise_humidity_blend->perlinMap2D(x, z);
373 for (s32 i = 0; i < csize.X * csize.Z; i++) {
374 noise_heat->result[i] += noise_heat_blend->result[i];
375 noise_humidity->result[i] += noise_humidity_blend->result[i];
378 heatmap = noise_heat->result;
379 humidmap = noise_humidity->result;
380 //printf("calculateNoise: %dus\n", t.stop());
384 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
386 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
387 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
388 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
389 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
390 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
392 return bmgr->getBiome(heat, humidity, groundlevel);
395 //needs to be updated
396 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
398 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
399 hselect = rangelim(hselect, 0.0, 1.0);
401 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
403 noise_terrain_base->np.persist = persist;
404 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
406 noise_terrain_alt->np.persist = persist;
407 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
409 if (height_alt > height_base)
412 return (height_base * hselect) + (height_alt * (1.0 - hselect));
416 float MapgenV7::baseTerrainLevelFromMap(int index)
418 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
419 float height_base = noise_terrain_base->result[index];
420 float height_alt = noise_terrain_alt->result[index];
422 if (height_alt > height_base)
425 return (height_base * hselect) + (height_alt * (1.0 - hselect));
429 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
431 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
432 float density_gradient = -((float)y / mnt_h_n);
433 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
435 return mnt_n + density_gradient >= 0.0;
439 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
441 float mounthn = noise_mount_height->result[idx_xz];
442 float density_gradient = -((float)y / mounthn);
443 float mountn = noise_mountain->result[idx_xyz];
445 return mountn + density_gradient >= 0.0;
450 void MapgenV7::carveRivers() {
451 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
452 MapNode n_stone(c_stone);
457 for (s16 z = node_min.Z; z <= node_max.Z; z++)
458 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
459 float terrain_mod = noise_terrain_mod->result[index];
460 NoiseParams *np = noise_terrain_river->np;
461 np.persist = noise_terrain_persist->result[index];
462 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
463 float height = terrain_river * (1 - abs(terrain_mod)) *
464 noise_terrain_river->np.scale;
465 height = log(height * height); //log(h^3) is pretty interesting for terrain
467 s16 y = heightmap[index];
468 if (height < 1.0 && y > river_depth &&
469 y - river_depth >= node_min.Y && y <= node_max.Y) {
471 for (s16 ry = y; ry != y - river_depth; ry--) {
472 u32 vi = vm->m_area.index(x, ry, z);
473 vm->m_data[vi] = n_air;
476 u32 vi = vm->m_area.index(x, y - river_depth, z);
477 vm->m_data[vi] = n_water_source;
484 int MapgenV7::generateTerrain()
486 s16 stone_surface_min_y;
487 s16 stone_surface_max_y;
489 generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
491 if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
492 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
494 if (spflags & MGV7_RIDGES)
495 generateRidgeTerrain();
497 return stone_surface_max_y;
501 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
503 MapNode n_air(CONTENT_AIR);
504 MapNode n_stone(c_stone);
505 MapNode n_water(c_water_source);
507 v3s16 em = vm->m_area.getExtent();
508 s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
509 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
512 for (s16 z = node_min.Z; z <= node_max.Z; z++)
513 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
514 float surface_height = baseTerrainLevelFromMap(index);
515 s16 surface_y = (s16)surface_height;
517 heightmap[index] = surface_y;
518 ridge_heightmap[index] = surface_y;
520 if (surface_y < surface_min_y)
521 surface_min_y = surface_y;
523 if (surface_y > surface_max_y)
524 surface_max_y = surface_y;
526 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
527 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
530 vm->m_data[i] = n_stone;
531 else if (y <= water_level)
532 vm->m_data[i] = n_water;
534 vm->m_data[i] = n_air;
536 vm->m_area.add_y(em, i, 1);
540 *stone_surface_min_y = surface_min_y;
541 *stone_surface_max_y = surface_max_y;
545 int MapgenV7::generateMountainTerrain(s16 ymax)
547 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
548 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
550 MapNode n_stone(c_stone);
553 for (s16 z = node_min.Z; z <= node_max.Z; z++)
554 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555 u32 vi = vm->m_area.index(node_min.X, y, z);
556 for (s16 x = node_min.X; x <= node_max.X; x++) {
557 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
558 content_t c = vm->m_data[vi].getContent();
560 if (getMountainTerrainFromMap(j, index, y)
561 && (c == CONTENT_AIR || c == c_water_source)) {
562 vm->m_data[vi] = n_stone;
576 void MapgenV7::generateRidgeTerrain()
578 if (node_max.Y < water_level)
581 MapNode n_water(c_water_source);
582 MapNode n_air(CONTENT_AIR);
584 float width = 0.2; // TODO: figure out acceptable perlin noise values
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++, index++, vi++) {
590 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
592 if (heightmap[j] < water_level - 16)
595 float uwatern = noise_ridge_uwater->result[j] * 2;
596 if (fabs(uwatern) > width)
599 float altitude = y - water_level;
600 float height_mod = (altitude + 17) / 2.5;
601 float width_mod = width - fabs(uwatern);
602 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
604 if (nridge + width_mod * height_mod < 0.6)
607 if (y < ridge_heightmap[j])
608 ridge_heightmap[j] = y - 1;
610 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
616 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
618 v3s16 em = vm->m_area.getExtent();
620 MgStoneType stone_type = STONE;
622 for (s16 z = node_min.Z; z <= node_max.Z; z++)
623 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
627 u16 depth_water_top = 0;
628 u32 vi = vm->m_area.index(x, node_max.Y, z);
630 // Check node at base of mapchunk above, either a node of a previously
631 // generated mapchunk or if not, a node of overgenerated base terrain.
632 content_t c_above = vm->m_data[vi + em.X].getContent();
633 bool air_above = c_above == CONTENT_AIR;
634 bool water_above = c_above == c_water_source;
636 // If there is air or water above enable top/filler placement, otherwise force
637 // nplaced to stone level by setting a number exceeding any possible filler depth.
638 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
640 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
641 content_t c = vm->m_data[vi].getContent();
643 // Biome is recalculated each time an upper surface is detected while
644 // working down a column. The selected biome then remains in effect for
645 // all nodes below until the next surface and biome recalculation.
646 // Biome is recalculated:
647 // 1. At the surface of stone below air or water.
648 // 2. At the surface of water below air.
649 // 3. When stone or water is detected but biome has not yet been calculated.
650 if ((c == c_stone && (air_above || water_above || !biome)) ||
651 (c == c_water_source && (air_above || !biome))) {
652 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
653 depth_top = biome->depth_top;
654 base_filler = MYMAX(depth_top + biome->depth_filler
655 + noise_filler_depth->result[index], 0);
656 depth_water_top = biome->depth_water_top;
658 // Detect stone type for dungeons during every biome calculation.
659 // This is more efficient than detecting per-node and will not
660 // miss any desert stone or sandstone biomes.
661 if (biome->c_stone == c_desert_stone)
662 stone_type = DESERT_STONE;
663 else if (biome->c_stone == c_sandstone)
664 stone_type = SANDSTONE;
668 content_t c_below = vm->m_data[vi - em.X].getContent();
670 // If the node below isn't solid, make this node stone, so that
671 // any top/filler nodes above are structurally supported.
672 // This is done by aborting the cycle of top/filler placement
673 // immediately by forcing nplaced to stone level.
674 if (c_below == CONTENT_AIR || c_below == c_water_source)
677 if (nplaced < depth_top) {
678 vm->m_data[vi] = MapNode(biome->c_top);
680 } else if (nplaced < base_filler) {
681 vm->m_data[vi] = MapNode(biome->c_filler);
684 vm->m_data[vi] = MapNode(biome->c_stone);
689 } else if (c == c_water_source) {
690 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
691 biome->c_water_top : biome->c_water);
692 nplaced = 0; // Enable top/filler placement for next surface
695 } else if (c == CONTENT_AIR) {
696 nplaced = 0; // Enable top/filler placement for next surface
699 } else { // Possible various nodes overgenerated from neighbouring mapchunks
700 nplaced = (u16)-1; // Disable top/filler placement
705 vm->m_area.add_y(em, vi, -1);
713 void MapgenV7::dustTopNodes()
715 if (node_max.Y < water_level)
718 v3s16 em = vm->m_area.getExtent();
721 for (s16 z = node_min.Z; z <= node_max.Z; z++)
722 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
723 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
725 if (biome->c_dust == CONTENT_IGNORE)
728 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
729 content_t c_full_max = vm->m_data[vi].getContent();
732 if (c_full_max == CONTENT_AIR) {
733 y_start = full_node_max.Y - 1;
734 } else if (c_full_max == CONTENT_IGNORE) {
735 vi = vm->m_area.index(x, node_max.Y + 1, z);
736 content_t c_max = vm->m_data[vi].getContent();
738 if (c_max == CONTENT_AIR)
739 y_start = node_max.Y;
746 vi = vm->m_area.index(x, y_start, z);
747 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
748 if (vm->m_data[vi].getContent() != CONTENT_AIR)
751 vm->m_area.add_y(em, vi, -1);
754 content_t c = vm->m_data[vi].getContent();
755 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
756 vm->m_area.add_y(em, vi, 1);
757 vm->m_data[vi] = MapNode(biome->c_dust);
764 void MapgenV7::addTopNodes()
766 v3s16 em = vm->m_area.getExtent();
770 for (s16 z = node_min.Z; z <= node_max.Z; z++)
771 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
772 Biome *biome = bmgr->biomes[biomemap[index]];
774 //////////////////// First, add top nodes below the ridge
775 s16 y = ridge_heightmap[index];
777 // This cutoff is good enough, but not perfect.
778 // It will cut off potentially placed top nodes at chunk boundaries
781 if (y > node_max.Y) {
782 y = node_max.Y; // Let's see if we can still go downward anyway
783 u32 vi = vm->m_area.index(x, y, z);
784 content_t c = vm->m_data[vi].getContent();
785 if (ndef->get(c).walkable)
789 // N.B. It is necessary to search downward since ridge_heightmap[i]
790 // might not be the actual height, just the lowest part in the chunk
791 // where a ridge had been carved
792 u32 i = vm->m_area.index(x, y, z);
793 for (; y >= node_min.Y; y--) {
794 content_t c = vm->m_data[i].getContent();
795 if (ndef->get(c).walkable)
797 vm->m_area.add_y(em, i, -1);
800 if (y != node_min.Y - 1 && y >= water_level) {
801 ridge_heightmap[index] = y; //update ridgeheight
802 ntopnodes = biome->top_depth;
803 for (; y <= node_max.Y && ntopnodes; y++) {
805 vm->m_data[i] = MapNode(biome->c_top);
806 vm->m_area.add_y(em, i, 1);
808 // If dirt, grow grass on it.
809 if (y > water_level - 10 &&
810 vm->m_data[i].getContent() == CONTENT_AIR) {
811 vm->m_area.add_y(em, i, -1);
812 if (vm->m_data[i].getContent() == c_dirt)
813 vm->m_data[i] = MapNode(c_dirt_with_grass);
817 //////////////////// Now, add top nodes on top of the ridge
818 y = heightmap[index];
819 if (y > node_max.Y) {
820 y = node_max.Y; // Let's see if we can still go downward anyway
821 u32 vi = vm->m_area.index(x, y, z);
822 content_t c = vm->m_data[vi].getContent();
823 if (ndef->get(c).walkable)
827 i = vm->m_area.index(x, y, z);
828 for (; y >= node_min.Y; y--) {
829 content_t c = vm->m_data[i].getContent();
830 if (ndef->get(c).walkable)
832 vm->m_area.add_y(em, i, -1);
835 if (y != node_min.Y - 1) {
836 ntopnodes = biome->top_depth;
837 // Let's see if we've already added it...
838 if (y == ridge_heightmap[index] + ntopnodes - 1)
841 for (; y <= node_max.Y && ntopnodes; y++) {
843 vm->m_data[i] = MapNode(biome->c_top);
844 vm->m_area.add_y(em, i, 1);
846 // If dirt, grow grass on it.
847 if (y > water_level - 10 &&
848 vm->m_data[i].getContent() == CONTENT_AIR) {
849 vm->m_area.add_y(em, i, -1);
850 if (vm->m_data[i].getContent() == c_dirt)
851 vm->m_data[i] = MapNode(c_dirt_with_grass);
859 void MapgenV7::generateCaves(s16 max_stone_y)
861 if (max_stone_y >= node_min.Y) {
864 for (s16 z = node_min.Z; z <= node_max.Z; z++)
865 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
866 u32 i = vm->m_area.index(node_min.X, y, z);
867 for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
868 float d1 = contour(noise_cave1->result[index]);
869 float d2 = contour(noise_cave2->result[index]);
871 content_t c = vm->m_data[i].getContent();
872 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
875 vm->m_data[i] = MapNode(CONTENT_AIR);
881 PseudoRandom ps(blockseed + 21343);
882 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
883 for (u32 i = 0; i < bruises_count; i++) {
884 CaveV7 cave(this, &ps);
885 cave.makeCave(node_min, node_max, max_stone_y);