/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
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 "mapblock.h"
#include "mapnode.h"
#include "map.h"
-//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
-#include "biome.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
#include "mapgen_v7.h"
-/////////////////// Mapgen V7 perlin noise default values
-NoiseParams nparams_v7_def_terrain_base =
- {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_alt =
- {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_mod =
- {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
-NoiseParams nparams_v7_def_terrain_persist =
- {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
-NoiseParams nparams_v7_def_height_select =
- {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
-NoiseParams nparams_v7_def_ridge =
- {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
-/*
-NoiseParams nparams_v6_def_beach =
- {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
-NoiseParams nparams_v6_def_cave =
- {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
-NoiseParams nparams_v6_def_humidity =
- {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
-NoiseParams nparams_v6_def_trees =
- {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
-NoiseParams nparams_v6_def_apple_trees =
- {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
-*/
+FlagDesc flagdesc_mapgen_v7[] = {
+ {"mountains", MGV7_MOUNTAINS},
+ {"ridges", MGV7_RIDGES},
+ {NULL, 0}
+};
+
+
///////////////////////////////////////////////////////////////////////////////
-MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
- this->generating = false;
- this->id = mapgenid;
- this->emerge = emerge;
- this->bmgr = emerge->biomedef;
-
- this->seed = (int)params->seed;
- this->water_level = params->water_level;
- this->flags = params->flags;
- this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-// this->ystride = csize.X; //////fix this
-
- this->biomemap = new u8[csize.X * csize.Z];
- this->heightmap = new s16[csize.X * csize.Z];
- this->ridge_heightmap = new s16[csize.X * csize.Z];
-
- // Terrain noise
- noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(params->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_mod = new Noise(params->np_terrain_mod, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(params->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Z);
- noise_ridge = new Noise(params->np_ridge, seed, csize.X, csize.Y, csize.Z);
-
- // Biome noise
- noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : MapgenBasic(mapgenid, params, emerge)
+{
+ MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
+
+ this->spflags = sp->spflags;
+ this->cave_width = sp->cave_width;
+
+ //// Terrain noise
+ noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+ noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
+ noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
+
+ //// 3d terrain noise
+ // 1-up 1-down overgeneration
+ noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
}
-MapgenV7::~MapgenV7() {
+MapgenV7::~MapgenV7()
+{
delete noise_terrain_base;
- delete noise_terrain_mod;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_terrain_alt;
+ delete noise_filler_depth;
+ delete noise_mount_height;
+ delete noise_ridge_uwater;
+ delete noise_mountain;
delete noise_ridge;
- delete noise_heat;
- delete noise_humidity;
-
- delete[] ridge_heightmap;
- delete[] heightmap;
- delete[] biomemap;
}
-int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
- s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
- Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
-
- s16 y = groundlevel;
- if (y > water_level) {
- int iters = 1024; // don't even bother iterating more than 1024 times..
- while (iters--) {
- float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
- if (ridgenoise * (float)(y * y) < 15.0)
- break;
- y--;
+MapgenV7Params::MapgenV7Params()
+{
+ spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
+ cave_width = 0.3;
+
+ np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
+ np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
+ np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
+ np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
+ np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
+ np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
+ np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
+}
+
+
+void MapgenV7Params::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getFloatNoEx("mgv7_cave_width", cave_width);
+
+ settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->getNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->getNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->getNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->getNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+}
+
+
+void MapgenV7Params::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+ settings->setFloat("mgv7_cave_width", cave_width);
+
+ settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->setNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->setNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->setNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->setNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
+{
+ // Base terrain calculation
+ s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
+
+ // Ridge/river terrain calculation
+ float width = 0.2;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ // if inside a river this is an unsuitable spawn point
+ if (fabs(uwatern) <= width)
+ return MAX_MAP_GENERATION_LIMIT;
+
+ // Mountain terrain calculation
+ int iters = 128;
+ while (iters--) {
+ if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
+ if (y <= water_level || y > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return y;
}
+ y++;
}
- return y + b->top_depth;
+ // Unsuitable spawn point, no ground surface found
+ return MAX_MAP_GENERATION_LIMIT;
}
-void MapgenV7::makeChunk(BlockMakeData *data) {
+void MapgenV7::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
-
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
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;
- v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
- v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
-
- // Make some noise
- calculateNoise();
-
- // Calculate height map
- s16 stone_surface_max_y = calcHeightMap();
-
- // Calculate biomes
- BiomeNoiseInput binput;
- binput.mapsize = v2s16(csize.X, csize.Z);
- binput.heat_map = noise_heat->result;
- binput.humidity_map = noise_humidity->result;
- binput.height_map = heightmap;
- bmgr->calcBiomes(&binput, biomemap);
-
- c_stone = ndef->getId("mapgen_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
- c_sand = ndef->getId("mapgen_sand");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
-
- generateTerrain();
- carveRidges();
-
- generateCaves(stone_surface_max_y);
- addTopNodes();
- //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
-
- if (flags & MG_DUNGEONS) {
- DungeonGen dgen(ndef, data->seed, water_level);
- dgen.generate(vm, blockseed, full_node_min, full_node_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
+ if (spflags & MGV7_RIDGES)
+ generateRidgeTerrain();
+
+ // Create heightmap
+ updateHeightmap(node_min, node_max);
+
+ // Init biome generator, place biome-specific nodes, and build biomemap
+ biomegen->calcBiomeNoise(node_min);
+ biomegen->getBiomes(heightmap);
+ MgStoneType stone_type = generateBiomes();
+
+ if (flags & MG_CAVES)
+ generateCaves(stone_surface_max_y, water_level);
+
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, stone_type);
+
+ // Generate the registered decorations
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
+ // Sprinkle some dust on top after everything else was generated
+ dustTopNodes();
- for (size_t i = 0; i != emerge->ores.size(); i++) {
- Ore *ore = emerge->ores[i];
- ore->placeOre(this, blockseed + i, node_min, node_max);
- }
-
//printf("makeChunk: %dms\n", t.stop());
-
+
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-
- calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
+ if (flags & MG_LIGHT)
+ calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+ full_node_min, full_node_max);
+
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
}
-void MapgenV7::calculateNoise() {
- //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- int x = node_min.X;
- int y = node_min.Y;
- int z = node_min.Z;
-
- noise_terrain_mod->perlinMap2D(x, z);
-
- noise_height_select->perlinMap2D(x, z);
- noise_height_select->transformNoiseMap();
-
- noise_terrain_persist->perlinMap2D(x, z);
- float *persistmap = noise_terrain_persist->result;
- for (int i = 0; i != csize.X * csize.Z; i++)
- persistmap[i] = abs(persistmap[i]);
-
- noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
- noise_terrain_base->transformNoiseMap();
-
- noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
- noise_terrain_alt->transformNoiseMap();
-
- noise_ridge->perlinMap3D(x, y, z);
-
- noise_heat->perlinMap2D(x, z);
-
- noise_humidity->perlinMap2D(x, z);
-
- //printf("calculateNoise: %dus\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);
+ float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
- s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
-
- return bmgr->getBiome(heat, humidity, groundlevel);
-}
+ noise_terrain_base->np.persist = persist;
+ float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
+ noise_terrain_alt->np.persist = persist;
+ float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
- float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
- float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
- float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
-
- noise_terrain_base->np->persist = persist;
- float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
- float height_base = terrain_base * terrain_mod;
-
- noise_terrain_alt->np->persist = persist;
- float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+ if (height_alt > height_base)
+ return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
- float terrain_mod = noise_terrain_mod->result[index];
- float hselect = noise_height_select->result[index];
- float terrain_base = noise_terrain_base->result[index];
- float height_base = terrain_base * terrain_mod;
- float height_alt = noise_terrain_alt->result[index];
+float MapgenV7::baseTerrainLevelFromMap(int index)
+{
+ float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
+ float height_base = noise_terrain_base->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));
}
-#if 0
-// Crap code to test log rivers as a proof-of-concept. Didn't work out too well.
-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;
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
+{
+ float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float density_gradient = -((float)y / mnt_h_n);
+ float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- 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;
- }
- }
+ return mnt_n + density_gradient >= 0.0;
}
-#endif
-int MapgenV7::calcHeightMap() {
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
- 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++) {
- float surface_height = baseTerrainLevelFromMap(index);
- s16 surface_y = (s16)surface_height;
-
- heightmap[index] = surface_y;
- ridge_heightmap[index] = surface_y;
-
- if (surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
- }
-
- return stone_surface_max_y;
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+ float mounthn = noise_mount_height->result[idx_xz];
+ float density_gradient = -((float)y / mounthn);
+ float mountn = noise_mountain->result[idx_xyz];
+
+ return mountn + density_gradient >= 0.0;
}
-void MapgenV7::generateTerrain() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+int MapgenV7::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+ //// Calculate noise for terrain generation
+ noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
+ float *persistmap = noise_terrain_persist->result;
+
+ noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
+ noise_height_select->perlinMap2D(node_min.X, node_min.Z);
+
+ if (spflags & MGV7_MOUNTAINS) {
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
+ }
+
+ //// Place nodes
v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
-
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index2d = 0;
+
for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- s16 surface_y = heightmap[index];
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- u32 i = vm->m_area.index(x, node_min.Y, z);
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ s16 surface_y = baseTerrainLevelFromMap(index2d);
+
+ if (surface_y > stone_surface_max_y)
+ stone_surface_max_y = surface_y;
+
+ 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[i] = (y > water_level + biome->filler_height) ?
- MapNode(biome->c_filler) : n_stone;
+ 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 (y <= water_level) {
- vm->m_data[i] = n_water_source;
+ vm->m_data[vi] = n_water;
} else {
- vm->m_data[i] = n_air;
+ vm->m_data[vi] = n_air;
}
}
- vm->m_area.add_y(em, i, 1);
+ vm->m_area.add_y(em, vi, 1);
+ index3d += ystride;
}
}
+
+ return stone_surface_max_y;
}
-void MapgenV7::carveRidges() {
- if (node_max.Y <= water_level)
+void MapgenV7::generateRidgeTerrain()
+{
+ if (node_max.Y < water_level - 16)
return;
-
+
+ noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
+
+ 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; y <= node_max.Y; y++) {
+ 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++) {
- // Removing this check will create huge underwater caverns,
- // which are interesting but not desirable for gameplay
- if (y <= water_level)
+ 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;
-
- if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+
+ 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;
- int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
- if (y < ridge_heightmap[j])
- ridge_heightmap[j] = y - 1;
+ vm->m_data[vi] = (y > water_level) ? n_air : n_water;
+ }
+ }
+}
+
- vm->m_data[vi] = n_air;
+////////////////////////////////////////////////////////////////////////////////
+//// 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;
+
+ 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
-/*
-void MapgenV7::testBiomes() {
+
+#if 0
+void MapgenV7::carveRivers() {
+ MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+ MapNode n_stone(c_stone);
u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_min.Z; z++)
- for (s16 x = node_min.X; x <= node_min.X; x++) {;
- Biome *b = bmgr->getBiome(heat, humidity, 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;
+ }
}
- // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
- // clear out y space for it first with air
- // use absolute positioning, each chunk will be a +1 height
-}*/
+}
+#endif
-void MapgenV7::addTopNodes() {
+#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)
if (ndef->get(c).walkable)
continue;
}
-
- // N.B. It is necessary to search downward since range_heightmap[i]
+
+ // 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);
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
- if (vm->m_data[i].getContent() == CONTENT_AIR) {
+ 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) {
vm->m_area.add_y(em, i, 1);
}
// If dirt, grow grass on it.
- if (vm->m_data[i].getContent() == CONTENT_AIR) {
+ 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);
}
}
}
-
-
-#include "mapgen_v6.h"
-void MapgenV7::generateCaves(int max_stone_y) {
- PseudoRandom ps(blockseed + 21343);
- PseudoRandom ps2(blockseed + 1032);
-
- int volume_nodes = (node_max.X - node_min.X + 1) *
- (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
- float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
- node_min.X, node_min.Y, seed);
-
- u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
- for (u32 i = 0; i < caves_count; i++) {
- CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-
- u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
- for (u32 i = 0; i < bruises_count; i++) {
- CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-}
+#endif