3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
46 {"floatlands", MGV7_FLOATLANDS},
47 {"caverns", MGV7_CAVERNS},
52 ///////////////////////////////////////////////////////////////////////////////
55 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
56 : MapgenBasic(mapgenid, params, emerge)
58 this->spflags = params->spflags;
59 this->cave_width = params->cave_width;
60 this->float_mount_density = params->float_mount_density;
61 this->float_mount_height = params->float_mount_height;
62 this->floatland_level = params->floatland_level;
63 this->shadow_limit = params->shadow_limit;
64 this->cavern_limit = params->cavern_limit;
65 this->cavern_taper = params->cavern_taper;
66 this->cavern_threshold = params->cavern_threshold;
69 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
70 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
71 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
72 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
73 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
74 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
75 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
76 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
77 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
80 // 1-up 1-down overgeneration
81 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
82 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
83 // 1 down overgeneration
84 MapgenBasic::np_cave1 = params->np_cave1;
85 MapgenBasic::np_cave2 = params->np_cave2;
86 MapgenBasic::np_cavern = params->np_cavern;
92 delete noise_terrain_base;
93 delete noise_terrain_persist;
94 delete noise_height_select;
95 delete noise_terrain_alt;
96 delete noise_filler_depth;
97 delete noise_mount_height;
98 delete noise_ridge_uwater;
99 delete noise_floatland_base;
100 delete noise_float_base_height;
101 delete noise_mountain;
106 MapgenV7Params::MapgenV7Params()
108 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
110 float_mount_density = 0.6;
111 float_mount_height = 128.0;
112 floatland_level = 1280;
116 cavern_threshold = 0.7;
118 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
119 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
120 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
121 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
122 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
123 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
124 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
125 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
126 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
127 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
128 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
129 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
130 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
131 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
135 void MapgenV7Params::readParams(const Settings *settings)
137 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
138 settings->getFloatNoEx("mgv7_cave_width", cave_width);
139 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
140 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
141 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
142 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
143 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
144 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
145 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
147 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
148 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
149 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
150 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
151 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
152 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
153 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
154 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
155 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
156 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
157 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
158 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
159 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
160 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
164 void MapgenV7Params::writeParams(Settings *settings) const
166 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
167 settings->setFloat("mgv7_cave_width", cave_width);
168 settings->setFloat("mgv7_float_mount_density", float_mount_density);
169 settings->setFloat("mgv7_float_mount_height", float_mount_height);
170 settings->setS16("mgv7_floatland_level", floatland_level);
171 settings->setS16("mgv7_shadow_limit", shadow_limit);
172 settings->setS16("mgv7_cavern_limit", cavern_limit);
173 settings->setS16("mgv7_cavern_taper", cavern_taper);
174 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
176 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
177 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
178 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
179 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
180 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
181 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
182 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
183 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
184 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
185 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
186 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
187 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
188 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
189 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
193 ///////////////////////////////////////////////////////////////////////////////
196 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
198 // Base terrain calculation
199 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
201 // If enabled, check if inside a river
202 if (spflags & MGV7_RIDGES) {
204 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
205 if (fabs(uwatern) <= width)
206 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
209 // If mountains are disabled, terrain level is base terrain level
210 // Avoids spawn on non-existant mountain terrain
211 if (!(spflags & MGV7_MOUNTAINS)) {
212 if (y <= water_level || y > water_level + 16)
213 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
218 // Mountain terrain calculation
221 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
222 if (y <= water_level || y > water_level + 16)
223 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
230 // Unsuitable spawn point, no mountain surface found
231 return MAX_MAP_GENERATION_LIMIT;
235 void MapgenV7::makeChunk(BlockMakeData *data)
238 assert(data->vmanip);
239 assert(data->nodedef);
240 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
241 data->blockpos_requested.Y >= data->blockpos_min.Y &&
242 data->blockpos_requested.Z >= data->blockpos_min.Z);
243 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
244 data->blockpos_requested.Y <= data->blockpos_max.Y &&
245 data->blockpos_requested.Z <= data->blockpos_max.Z);
247 this->generating = true;
248 this->vm = data->vmanip;
249 this->ndef = data->nodedef;
250 //TimeTaker t("makeChunk");
252 v3s16 blockpos_min = data->blockpos_min;
253 v3s16 blockpos_max = data->blockpos_max;
254 node_min = blockpos_min * MAP_BLOCKSIZE;
255 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
256 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
257 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
259 blockseed = getBlockSeed2(full_node_min, seed);
261 // Generate base and mountain terrain
262 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
263 s16 stone_surface_max_y = generateTerrain();
266 if (spflags & MGV7_RIDGES)
267 generateRidgeTerrain();
270 updateHeightmap(node_min, node_max);
272 // Init biome generator, place biome-specific nodes, and build biomemap
273 biomegen->calcBiomeNoise(node_min);
274 MgStoneType stone_type = generateBiomes();
276 // Generate caverns, tunnels and classic caves
277 if (flags & MG_CAVES) {
278 bool has_cavern = false;
280 if (spflags & MGV7_CAVERNS)
281 has_cavern = generateCaverns(stone_surface_max_y);
282 // Generate tunnels and classic caves
284 // Disable classic caves in this mapchunk by setting
285 // 'large cave depth' to world base. Avoids excessive liquid in
286 // large caverns and floating blobs of overgenerated liquid.
287 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
289 generateCaves(stone_surface_max_y, water_level);
293 if (flags & MG_DUNGEONS)
294 generateDungeons(stone_surface_max_y, stone_type);
296 // Generate the registered decorations
297 if (flags & MG_DECORATIONS)
298 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
300 // Generate the registered ores
301 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
303 // Sprinkle some dust on top after everything else was generated
306 //printf("makeChunk: %dms\n", t.stop());
309 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
311 // Calculate lighting
312 // Limit floatland shadow
313 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
314 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
316 if (flags & MG_LIGHT)
317 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
318 full_node_min, full_node_max, propagate_shadow);
320 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
321 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
323 this->generating = false;
327 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
329 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
330 hselect = rangelim(hselect, 0.0, 1.0);
332 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
334 noise_terrain_base->np.persist = persist;
335 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
337 noise_terrain_alt->np.persist = persist;
338 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
340 if (height_alt > height_base)
343 return (height_base * hselect) + (height_alt * (1.0 - hselect));
347 float MapgenV7::baseTerrainLevelFromMap(int index)
349 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
350 float height_base = noise_terrain_base->result[index];
351 float height_alt = noise_terrain_alt->result[index];
353 if (height_alt > height_base)
356 return (height_base * hselect) + (height_alt * (1.0 - hselect));
360 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
362 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
363 float density_gradient = -((float)y / mnt_h_n);
364 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
366 return mnt_n + density_gradient >= 0.0;
370 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
372 float mounthn = noise_mount_height->result[idx_xz];
373 float density_gradient = -((float)y / mounthn);
374 float mountn = noise_mountain->result[idx_xyz];
376 return mountn + density_gradient >= 0.0;
380 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
382 // Make rim 2 nodes thick to match floatland base terrain
383 float density_gradient = (y >= floatland_level) ?
384 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
385 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
387 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
389 return floatn + density_gradient >= 0.0f;
393 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
395 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
396 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
397 s16 base_max = MAX_MAP_GENERATION_LIMIT;
399 float n_base = noise_floatland_base->result[idx_xz];
401 float n_base_height = noise_float_base_height->result[idx_xz];
402 float amp = n_base * n_base_height;
403 float ridge = n_base_height / 3.0f;
404 base_min = floatland_level - amp / 1.5f;
406 if (amp > ridge * 2.0f) {
408 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
411 float diff = fabs(amp - ridge) / ridge;
412 // Smooth ridges using the 'smoothstep function'
413 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
414 base_max = floatland_level + ridge - smooth_diff * ridge;
418 *float_base_min = base_min;
419 *float_base_max = base_max;
423 int MapgenV7::generateTerrain()
425 MapNode n_air(CONTENT_AIR);
426 MapNode n_stone(c_stone);
427 MapNode n_water(c_water_source);
429 //// Calculate noise for terrain generation
430 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
431 float *persistmap = noise_terrain_persist->result;
433 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
434 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
435 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
437 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
438 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
441 if (spflags & MGV7_MOUNTAINS) {
442 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
445 if (spflags & MGV7_FLOATLANDS) {
446 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
447 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
451 v3s16 em = vm->m_area.getExtent();
452 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
455 for (s16 z = node_min.Z; z <= node_max.Z; z++)
456 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
457 s16 surface_y = baseTerrainLevelFromMap(index2d);
458 if (surface_y > stone_surface_max_y)
459 stone_surface_max_y = surface_y;
461 // Get extent of floatland base terrain
462 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
463 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
464 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
465 if (spflags & MGV7_FLOATLANDS)
466 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
468 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
469 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
471 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
472 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
473 if (y <= surface_y) {
474 vm->m_data[vi] = n_stone; // Base terrain
475 } else if ((spflags & MGV7_MOUNTAINS) &&
476 getMountainTerrainFromMap(index3d, index2d, y)) {
477 vm->m_data[vi] = n_stone; // Mountain terrain
478 if (y > stone_surface_max_y)
479 stone_surface_max_y = y;
480 } else if ((spflags & MGV7_FLOATLANDS) &&
481 ((y >= float_base_min && y <= float_base_max) ||
482 getFloatlandMountainFromMap(index3d, index2d, y))) {
483 vm->m_data[vi] = n_stone; // Floatland terrain
484 stone_surface_max_y = node_max.Y;
485 } else if (y <= water_level) {
486 vm->m_data[vi] = n_water; // Ground level water
487 } else if ((spflags & MGV7_FLOATLANDS) &&
488 (y >= float_base_max && y <= floatland_level)) {
489 vm->m_data[vi] = n_water; // Floatland water
491 vm->m_data[vi] = n_air;
494 vm->m_area.add_y(em, vi, 1);
499 return stone_surface_max_y;
503 void MapgenV7::generateRidgeTerrain()
505 if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
508 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
509 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
511 MapNode n_water(c_water_source);
512 MapNode n_air(CONTENT_AIR);
516 for (s16 z = node_min.Z; z <= node_max.Z; z++)
517 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
518 u32 vi = vm->m_area.index(node_min.X, y, z);
519 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
520 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
522 float uwatern = noise_ridge_uwater->result[j] * 2;
523 if (fabs(uwatern) > width)
526 float altitude = y - water_level;
527 float height_mod = (altitude + 17) / 2.5;
528 float width_mod = width - fabs(uwatern);
529 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
531 if (nridge + width_mod * height_mod < 0.6)
534 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
540 ////////////////////////////////////////////////////////////////////////////////
543 //// Much of the stuff here has potential to become useful again at some point
544 //// in the future, but we don't want it to get lost or forgotten in version
549 int MapgenV7::generateMountainTerrain(s16 ymax)
551 MapNode n_stone(c_stone);
554 for (s16 z = node_min.Z; z <= node_max.Z; z++)
555 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
556 u32 vi = vm->m_area.index(node_min.X, y, z);
557 for (s16 x = node_min.X; x <= node_max.X; x++) {
558 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
559 content_t c = vm->m_data[vi].getContent();
561 if (getMountainTerrainFromMap(j, index, y)
562 && (c == CONTENT_AIR || c == c_water_source)) {
563 vm->m_data[vi] = n_stone;
579 void MapgenV7::carveRivers() {
580 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
581 MapNode n_stone(c_stone);
586 for (s16 z = node_min.Z; z <= node_max.Z; z++)
587 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
588 float terrain_mod = noise_terrain_mod->result[index];
589 NoiseParams *np = noise_terrain_river->np;
590 np.persist = noise_terrain_persist->result[index];
591 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
592 float height = terrain_river * (1 - abs(terrain_mod)) *
593 noise_terrain_river->np.scale;
594 height = log(height * height); //log(h^3) is pretty interesting for terrain
596 s16 y = heightmap[index];
597 if (height < 1.0 && y > river_depth &&
598 y - river_depth >= node_min.Y && y <= node_max.Y) {
600 for (s16 ry = y; ry != y - river_depth; ry--) {
601 u32 vi = vm->m_area.index(x, ry, z);
602 vm->m_data[vi] = n_air;
605 u32 vi = vm->m_area.index(x, y - river_depth, z);
606 vm->m_data[vi] = n_water_source;
614 void MapgenV7::addTopNodes()
616 v3s16 em = vm->m_area.getExtent();
620 for (s16 z = node_min.Z; z <= node_max.Z; z++)
621 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
622 Biome *biome = bmgr->biomes[biomemap[index]];
624 //////////////////// First, add top nodes below the ridge
625 s16 y = ridge_heightmap[index];
627 // This cutoff is good enough, but not perfect.
628 // It will cut off potentially placed top nodes at chunk boundaries
631 if (y > node_max.Y) {
632 y = node_max.Y; // Let's see if we can still go downward anyway
633 u32 vi = vm->m_area.index(x, y, z);
634 content_t c = vm->m_data[vi].getContent();
635 if (ndef->get(c).walkable)
639 // N.B. It is necessary to search downward since ridge_heightmap[i]
640 // might not be the actual height, just the lowest part in the chunk
641 // where a ridge had been carved
642 u32 i = vm->m_area.index(x, y, z);
643 for (; y >= node_min.Y; y--) {
644 content_t c = vm->m_data[i].getContent();
645 if (ndef->get(c).walkable)
647 vm->m_area.add_y(em, i, -1);
650 if (y != node_min.Y - 1 && y >= water_level) {
651 ridge_heightmap[index] = y; //update ridgeheight
652 ntopnodes = biome->top_depth;
653 for (; y <= node_max.Y && ntopnodes; y++) {
655 vm->m_data[i] = MapNode(biome->c_top);
656 vm->m_area.add_y(em, i, 1);
658 // If dirt, grow grass on it.
659 if (y > water_level - 10 &&
660 vm->m_data[i].getContent() == CONTENT_AIR) {
661 vm->m_area.add_y(em, i, -1);
662 if (vm->m_data[i].getContent() == c_dirt)
663 vm->m_data[i] = MapNode(c_dirt_with_grass);
667 //////////////////// Now, add top nodes on top of the ridge
668 y = heightmap[index];
669 if (y > node_max.Y) {
670 y = node_max.Y; // Let's see if we can still go downward anyway
671 u32 vi = vm->m_area.index(x, y, z);
672 content_t c = vm->m_data[vi].getContent();
673 if (ndef->get(c).walkable)
677 i = vm->m_area.index(x, y, z);
678 for (; y >= node_min.Y; y--) {
679 content_t c = vm->m_data[i].getContent();
680 if (ndef->get(c).walkable)
682 vm->m_area.add_y(em, i, -1);
685 if (y != node_min.Y - 1) {
686 ntopnodes = biome->top_depth;
687 // Let's see if we've already added it...
688 if (y == ridge_heightmap[index] + ntopnodes - 1)
691 for (; y <= node_max.Y && ntopnodes; y++) {
693 vm->m_data[i] = MapNode(biome->c_top);
694 vm->m_area.add_y(em, i, 1);
696 // If dirt, grow grass on it.
697 if (y > water_level - 10 &&
698 vm->m_data[i].getContent() == CONTENT_AIR) {
699 vm->m_area.add_y(em, i, -1);
700 if (vm->m_data[i].getContent() == c_dirt)
701 vm->m_data[i] = MapNode(c_dirt_with_grass);