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_dirt = ndef->getId("mapgen_dirt");
93 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
94 c_sand = ndef->getId("mapgen_sand");
95 c_water_source = ndef->getId("mapgen_water_source");
96 c_lava_source = ndef->getId("mapgen_lava_source");
97 c_ice = ndef->getId("default:ice");
98 c_cobble = ndef->getId("mapgen_cobble");
99 c_desert_stone = ndef->getId("mapgen_desert_stone");
100 c_mossycobble = ndef->getId("mapgen_mossycobble");
101 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
102 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
103 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
104 if (c_ice == CONTENT_IGNORE)
106 if (c_mossycobble == CONTENT_IGNORE)
107 c_mossycobble = c_cobble;
108 if (c_sandbrick == CONTENT_IGNORE)
109 c_sandbrick = c_desert_stone;
110 if (c_stair_cobble == CONTENT_IGNORE)
111 c_stair_cobble = c_cobble;
112 if (c_stair_sandstone == CONTENT_IGNORE)
113 c_stair_sandstone = c_sandbrick;
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(300, 300, 300), 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(-0.5, 1, v3f(250, 250, 250), 4213, 5, 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(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
150 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 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 bool desert_stone = 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;
277 dp.c_cobble = c_sandbrick;
278 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
279 dp.c_stair = c_stair_sandstone;
281 dp.diagonal_dirs = true;
283 dp.holesize = v3s16(2, 3, 2);
284 dp.roomsize = v3s16(2, 5, 2);
285 dp.notifytype = GENNOTIFY_TEMPLE;
287 dp.c_cobble = c_cobble;
288 dp.c_moss = c_mossycobble;
289 dp.c_stair = c_stair_cobble;
291 dp.diagonal_dirs = false;
293 dp.holesize = v3s16(1, 2, 1);
294 dp.roomsize = v3s16(0, 0, 0);
295 dp.notifytype = GENNOTIFY_DUNGEON;
298 DungeonGen dgen(this, &dp);
299 dgen.generate(blockseed, full_node_min, full_node_max);
302 // Generate the registered decorations
303 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
305 // Generate the registered ores
306 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
308 // Sprinkle some dust on top after everything else was generated
311 //printf("makeChunk: %dms\n", t.stop());
313 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
315 if (flags & MG_LIGHT)
316 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
317 full_node_min, full_node_max);
319 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
320 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
322 this->generating = false;
326 void MapgenV7::calculateNoise()
328 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
330 int y = node_min.Y - 1;
333 noise_terrain_persist->perlinMap2D(x, z);
334 float *persistmap = noise_terrain_persist->result;
336 noise_terrain_base->perlinMap2D(x, z, persistmap);
337 noise_terrain_alt->perlinMap2D(x, z, persistmap);
338 noise_height_select->perlinMap2D(x, z);
340 if (flags & MG_CAVES) {
341 noise_cave1->perlinMap3D(x, y, z);
342 noise_cave2->perlinMap3D(x, y, z);
345 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
346 noise_ridge->perlinMap3D(x, y, z);
347 noise_ridge_uwater->perlinMap2D(x, z);
350 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
351 noise_mountain->perlinMap3D(x, y, z);
352 noise_mount_height->perlinMap2D(x, z);
355 if (node_max.Y >= water_level) {
356 noise_filler_depth->perlinMap2D(x, z);
357 noise_heat->perlinMap2D(x, z);
358 noise_humidity->perlinMap2D(x, z);
360 //printf("calculateNoise: %dus\n", t.stop());
364 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
366 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
367 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
368 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
370 return bmgr->getBiome(heat, humidity, groundlevel);
373 //needs to be updated
374 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
376 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
377 hselect = rangelim(hselect, 0.0, 1.0);
379 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
381 noise_terrain_base->np.persist = persist;
382 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
384 noise_terrain_alt->np.persist = persist;
385 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
387 if (height_alt > height_base)
390 return (height_base * hselect) + (height_alt * (1.0 - hselect));
394 float MapgenV7::baseTerrainLevelFromMap(int index)
396 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
397 float height_base = noise_terrain_base->result[index];
398 float height_alt = noise_terrain_alt->result[index];
400 if (height_alt > height_base)
403 return (height_base * hselect) + (height_alt * (1.0 - hselect));
407 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
409 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
410 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
411 return mnt_n * mnt_h_n >= (float)y;
415 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
417 float mounthn = noise_mount_height->result[idx_xz];
418 float mountn = noise_mountain->result[idx_xyz];
419 return mountn * mounthn >= (float)y;
424 void MapgenV7::carveRivers() {
425 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
426 MapNode n_stone(c_stone);
431 for (s16 z = node_min.Z; z <= node_max.Z; z++)
432 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
433 float terrain_mod = noise_terrain_mod->result[index];
434 NoiseParams *np = noise_terrain_river->np;
435 np.persist = noise_terrain_persist->result[index];
436 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
437 float height = terrain_river * (1 - abs(terrain_mod)) *
438 noise_terrain_river->np.scale;
439 height = log(height * height); //log(h^3) is pretty interesting for terrain
441 s16 y = heightmap[index];
442 if (height < 1.0 && y > river_depth &&
443 y - river_depth >= node_min.Y && y <= node_max.Y) {
445 for (s16 ry = y; ry != y - river_depth; ry--) {
446 u32 vi = vm->m_area.index(x, ry, z);
447 vm->m_data[vi] = n_air;
450 u32 vi = vm->m_area.index(x, y - river_depth, z);
451 vm->m_data[vi] = n_water_source;
458 int MapgenV7::generateTerrain()
460 int ymax = generateBaseTerrain();
462 if (spflags & MGV7_MOUNTAINS)
463 ymax = generateMountainTerrain(ymax);
465 if (spflags & MGV7_RIDGES)
466 generateRidgeTerrain();
472 int MapgenV7::generateBaseTerrain()
474 MapNode n_air(CONTENT_AIR);
475 MapNode n_stone(c_stone);
476 MapNode n_water(c_water_source);
478 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
479 v3s16 em = vm->m_area.getExtent();
482 for (s16 z = node_min.Z; z <= node_max.Z; z++)
483 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
484 float surface_height = baseTerrainLevelFromMap(index);
485 s16 surface_y = (s16)surface_height;
487 heightmap[index] = surface_y;
488 ridge_heightmap[index] = surface_y;
490 if (surface_y > stone_surface_max_y)
491 stone_surface_max_y = surface_y;
493 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
494 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
495 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
497 vm->m_data[i] = n_stone;
498 else if (y <= water_level)
499 vm->m_data[i] = n_water;
501 vm->m_data[i] = n_air;
503 vm->m_area.add_y(em, i, 1);
507 return stone_surface_max_y;
511 int MapgenV7::generateMountainTerrain(int ymax)
516 MapNode n_stone(c_stone);
519 for (s16 z = node_min.Z; z <= node_max.Z; z++)
520 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
521 u32 vi = vm->m_area.index(node_min.X, y, z);
522 for (s16 x = node_min.X; x <= node_max.X; x++) {
523 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
524 content_t c = vm->m_data[vi].getContent();
526 if (getMountainTerrainFromMap(j, index, y)
527 && (c == CONTENT_AIR || c == c_water_source)) {
528 vm->m_data[vi] = n_stone;
542 void MapgenV7::generateRidgeTerrain()
544 if (node_max.Y < water_level)
547 MapNode n_water(c_water_source);
548 MapNode n_air(CONTENT_AIR);
550 float width = 0.2; // TODO: figure out acceptable perlin noise values
552 for (s16 z = node_min.Z; z <= node_max.Z; z++)
553 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
554 u32 vi = vm->m_area.index(node_min.X, y, z);
555 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
556 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
558 if (heightmap[j] < water_level - 16)
561 float uwatern = noise_ridge_uwater->result[j] * 2;
562 if (fabs(uwatern) > width)
565 float altitude = y - water_level;
566 float height_mod = (altitude + 17) / 2.5;
567 float width_mod = width - fabs(uwatern);
568 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
570 if (nridge + width_mod * height_mod < 0.6)
573 if (y < ridge_heightmap[j])
574 ridge_heightmap[j] = y - 1;
576 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
582 bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
584 if (node_max.Y < water_level)
587 v3s16 em = vm->m_area.getExtent();
589 bool desert_stone = false;
591 for (s16 z = node_min.Z; z <= node_max.Z; z++)
592 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
597 s16 depth_water_top = 0;
600 u32 i = vm->m_area.index(x, node_max.Y, z);
602 content_t c_above = vm->m_data[i + em.X].getContent();
603 bool have_air = c_above == CONTENT_AIR;
605 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
606 content_t c = vm->m_data[i].getContent();
608 if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
609 (y == node_max.Y || have_air)) {
610 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
611 dfiller = biome->depth_filler + noise_filler_depth->result[index];
612 y0_top = biome->depth_top;
613 y0_filler = biome->depth_top + dfiller;
614 depth_water_top = biome->depth_water_top;
616 if (biome->c_stone == c_desert_stone)
620 if (c == c_stone && have_air) {
621 content_t c_below = vm->m_data[i - em.X].getContent();
623 if (c_below != CONTENT_AIR) {
624 if (nplaced < y0_top) {
625 vm->m_data[i] = MapNode(biome->c_top);
627 } else if (nplaced < y0_filler && nplaced >= y0_top) {
628 vm->m_data[i] = MapNode(biome->c_filler);
630 } else if (c == c_stone) {
633 vm->m_data[i] = MapNode(biome->c_stone);
638 } else if (c == c_stone) {
641 vm->m_data[i] = MapNode(biome->c_stone);
643 } else if (c == c_stone) {
646 vm->m_data[i] = MapNode(biome->c_stone);
647 } else if (c == c_water_source) {
650 if (y > water_level - depth_water_top)
651 vm->m_data[i] = MapNode(biome->c_water_top);
653 vm->m_data[i] = MapNode(biome->c_water);
654 } else if (c == CONTENT_AIR) {
659 vm->m_area.add_y(em, i, -1);
667 void MapgenV7::dustTopNodes()
669 if (node_max.Y < water_level)
672 v3s16 em = vm->m_area.getExtent();
675 for (s16 z = node_min.Z; z <= node_max.Z; z++)
676 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
679 if (biome->c_dust == CONTENT_IGNORE)
682 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
683 content_t c_full_max = vm->m_data[vi].getContent();
686 if (c_full_max == CONTENT_AIR) {
687 y_start = full_node_max.Y - 1;
688 } else if (c_full_max == CONTENT_IGNORE) {
689 vi = vm->m_area.index(x, node_max.Y + 1, z);
690 content_t c_max = vm->m_data[vi].getContent();
692 if (c_max == CONTENT_AIR)
693 y_start = node_max.Y;
700 vi = vm->m_area.index(x, y_start, z);
701 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
702 if (vm->m_data[vi].getContent() != CONTENT_AIR)
705 vm->m_area.add_y(em, vi, -1);
708 content_t c = vm->m_data[vi].getContent();
709 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
710 vm->m_area.add_y(em, vi, 1);
711 vm->m_data[vi] = MapNode(biome->c_dust);
718 void MapgenV7::addTopNodes()
720 v3s16 em = vm->m_area.getExtent();
724 for (s16 z = node_min.Z; z <= node_max.Z; z++)
725 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
726 Biome *biome = bmgr->biomes[biomemap[index]];
728 //////////////////// First, add top nodes below the ridge
729 s16 y = ridge_heightmap[index];
731 // This cutoff is good enough, but not perfect.
732 // It will cut off potentially placed top nodes at chunk boundaries
735 if (y > node_max.Y) {
736 y = node_max.Y; // Let's see if we can still go downward anyway
737 u32 vi = vm->m_area.index(x, y, z);
738 content_t c = vm->m_data[vi].getContent();
739 if (ndef->get(c).walkable)
743 // N.B. It is necessary to search downward since ridge_heightmap[i]
744 // might not be the actual height, just the lowest part in the chunk
745 // where a ridge had been carved
746 u32 i = vm->m_area.index(x, y, z);
747 for (; y >= node_min.Y; y--) {
748 content_t c = vm->m_data[i].getContent();
749 if (ndef->get(c).walkable)
751 vm->m_area.add_y(em, i, -1);
754 if (y != node_min.Y - 1 && y >= water_level) {
755 ridge_heightmap[index] = y; //update ridgeheight
756 ntopnodes = biome->top_depth;
757 for (; y <= node_max.Y && ntopnodes; y++) {
759 vm->m_data[i] = MapNode(biome->c_top);
760 vm->m_area.add_y(em, i, 1);
762 // If dirt, grow grass on it.
763 if (y > water_level - 10 &&
764 vm->m_data[i].getContent() == CONTENT_AIR) {
765 vm->m_area.add_y(em, i, -1);
766 if (vm->m_data[i].getContent() == c_dirt)
767 vm->m_data[i] = MapNode(c_dirt_with_grass);
771 //////////////////// Now, add top nodes on top of the ridge
772 y = heightmap[index];
773 if (y > node_max.Y) {
774 y = node_max.Y; // Let's see if we can still go downward anyway
775 u32 vi = vm->m_area.index(x, y, z);
776 content_t c = vm->m_data[vi].getContent();
777 if (ndef->get(c).walkable)
781 i = vm->m_area.index(x, y, z);
782 for (; y >= node_min.Y; y--) {
783 content_t c = vm->m_data[i].getContent();
784 if (ndef->get(c).walkable)
786 vm->m_area.add_y(em, i, -1);
789 if (y != node_min.Y - 1) {
790 ntopnodes = biome->top_depth;
791 // Let's see if we've already added it...
792 if (y == ridge_heightmap[index] + ntopnodes - 1)
795 for (; y <= node_max.Y && ntopnodes; y++) {
797 vm->m_data[i] = MapNode(biome->c_top);
798 vm->m_area.add_y(em, i, 1);
800 // If dirt, grow grass on it.
801 if (y > water_level - 10 &&
802 vm->m_data[i].getContent() == CONTENT_AIR) {
803 vm->m_area.add_y(em, i, -1);
804 if (vm->m_data[i].getContent() == c_dirt)
805 vm->m_data[i] = MapNode(c_dirt_with_grass);
813 void MapgenV7::generateCaves(int max_stone_y)
815 if (max_stone_y >= node_min.Y) {
819 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
820 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
821 u32 i = vm->m_area.index(node_min.X, y, z);
822 for (s16 x = node_min.X; x <= node_max.X;
823 x++, i++, index++, index2d++) {
824 float d1 = contour(noise_cave1->result[index]);
825 float d2 = contour(noise_cave2->result[index]);
827 Biome *biome = (Biome *)bmgr->
828 getRaw(biomemap[index2d]);
829 content_t c = vm->m_data[i].getContent();
830 if (!ndef->get(c).is_ground_content ||
833 c != biome->c_stone &&
837 vm->m_data[i] = MapNode(CONTENT_AIR);
846 PseudoRandom ps(blockseed + 21343);
847 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
848 for (u32 i = 0; i < bruises_count; i++) {
849 CaveV7 cave(this, &ps);
850 cave.makeCave(node_min, node_max, max_stone_y);