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
32 #include "main.h" // For g_profiler
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},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 this->zstride = csize.X * (csize.Y + 2);
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
65 this->ridge_heightmap = new s16[csize.X * csize.Z];
67 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
68 this->spflags = sp->spflags;
71 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
72 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
73 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
74 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
75 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
76 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
77 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
80 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
82 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
83 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
86 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
87 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
89 //// Resolve nodes to be used
90 INodeDefManager *ndef = emerge->ndef;
92 c_stone = ndef->getId("mapgen_stone");
93 c_dirt = ndef->getId("mapgen_dirt");
94 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
95 c_sand = ndef->getId("mapgen_sand");
96 c_water_source = ndef->getId("mapgen_water_source");
97 c_lava_source = ndef->getId("mapgen_lava_source");
98 c_ice = ndef->getId("default:ice");
99 c_cobble = ndef->getId("mapgen_cobble");
100 c_desert_stone = ndef->getId("mapgen_desert_stone");
101 c_mossycobble = ndef->getId("mapgen_mossycobble");
102 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
103 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
104 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
105 if (c_ice == CONTENT_IGNORE)
107 if (c_mossycobble == CONTENT_IGNORE)
108 c_mossycobble = c_cobble;
109 if (c_sandbrick == CONTENT_IGNORE)
110 c_sandbrick = c_desert_stone;
111 if (c_stair_cobble == CONTENT_IGNORE)
112 c_stair_cobble = c_cobble;
113 if (c_stair_sandstone == CONTENT_IGNORE)
114 c_stair_sandstone = c_sandbrick;
118 MapgenV7::~MapgenV7()
120 delete noise_terrain_base;
121 delete noise_terrain_persist;
122 delete noise_height_select;
123 delete noise_terrain_alt;
124 delete noise_filler_depth;
125 delete noise_mount_height;
126 delete noise_ridge_uwater;
127 delete noise_mountain;
133 delete noise_humidity;
135 delete[] ridge_heightmap;
141 MapgenV7Params::MapgenV7Params()
143 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
145 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
146 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
147 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
148 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
149 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
150 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
151 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
152 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
153 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
154 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
155 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
159 void MapgenV7Params::readParams(const Settings *settings)
161 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
163 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
164 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
165 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
166 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
167 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
168 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
169 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
170 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
171 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
172 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
173 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
177 void MapgenV7Params::writeParams(Settings *settings) const
179 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
181 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
182 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
183 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
184 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
185 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
186 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
187 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
188 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
189 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
190 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
191 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
195 ///////////////////////////////////////
198 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
200 // Base terrain calculation
201 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
203 // Ridge/river terrain calculation
205 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
206 // actually computing the depth of the ridge is much more expensive;
207 // if inside a river, simply guess
208 if (fabs(uwatern) <= width)
209 return water_level - 10;
211 // Mountain terrain calculation
212 int iters = 128; // don't even bother iterating more than 128 times..
214 //current point would have been air
215 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
225 void MapgenV7::makeChunk(BlockMakeData *data)
228 assert(data->vmanip);
229 assert(data->nodedef);
230 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
231 data->blockpos_requested.Y >= data->blockpos_min.Y &&
232 data->blockpos_requested.Z >= data->blockpos_min.Z);
233 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
234 data->blockpos_requested.Y <= data->blockpos_max.Y &&
235 data->blockpos_requested.Z <= data->blockpos_max.Z);
237 this->generating = true;
238 this->vm = data->vmanip;
239 this->ndef = data->nodedef;
240 //TimeTaker t("makeChunk");
242 v3s16 blockpos_min = data->blockpos_min;
243 v3s16 blockpos_max = data->blockpos_max;
244 node_min = blockpos_min * MAP_BLOCKSIZE;
245 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
246 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
247 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249 blockseed = getBlockSeed2(full_node_min, seed);
254 // Generate base terrain, mountains, and ridges with initial heightmaps
255 s16 stone_surface_max_y = generateTerrain();
258 updateHeightmap(node_min, node_max);
260 // Create biomemap at heightmap surface
261 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
262 noise_humidity->result, heightmap, biomemap);
264 // Actually place the biome-specific nodes
265 bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
267 if (flags & MG_CAVES)
268 generateCaves(stone_surface_max_y);
270 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
273 dp.np_rarity = nparams_dungeon_rarity;
274 dp.np_density = nparams_dungeon_density;
275 dp.np_wetness = nparams_dungeon_wetness;
276 dp.c_water = c_water_source;
278 dp.c_cobble = c_sandbrick;
279 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
280 dp.c_stair = c_stair_sandstone;
282 dp.diagonal_dirs = true;
284 dp.holesize = v3s16(2, 3, 2);
285 dp.roomsize = v3s16(2, 5, 2);
286 dp.notifytype = GENNOTIFY_TEMPLE;
288 dp.c_cobble = c_cobble;
289 dp.c_moss = c_mossycobble;
290 dp.c_stair = c_stair_cobble;
292 dp.diagonal_dirs = false;
294 dp.holesize = v3s16(1, 2, 1);
295 dp.roomsize = v3s16(0, 0, 0);
296 dp.notifytype = GENNOTIFY_DUNGEON;
299 DungeonGen dgen(this, &dp);
300 dgen.generate(blockseed, full_node_min, full_node_max);
303 // Generate the registered decorations
304 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
306 // Generate the registered ores
307 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
309 // Sprinkle some dust on top after everything else was generated
312 //printf("makeChunk: %dms\n", t.stop());
314 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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);
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 void MapgenV7::calculateNoise()
329 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
331 int y = node_min.Y - 1;
334 noise_terrain_persist->perlinMap2D(x, z);
335 float *persistmap = noise_terrain_persist->result;
337 noise_terrain_base->perlinMap2D(x, z, persistmap);
338 noise_terrain_alt->perlinMap2D(x, z, persistmap);
339 noise_height_select->perlinMap2D(x, z);
341 if (flags & MG_CAVES) {
342 noise_cave1->perlinMap3D(x, y, z);
343 noise_cave2->perlinMap3D(x, y, z);
346 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
347 noise_ridge->perlinMap3D(x, y, z);
348 noise_ridge_uwater->perlinMap2D(x, z);
351 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
352 noise_mountain->perlinMap3D(x, y, z);
353 noise_mount_height->perlinMap2D(x, z);
356 if (node_max.Y >= water_level) {
357 noise_filler_depth->perlinMap2D(x, z);
358 noise_heat->perlinMap2D(x, z);
359 noise_humidity->perlinMap2D(x, z);
361 //printf("calculateNoise: %dus\n", t.stop());
365 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
367 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
368 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
369 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
371 return bmgr->getBiome(heat, humidity, groundlevel);
374 //needs to be updated
375 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
377 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
378 hselect = rangelim(hselect, 0.0, 1.0);
380 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
382 noise_terrain_base->np.persist = persist;
383 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
385 noise_terrain_alt->np.persist = persist;
386 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
388 if (height_alt > height_base)
391 return (height_base * hselect) + (height_alt * (1.0 - hselect));
395 float MapgenV7::baseTerrainLevelFromMap(int index)
397 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
398 float height_base = noise_terrain_base->result[index];
399 float height_alt = noise_terrain_alt->result[index];
401 if (height_alt > height_base)
404 return (height_base * hselect) + (height_alt * (1.0 - hselect));
408 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
410 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
411 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
412 return mnt_n * mnt_h_n >= (float)y;
416 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
418 float mounthn = noise_mount_height->result[idx_xz];
419 float mountn = noise_mountain->result[idx_xyz];
420 return mountn * mounthn >= (float)y;
425 void MapgenV7::carveRivers() {
426 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
427 MapNode n_stone(c_stone);
432 for (s16 z = node_min.Z; z <= node_max.Z; z++)
433 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
434 float terrain_mod = noise_terrain_mod->result[index];
435 NoiseParams *np = noise_terrain_river->np;
436 np.persist = noise_terrain_persist->result[index];
437 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
438 float height = terrain_river * (1 - abs(terrain_mod)) *
439 noise_terrain_river->np.scale;
440 height = log(height * height); //log(h^3) is pretty interesting for terrain
442 s16 y = heightmap[index];
443 if (height < 1.0 && y > river_depth &&
444 y - river_depth >= node_min.Y && y <= node_max.Y) {
446 for (s16 ry = y; ry != y - river_depth; ry--) {
447 u32 vi = vm->m_area.index(x, ry, z);
448 vm->m_data[vi] = n_air;
451 u32 vi = vm->m_area.index(x, y - river_depth, z);
452 vm->m_data[vi] = n_water_source;
459 int MapgenV7::generateTerrain()
461 int ymax = generateBaseTerrain();
463 if (spflags & MGV7_MOUNTAINS)
464 ymax = generateMountainTerrain(ymax);
466 if (spflags & MGV7_RIDGES)
467 generateRidgeTerrain();
473 int MapgenV7::generateBaseTerrain()
475 MapNode n_air(CONTENT_AIR);
476 MapNode n_stone(c_stone);
477 MapNode n_water(c_water_source);
479 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
480 v3s16 em = vm->m_area.getExtent();
483 for (s16 z = node_min.Z; z <= node_max.Z; z++)
484 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
485 float surface_height = baseTerrainLevelFromMap(index);
486 s16 surface_y = (s16)surface_height;
488 heightmap[index] = surface_y;
489 ridge_heightmap[index] = surface_y;
491 if (surface_y > stone_surface_max_y)
492 stone_surface_max_y = surface_y;
494 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
495 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
496 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
498 vm->m_data[i] = n_stone;
499 else if (y <= water_level)
500 vm->m_data[i] = n_water;
502 vm->m_data[i] = n_air;
504 vm->m_area.add_y(em, i, 1);
508 return stone_surface_max_y;
512 int MapgenV7::generateMountainTerrain(int ymax)
517 MapNode n_stone(c_stone);
520 for (s16 z = node_min.Z; z <= node_max.Z; z++)
521 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
522 u32 vi = vm->m_area.index(node_min.X, y, z);
523 for (s16 x = node_min.X; x <= node_max.X; x++) {
524 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
525 content_t c = vm->m_data[vi].getContent();
527 if (getMountainTerrainFromMap(j, index, y)
528 && (c == CONTENT_AIR || c == c_water_source)) {
529 vm->m_data[vi] = n_stone;
543 void MapgenV7::generateRidgeTerrain()
545 if (node_max.Y < water_level)
548 MapNode n_water(c_water_source);
549 MapNode n_air(CONTENT_AIR);
551 float width = 0.2; // TODO: figure out acceptable perlin noise values
553 for (s16 z = node_min.Z; z <= node_max.Z; z++)
554 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555 u32 vi = vm->m_area.index(node_min.X, y, z);
556 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
557 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
559 if (heightmap[j] < water_level - 16)
562 float uwatern = noise_ridge_uwater->result[j] * 2;
563 if (fabs(uwatern) > width)
566 float altitude = y - water_level;
567 float height_mod = (altitude + 17) / 2.5;
568 float width_mod = width - fabs(uwatern);
569 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
571 if (nridge + width_mod * height_mod < 0.6)
574 if (y < ridge_heightmap[j])
575 ridge_heightmap[j] = y - 1;
577 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
583 bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
585 if (node_max.Y < water_level)
588 v3s16 em = vm->m_area.getExtent();
590 bool desert_stone = false;
592 for (s16 z = node_min.Z; z <= node_max.Z; z++)
593 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
598 s16 depth_water_top = 0;
601 u32 i = vm->m_area.index(x, node_max.Y, z);
603 content_t c_above = vm->m_data[i + em.X].getContent();
604 bool have_air = c_above == CONTENT_AIR;
606 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
607 content_t c = vm->m_data[i].getContent();
609 if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
610 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
611 dfiller = biome->depth_filler + noise_filler_depth->result[index];
612 y0_top = biome->depth_top;
613 y0_filler = biome->depth_top + dfiller;
614 depth_water_top = biome->depth_water_top;
616 if (biome->c_stone == c_desert_stone)
620 if (c == c_stone && have_air) {
621 content_t c_below = vm->m_data[i - em.X].getContent();
623 if (c_below != CONTENT_AIR) {
624 if (nplaced < y0_top) {
625 vm->m_data[i] = MapNode(biome->c_top);
627 } else if (nplaced < y0_filler && nplaced >= y0_top) {
628 vm->m_data[i] = MapNode(biome->c_filler);
630 } else if (c == c_stone) {
633 vm->m_data[i] = MapNode(biome->c_stone);
638 } else if (c == c_stone) {
641 vm->m_data[i] = MapNode(biome->c_stone);
643 } else if (c == c_stone) {
646 vm->m_data[i] = MapNode(biome->c_stone);
647 } else if (c == c_water_source) {
650 if (y > water_level - depth_water_top)
651 vm->m_data[i] = MapNode(biome->c_water_top);
653 vm->m_data[i] = MapNode(biome->c_water);
654 } else if (c == CONTENT_AIR) {
659 vm->m_area.add_y(em, i, -1);
667 void MapgenV7::dustTopNodes()
669 if (node_max.Y < water_level)
672 v3s16 em = vm->m_area.getExtent();
675 for (s16 z = node_min.Z; z <= node_max.Z; z++)
676 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
677 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
679 if (biome->c_dust == CONTENT_IGNORE)
682 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
683 content_t c_full_max = vm->m_data[vi].getContent();
686 if (c_full_max == CONTENT_AIR) {
687 y_start = full_node_max.Y - 1;
688 } else if (c_full_max == CONTENT_IGNORE) {
689 vi = vm->m_area.index(x, node_max.Y + 1, z);
690 content_t c_max = vm->m_data[vi].getContent();
692 if (c_max == CONTENT_AIR)
693 y_start = node_max.Y;
700 vi = vm->m_area.index(x, y_start, z);
701 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
702 if (vm->m_data[vi].getContent() != CONTENT_AIR)
705 vm->m_area.add_y(em, vi, -1);
708 content_t c = vm->m_data[vi].getContent();
709 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
710 vm->m_area.add_y(em, vi, 1);
711 vm->m_data[vi] = MapNode(biome->c_dust);
718 void MapgenV7::addTopNodes()
720 v3s16 em = vm->m_area.getExtent();
724 for (s16 z = node_min.Z; z <= node_max.Z; z++)
725 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
726 Biome *biome = bmgr->biomes[biomemap[index]];
728 //////////////////// First, add top nodes below the ridge
729 s16 y = ridge_heightmap[index];
731 // This cutoff is good enough, but not perfect.
732 // It will cut off potentially placed top nodes at chunk boundaries
735 if (y > node_max.Y) {
736 y = node_max.Y; // Let's see if we can still go downward anyway
737 u32 vi = vm->m_area.index(x, y, z);
738 content_t c = vm->m_data[vi].getContent();
739 if (ndef->get(c).walkable)
743 // N.B. It is necessary to search downward since ridge_heightmap[i]
744 // might not be the actual height, just the lowest part in the chunk
745 // where a ridge had been carved
746 u32 i = vm->m_area.index(x, y, z);
747 for (; y >= node_min.Y; y--) {
748 content_t c = vm->m_data[i].getContent();
749 if (ndef->get(c).walkable)
751 vm->m_area.add_y(em, i, -1);
754 if (y != node_min.Y - 1 && y >= water_level) {
755 ridge_heightmap[index] = y; //update ridgeheight
756 ntopnodes = biome->top_depth;
757 for (; y <= node_max.Y && ntopnodes; y++) {
759 vm->m_data[i] = MapNode(biome->c_top);
760 vm->m_area.add_y(em, i, 1);
762 // If dirt, grow grass on it.
763 if (y > water_level - 10 &&
764 vm->m_data[i].getContent() == CONTENT_AIR) {
765 vm->m_area.add_y(em, i, -1);
766 if (vm->m_data[i].getContent() == c_dirt)
767 vm->m_data[i] = MapNode(c_dirt_with_grass);
771 //////////////////// Now, add top nodes on top of the ridge
772 y = heightmap[index];
773 if (y > node_max.Y) {
774 y = node_max.Y; // Let's see if we can still go downward anyway
775 u32 vi = vm->m_area.index(x, y, z);
776 content_t c = vm->m_data[vi].getContent();
777 if (ndef->get(c).walkable)
781 i = vm->m_area.index(x, y, z);
782 for (; y >= node_min.Y; y--) {
783 content_t c = vm->m_data[i].getContent();
784 if (ndef->get(c).walkable)
786 vm->m_area.add_y(em, i, -1);
789 if (y != node_min.Y - 1) {
790 ntopnodes = biome->top_depth;
791 // Let's see if we've already added it...
792 if (y == ridge_heightmap[index] + ntopnodes - 1)
795 for (; y <= node_max.Y && ntopnodes; y++) {
797 vm->m_data[i] = MapNode(biome->c_top);
798 vm->m_area.add_y(em, i, 1);
800 // If dirt, grow grass on it.
801 if (y > water_level - 10 &&
802 vm->m_data[i].getContent() == CONTENT_AIR) {
803 vm->m_area.add_y(em, i, -1);
804 if (vm->m_data[i].getContent() == c_dirt)
805 vm->m_data[i] = MapNode(c_dirt_with_grass);
813 void MapgenV7::generateCaves(int max_stone_y)
815 if (max_stone_y >= node_min.Y) {
819 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
820 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
821 u32 i = vm->m_area.index(node_min.X, y, z);
822 for (s16 x = node_min.X; x <= node_max.X;
823 x++, i++, index++, index2d++) {
824 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
825 content_t c = vm->m_data[i].getContent();
826 if (c == CONTENT_AIR || (y <= water_level &&
827 c != biome->c_stone && c != c_stone))
830 float d1 = contour(noise_cave1->result[index]);
831 float d2 = contour(noise_cave2->result[index]);
833 vm->m_data[i] = MapNode(CONTENT_AIR);
841 PseudoRandom ps(blockseed + 21343);
842 u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
843 for (u32 i = 0; i < bruises_count; i++) {
844 CaveV7 cave(this, &ps);
845 cave.makeCave(node_min, node_max, max_stone_y);