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(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 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 if (node_max.Y >= BIOMEGEN_BASE_V7) {
366 noise_filler_depth->perlinMap2D(x, z);
367 noise_heat->perlinMap2D(x, z);
368 noise_humidity->perlinMap2D(x, z);
370 //printf("calculateNoise: %dus\n", t.stop());
374 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
376 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
377 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
378 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
380 return bmgr->getBiome(heat, humidity, groundlevel);
383 //needs to be updated
384 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
386 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
387 hselect = rangelim(hselect, 0.0, 1.0);
389 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
391 noise_terrain_base->np.persist = persist;
392 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
394 noise_terrain_alt->np.persist = persist;
395 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
397 if (height_alt > height_base)
400 return (height_base * hselect) + (height_alt * (1.0 - hselect));
404 float MapgenV7::baseTerrainLevelFromMap(int index)
406 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
407 float height_base = noise_terrain_base->result[index];
408 float height_alt = noise_terrain_alt->result[index];
410 if (height_alt > height_base)
413 return (height_base * hselect) + (height_alt * (1.0 - hselect));
417 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
419 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
420 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
421 return mnt_n * mnt_h_n >= (float)y;
425 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
427 float mounthn = noise_mount_height->result[idx_xz];
428 float mountn = noise_mountain->result[idx_xyz];
429 return mountn * mounthn >= (float)y;
434 void MapgenV7::carveRivers() {
435 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
436 MapNode n_stone(c_stone);
441 for (s16 z = node_min.Z; z <= node_max.Z; z++)
442 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
443 float terrain_mod = noise_terrain_mod->result[index];
444 NoiseParams *np = noise_terrain_river->np;
445 np.persist = noise_terrain_persist->result[index];
446 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
447 float height = terrain_river * (1 - abs(terrain_mod)) *
448 noise_terrain_river->np.scale;
449 height = log(height * height); //log(h^3) is pretty interesting for terrain
451 s16 y = heightmap[index];
452 if (height < 1.0 && y > river_depth &&
453 y - river_depth >= node_min.Y && y <= node_max.Y) {
455 for (s16 ry = y; ry != y - river_depth; ry--) {
456 u32 vi = vm->m_area.index(x, ry, z);
457 vm->m_data[vi] = n_air;
460 u32 vi = vm->m_area.index(x, y - river_depth, z);
461 vm->m_data[vi] = n_water_source;
468 int MapgenV7::generateTerrain()
470 int ymax = generateBaseTerrain();
472 if (spflags & MGV7_MOUNTAINS)
473 ymax = generateMountainTerrain(ymax);
475 if (spflags & MGV7_RIDGES)
476 generateRidgeTerrain();
482 int MapgenV7::generateBaseTerrain()
484 MapNode n_air(CONTENT_AIR);
485 MapNode n_stone(c_stone);
486 MapNode n_water(c_water_source);
488 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
489 v3s16 em = vm->m_area.getExtent();
492 for (s16 z = node_min.Z; z <= node_max.Z; z++)
493 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
494 float surface_height = baseTerrainLevelFromMap(index);
495 s16 surface_y = (s16)surface_height;
497 heightmap[index] = surface_y;
498 ridge_heightmap[index] = surface_y;
500 if (surface_y > stone_surface_max_y)
501 stone_surface_max_y = surface_y;
503 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
504 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
505 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
507 vm->m_data[i] = n_stone;
508 else if (y <= water_level)
509 vm->m_data[i] = n_water;
511 vm->m_data[i] = n_air;
513 vm->m_area.add_y(em, i, 1);
517 return stone_surface_max_y;
521 int MapgenV7::generateMountainTerrain(int ymax)
526 MapNode n_stone(c_stone);
529 for (s16 z = node_min.Z; z <= node_max.Z; z++)
530 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
531 u32 vi = vm->m_area.index(node_min.X, y, z);
532 for (s16 x = node_min.X; x <= node_max.X; x++) {
533 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
534 content_t c = vm->m_data[vi].getContent();
536 if (getMountainTerrainFromMap(j, index, y)
537 && (c == CONTENT_AIR || c == c_water_source)) {
538 vm->m_data[vi] = n_stone;
552 void MapgenV7::generateRidgeTerrain()
554 if (node_max.Y < water_level)
557 MapNode n_water(c_water_source);
558 MapNode n_air(CONTENT_AIR);
560 float width = 0.2; // TODO: figure out acceptable perlin noise values
562 for (s16 z = node_min.Z; z <= node_max.Z; z++)
563 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
564 u32 vi = vm->m_area.index(node_min.X, y, z);
565 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
566 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
568 if (heightmap[j] < water_level - 16)
571 float uwatern = noise_ridge_uwater->result[j] * 2;
572 if (fabs(uwatern) > width)
575 float altitude = y - water_level;
576 float height_mod = (altitude + 17) / 2.5;
577 float width_mod = width - fabs(uwatern);
578 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
580 if (nridge + width_mod * height_mod < 0.6)
583 if (y < ridge_heightmap[j])
584 ridge_heightmap[j] = y - 1;
586 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
592 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
594 if (node_max.Y < BIOMEGEN_BASE_V7)
597 v3s16 em = vm->m_area.getExtent();
599 MgStoneType stone_type = STONE;
601 for (s16 z = node_min.Z; z <= node_max.Z; z++)
602 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
606 u16 depth_water_top = 0;
607 u32 vi = vm->m_area.index(x, node_max.Y, z);
609 // Check node at base of mapchunk above, either a node of a previously
610 // generated mapchunk or if not, a node of overgenerated base terrain.
611 content_t c_above = vm->m_data[vi + em.X].getContent();
612 bool air_above = c_above == CONTENT_AIR;
614 // If there is air above enable top/filler placement, otherwise force nplaced to
615 // stone level by setting a number that will exceed any possible filler depth.
616 u16 nplaced = (air_above) ? 0 : (u16)-1;
618 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
619 content_t c = vm->m_data[vi].getContent();
621 // Biome is only (re)calculated for each stone/water upper surface found
622 // below air while working downwards. The chosen biome then remains in
623 // effect for all nodes below until the next biome recalculation.
624 // Biome is (re)calculated when a stone/water node is either: detected
625 // below an air node, or, is at column top and might be underground
626 // or underwater and therefore might not be below air.
627 if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
628 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
629 depth_top = biome->depth_top;
630 base_filler = MYMAX(depth_top + biome->depth_filler
631 + noise_filler_depth->result[index], 0);
632 depth_water_top = biome->depth_water_top;
634 // Detect stone type for dungeons during every biome calculation.
635 // This is more efficient than detecting per-node and will not
636 // miss any desert stone or sandstone biomes.
637 if (biome->c_stone == c_desert_stone)
638 stone_type = DESERT_STONE;
639 else if (biome->c_stone == c_sandstone)
640 stone_type = SANDSTONE;
644 content_t c_below = vm->m_data[vi - em.X].getContent();
646 // If the node below isn't solid, make this node stone, so that
647 // any top/filler nodes above are structurally supported.
648 // This is done by aborting the cycle of top/filler placement
649 // immediately by forcing nplaced to stone level.
650 if (c_below == CONTENT_AIR || c_below == c_water_source)
653 if (nplaced < depth_top) {
654 vm->m_data[vi] = MapNode(biome->c_top);
656 } else if (nplaced < base_filler) {
657 vm->m_data[vi] = MapNode(biome->c_filler);
660 vm->m_data[vi] = MapNode(biome->c_stone);
664 } else if (c == c_water_source) {
665 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
666 biome->c_water_top : biome->c_water);
667 nplaced = 0; // Enable top/filler placement for next surface
668 air_above = false; // Biome is not recalculated underwater
669 } else if (c == CONTENT_AIR) {
670 nplaced = 0; // Enable top/filler placement for next surface
671 air_above = true; // Biome will be recalculated at next surface
672 } else { // Possible various nodes overgenerated from neighbouring mapchunks
673 nplaced = (u16)-1; // Disable top/filler placement
677 vm->m_area.add_y(em, vi, -1);
685 void MapgenV7::dustTopNodes()
687 if (node_max.Y < water_level)
690 v3s16 em = vm->m_area.getExtent();
693 for (s16 z = node_min.Z; z <= node_max.Z; z++)
694 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
695 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
697 if (biome->c_dust == CONTENT_IGNORE)
700 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
701 content_t c_full_max = vm->m_data[vi].getContent();
704 if (c_full_max == CONTENT_AIR) {
705 y_start = full_node_max.Y - 1;
706 } else if (c_full_max == CONTENT_IGNORE) {
707 vi = vm->m_area.index(x, node_max.Y + 1, z);
708 content_t c_max = vm->m_data[vi].getContent();
710 if (c_max == CONTENT_AIR)
711 y_start = node_max.Y;
718 vi = vm->m_area.index(x, y_start, z);
719 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
720 if (vm->m_data[vi].getContent() != CONTENT_AIR)
723 vm->m_area.add_y(em, vi, -1);
726 content_t c = vm->m_data[vi].getContent();
727 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
728 vm->m_area.add_y(em, vi, 1);
729 vm->m_data[vi] = MapNode(biome->c_dust);
736 void MapgenV7::addTopNodes()
738 v3s16 em = vm->m_area.getExtent();
742 for (s16 z = node_min.Z; z <= node_max.Z; z++)
743 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
744 Biome *biome = bmgr->biomes[biomemap[index]];
746 //////////////////// First, add top nodes below the ridge
747 s16 y = ridge_heightmap[index];
749 // This cutoff is good enough, but not perfect.
750 // It will cut off potentially placed top nodes at chunk boundaries
753 if (y > node_max.Y) {
754 y = node_max.Y; // Let's see if we can still go downward anyway
755 u32 vi = vm->m_area.index(x, y, z);
756 content_t c = vm->m_data[vi].getContent();
757 if (ndef->get(c).walkable)
761 // N.B. It is necessary to search downward since ridge_heightmap[i]
762 // might not be the actual height, just the lowest part in the chunk
763 // where a ridge had been carved
764 u32 i = vm->m_area.index(x, y, z);
765 for (; y >= node_min.Y; y--) {
766 content_t c = vm->m_data[i].getContent();
767 if (ndef->get(c).walkable)
769 vm->m_area.add_y(em, i, -1);
772 if (y != node_min.Y - 1 && y >= water_level) {
773 ridge_heightmap[index] = y; //update ridgeheight
774 ntopnodes = biome->top_depth;
775 for (; y <= node_max.Y && ntopnodes; y++) {
777 vm->m_data[i] = MapNode(biome->c_top);
778 vm->m_area.add_y(em, i, 1);
780 // If dirt, grow grass on it.
781 if (y > water_level - 10 &&
782 vm->m_data[i].getContent() == CONTENT_AIR) {
783 vm->m_area.add_y(em, i, -1);
784 if (vm->m_data[i].getContent() == c_dirt)
785 vm->m_data[i] = MapNode(c_dirt_with_grass);
789 //////////////////// Now, add top nodes on top of the ridge
790 y = heightmap[index];
791 if (y > node_max.Y) {
792 y = node_max.Y; // Let's see if we can still go downward anyway
793 u32 vi = vm->m_area.index(x, y, z);
794 content_t c = vm->m_data[vi].getContent();
795 if (ndef->get(c).walkable)
799 i = vm->m_area.index(x, y, z);
800 for (; y >= node_min.Y; y--) {
801 content_t c = vm->m_data[i].getContent();
802 if (ndef->get(c).walkable)
804 vm->m_area.add_y(em, i, -1);
807 if (y != node_min.Y - 1) {
808 ntopnodes = biome->top_depth;
809 // Let's see if we've already added it...
810 if (y == ridge_heightmap[index] + ntopnodes - 1)
813 for (; y <= node_max.Y && ntopnodes; y++) {
815 vm->m_data[i] = MapNode(biome->c_top);
816 vm->m_area.add_y(em, i, 1);
818 // If dirt, grow grass on it.
819 if (y > water_level - 10 &&
820 vm->m_data[i].getContent() == CONTENT_AIR) {
821 vm->m_area.add_y(em, i, -1);
822 if (vm->m_data[i].getContent() == c_dirt)
823 vm->m_data[i] = MapNode(c_dirt_with_grass);
831 void MapgenV7::generateCaves(int max_stone_y)
833 if (max_stone_y >= node_min.Y) {
837 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
838 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
839 u32 i = vm->m_area.index(node_min.X, y, z);
840 for (s16 x = node_min.X; x <= node_max.X;
841 x++, i++, index++, index2d++) {
842 float d1 = contour(noise_cave1->result[index]);
843 float d2 = contour(noise_cave2->result[index]);
845 Biome *biome = (Biome *)bmgr->
846 getRaw(biomemap[index2d]);
847 content_t c = vm->m_data[i].getContent();
848 if (!ndef->get(c).is_ground_content ||
851 c != biome->c_stone &&
855 vm->m_data[i] = MapNode(CONTENT_AIR);
864 PseudoRandom ps(blockseed + 21343);
865 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
866 for (u32 i = 0; i < bruises_count; i++) {
867 CaveV7 cave(this, &ps);
868 cave.makeCave(node_min, node_max, max_stone_y);