3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
47 {"biomerepeat", MGV7_BIOMEREPEAT},
52 ///////////////////////////////////////////////////////////////////////////////
55 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
56 : MapgenBasic(mapgenid, params, emerge)
58 spflags = params->spflags;
59 mount_zero_level = params->mount_zero_level;
60 cave_width = params->cave_width;
61 large_cave_depth = params->large_cave_depth;
62 lava_depth = params->lava_depth;
63 float_mount_density = params->float_mount_density;
64 floatland_level = params->floatland_level;
65 shadow_limit = params->shadow_limit;
66 cavern_limit = params->cavern_limit;
67 cavern_taper = params->cavern_taper;
68 cavern_threshold = params->cavern_threshold;
70 // This is to avoid a divide-by-zero.
71 // Parameter will be saved to map_meta.txt in limited form.
72 params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
73 float_mount_height = params->float_mount_height;
76 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
77 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
78 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
79 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
80 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
82 if (spflags & MGV7_MOUNTAINS)
83 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
85 if (spflags & MGV7_FLOATLANDS) {
86 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
87 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
90 if (spflags & MGV7_RIDGES) {
91 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
92 // 3D noise, 1-up 1-down overgeneration
93 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
95 // 3D noise, 1 up, 1 down overgeneration
96 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
97 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
98 // 3D noise, 1 down overgeneration
99 MapgenBasic::np_cave1 = params->np_cave1;
100 MapgenBasic::np_cave2 = params->np_cave2;
101 MapgenBasic::np_cavern = params->np_cavern;
105 MapgenV7::~MapgenV7()
107 delete noise_terrain_base;
108 delete noise_terrain_alt;
109 delete noise_terrain_persist;
110 delete noise_height_select;
111 delete noise_filler_depth;
113 if (spflags & MGV7_MOUNTAINS)
114 delete noise_mount_height;
116 if (spflags & MGV7_FLOATLANDS) {
117 delete noise_floatland_base;
118 delete noise_float_base_height;
121 if (spflags & MGV7_RIDGES) {
122 delete noise_ridge_uwater;
126 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
127 delete noise_mountain;
131 MapgenV7Params::MapgenV7Params()
133 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
134 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
135 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
136 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
137 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
138 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
139 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
140 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
141 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
142 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
143 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
144 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
145 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
146 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
150 void MapgenV7Params::readParams(const Settings *settings)
152 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
153 settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
154 settings->getFloatNoEx("mgv7_cave_width", cave_width);
155 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
156 settings->getS16NoEx("mgv7_lava_depth", lava_depth);
157 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
158 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
159 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
160 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
161 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
162 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
163 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
165 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
166 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
167 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
168 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
169 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
170 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
171 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
172 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
173 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
174 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
175 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
176 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
177 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
178 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
182 void MapgenV7Params::writeParams(Settings *settings) const
184 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
185 settings->setS16("mgv7_mount_zero_level", mount_zero_level);
186 settings->setFloat("mgv7_cave_width", cave_width);
187 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
188 settings->setS16("mgv7_lava_depth", lava_depth);
189 settings->setFloat("mgv7_float_mount_density", float_mount_density);
190 settings->setFloat("mgv7_float_mount_height", float_mount_height);
191 settings->setS16("mgv7_floatland_level", floatland_level);
192 settings->setS16("mgv7_shadow_limit", shadow_limit);
193 settings->setS16("mgv7_cavern_limit", cavern_limit);
194 settings->setS16("mgv7_cavern_taper", cavern_taper);
195 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
197 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
198 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
199 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
200 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
201 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
202 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
203 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
204 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
205 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
206 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
207 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
208 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
209 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
210 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
214 ///////////////////////////////////////////////////////////////////////////////
217 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
219 // If rivers are enabled, first check if in a river
220 if (spflags & MGV7_RIDGES) {
222 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
223 if (fabs(uwatern) <= width)
224 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
227 // Terrain noise 'offset' is the average level of that terrain.
228 // At least 50% of terrain will be below the higher of base and alt terrain
230 // Raising the maximum spawn level above 'water_level + 16' is necessary
231 // for when terrain 'offset's are set much higher than water_level.
232 s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
233 noise_terrain_base->np.offset),
235 // Base terrain calculation
236 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
238 // If mountains are disabled, terrain level is base terrain level.
239 // Avoids mid-air spawn where mountain terrain would have been.
240 if (!(spflags & MGV7_MOUNTAINS)) {
241 if (y <= water_level || y > max_spawn_y)
242 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
244 // + 1 to not be half-buried in a potential node-deep biome 'dust'
248 // Search upwards for first node without mountain terrain
250 while (iters > 0 && y <= max_spawn_y) {
251 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
252 if (y <= water_level || y > max_spawn_y)
253 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
261 // Unsuitable spawn point
262 return MAX_MAP_GENERATION_LIMIT;
266 void MapgenV7::makeChunk(BlockMakeData *data)
269 assert(data->vmanip);
270 assert(data->nodedef);
271 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
272 data->blockpos_requested.Y >= data->blockpos_min.Y &&
273 data->blockpos_requested.Z >= data->blockpos_min.Z);
274 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
275 data->blockpos_requested.Y <= data->blockpos_max.Y &&
276 data->blockpos_requested.Z <= data->blockpos_max.Z);
278 this->generating = true;
279 this->vm = data->vmanip;
280 this->ndef = data->nodedef;
281 //TimeTaker t("makeChunk");
283 v3s16 blockpos_min = data->blockpos_min;
284 v3s16 blockpos_max = data->blockpos_max;
285 node_min = blockpos_min * MAP_BLOCKSIZE;
286 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
287 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
288 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
290 blockseed = getBlockSeed2(full_node_min, seed);
292 // Get zero level for biomes and decorations
293 // Optionally repeat surface biomes in floatlands
294 s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) &&
295 (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ?
296 floatland_level - 1 : water_level - 1;
298 // Generate base and mountain terrain
299 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
300 s16 stone_surface_max_y = generateTerrain();
303 if (spflags & MGV7_RIDGES)
304 generateRidgeTerrain();
307 updateHeightmap(node_min, node_max);
309 // Init biome generator, place biome-specific nodes, and build biomemap
310 biomegen->calcBiomeNoise(node_min);
312 MgStoneType mgstone_type;
313 content_t biome_stone;
314 generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
316 // Generate caverns, tunnels and classic caves
317 if (flags & MG_CAVES) {
318 bool near_cavern = false;
320 if (spflags & MGV7_CAVERNS)
321 near_cavern = generateCaverns(stone_surface_max_y);
322 // Generate tunnels and classic caves
324 // Disable classic caves in this mapchunk by setting
325 // 'large cave depth' to world base. Avoids excessive liquid in
326 // large caverns and floating blobs of overgenerated liquid.
327 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
329 generateCaves(stone_surface_max_y, large_cave_depth);
333 if (flags & MG_DUNGEONS)
334 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
336 // Generate the registered decorations
337 if (flags & MG_DECORATIONS)
338 m_emerge->decomgr->placeAllDecos(this, blockseed,
339 node_min, node_max, biome_zero_level);
341 // Generate the registered ores
342 m_emerge->oremgr->placeAllOres(this, blockseed,
343 node_min, node_max, water_level - 1);
345 // Sprinkle some dust on top after everything else was generated
348 //printf("makeChunk: %dms\n", t.stop());
351 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
353 // Calculate lighting
354 // Limit floatland shadow
355 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
356 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
358 if (flags & MG_LIGHT)
359 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
360 full_node_min, full_node_max, propagate_shadow);
362 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
363 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
365 this->generating = false;
369 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
371 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
372 hselect = rangelim(hselect, 0.0, 1.0);
374 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
376 noise_terrain_base->np.persist = persist;
377 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
379 noise_terrain_alt->np.persist = persist;
380 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
382 if (height_alt > height_base)
385 return (height_base * hselect) + (height_alt * (1.0 - hselect));
389 float MapgenV7::baseTerrainLevelFromMap(int index)
391 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
392 float height_base = noise_terrain_base->result[index];
393 float height_alt = noise_terrain_alt->result[index];
395 if (height_alt > height_base)
398 return (height_base * hselect) + (height_alt * (1.0 - hselect));
402 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
405 MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
406 float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
407 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
409 return mnt_n + density_gradient >= 0.0;
413 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
415 float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
416 float density_gradient = -((float)(y - mount_zero_level) / mounthn);
417 float mountn = noise_mountain->result[idx_xyz];
419 return mountn + density_gradient >= 0.0;
423 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
425 // Make rim 2 nodes thick to match floatland base terrain
426 float density_gradient = (y >= floatland_level) ?
427 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
428 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
430 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
432 return floatn + density_gradient >= 0.0f;
436 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
438 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
439 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
440 s16 base_max = MAX_MAP_GENERATION_LIMIT;
442 float n_base = noise_floatland_base->result[idx_xz];
444 float n_base_height =
445 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
446 float amp = n_base * n_base_height;
447 float ridge = n_base_height / 3.0f;
448 base_min = floatland_level - amp / 1.5f;
450 if (amp > ridge * 2.0f) {
452 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
455 float diff = fabs(amp - ridge) / ridge;
456 // Smooth ridges using the 'smoothstep function'
457 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
458 base_max = floatland_level + ridge - smooth_diff * ridge;
462 *float_base_min = base_min;
463 *float_base_max = base_max;
467 int MapgenV7::generateTerrain()
469 MapNode n_air(CONTENT_AIR);
470 MapNode n_stone(c_stone);
471 MapNode n_water(c_water_source);
473 //// Calculate noise for terrain generation
474 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
475 float *persistmap = noise_terrain_persist->result;
477 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
478 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
479 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
481 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
482 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
485 if (spflags & MGV7_MOUNTAINS) {
486 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
489 if (spflags & MGV7_FLOATLANDS) {
490 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
491 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
495 const v3s16 &em = vm->m_area.getExtent();
496 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
499 for (s16 z = node_min.Z; z <= node_max.Z; z++)
500 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
501 s16 surface_y = baseTerrainLevelFromMap(index2d);
502 if (surface_y > stone_surface_max_y)
503 stone_surface_max_y = surface_y;
505 // Get extent of floatland base terrain
506 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
507 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
508 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
509 if (spflags & MGV7_FLOATLANDS)
510 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
512 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
513 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
515 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
516 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
517 if (y <= surface_y) {
518 vm->m_data[vi] = n_stone; // Base terrain
519 } else if ((spflags & MGV7_MOUNTAINS) &&
520 getMountainTerrainFromMap(index3d, index2d, y)) {
521 vm->m_data[vi] = n_stone; // Mountain terrain
522 if (y > stone_surface_max_y)
523 stone_surface_max_y = y;
524 } else if ((spflags & MGV7_FLOATLANDS) &&
525 ((y >= float_base_min && y <= float_base_max) ||
526 getFloatlandMountainFromMap(index3d, index2d, y))) {
527 vm->m_data[vi] = n_stone; // Floatland terrain
528 stone_surface_max_y = node_max.Y;
529 } else if (y <= water_level) {
530 vm->m_data[vi] = n_water; // Ground level water
531 } else if ((spflags & MGV7_FLOATLANDS) &&
532 (y >= float_base_max && y <= floatland_level)) {
533 vm->m_data[vi] = n_water; // Floatland water
535 vm->m_data[vi] = n_air;
538 vm->m_area.add_y(em, vi, 1);
543 return stone_surface_max_y;
547 void MapgenV7::generateRidgeTerrain()
549 if (node_max.Y < water_level - 16 ||
550 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
553 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
554 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
556 MapNode n_water(c_water_source);
557 MapNode n_air(CONTENT_AIR);
561 for (s16 z = node_min.Z; z <= node_max.Z; z++)
562 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
563 u32 vi = vm->m_area.index(node_min.X, y, z);
564 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
565 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
567 float uwatern = noise_ridge_uwater->result[j] * 2;
568 if (fabs(uwatern) > width)
571 float altitude = y - water_level;
572 float height_mod = (altitude + 17) / 2.5;
573 float width_mod = width - fabs(uwatern);
574 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
576 if (nridge + width_mod * height_mod < 0.6)
579 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
585 ////////////////////////////////////////////////////////////////////////////////
588 //// Much of the stuff here has potential to become useful again at some point
589 //// in the future, but we don't want it to get lost or forgotten in version
594 int MapgenV7::generateMountainTerrain(s16 ymax)
596 MapNode n_stone(c_stone);
599 for (s16 z = node_min.Z; z <= node_max.Z; z++)
600 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
601 u32 vi = vm->m_area.index(node_min.X, y, z);
602 for (s16 x = node_min.X; x <= node_max.X; x++) {
603 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
604 content_t c = vm->m_data[vi].getContent();
606 if (getMountainTerrainFromMap(j, index, y)
607 && (c == CONTENT_AIR || c == c_water_source)) {
608 vm->m_data[vi] = n_stone;
624 void MapgenV7::carveRivers() {
625 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
626 MapNode n_stone(c_stone);
631 for (s16 z = node_min.Z; z <= node_max.Z; z++)
632 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
633 float terrain_mod = noise_terrain_mod->result[index];
634 NoiseParams *np = noise_terrain_river->np;
635 np.persist = noise_terrain_persist->result[index];
636 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
637 float height = terrain_river * (1 - abs(terrain_mod)) *
638 noise_terrain_river->np.scale;
639 height = log(height * height); //log(h^3) is pretty interesting for terrain
641 s16 y = heightmap[index];
642 if (height < 1.0 && y > river_depth &&
643 y - river_depth >= node_min.Y && y <= node_max.Y) {
645 for (s16 ry = y; ry != y - river_depth; ry--) {
646 u32 vi = vm->m_area.index(x, ry, z);
647 vm->m_data[vi] = n_air;
650 u32 vi = vm->m_area.index(x, y - river_depth, z);
651 vm->m_data[vi] = n_water_source;
659 void MapgenV7::addTopNodes()
661 v3s16 em = vm->m_area.getExtent();
665 for (s16 z = node_min.Z; z <= node_max.Z; z++)
666 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
667 Biome *biome = bmgr->biomes[biomemap[index]];
669 //////////////////// First, add top nodes below the ridge
670 s16 y = ridge_heightmap[index];
672 // This cutoff is good enough, but not perfect.
673 // It will cut off potentially placed top nodes at chunk boundaries
676 if (y > node_max.Y) {
677 y = node_max.Y; // Let's see if we can still go downward anyway
678 u32 vi = vm->m_area.index(x, y, z);
679 content_t c = vm->m_data[vi].getContent();
680 if (ndef->get(c).walkable)
684 // N.B. It is necessary to search downward since ridge_heightmap[i]
685 // might not be the actual height, just the lowest part in the chunk
686 // where a ridge had been carved
687 u32 i = vm->m_area.index(x, y, z);
688 for (; y >= node_min.Y; y--) {
689 content_t c = vm->m_data[i].getContent();
690 if (ndef->get(c).walkable)
692 vm->m_area.add_y(em, i, -1);
695 if (y != node_min.Y - 1 && y >= water_level) {
696 ridge_heightmap[index] = y; //update ridgeheight
697 ntopnodes = biome->top_depth;
698 for (; y <= node_max.Y && ntopnodes; y++) {
700 vm->m_data[i] = MapNode(biome->c_top);
701 vm->m_area.add_y(em, i, 1);
703 // If dirt, grow grass on it.
704 if (y > water_level - 10 &&
705 vm->m_data[i].getContent() == CONTENT_AIR) {
706 vm->m_area.add_y(em, i, -1);
707 if (vm->m_data[i].getContent() == c_dirt)
708 vm->m_data[i] = MapNode(c_dirt_with_grass);
712 //////////////////// Now, add top nodes on top of the ridge
713 y = heightmap[index];
714 if (y > node_max.Y) {
715 y = node_max.Y; // Let's see if we can still go downward anyway
716 u32 vi = vm->m_area.index(x, y, z);
717 content_t c = vm->m_data[vi].getContent();
718 if (ndef->get(c).walkable)
722 i = vm->m_area.index(x, y, z);
723 for (; y >= node_min.Y; y--) {
724 content_t c = vm->m_data[i].getContent();
725 if (ndef->get(c).walkable)
727 vm->m_area.add_y(em, i, -1);
730 if (y != node_min.Y - 1) {
731 ntopnodes = biome->top_depth;
732 // Let's see if we've already added it...
733 if (y == ridge_heightmap[index] + ntopnodes - 1)
736 for (; y <= node_max.Y && ntopnodes; y++) {
738 vm->m_data[i] = MapNode(biome->c_top);
739 vm->m_area.add_y(em, i, 1);
741 // If dirt, grow grass on it.
742 if (y > water_level - 10 &&
743 vm->m_data[i].getContent() == CONTENT_AIR) {
744 vm->m_area.add_y(em, i, -1);
745 if (vm->m_data[i].getContent() == c_dirt)
746 vm->m_data[i] = MapNode(c_dirt_with_grass);