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
33 #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},
48 ///////////////////////////////////////////////////////////////////////////////
51 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
52 : Mapgen(mapgenid, params, emerge)
54 this->m_emerge = emerge;
55 this->bmgr = emerge->biomemgr;
57 //// amount of elements to skip for the next index
58 //// for noise/height/biome maps (not vmanip)
59 this->ystride = csize.X;
60 this->zstride = csize.X * (csize.Y + 2);
62 this->biomemap = new u8[csize.X * csize.Z];
63 this->heightmap = new s16[csize.X * csize.Z];
64 this->ridge_heightmap = new s16[csize.X * csize.Z];
66 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
67 this->spflags = sp->spflags;
70 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
71 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
72 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
73 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
74 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
75 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
76 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
79 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
80 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
82 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
85 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
86 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
88 //// Resolve nodes to be used
89 INodeDefManager *ndef = emerge->ndef;
91 c_stone = ndef->getId("mapgen_stone");
92 c_water_source = ndef->getId("mapgen_water_source");
93 c_lava_source = ndef->getId("mapgen_lava_source");
94 c_desert_stone = ndef->getId("mapgen_desert_stone");
95 c_ice = ndef->getId("mapgen_ice");
96 c_sandstone = ndef->getId("mapgen_sandstone");
98 c_cobble = ndef->getId("mapgen_cobble");
99 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
100 c_mossycobble = ndef->getId("mapgen_mossycobble");
101 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
102 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
104 if (c_ice == CONTENT_IGNORE)
106 if (c_mossycobble == CONTENT_IGNORE)
107 c_mossycobble = c_cobble;
108 if (c_stair_cobble == CONTENT_IGNORE)
109 c_stair_cobble = c_cobble;
110 if (c_sandstonebrick == CONTENT_IGNORE)
111 c_sandstonebrick = c_sandstone;
112 if (c_stair_sandstonebrick == CONTENT_IGNORE)
113 c_stair_sandstonebrick = c_sandstone;
117 MapgenV7::~MapgenV7()
119 delete noise_terrain_base;
120 delete noise_terrain_persist;
121 delete noise_height_select;
122 delete noise_terrain_alt;
123 delete noise_filler_depth;
124 delete noise_mount_height;
125 delete noise_ridge_uwater;
126 delete noise_mountain;
132 delete noise_humidity;
134 delete[] ridge_heightmap;
140 MapgenV7Params::MapgenV7Params()
142 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
144 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 6, 0.7, 2.0);
145 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
146 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
147 np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.69, 2.0);
148 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
149 np_mount_height = NoiseParams(184, 72, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
150 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
151 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
152 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
153 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
154 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
158 void MapgenV7Params::readParams(const Settings *settings)
160 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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_mountain", np_mountain);
170 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
171 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
172 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
176 void MapgenV7Params::writeParams(Settings *settings) const
178 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
180 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
181 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
182 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
183 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
184 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
185 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
186 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
187 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
188 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
189 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
190 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
194 ///////////////////////////////////////
197 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
199 // Base terrain calculation
200 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
202 // Ridge/river terrain calculation
204 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
205 // actually computing the depth of the ridge is much more expensive;
206 // if inside a river, simply guess
207 if (fabs(uwatern) <= width)
208 return water_level - 10;
210 // Mountain terrain calculation
211 int iters = 128; // don't even bother iterating more than 128 times..
213 //current point would have been air
214 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
224 void MapgenV7::makeChunk(BlockMakeData *data)
227 assert(data->vmanip);
228 assert(data->nodedef);
229 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230 data->blockpos_requested.Y >= data->blockpos_min.Y &&
231 data->blockpos_requested.Z >= data->blockpos_min.Z);
232 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233 data->blockpos_requested.Y <= data->blockpos_max.Y &&
234 data->blockpos_requested.Z <= data->blockpos_max.Z);
236 this->generating = true;
237 this->vm = data->vmanip;
238 this->ndef = data->nodedef;
239 //TimeTaker t("makeChunk");
241 v3s16 blockpos_min = data->blockpos_min;
242 v3s16 blockpos_max = data->blockpos_max;
243 node_min = blockpos_min * MAP_BLOCKSIZE;
244 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
248 blockseed = getBlockSeed2(full_node_min, seed);
253 // Generate base terrain, mountains, and ridges with initial heightmaps
254 s16 stone_surface_max_y = generateTerrain();
257 updateHeightmap(node_min, node_max);
259 // Create biomemap at heightmap surface
260 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
261 noise_humidity->result, heightmap, biomemap);
263 // Actually place the biome-specific nodes
264 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
266 if (flags & MG_CAVES)
267 generateCaves(stone_surface_max_y);
269 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
272 dp.np_rarity = nparams_dungeon_rarity;
273 dp.np_density = nparams_dungeon_density;
274 dp.np_wetness = nparams_dungeon_wetness;
275 dp.c_water = c_water_source;
276 if (stone_type == STONE) {
277 dp.c_cobble = c_cobble;
278 dp.c_moss = c_mossycobble;
279 dp.c_stair = c_stair_cobble;
281 dp.diagonal_dirs = false;
283 dp.holesize = v3s16(1, 2, 1);
284 dp.roomsize = v3s16(0, 0, 0);
285 dp.notifytype = GENNOTIFY_DUNGEON;
286 } else if (stone_type == DESERT_STONE) {
287 dp.c_cobble = c_desert_stone;
288 dp.c_moss = c_desert_stone;
289 dp.c_stair = c_desert_stone;
291 dp.diagonal_dirs = true;
293 dp.holesize = v3s16(2, 3, 2);
294 dp.roomsize = v3s16(2, 5, 2);
295 dp.notifytype = GENNOTIFY_TEMPLE;
296 } else if (stone_type == SANDSTONE) {
297 dp.c_cobble = c_sandstonebrick;
298 dp.c_moss = c_sandstonebrick;
299 dp.c_stair = c_sandstonebrick;
301 dp.diagonal_dirs = false;
303 dp.holesize = v3s16(2, 2, 2);
304 dp.roomsize = v3s16(2, 0, 2);
305 dp.notifytype = GENNOTIFY_DUNGEON;
308 DungeonGen dgen(this, &dp);
309 dgen.generate(blockseed, full_node_min, full_node_max);
312 // Generate the registered decorations
313 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
315 // Generate the registered ores
316 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
318 // Sprinkle some dust on top after everything else was generated
321 //printf("makeChunk: %dms\n", t.stop());
323 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
325 if (flags & MG_LIGHT)
326 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
327 full_node_min, full_node_max);
329 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
330 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
332 this->generating = false;
336 void MapgenV7::calculateNoise()
338 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
340 int y = node_min.Y - 1;
343 noise_terrain_persist->perlinMap2D(x, z);
344 float *persistmap = noise_terrain_persist->result;
346 noise_terrain_base->perlinMap2D(x, z, persistmap);
347 noise_terrain_alt->perlinMap2D(x, z, persistmap);
348 noise_height_select->perlinMap2D(x, z);
350 if (flags & MG_CAVES) {
351 noise_cave1->perlinMap3D(x, y, z);
352 noise_cave2->perlinMap3D(x, y, z);
355 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
356 noise_ridge->perlinMap3D(x, y, z);
357 noise_ridge_uwater->perlinMap2D(x, z);
360 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
361 noise_mountain->perlinMap3D(x, y, z);
362 noise_mount_height->perlinMap2D(x, z);
365 noise_filler_depth->perlinMap2D(x, z);
366 noise_heat->perlinMap2D(x, z);
367 noise_humidity->perlinMap2D(x, z);
368 //printf("calculateNoise: %dus\n", t.stop());
372 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
374 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
375 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
376 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
378 return bmgr->getBiome(heat, humidity, groundlevel);
381 //needs to be updated
382 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
384 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
385 hselect = rangelim(hselect, 0.0, 1.0);
387 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
389 noise_terrain_base->np.persist = persist;
390 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
392 noise_terrain_alt->np.persist = persist;
393 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
395 if (height_alt > height_base)
398 return (height_base * hselect) + (height_alt * (1.0 - hselect));
402 float MapgenV7::baseTerrainLevelFromMap(int index)
404 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
405 float height_base = noise_terrain_base->result[index];
406 float height_alt = noise_terrain_alt->result[index];
408 if (height_alt > height_base)
411 return (height_base * hselect) + (height_alt * (1.0 - hselect));
415 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
417 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
418 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
419 return mnt_n * mnt_h_n >= (float)y;
423 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
425 float mounthn = noise_mount_height->result[idx_xz];
426 float mountn = noise_mountain->result[idx_xyz];
427 return mountn * mounthn >= (float)y;
432 void MapgenV7::carveRivers() {
433 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
434 MapNode n_stone(c_stone);
439 for (s16 z = node_min.Z; z <= node_max.Z; z++)
440 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
441 float terrain_mod = noise_terrain_mod->result[index];
442 NoiseParams *np = noise_terrain_river->np;
443 np.persist = noise_terrain_persist->result[index];
444 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
445 float height = terrain_river * (1 - abs(terrain_mod)) *
446 noise_terrain_river->np.scale;
447 height = log(height * height); //log(h^3) is pretty interesting for terrain
449 s16 y = heightmap[index];
450 if (height < 1.0 && y > river_depth &&
451 y - river_depth >= node_min.Y && y <= node_max.Y) {
453 for (s16 ry = y; ry != y - river_depth; ry--) {
454 u32 vi = vm->m_area.index(x, ry, z);
455 vm->m_data[vi] = n_air;
458 u32 vi = vm->m_area.index(x, y - river_depth, z);
459 vm->m_data[vi] = n_water_source;
466 int MapgenV7::generateTerrain()
468 int ymax = generateBaseTerrain();
470 if (spflags & MGV7_MOUNTAINS)
471 ymax = generateMountainTerrain(ymax);
473 if (spflags & MGV7_RIDGES)
474 generateRidgeTerrain();
480 int MapgenV7::generateBaseTerrain()
482 MapNode n_air(CONTENT_AIR);
483 MapNode n_stone(c_stone);
484 MapNode n_water(c_water_source);
486 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
487 v3s16 em = vm->m_area.getExtent();
490 for (s16 z = node_min.Z; z <= node_max.Z; z++)
491 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
492 float surface_height = baseTerrainLevelFromMap(index);
493 s16 surface_y = (s16)surface_height;
495 heightmap[index] = surface_y;
496 ridge_heightmap[index] = surface_y;
498 if (surface_y > stone_surface_max_y)
499 stone_surface_max_y = surface_y;
501 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
502 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
503 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
505 vm->m_data[i] = n_stone;
506 else if (y <= water_level)
507 vm->m_data[i] = n_water;
509 vm->m_data[i] = n_air;
511 vm->m_area.add_y(em, i, 1);
515 return stone_surface_max_y;
519 int MapgenV7::generateMountainTerrain(int ymax)
524 MapNode n_stone(c_stone);
527 for (s16 z = node_min.Z; z <= node_max.Z; z++)
528 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
529 u32 vi = vm->m_area.index(node_min.X, y, z);
530 for (s16 x = node_min.X; x <= node_max.X; x++) {
531 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
532 content_t c = vm->m_data[vi].getContent();
534 if (getMountainTerrainFromMap(j, index, y)
535 && (c == CONTENT_AIR || c == c_water_source)) {
536 vm->m_data[vi] = n_stone;
550 void MapgenV7::generateRidgeTerrain()
552 if (node_max.Y < water_level)
555 MapNode n_water(c_water_source);
556 MapNode n_air(CONTENT_AIR);
558 float width = 0.2; // TODO: figure out acceptable perlin noise values
560 for (s16 z = node_min.Z; z <= node_max.Z; z++)
561 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
562 u32 vi = vm->m_area.index(node_min.X, y, z);
563 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
564 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
566 if (heightmap[j] < water_level - 16)
569 float uwatern = noise_ridge_uwater->result[j] * 2;
570 if (fabs(uwatern) > width)
573 float altitude = y - water_level;
574 float height_mod = (altitude + 17) / 2.5;
575 float width_mod = width - fabs(uwatern);
576 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
578 if (nridge + width_mod * height_mod < 0.6)
581 if (y < ridge_heightmap[j])
582 ridge_heightmap[j] = y - 1;
584 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
590 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
592 v3s16 em = vm->m_area.getExtent();
594 MgStoneType stone_type = STONE;
596 for (s16 z = node_min.Z; z <= node_max.Z; z++)
597 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
601 u16 depth_water_top = 0;
602 u32 vi = vm->m_area.index(x, node_max.Y, z);
604 // Check node at base of mapchunk above, either a node of a previously
605 // generated mapchunk or if not, a node of overgenerated base terrain.
606 content_t c_above = vm->m_data[vi + em.X].getContent();
607 bool air_above = c_above == CONTENT_AIR;
608 bool water_above = c_above == c_water_source;
610 // If there is air or water above enable top/filler placement, otherwise force
611 // nplaced to stone level by setting a number exceeding any possible filler depth.
612 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
614 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
615 content_t c = vm->m_data[vi].getContent();
617 // Biome is recalculated each time an upper surface is detected while
618 // working down a column. The selected biome then remains in effect for
619 // all nodes below until the next surface and biome recalculation.
620 // Biome is recalculated:
621 // 1. At the surface of stone below air or water.
622 // 2. At the surface of water below air.
623 // 3. When stone or water is detected but biome has not yet been calculated.
624 if ((c == c_stone && (air_above || water_above || !biome)) ||
625 (c == c_water_source && (air_above || !biome))) {
626 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
627 depth_top = biome->depth_top;
628 base_filler = MYMAX(depth_top + biome->depth_filler
629 + noise_filler_depth->result[index], 0);
630 depth_water_top = biome->depth_water_top;
632 // Detect stone type for dungeons during every biome calculation.
633 // This is more efficient than detecting per-node and will not
634 // miss any desert stone or sandstone biomes.
635 if (biome->c_stone == c_desert_stone)
636 stone_type = DESERT_STONE;
637 else if (biome->c_stone == c_sandstone)
638 stone_type = SANDSTONE;
642 content_t c_below = vm->m_data[vi - em.X].getContent();
644 // If the node below isn't solid, make this node stone, so that
645 // any top/filler nodes above are structurally supported.
646 // This is done by aborting the cycle of top/filler placement
647 // immediately by forcing nplaced to stone level.
648 if (c_below == CONTENT_AIR || c_below == c_water_source)
651 if (nplaced < depth_top) {
652 vm->m_data[vi] = MapNode(biome->c_top);
654 } else if (nplaced < base_filler) {
655 vm->m_data[vi] = MapNode(biome->c_filler);
658 vm->m_data[vi] = MapNode(biome->c_stone);
663 } else if (c == c_water_source) {
664 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
665 biome->c_water_top : biome->c_water);
666 nplaced = 0; // Enable top/filler placement for next surface
669 } else if (c == CONTENT_AIR) {
670 nplaced = 0; // Enable top/filler placement for next surface
673 } else { // Possible various nodes overgenerated from neighbouring mapchunks
674 nplaced = (u16)-1; // Disable top/filler placement
679 vm->m_area.add_y(em, vi, -1);
687 void MapgenV7::dustTopNodes()
689 if (node_max.Y < water_level)
692 v3s16 em = vm->m_area.getExtent();
695 for (s16 z = node_min.Z; z <= node_max.Z; z++)
696 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
697 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
699 if (biome->c_dust == CONTENT_IGNORE)
702 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
703 content_t c_full_max = vm->m_data[vi].getContent();
706 if (c_full_max == CONTENT_AIR) {
707 y_start = full_node_max.Y - 1;
708 } else if (c_full_max == CONTENT_IGNORE) {
709 vi = vm->m_area.index(x, node_max.Y + 1, z);
710 content_t c_max = vm->m_data[vi].getContent();
712 if (c_max == CONTENT_AIR)
713 y_start = node_max.Y;
720 vi = vm->m_area.index(x, y_start, z);
721 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
722 if (vm->m_data[vi].getContent() != CONTENT_AIR)
725 vm->m_area.add_y(em, vi, -1);
728 content_t c = vm->m_data[vi].getContent();
729 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
730 vm->m_area.add_y(em, vi, 1);
731 vm->m_data[vi] = MapNode(biome->c_dust);
738 void MapgenV7::addTopNodes()
740 v3s16 em = vm->m_area.getExtent();
744 for (s16 z = node_min.Z; z <= node_max.Z; z++)
745 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
746 Biome *biome = bmgr->biomes[biomemap[index]];
748 //////////////////// First, add top nodes below the ridge
749 s16 y = ridge_heightmap[index];
751 // This cutoff is good enough, but not perfect.
752 // It will cut off potentially placed top nodes at chunk boundaries
755 if (y > node_max.Y) {
756 y = node_max.Y; // Let's see if we can still go downward anyway
757 u32 vi = vm->m_area.index(x, y, z);
758 content_t c = vm->m_data[vi].getContent();
759 if (ndef->get(c).walkable)
763 // N.B. It is necessary to search downward since ridge_heightmap[i]
764 // might not be the actual height, just the lowest part in the chunk
765 // where a ridge had been carved
766 u32 i = vm->m_area.index(x, y, z);
767 for (; y >= node_min.Y; y--) {
768 content_t c = vm->m_data[i].getContent();
769 if (ndef->get(c).walkable)
771 vm->m_area.add_y(em, i, -1);
774 if (y != node_min.Y - 1 && y >= water_level) {
775 ridge_heightmap[index] = y; //update ridgeheight
776 ntopnodes = biome->top_depth;
777 for (; y <= node_max.Y && ntopnodes; y++) {
779 vm->m_data[i] = MapNode(biome->c_top);
780 vm->m_area.add_y(em, i, 1);
782 // If dirt, grow grass on it.
783 if (y > water_level - 10 &&
784 vm->m_data[i].getContent() == CONTENT_AIR) {
785 vm->m_area.add_y(em, i, -1);
786 if (vm->m_data[i].getContent() == c_dirt)
787 vm->m_data[i] = MapNode(c_dirt_with_grass);
791 //////////////////// Now, add top nodes on top of the ridge
792 y = heightmap[index];
793 if (y > node_max.Y) {
794 y = node_max.Y; // Let's see if we can still go downward anyway
795 u32 vi = vm->m_area.index(x, y, z);
796 content_t c = vm->m_data[vi].getContent();
797 if (ndef->get(c).walkable)
801 i = vm->m_area.index(x, y, z);
802 for (; y >= node_min.Y; y--) {
803 content_t c = vm->m_data[i].getContent();
804 if (ndef->get(c).walkable)
806 vm->m_area.add_y(em, i, -1);
809 if (y != node_min.Y - 1) {
810 ntopnodes = biome->top_depth;
811 // Let's see if we've already added it...
812 if (y == ridge_heightmap[index] + ntopnodes - 1)
815 for (; y <= node_max.Y && ntopnodes; y++) {
817 vm->m_data[i] = MapNode(biome->c_top);
818 vm->m_area.add_y(em, i, 1);
820 // If dirt, grow grass on it.
821 if (y > water_level - 10 &&
822 vm->m_data[i].getContent() == CONTENT_AIR) {
823 vm->m_area.add_y(em, i, -1);
824 if (vm->m_data[i].getContent() == c_dirt)
825 vm->m_data[i] = MapNode(c_dirt_with_grass);
833 void MapgenV7::generateCaves(int max_stone_y)
835 if (max_stone_y >= node_min.Y) {
839 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
840 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
841 u32 i = vm->m_area.index(node_min.X, y, z);
842 for (s16 x = node_min.X; x <= node_max.X;
843 x++, i++, index++, index2d++) {
844 float d1 = contour(noise_cave1->result[index]);
845 float d2 = contour(noise_cave2->result[index]);
847 Biome *biome = (Biome *)bmgr->
848 getRaw(biomemap[index2d]);
849 content_t c = vm->m_data[i].getContent();
850 if (!ndef->get(c).is_ground_content ||
853 c != biome->c_stone &&
857 vm->m_data[i] = MapNode(CONTENT_AIR);
866 PseudoRandom ps(blockseed + 21343);
867 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
868 for (u32 i = 0; i < bruises_count; i++) {
869 CaveV7 cave(this, &ps);
870 cave.makeCave(node_min, node_max, max_stone_y);