MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
+ : MapgenBasic(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->bmgr = emerge->biomemgr;
-
- //// amount of elements to skip for the next index
- //// for noise/height/biome maps (not vmanip)
- this->ystride = csize.X;
- // 1-up 1-down overgeneration
- this->zstride_1u1d = csize.X * (csize.Y + 2);
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
-
- this->heightmap = new s16[csize.X * csize.Z];
- this->ridge_heightmap = new s16[csize.X * csize.Z];
-
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
this->spflags = sp->spflags;
// 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);
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
-
- // TODO(hmmmm): should we have a way to disable biomemanager biomes?
- //// Initialize biome generator
- biomegen = emerge->biomemgr->createBiomeGen(
- BIOMEGEN_ORIGINAL, params->bparams, csize);
- biomemap = biomegen->biomemap;
-
- //// Resolve nodes to be used
- c_stone = ndef->getId("mapgen_stone");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_ice = ndef->getId("mapgen_ice");
- c_sandstone = ndef->getId("mapgen_sandstone");
-
- c_cobble = ndef->getId("mapgen_cobble");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
- c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
- if (c_ice == CONTENT_IGNORE)
- c_ice = CONTENT_AIR;
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_sandstonebrick == CONTENT_IGNORE)
- c_sandstonebrick = c_sandstone;
- if (c_stair_sandstonebrick == CONTENT_IGNORE)
- c_stair_sandstonebrick = c_sandstone;
+
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
}
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
- delete noise_cave1;
- delete noise_cave2;
-
- delete biomegen;
-
- delete[] ridge_heightmap;
- delete[] heightmap;
}
blockseed = getBlockSeed2(full_node_min, seed);
- // Make some noise
- calculateNoise();
-
- // Generate terrain and ridges with initial heightmaps
+ // 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();
- // Update heightmap to include mountain terrain
+ // Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
-
- if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonParams dp;
-
- dp.np_rarity = nparams_dungeon_rarity;
- dp.np_density = nparams_dungeon_density;
- dp.np_wetness = nparams_dungeon_wetness;
- dp.c_water = c_water_source;
- if (stone_type == STONE) {
- dp.c_cobble = c_cobble;
- dp.c_moss = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 3.0;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- dp.notifytype = GENNOTIFY_DUNGEON;
- } else if (stone_type == DESERT_STONE) {
- dp.c_cobble = c_desert_stone;
- dp.c_moss = c_desert_stone;
- dp.c_stair = c_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else if (stone_type == SANDSTONE) {
- dp.c_cobble = c_sandstonebrick;
- dp.c_moss = c_sandstonebrick;
- dp.c_stair = c_sandstonebrick;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 2, 2);
- dp.roomsize = v3s16(2, 0, 2);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
+ generateCaves(stone_surface_max_y, water_level);
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
}
-void MapgenV7::calculateNoise()
-{
- //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- s16 x = node_min.X;
- s16 y = node_min.Y - 1;
- s16 z = node_min.Z;
-
- noise_terrain_persist->perlinMap2D(x, z);
- float *persistmap = noise_terrain_persist->result;
-
- noise_terrain_base->perlinMap2D(x, z, persistmap);
- noise_terrain_alt->perlinMap2D(x, z, persistmap);
- noise_height_select->perlinMap2D(x, z);
-
- if (spflags & MGV7_MOUNTAINS) {
- noise_mountain->perlinMap3D(x, y, z);
- noise_mount_height->perlinMap2D(x, z);
- }
-
- if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
- noise_ridge->perlinMap3D(x, y, z);
- noise_ridge_uwater->perlinMap2D(x, z);
- }
-
- // Cave noises are calculated in generateCaves()
- // only if solid terrain is present in mapchunk
-
- //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
- bool mountain_flag = spflags & MGV7_MOUNTAINS;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
- heightmap[index2d] = surface_y; // Create base terrain heightmap
- ridge_heightmap[index2d] = surface_y;
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[vi] = n_stone; // Base terrain
- } else if (mountain_flag &&
+ } else if ((spflags & MGV7_MOUNTAINS) &&
getMountainTerrainFromMap(index3d, index2d, y)) {
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
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;
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);
- if (heightmap[j] < water_level - 16) // Use base terrain heightmap
- continue;
-
float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width)
continue;
if (nridge + width_mod * height_mod < 0.6)
continue;
- if (y < ridge_heightmap[j])
- ridge_heightmap[j] = y - 1;
-
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
-MgStoneType MapgenV7::generateBiomes()
-{
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
- MgStoneType stone_type = STONE;
-
- 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 = NULL;
- u16 depth_top = 0;
- u16 base_filler = 0;
- u16 depth_water_top = 0;
- u32 vi = vm->m_area.index(x, node_max.Y, z);
-
- // Check node at base of mapchunk above, either a node of a previously
- // generated mapchunk or if not, a node of overgenerated base terrain.
- content_t c_above = vm->m_data[vi + em.X].getContent();
- bool air_above = c_above == CONTENT_AIR;
- bool water_above = c_above == c_water_source;
-
- // If there is air or water above enable top/filler placement, otherwise force
- // nplaced to stone level by setting a number exceeding any possible filler depth.
- u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
- for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[vi].getContent();
-
- // Biome is recalculated each time an upper surface is detected while
- // working down a column. The selected biome then remains in effect for
- // all nodes below until the next surface and biome recalculation.
- // Biome is recalculated:
- // 1. At the surface of stone below air or water.
- // 2. At the surface of water below air.
- // 3. When stone or water is detected but biome has not yet been calculated.
- if ((c == c_stone && (air_above || water_above || !biome)) ||
- (c == c_water_source && (air_above || !biome))) {
- biome = biomegen->getBiomeAtIndex(index, y);
-
- depth_top = biome->depth_top;
- base_filler = MYMAX(depth_top + biome->depth_filler
- + noise_filler_depth->result[index], 0);
- depth_water_top = biome->depth_water_top;
-
- // Detect stone type for dungeons during every biome calculation.
- // This is more efficient than detecting per-node and will not
- // miss any desert stone or sandstone biomes.
- if (biome->c_stone == c_desert_stone)
- stone_type = DESERT_STONE;
- else if (biome->c_stone == c_sandstone)
- stone_type = SANDSTONE;
- }
-
- if (c == c_stone) {
- content_t c_below = vm->m_data[vi - em.X].getContent();
-
- // If the node below isn't solid, make this node stone, so that
- // any top/filler nodes above are structurally supported.
- // This is done by aborting the cycle of top/filler placement
- // immediately by forcing nplaced to stone level.
- if (c_below == CONTENT_AIR || c_below == c_water_source)
- nplaced = U16_MAX;
-
- if (nplaced < depth_top) {
- vm->m_data[vi] = MapNode(biome->c_top);
- nplaced++;
- } else if (nplaced < base_filler) {
- vm->m_data[vi] = MapNode(biome->c_filler);
- nplaced++;
- } else {
- vm->m_data[vi] = MapNode(biome->c_stone);
- }
-
- air_above = false;
- water_above = false;
- } else if (c == c_water_source) {
- vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
- biome->c_water_top : biome->c_water);
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = false;
- water_above = true;
- } else if (c == CONTENT_AIR) {
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = true;
- water_above = false;
- } else { // Possible various nodes overgenerated from neighbouring mapchunks
- nplaced = U16_MAX; // Disable top/filler placement
- air_above = false;
- water_above = false;
- }
-
- vm->m_area.add_y(em, vi, -1);
- }
- }
-
- return stone_type;
-}
-
-
-void MapgenV7::dustTopNodes()
-{
- if (node_max.Y < water_level)
- return;
-
- v3s16 em = vm->m_area.getExtent();
- 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 = (Biome *)bmgr->getRaw(biomemap[index]);
-
- if (biome->c_dust == CONTENT_IGNORE)
- continue;
-
- u32 vi = vm->m_area.index(x, full_node_max.Y, z);
- content_t c_full_max = vm->m_data[vi].getContent();
- s16 y_start;
-
- if (c_full_max == CONTENT_AIR) {
- y_start = full_node_max.Y - 1;
- } else if (c_full_max == CONTENT_IGNORE) {
- vi = vm->m_area.index(x, node_max.Y + 1, z);
- content_t c_max = vm->m_data[vi].getContent();
-
- if (c_max == CONTENT_AIR)
- y_start = node_max.Y;
- else
- continue;
- } else {
- continue;
- }
-
- vi = vm->m_area.index(x, y_start, z);
- for (s16 y = y_start; y >= node_min.Y - 1; y--) {
- if (vm->m_data[vi].getContent() != CONTENT_AIR)
- break;
-
- vm->m_area.add_y(em, vi, -1);
- }
-
- content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
- vm->m_area.add_y(em, vi, 1);
- vm->m_data[vi] = MapNode(biome->c_dust);
- }
- }
-}
-
-
-void MapgenV7::generateCaves(s16 max_stone_y)
-{
- if (max_stone_y < node_min.Y)
- return;
-
- noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
-
- v3s16 em = vm->m_area.getExtent();
- 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++, index2d++) {
- bool column_is_open = false; // Is column open to overground
- bool is_tunnel = false; // Is tunnel or tunnel floor
- // Indexes at column top (node_max.Y)
- u32 vi = vm->m_area.index(x, node_max.Y, z);
- u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
- (x - node_min.X);
- // Biome of column
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
- // Don't excavate the overgenerated stone at node_max.Y + 1,
- // this creates a 'roof' over the tunnel, preventing light in
- // tunnels at mapchunk borders when generating mapchunks upwards.
- // This 'roof' is removed when the mapchunk above is generated.
- for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
- index3d -= ystride,
- vm->m_area.add_y(em, vi, -1)) {
-
- content_t c = vm->m_data[vi].getContent();
- if (c == CONTENT_AIR || c == biome->c_water_top ||
- c == biome->c_water) {
- column_is_open = true;
- continue;
- }
- // Ground
- float d1 = contour(noise_cave1->result[index3d]);
- float d2 = contour(noise_cave2->result[index3d]);
-
- if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
- // In tunnel and ground content, excavate
- vm->m_data[vi] = MapNode(CONTENT_AIR);
- is_tunnel = true;
- } else {
- // Not in tunnel or not ground content
- if (is_tunnel && column_is_open &&
- (c == biome->c_filler || c == biome->c_stone))
- // Tunnel entrance floor
- vm->m_data[vi] = MapNode(biome->c_top);
-
- column_is_open = false;
- is_tunnel = false;
- }
- }
- }
-
- if (node_min.Y >= water_level)
- return;
-
- PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = ps.range(0, 2);
- for (u32 i = 0; i < bruises_count; i++) {
- CaveV7 cave(this, &ps);
- cave.makeCave(node_min, node_max, max_stone_y);
- }
-}
-
-
-///////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////////////////
+//// 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)