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},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54 : Mapgen(mapgenid, params, emerge)
56 this->m_emerge = emerge;
57 this->bmgr = emerge->biomemgr;
59 //// amount of elements to skip for the next index
60 //// for noise/height/biome maps (not vmanip)
61 this->ystride = csize.X;
62 // 1-up 1-down overgeneration
63 this->zstride_1u1d = csize.X * (csize.Y + 2);
64 // 1-down overgeneration
65 this->zstride_1d = csize.X * (csize.Y + 1);
67 this->biomemap = new u8[csize.X * csize.Z];
68 this->heightmap = new s16[csize.X * csize.Z];
70 this->humidmap = NULL;
71 this->ridge_heightmap = new s16[csize.X * csize.Z];
73 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
75 this->spflags = sp->spflags;
76 this->cave_width = sp->cave_width;
79 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
80 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
81 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
82 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
83 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
84 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
85 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
88 // 1-up 1-down overgeneration
89 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
90 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
91 // 1-down overgeneraion
92 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
93 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
96 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
97 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
98 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
99 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
101 //// Resolve nodes to be used
102 INodeDefManager *ndef = emerge->ndef;
104 c_stone = ndef->getId("mapgen_stone");
105 c_water_source = ndef->getId("mapgen_water_source");
106 c_lava_source = ndef->getId("mapgen_lava_source");
107 c_desert_stone = ndef->getId("mapgen_desert_stone");
108 c_ice = ndef->getId("mapgen_ice");
109 c_sandstone = ndef->getId("mapgen_sandstone");
111 c_cobble = ndef->getId("mapgen_cobble");
112 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
113 c_mossycobble = ndef->getId("mapgen_mossycobble");
114 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
115 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
117 if (c_ice == CONTENT_IGNORE)
119 if (c_mossycobble == CONTENT_IGNORE)
120 c_mossycobble = c_cobble;
121 if (c_stair_cobble == CONTENT_IGNORE)
122 c_stair_cobble = c_cobble;
123 if (c_sandstonebrick == CONTENT_IGNORE)
124 c_sandstonebrick = c_sandstone;
125 if (c_stair_sandstonebrick == CONTENT_IGNORE)
126 c_stair_sandstonebrick = c_sandstone;
130 MapgenV7::~MapgenV7()
132 delete noise_terrain_base;
133 delete noise_terrain_persist;
134 delete noise_height_select;
135 delete noise_terrain_alt;
136 delete noise_filler_depth;
137 delete noise_mount_height;
138 delete noise_ridge_uwater;
139 delete noise_mountain;
145 delete noise_humidity;
146 delete noise_heat_blend;
147 delete noise_humidity_blend;
149 delete[] ridge_heightmap;
155 MapgenV7Params::MapgenV7Params()
157 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
160 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
161 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
162 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
163 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
164 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
165 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
166 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
167 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
168 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
169 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
170 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
174 void MapgenV7Params::readParams(const Settings *settings)
176 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
177 settings->getFloatNoEx("mgv7_cave_width", cave_width);
179 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
180 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
181 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
182 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
183 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
184 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
185 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
186 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
187 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
188 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
189 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
193 void MapgenV7Params::writeParams(Settings *settings) const
195 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
196 settings->setFloat("mgv7_cave_width", cave_width);
198 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
199 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
200 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
201 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
202 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
203 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
204 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
205 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
206 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
207 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
208 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
212 ///////////////////////////////////////////////////////////////////////////////
215 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
217 // Base terrain calculation
218 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
220 // Ridge/river terrain calculation
222 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
223 // if inside a river this is an unsuitable spawn point
224 if (fabs(uwatern) <= width)
225 return MAX_MAP_GENERATION_LIMIT;
227 // Mountain terrain calculation
230 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
231 if (y <= water_level || y > water_level + 16)
232 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
239 // Unsuitable spawn point, no ground surface found
240 return MAX_MAP_GENERATION_LIMIT;
244 void MapgenV7::makeChunk(BlockMakeData *data)
247 assert(data->vmanip);
248 assert(data->nodedef);
249 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
250 data->blockpos_requested.Y >= data->blockpos_min.Y &&
251 data->blockpos_requested.Z >= data->blockpos_min.Z);
252 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
253 data->blockpos_requested.Y <= data->blockpos_max.Y &&
254 data->blockpos_requested.Z <= data->blockpos_max.Z);
256 this->generating = true;
257 this->vm = data->vmanip;
258 this->ndef = data->nodedef;
259 //TimeTaker t("makeChunk");
261 v3s16 blockpos_min = data->blockpos_min;
262 v3s16 blockpos_max = data->blockpos_max;
263 node_min = blockpos_min * MAP_BLOCKSIZE;
264 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
265 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
266 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
268 blockseed = getBlockSeed2(full_node_min, seed);
273 // Generate terrain and ridges with initial heightmaps
274 s16 stone_surface_max_y = generateTerrain();
276 if (spflags & MGV7_RIDGES)
277 generateRidgeTerrain();
279 // Update heightmap to include mountain terrain
280 updateHeightmap(node_min, node_max);
282 // Create biomemap at heightmap surface
283 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
284 noise_humidity->result, heightmap, biomemap);
286 // Actually place the biome-specific nodes
287 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
289 if (flags & MG_CAVES)
290 generateCaves(stone_surface_max_y);
292 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
295 dp.np_rarity = nparams_dungeon_rarity;
296 dp.np_density = nparams_dungeon_density;
297 dp.np_wetness = nparams_dungeon_wetness;
298 dp.c_water = c_water_source;
299 if (stone_type == STONE) {
300 dp.c_cobble = c_cobble;
301 dp.c_moss = c_mossycobble;
302 dp.c_stair = c_stair_cobble;
304 dp.diagonal_dirs = false;
306 dp.holesize = v3s16(1, 2, 1);
307 dp.roomsize = v3s16(0, 0, 0);
308 dp.notifytype = GENNOTIFY_DUNGEON;
309 } else if (stone_type == DESERT_STONE) {
310 dp.c_cobble = c_desert_stone;
311 dp.c_moss = c_desert_stone;
312 dp.c_stair = c_desert_stone;
314 dp.diagonal_dirs = true;
316 dp.holesize = v3s16(2, 3, 2);
317 dp.roomsize = v3s16(2, 5, 2);
318 dp.notifytype = GENNOTIFY_TEMPLE;
319 } else if (stone_type == SANDSTONE) {
320 dp.c_cobble = c_sandstonebrick;
321 dp.c_moss = c_sandstonebrick;
322 dp.c_stair = c_sandstonebrick;
324 dp.diagonal_dirs = false;
326 dp.holesize = v3s16(2, 2, 2);
327 dp.roomsize = v3s16(2, 0, 2);
328 dp.notifytype = GENNOTIFY_DUNGEON;
331 DungeonGen dgen(this, &dp);
332 dgen.generate(blockseed, full_node_min, full_node_max);
335 // Generate the registered decorations
336 if (flags & MG_DECORATIONS)
337 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
339 // Generate the registered ores
340 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
342 // Sprinkle some dust on top after everything else was generated
345 //printf("makeChunk: %dms\n", t.stop());
347 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
349 if (flags & MG_LIGHT)
350 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
351 full_node_min, full_node_max);
353 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
354 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
356 this->generating = false;
360 void MapgenV7::calculateNoise()
362 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
364 s16 y = node_min.Y - 1;
367 noise_terrain_persist->perlinMap2D(x, z);
368 float *persistmap = noise_terrain_persist->result;
370 noise_terrain_base->perlinMap2D(x, z, persistmap);
371 noise_terrain_alt->perlinMap2D(x, z, persistmap);
372 noise_height_select->perlinMap2D(x, z);
374 if (spflags & MGV7_MOUNTAINS) {
375 noise_mountain->perlinMap3D(x, y, z);
376 noise_mount_height->perlinMap2D(x, z);
379 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
380 noise_ridge->perlinMap3D(x, y, z);
381 noise_ridge_uwater->perlinMap2D(x, z);
384 // Cave noises are calculated in generateCaves()
385 // only if solid terrain is present in mapchunk
387 noise_filler_depth->perlinMap2D(x, z);
388 noise_heat->perlinMap2D(x, z);
389 noise_humidity->perlinMap2D(x, z);
390 noise_heat_blend->perlinMap2D(x, z);
391 noise_humidity_blend->perlinMap2D(x, z);
393 for (s32 i = 0; i < csize.X * csize.Z; i++) {
394 noise_heat->result[i] += noise_heat_blend->result[i];
395 noise_humidity->result[i] += noise_humidity_blend->result[i];
398 heatmap = noise_heat->result;
399 humidmap = noise_humidity->result;
400 //printf("calculateNoise: %dus\n", t.stop());
404 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
406 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
407 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
408 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
409 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
410 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
412 return bmgr->getBiome(heat, humidity, groundlevel);
416 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
418 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
419 hselect = rangelim(hselect, 0.0, 1.0);
421 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
423 noise_terrain_base->np.persist = persist;
424 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
426 noise_terrain_alt->np.persist = persist;
427 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
429 if (height_alt > height_base)
432 return (height_base * hselect) + (height_alt * (1.0 - hselect));
436 float MapgenV7::baseTerrainLevelFromMap(int index)
438 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
439 float height_base = noise_terrain_base->result[index];
440 float height_alt = noise_terrain_alt->result[index];
442 if (height_alt > height_base)
445 return (height_base * hselect) + (height_alt * (1.0 - hselect));
449 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
451 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
452 float density_gradient = -((float)y / mnt_h_n);
453 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
455 return mnt_n + density_gradient >= 0.0;
459 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
461 float mounthn = noise_mount_height->result[idx_xz];
462 float density_gradient = -((float)y / mounthn);
463 float mountn = noise_mountain->result[idx_xyz];
465 return mountn + density_gradient >= 0.0;
469 int MapgenV7::generateTerrain()
471 MapNode n_air(CONTENT_AIR);
472 MapNode n_stone(c_stone);
473 MapNode n_water(c_water_source);
475 v3s16 em = vm->m_area.getExtent();
476 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
478 bool mountain_flag = spflags & MGV7_MOUNTAINS;
480 for (s16 z = node_min.Z; z <= node_max.Z; z++)
481 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
482 s16 surface_y = baseTerrainLevelFromMap(index2d);
483 heightmap[index2d] = surface_y; // Create base terrain heightmap
484 ridge_heightmap[index2d] = surface_y;
486 if (surface_y > stone_surface_max_y)
487 stone_surface_max_y = surface_y;
489 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
490 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
492 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
493 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
494 if (y <= surface_y) {
495 vm->m_data[vi] = n_stone; // Base terrain
496 } else if (mountain_flag &&
497 getMountainTerrainFromMap(index3d, index2d, y)) {
498 vm->m_data[vi] = n_stone; // Mountain terrain
499 if (y > stone_surface_max_y)
500 stone_surface_max_y = y;
501 } else if (y <= water_level) {
502 vm->m_data[vi] = n_water;
504 vm->m_data[vi] = n_air;
507 vm->m_area.add_y(em, vi, 1);
512 return stone_surface_max_y;
516 void MapgenV7::generateRidgeTerrain()
518 if (node_max.Y < water_level - 16)
521 MapNode n_water(c_water_source);
522 MapNode n_air(CONTENT_AIR);
526 for (s16 z = node_min.Z; z <= node_max.Z; z++)
527 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528 u32 vi = vm->m_area.index(node_min.X, y, z);
529 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
530 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
532 if (heightmap[j] < water_level - 16) // Use base terrain heightmap
535 float uwatern = noise_ridge_uwater->result[j] * 2;
536 if (fabs(uwatern) > width)
539 float altitude = y - water_level;
540 float height_mod = (altitude + 17) / 2.5;
541 float width_mod = width - fabs(uwatern);
542 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
544 if (nridge + width_mod * height_mod < 0.6)
547 if (y < ridge_heightmap[j])
548 ridge_heightmap[j] = y - 1;
550 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
556 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
558 v3s16 em = vm->m_area.getExtent();
560 MgStoneType stone_type = STONE;
562 for (s16 z = node_min.Z; z <= node_max.Z; z++)
563 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
567 u16 depth_water_top = 0;
568 u32 vi = vm->m_area.index(x, node_max.Y, z);
570 // Check node at base of mapchunk above, either a node of a previously
571 // generated mapchunk or if not, a node of overgenerated base terrain.
572 content_t c_above = vm->m_data[vi + em.X].getContent();
573 bool air_above = c_above == CONTENT_AIR;
574 bool water_above = c_above == c_water_source;
576 // If there is air or water above enable top/filler placement, otherwise force
577 // nplaced to stone level by setting a number exceeding any possible filler depth.
578 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
580 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
581 content_t c = vm->m_data[vi].getContent();
583 // Biome is recalculated each time an upper surface is detected while
584 // working down a column. The selected biome then remains in effect for
585 // all nodes below until the next surface and biome recalculation.
586 // Biome is recalculated:
587 // 1. At the surface of stone below air or water.
588 // 2. At the surface of water below air.
589 // 3. When stone or water is detected but biome has not yet been calculated.
590 if ((c == c_stone && (air_above || water_above || !biome)) ||
591 (c == c_water_source && (air_above || !biome))) {
592 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
593 depth_top = biome->depth_top;
594 base_filler = MYMAX(depth_top + biome->depth_filler
595 + noise_filler_depth->result[index], 0);
596 depth_water_top = biome->depth_water_top;
598 // Detect stone type for dungeons during every biome calculation.
599 // This is more efficient than detecting per-node and will not
600 // miss any desert stone or sandstone biomes.
601 if (biome->c_stone == c_desert_stone)
602 stone_type = DESERT_STONE;
603 else if (biome->c_stone == c_sandstone)
604 stone_type = SANDSTONE;
608 content_t c_below = vm->m_data[vi - em.X].getContent();
610 // If the node below isn't solid, make this node stone, so that
611 // any top/filler nodes above are structurally supported.
612 // This is done by aborting the cycle of top/filler placement
613 // immediately by forcing nplaced to stone level.
614 if (c_below == CONTENT_AIR || c_below == c_water_source)
617 if (nplaced < depth_top) {
618 vm->m_data[vi] = MapNode(biome->c_top);
620 } else if (nplaced < base_filler) {
621 vm->m_data[vi] = MapNode(biome->c_filler);
624 vm->m_data[vi] = MapNode(biome->c_stone);
629 } else if (c == c_water_source) {
630 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
631 biome->c_water_top : biome->c_water);
632 nplaced = 0; // Enable top/filler placement for next surface
635 } else if (c == CONTENT_AIR) {
636 nplaced = 0; // Enable top/filler placement for next surface
639 } else { // Possible various nodes overgenerated from neighbouring mapchunks
640 nplaced = U16_MAX; // Disable top/filler placement
645 vm->m_area.add_y(em, vi, -1);
653 void MapgenV7::dustTopNodes()
655 if (node_max.Y < water_level)
658 v3s16 em = vm->m_area.getExtent();
661 for (s16 z = node_min.Z; z <= node_max.Z; z++)
662 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
663 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
665 if (biome->c_dust == CONTENT_IGNORE)
668 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
669 content_t c_full_max = vm->m_data[vi].getContent();
672 if (c_full_max == CONTENT_AIR) {
673 y_start = full_node_max.Y - 1;
674 } else if (c_full_max == CONTENT_IGNORE) {
675 vi = vm->m_area.index(x, node_max.Y + 1, z);
676 content_t c_max = vm->m_data[vi].getContent();
678 if (c_max == CONTENT_AIR)
679 y_start = node_max.Y;
686 vi = vm->m_area.index(x, y_start, z);
687 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
688 if (vm->m_data[vi].getContent() != CONTENT_AIR)
691 vm->m_area.add_y(em, vi, -1);
694 content_t c = vm->m_data[vi].getContent();
695 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
696 vm->m_area.add_y(em, vi, 1);
697 vm->m_data[vi] = MapNode(biome->c_dust);
703 void MapgenV7::generateCaves(s16 max_stone_y)
705 if (max_stone_y < node_min.Y)
708 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
709 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
711 v3s16 em = vm->m_area.getExtent();
714 for (s16 z = node_min.Z; z <= node_max.Z; z++)
715 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
716 bool column_is_open = false; // Is column open to overground
717 bool is_tunnel = false; // Is tunnel or tunnel floor
718 // Indexes at column top (node_max.Y)
719 u32 vi = vm->m_area.index(x, node_max.Y, z);
720 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
723 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
725 // Don't excavate the overgenerated stone at node_max.Y + 1,
726 // this creates a 'roof' over the tunnel, preventing light in
727 // tunnels at mapchunk borders when generating mapchunks upwards.
728 // This 'roof' is removed when the mapchunk above is generated.
729 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
731 vm->m_area.add_y(em, vi, -1)) {
733 content_t c = vm->m_data[vi].getContent();
734 if (c == CONTENT_AIR || c == biome->c_water_top ||
735 c == biome->c_water) {
736 column_is_open = true;
740 float d1 = contour(noise_cave1->result[index3d]);
741 float d2 = contour(noise_cave2->result[index3d]);
743 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
744 // In tunnel and ground content, excavate
745 vm->m_data[vi] = MapNode(CONTENT_AIR);
748 // Not in tunnel or not ground content
749 if (is_tunnel && column_is_open &&
750 (c == biome->c_filler || c == biome->c_stone))
751 // Tunnel entrance floor
752 vm->m_data[vi] = MapNode(biome->c_top);
754 column_is_open = false;
760 if (node_min.Y >= water_level)
763 PseudoRandom ps(blockseed + 21343);
764 u32 bruises_count = ps.range(0, 2);
765 for (u32 i = 0; i < bruises_count; i++) {
766 CaveV7 cave(this, &ps);
767 cave.makeCave(node_min, node_max, max_stone_y);
772 ///////////////////////////////////////////////////////////////
776 int MapgenV7::generateMountainTerrain(s16 ymax)
778 MapNode n_stone(c_stone);
781 for (s16 z = node_min.Z; z <= node_max.Z; z++)
782 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
783 u32 vi = vm->m_area.index(node_min.X, y, z);
784 for (s16 x = node_min.X; x <= node_max.X; x++) {
785 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
786 content_t c = vm->m_data[vi].getContent();
788 if (getMountainTerrainFromMap(j, index, y)
789 && (c == CONTENT_AIR || c == c_water_source)) {
790 vm->m_data[vi] = n_stone;
806 void MapgenV7::carveRivers() {
807 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
808 MapNode n_stone(c_stone);
813 for (s16 z = node_min.Z; z <= node_max.Z; z++)
814 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
815 float terrain_mod = noise_terrain_mod->result[index];
816 NoiseParams *np = noise_terrain_river->np;
817 np.persist = noise_terrain_persist->result[index];
818 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
819 float height = terrain_river * (1 - abs(terrain_mod)) *
820 noise_terrain_river->np.scale;
821 height = log(height * height); //log(h^3) is pretty interesting for terrain
823 s16 y = heightmap[index];
824 if (height < 1.0 && y > river_depth &&
825 y - river_depth >= node_min.Y && y <= node_max.Y) {
827 for (s16 ry = y; ry != y - river_depth; ry--) {
828 u32 vi = vm->m_area.index(x, ry, z);
829 vm->m_data[vi] = n_air;
832 u32 vi = vm->m_area.index(x, y - river_depth, z);
833 vm->m_data[vi] = n_water_source;
841 void MapgenV7::addTopNodes()
843 v3s16 em = vm->m_area.getExtent();
847 for (s16 z = node_min.Z; z <= node_max.Z; z++)
848 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
849 Biome *biome = bmgr->biomes[biomemap[index]];
851 //////////////////// First, add top nodes below the ridge
852 s16 y = ridge_heightmap[index];
854 // This cutoff is good enough, but not perfect.
855 // It will cut off potentially placed top nodes at chunk boundaries
858 if (y > node_max.Y) {
859 y = node_max.Y; // Let's see if we can still go downward anyway
860 u32 vi = vm->m_area.index(x, y, z);
861 content_t c = vm->m_data[vi].getContent();
862 if (ndef->get(c).walkable)
866 // N.B. It is necessary to search downward since ridge_heightmap[i]
867 // might not be the actual height, just the lowest part in the chunk
868 // where a ridge had been carved
869 u32 i = vm->m_area.index(x, y, z);
870 for (; y >= node_min.Y; y--) {
871 content_t c = vm->m_data[i].getContent();
872 if (ndef->get(c).walkable)
874 vm->m_area.add_y(em, i, -1);
877 if (y != node_min.Y - 1 && y >= water_level) {
878 ridge_heightmap[index] = y; //update ridgeheight
879 ntopnodes = biome->top_depth;
880 for (; y <= node_max.Y && ntopnodes; y++) {
882 vm->m_data[i] = MapNode(biome->c_top);
883 vm->m_area.add_y(em, i, 1);
885 // If dirt, grow grass on it.
886 if (y > water_level - 10 &&
887 vm->m_data[i].getContent() == CONTENT_AIR) {
888 vm->m_area.add_y(em, i, -1);
889 if (vm->m_data[i].getContent() == c_dirt)
890 vm->m_data[i] = MapNode(c_dirt_with_grass);
894 //////////////////// Now, add top nodes on top of the ridge
895 y = heightmap[index];
896 if (y > node_max.Y) {
897 y = node_max.Y; // Let's see if we can still go downward anyway
898 u32 vi = vm->m_area.index(x, y, z);
899 content_t c = vm->m_data[vi].getContent();
900 if (ndef->get(c).walkable)
904 i = vm->m_area.index(x, y, z);
905 for (; y >= node_min.Y; y--) {
906 content_t c = vm->m_data[i].getContent();
907 if (ndef->get(c).walkable)
909 vm->m_area.add_y(em, i, -1);
912 if (y != node_min.Y - 1) {
913 ntopnodes = biome->top_depth;
914 // Let's see if we've already added it...
915 if (y == ridge_heightmap[index] + ntopnodes - 1)
918 for (; y <= node_max.Y && ntopnodes; y++) {
920 vm->m_data[i] = MapNode(biome->c_top);
921 vm->m_area.add_y(em, i, 1);
923 // If dirt, grow grass on it.
924 if (y > water_level - 10 &&
925 vm->m_data[i].getContent() == CONTENT_AIR) {
926 vm->m_area.add_y(em, i, -1);
927 if (vm->m_data[i].getContent() == c_dirt)
928 vm->m_data[i] = MapNode(c_dirt_with_grass);