/*
Minetest
-Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2014-2017 paramat
+Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2018 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "mapgen.h"
+#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
};
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- spflags = params->spflags;
- mount_zero_level = params->mount_zero_level;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
- lava_depth = params->lava_depth;
- float_mount_density = params->float_mount_density;
- floatland_level = params->floatland_level;
- shadow_limit = params->shadow_limit;
- cavern_limit = params->cavern_limit;
- cavern_taper = params->cavern_taper;
- cavern_threshold = params->cavern_threshold;
+ spflags = params->spflags;
+ mount_zero_level = params->mount_zero_level;
+ float_mount_density = params->float_mount_density;
+ float_mount_exponent = params->float_mount_exponent;
+ floatland_level = params->floatland_level;
+ shadow_limit = params->shadow_limit;
+
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
+ dungeon_ymin = params->dungeon_ymin;
+ dungeon_ymax = params->dungeon_ymax;
// This is to avoid a divide-by-zero.
// Parameter will be saved to map_meta.txt in limited form.
- params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
+ params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
float_mount_height = params->float_mount_height;
// 2D noise
- noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ noise_terrain_base =
+ new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt =
+ new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist =
+ new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select =
+ new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth =
+ new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
if (spflags & MGV7_MOUNTAINS)
- noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
+ noise_mount_height =
+ new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
if (spflags & MGV7_FLOATLANDS) {
- noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
- noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
+ noise_floatland_base =
+ new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
+ noise_float_base_height =
+ new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
}
if (spflags & MGV7_RIDGES) {
- noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
- // 3D noise, 1-up 1-down overgeneration
- noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ridge_uwater =
+ new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
+ // 3D noise, 1 up, 1 down overgeneration
+ noise_ridge =
+ new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
+
// 3D noise, 1 up, 1 down overgeneration
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
- noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_mountain =
+ new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+
// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenV7Params::MapgenV7Params():
- np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
- np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
- np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
- np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
- np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
- np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
- np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
- np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
- np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
- np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
- np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
+ np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
+ np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
+ np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
+ np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
+ np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
+ np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
+ np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
+ np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
+ np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
+ np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
{
}
void MapgenV7Params::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
- settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
- settings->getFloatNoEx("mgv7_cave_width", cave_width);
- settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgv7_lava_depth", lava_depth);
- settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
- settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
- settings->getS16NoEx("mgv7_floatland_level", floatland_level);
- settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
- settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
- settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
- settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
+ settings->getFloatNoEx("mgv7_cave_width", cave_width);
+ settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
+ settings->getS16NoEx("mgv7_lava_depth", lava_depth);
+ settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
+ settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
+ settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
+ settings->getS16NoEx("mgv7_floatland_level", floatland_level);
+ settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
+ settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
+ settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
+ settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
+ settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
+ settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
void MapgenV7Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
- settings->setS16("mgv7_mount_zero_level", mount_zero_level);
- settings->setFloat("mgv7_cave_width", cave_width);
- settings->setS16("mgv7_large_cave_depth", large_cave_depth);
- settings->setS16("mgv7_lava_depth", lava_depth);
- settings->setFloat("mgv7_float_mount_density", float_mount_density);
- settings->setFloat("mgv7_float_mount_height", float_mount_height);
- settings->setS16("mgv7_floatland_level", floatland_level);
- settings->setS16("mgv7_shadow_limit", shadow_limit);
- settings->setS16("mgv7_cavern_limit", cavern_limit);
- settings->setS16("mgv7_cavern_taper", cavern_taper);
- settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+ settings->setS16("mgv7_mount_zero_level", mount_zero_level);
+ settings->setFloat("mgv7_cave_width", cave_width);
+ settings->setS16("mgv7_large_cave_depth", large_cave_depth);
+ settings->setS16("mgv7_lava_depth", lava_depth);
+ settings->setFloat("mgv7_float_mount_density", float_mount_density);
+ settings->setFloat("mgv7_float_mount_height", float_mount_height);
+ settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
+ settings->setS16("mgv7_floatland_level", floatland_level);
+ settings->setS16("mgv7_shadow_limit", shadow_limit);
+ settings->setS16("mgv7_cavern_limit", cavern_limit);
+ settings->setS16("mgv7_cavern_taper", cavern_taper);
+ settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
+ settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
+ settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
}
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
- float width = 0.2;
- float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
- if (fabs(uwatern) <= width)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ float width = 0.2f;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
+ 2.0f;
+ if (std::fabs(uwatern) <= width)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Terrain noise 'offset' is the average level of that terrain.
// 'offset's.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when terrain 'offset's are set much higher than water_level.
- s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
+ s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
noise_terrain_base->np.offset),
water_level + 16);
// Base terrain calculation
// Avoids mid-air spawn where mountain terrain would have been.
if (!(spflags & MGV7_MOUNTAINS)) {
if (y < water_level || y > max_spawn_y)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface level and due to biome 'dust'
return y + 2;
while (iters > 0 && y <= max_spawn_y) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
if (y <= water_level || y > max_spawn_y)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 1 due to biome 'dust'
return y + 1;
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
+ //TimeTaker t("makeChunk");
+
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
- //TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base and mountain terrain
- // An initial heightmap is no longer created here for use in generateRidgeTerrain()
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ if (flags & MG_BIOMES) {
+ biomegen->calcBiomeNoise(node_min);
+ generateBiomes();
+ }
- // Generate caverns, tunnels and classic caves
+ // Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
- bool near_cavern = false;
+ // Generate tunnels first as caverns confuse them
+ generateCavesNoiseIntersection(stone_surface_max_y);
+
// Generate caverns
+ bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
- near_cavern = generateCaverns(stone_surface_max_y);
- // Generate tunnels and classic caves
+ near_cavern = generateCavernsNoise(stone_surface_max_y);
+
+ // Generate large randomwalk caves
if (near_cavern)
- // Disable classic caves in this mapchunk by setting
+ // Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
- generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ generateCavesRandomWalk(stone_surface_max_y,
+ -MAX_MAP_GENERATION_LIMIT);
else
- generateCaves(stone_surface_max_y, large_cave_depth);
+ generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate dungeons
- if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
+ full_node_max.Y <= dungeon_ymax)
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
- dustTopNodes();
-
- //printf("makeChunk: %dms\n", t.stop());
+ if (flags & MG_BIOMES)
+ dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
- // Calculate lighting
- // Limit floatland shadow
+ // Calculate lighting.
+ // Limit floatland shadow.
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, propagate_shadow);
- //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
this->generating = false;
+
+ //printf("makeChunk: %lums\n", t.stop());
}
+////////////////////////////////////////////////////////////////////////////////
+
+
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
- hselect = rangelim(hselect, 0.0, 1.0);
+ hselect = rangelim(hselect, 0.0f, 1.0f);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
- return (height_base * hselect) + (height_alt * (1.0 - hselect));
+ return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
- float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
+ float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
float height_base = noise_terrain_base->result[index];
- float height_alt = noise_terrain_alt->result[index];
+ float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
- return (height_base * hselect) + (height_alt * (1.0 - hselect));
+ return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n =
- MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
+ std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- return mnt_n + density_gradient >= 0.0;
+ return mnt_n + density_gradient >= 0.0f;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
- float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
+ float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mounthn);
float mountn = noise_mountain->result[idx_xyz];
- return mountn + density_gradient >= 0.0;
+ return mountn + density_gradient >= 0.0f;
}
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
- -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
- -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
+ -std::pow((float)(y - floatland_level) / float_mount_height,
+ float_mount_exponent) :
+ -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
+ float_mount_exponent);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
}
-void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
+void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
+ int idx_xz)
{
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
float n_base = noise_floatland_base->result[idx_xz];
if (n_base > 0.0f) {
float n_base_height =
- MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
+ std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
float amp = n_base * n_base_height;
float ridge = n_base_height / 3.0f;
base_min = floatland_level - amp / 1.5f;
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
- float diff = fabs(amp - ridge) / ridge;
+ float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
- if (y <= surface_y) {
- vm->m_data[vi] = n_stone; // Base terrain
- } else if ((spflags & MGV7_MOUNTAINS) &&
- getMountainTerrainFromMap(index3d, index2d, y)) {
- vm->m_data[vi] = n_stone; // Mountain terrain
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if ((spflags & MGV7_FLOATLANDS) &&
- ((y >= float_base_min && y <= float_base_max) ||
- getFloatlandMountainFromMap(index3d, index2d, y))) {
- vm->m_data[vi] = n_stone; // Floatland terrain
- stone_surface_max_y = node_max.Y;
- } else if (y <= water_level) {
- vm->m_data[vi] = n_water; // Ground level water
- } else if ((spflags & MGV7_FLOATLANDS) &&
- (y >= float_base_max && y <= floatland_level)) {
- vm->m_data[vi] = n_water; // Floatland water
- } else {
- vm->m_data[vi] = n_air;
- }
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
+ y++,
+ index3d += ystride,
+ VoxelArea::add_y(em, vi, 1)) {
+ if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+
+ if (y <= surface_y) {
+ vm->m_data[vi] = n_stone; // Base terrain
+ } else if ((spflags & MGV7_MOUNTAINS) &&
+ getMountainTerrainFromMap(index3d, index2d, y)) {
+ vm->m_data[vi] = n_stone; // Mountain terrain
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ ((y >= float_base_min && y <= float_base_max) ||
+ getFloatlandMountainFromMap(index3d, index2d, y))) {
+ vm->m_data[vi] = n_stone; // Floatland terrain
+ stone_surface_max_y = node_max.Y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = n_water; // Ground level water
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ (y >= float_base_max && y <= floatland_level)) {
+ vm->m_data[vi] = n_water; // Floatland water
+ } else {
+ vm->m_data[vi] = n_air;
}
- vm->m_area.add_y(em, vi, 1);
- index3d += ystride;
}
}
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
- u32 index = 0;
- float width = 0.2;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
- int j = (z - node_min.Z) * csize.X + (x - node_min.X);
-
- float uwatern = noise_ridge_uwater->result[j] * 2;
- if (fabs(uwatern) > width)
- continue;
-
- float altitude = y - water_level;
- float height_mod = (altitude + 17) / 2.5;
- float width_mod = width - fabs(uwatern);
- float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
-
- if (nridge + width_mod * height_mod < 0.6)
- continue;
-
- vm->m_data[vi] = (y > water_level) ? n_air : n_water;
- }
- }
-}
-
-
-////////////////////////////////////////////////////////////////////////////////
-//// Code Boneyard
-////
-//// Much of the stuff here has potential to become useful again at some point
-//// in the future, but we don't want it to get lost or forgotten in version
-//// control.
-////
-
-#if 0
-int MapgenV7::generateMountainTerrain(s16 ymax)
-{
- MapNode n_stone(c_stone);
- u32 j = 0;
+ u32 index3d = 0;
+ float width = 0.2f;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- int index = (z - node_min.Z) * csize.X + (x - node_min.X);
- content_t c = vm->m_data[vi].getContent();
-
- if (getMountainTerrainFromMap(j, index, y)
- && (c == CONTENT_AIR || c == c_water_source)) {
- vm->m_data[vi] = n_stone;
- if (y > ymax)
- ymax = y;
- }
-
- vi++;
- j++;
- }
- }
-
- return ymax;
-}
-#endif
-
-
-#if 0
-void MapgenV7::carveRivers() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
- MapNode n_stone(c_stone);
- u32 index = 0;
-
- int river_depth = 4;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- float terrain_mod = noise_terrain_mod->result[index];
- NoiseParams *np = noise_terrain_river->np;
- np.persist = noise_terrain_persist->result[index];
- float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
- float height = terrain_river * (1 - abs(terrain_mod)) *
- noise_terrain_river->np.scale;
- height = log(height * height); //log(h^3) is pretty interesting for terrain
-
- s16 y = heightmap[index];
- if (height < 1.0 && y > river_depth &&
- y - river_depth >= node_min.Y && y <= node_max.Y) {
-
- for (s16 ry = y; ry != y - river_depth; ry--) {
- u32 vi = vm->m_area.index(x, ry, z);
- vm->m_data[vi] = n_air;
- }
-
- u32 vi = vm->m_area.index(x, y - river_depth, z);
- vm->m_data[vi] = n_water_source;
- }
- }
-}
-#endif
-
-
-#if 0
-void MapgenV7::addTopNodes()
-{
- v3s16 em = vm->m_area.getExtent();
- s16 ntopnodes;
- u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- //////////////////// First, add top nodes below the ridge
- s16 y = ridge_heightmap[index];
-
- // This cutoff is good enough, but not perfect.
- // It will cut off potentially placed top nodes at chunk boundaries
- if (y < node_min.Y)
- continue;
- if (y > node_max.Y) {
- y = node_max.Y; // Let's see if we can still go downward anyway
- u32 vi = vm->m_area.index(x, y, z);
- content_t c = vm->m_data[vi].getContent();
- if (ndef->get(c).walkable)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
+ u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
+ float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
+ if (std::fabs(uwatern) > width)
continue;
- }
-
- // N.B. It is necessary to search downward since ridge_heightmap[i]
- // might not be the actual height, just the lowest part in the chunk
- // where a ridge had been carved
- u32 i = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
- if (ndef->get(c).walkable)
- break;
- vm->m_area.add_y(em, i, -1);
- }
-
- if (y != node_min.Y - 1 && y >= water_level) {
- ridge_heightmap[index] = y; //update ridgeheight
- ntopnodes = biome->top_depth;
- for (; y <= node_max.Y && ntopnodes; y++) {
- ntopnodes--;
- vm->m_data[i] = MapNode(biome->c_top);
- vm->m_area.add_y(em, i, 1);
- }
- // If dirt, grow grass on it.
- if (y > water_level - 10 &&
- vm->m_data[i].getContent() == CONTENT_AIR) {
- vm->m_area.add_y(em, i, -1);
- if (vm->m_data[i].getContent() == c_dirt)
- vm->m_data[i] = MapNode(c_dirt_with_grass);
- }
- }
-
- //////////////////// Now, add top nodes on top of the ridge
- y = heightmap[index];
- if (y > node_max.Y) {
- y = node_max.Y; // Let's see if we can still go downward anyway
- u32 vi = vm->m_area.index(x, y, z);
+ // Optimises, but also avoids removing nodes placed by mods in
+ // 'on-generated', when generating outside mapchunk.
content_t c = vm->m_data[vi].getContent();
- if (ndef->get(c).walkable)
+ if (c != c_stone)
continue;
- }
-
- i = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
- if (ndef->get(c).walkable)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- if (y != node_min.Y - 1) {
- ntopnodes = biome->top_depth;
- // Let's see if we've already added it...
- if (y == ridge_heightmap[index] + ntopnodes - 1)
+ float altitude = y - water_level;
+ float height_mod = (altitude + 17.0f) / 2.5f;
+ float width_mod = width - std::fabs(uwatern);
+ float nridge = noise_ridge->result[index3d] *
+ std::fmax(altitude, 0.0f) / 7.0f;
+ if (nridge + width_mod * height_mod < 0.6f)
continue;
- for (; y <= node_max.Y && ntopnodes; y++) {
- ntopnodes--;
- vm->m_data[i] = MapNode(biome->c_top);
- vm->m_area.add_y(em, i, 1);
- }
- // If dirt, grow grass on it.
- if (y > water_level - 10 &&
- vm->m_data[i].getContent() == CONTENT_AIR) {
- vm->m_area.add_y(em, i, -1);
- if (vm->m_data[i].getContent() == c_dirt)
- vm->m_data[i] = MapNode(c_dirt_with_grass);
- }
+ vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
-#endif