#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
-#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
///////////////////////////////////////////////////////////////////////////////
-MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
+MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
+ : MapgenBasic(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->bmgr = emerge->biomemgr;
+ // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
+ this->m_bgen = (BiomeGenOriginal *)biomegen;
- //// amount of elements to skip for the next index
- //// for noise/height/biome maps (not vmanip)
- this->ystride = csize.X;
- this->zstride = csize.X * (csize.Y + 2);
+ BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
- this->biomemap = new u8[csize.X * csize.Z];
- this->heightmap = new s16[csize.X * csize.Z];
- this->heatmap = NULL;
- this->humidmap = NULL;
+ this->spflags = params->spflags;
+ this->altitude_chill = params->altitude_chill;
+ this->large_cave_depth = params->large_cave_depth;
+ this->lava_features_lim = rangelim(params->lava_features, 0, 10);
+ this->massive_cave_depth = params->massive_cave_depth;
+ this->river_depth_bed = params->river_depth + 1.f;
+ this->river_size_factor = params->river_size / 100.f;
+ this->water_features_lim = rangelim(params->water_features, 0, 10);
+ this->cave_width = params->cave_width;
- this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
- g_settings->getU16("map_generation_limit"));
+ //// 2D Terrain noise
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+ noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
+ noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
+ noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
+ noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
+ noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
- MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
- this->spflags = sp->spflags;
+ //// 3D Terrain noise
+ // 1-up 1-down overgeneration
+ noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+ // 1-down overgeneraion
+ noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
+ noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+ noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
-
- this->altitude_chill = sp->altitude_chill;
- this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
- this->large_cave_depth = sp->large_cave_depth;
- this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
- this->massive_cave_depth = sp->massive_cave_depth;
- this->river_depth_bed = sp->river_depth + 1.f;
- this->river_size_factor = sp->river_size / 100.f;
- this->water_features_lim = rangelim(sp->water_features, 0, 10);
+ this->humidity_adjust = bp->np_humidity.offset - 50.f;
// a small chance of overflows if the settings are very high
this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
tcave_cache = new float[csize.Y + 2];
-
- //// 2D Terrain noise
- noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
- noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
- noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
- noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
- noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
-
- //// 3D Terrain noise
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
- noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
- noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 2, csize.Z);
-
- //// Biome noise
- noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
- noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
- noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
-
- //// Resolve nodes to be used
- INodeDefManager *ndef = emerge->ndef;
-
- c_cobble = ndef->getId("mapgen_cobble");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_river_water_source = ndef->getId("mapgen_river_water_source");
- c_sand = ndef->getId("mapgen_sand");
- c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
- c_sandstone = ndef->getId("mapgen_sandstone");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
- c_stone = ndef->getId("mapgen_stone");
- c_water_source = ndef->getId("mapgen_water_source");
-
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_river_water_source == CONTENT_IGNORE)
- c_river_water_source = c_water_source;
- if (c_sand == CONTENT_IGNORE)
- c_sand = c_stone;
- if (c_sandstonebrick == CONTENT_IGNORE)
- c_sandstonebrick = c_sandstone;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_stair_sandstonebrick == CONTENT_IGNORE)
- c_stair_sandstonebrick = c_sandstone;
}
delete noise_cave1;
delete noise_cave2;
delete noise_filler_depth;
- delete noise_heat;
- delete noise_heat_blend;
- delete noise_humidity;
- delete noise_humidity_blend;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_valley_depth;
delete noise_valley_profile;
- delete[] biomemap;
- delete[] heightmap;
delete[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams()
{
- spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
-
+ spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
altitude_chill = 90; // The altitude at which temperature drops by 20C.
large_cave_depth = -33;
lava_features = 0; // How often water will occur in caves.
river_depth = 4; // How deep to carve river channels.
river_size = 5; // How wide to make rivers.
water_features = 0; // How often water will occur in caves.
+ cave_width = 0.09;
- 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);
+ np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
- }
+}
void MapgenValleysParams::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
-
- settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
- settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
- settings->getU16NoEx("mg_valleys_lava_features", lava_features);
- settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
- settings->getU16NoEx("mg_valleys_river_depth", river_depth);
- settings->getU16NoEx("mg_valleys_river_size", river_size);
- settings->getU16NoEx("mg_valleys_water_features", water_features);
-
- settings->getNoiseParams("mg_valleys_np_cave1", np_cave1);
- settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
- settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->getNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
- settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
- settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
- settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+ settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
+ settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
+ settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
+ settings->getU16NoEx("mgvalleys_lava_features", lava_features);
+ settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
+ settings->getU16NoEx("mgvalleys_river_depth", river_depth);
+ settings->getU16NoEx("mgvalleys_river_size", river_size);
+ settings->getU16NoEx("mgvalleys_water_features", water_features);
+ settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
+
+ settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
+ settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
+ settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
+ settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
+ settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
+ settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
+ settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
- settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
-
- settings->setU16("mg_valleys_altitude_chill", altitude_chill);
- settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
- settings->setU16("mg_valleys_lava_features", lava_features);
- settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
- settings->setU16("mg_valleys_river_depth", river_depth);
- settings->setU16("mg_valleys_river_size", river_size);
- settings->setU16("mg_valleys_water_features", water_features);
-
- settings->setNoiseParams("mg_valleys_np_cave1", np_cave1);
- settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
- settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->setNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
- settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
- settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
- settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+ settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
+ settings->setU16("mgvalleys_altitude_chill", altitude_chill);
+ settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
+ settings->setU16("mgvalleys_lava_features", lava_features);
+ settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
+ settings->setU16("mgvalleys_river_depth", river_depth);
+ settings->setU16("mgvalleys_river_size", river_size);
+ settings->setU16("mgvalleys_water_features", water_features);
+ settings->setFloat("mgvalleys_cave_width", cave_width);
+
+ settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
+ settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
+ settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
+ settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
+ settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
+ settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
+ settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
}
blockseed = getBlockSeed2(full_node_min, seed);
+ // Generate biome noises. Note this must be executed strictly before
+ // generateTerrain, because generateTerrain depends on intermediate
+ // biome-related noises.
+ m_bgen->calcBiomeNoise(node_min);
+
// Generate noise maps and base terrain height.
+ // Modify heat and humidity maps.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
- // Create biomemap at heightmap surface
- bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+ // Recalculate heightmap
+ updateHeightmap(node_min, node_max);
- // Actually place the biome-specific nodes
- MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+ // Place biome-specific nodes and build biomemap
+ MgStoneType stone_type = generateBiomes();
// Cave creation.
if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
+ generateCaves(stone_surface_max_y, large_cave_depth);
// Dungeon creation
- if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (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.f;
- 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.f;
- 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.f;
- dp.holesize = v3s16(2, 2, 2);
- dp.roomsize = v3s16(2, 0, 2);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
-
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if ((flags & MG_DUNGEONS) && node_max.Y < 50)
+ generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
//TimeTaker tcn("actualNoise");
- noise_filler_depth->perlinMap2D(x, z);
- noise_heat_blend->perlinMap2D(x, z);
- noise_heat->perlinMap2D(x, z);
- noise_humidity_blend->perlinMap2D(x, z);
- noise_humidity->perlinMap2D(x, z);
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
}
for (s32 index = 0; index < csize.X * csize.Z; index++) {
- noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset;
- noise_humidity->result[index] *= humidity_scale;
- noise_humidity->result[index] += noise_humidity_blend->result[index];
+ m_bgen->heatmap[index] += heat_offset;
+ m_bgen->humidmap[index] *= humidity_scale;
}
TerrainNoise tn;
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
}
-
- heatmap = noise_heat->result;
- humidmap = noise_humidity->result;
}
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
if (level_at_point <= water_level ||
- level_at_point > water_level + 16)
+ level_at_point > water_level + 32)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
return level_at_point;
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
- MapNode n_sand(c_sand);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
float river_y = noise_rivers->result[index_2d];
float surface_y = noise_terrain_height->result[index_2d];
float slope = noise_inter_valley_slope->result[index_2d];
- float t_heat = noise_heat->result[index_2d];
+ float t_heat = m_bgen->heatmap[index_2d];
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
// If humidity is low or heat is high, lower the water table.
- float delta = noise_humidity->result[index_2d] - 50.f;
+ float delta = m_bgen->humidmap[index_2d] - 50.f;
if (delta < 0.f) {
float t_evap = (t_heat - 32.f) / evaporation;
river_y += delta * MYMAX(t_evap, 0.08f);
}
}
- u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+ u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
// Mapgens concern themselves with stone and water.
float surface_delta = (float)y - surface_y;
bool river = y + 1 < river_y;
- if (fabs(surface_delta) <= 0.5f && y > water_level && river) {
- // river bottom
- vm->m_data[index_data] = n_sand;
- } else if (slope * fill > surface_delta) {
+ if (slope * fill > surface_delta) {
// ground
vm->m_data[index_data] = n_stone;
if (y > heightmap[index_2d])
} else if (river) {
// river
vm->m_data[index_data] = n_river_water;
- } else {
+ } else { // air
vm->m_data[index_data] = n_air;
}
}
index_3d += ystride;
}
- // This happens if we're generating a chunk that doesn't
- // contain the terrain surface, in which case, we need
- // to set heightmap to a value outside of the chunk,
- // to avoid confusing lua mods that use heightmap.
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
s16 surface_y_int = myround(surface_y);
if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
// Use base ground (water table) in a riverbed, to
// avoid an unnatural rise in humidity.
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
- float humid = noise_humidity->result[index_2d];
+ float humid = m_bgen->humidmap[index_2d];
float water_depth = (t_alt - river_y) / humidity_dropoff;
humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
if (t_alt > 0.f)
humid -= alt_to_humid * t_alt / altitude_chill;
- noise_humidity->result[index_2d] = humid;
+ m_bgen->humidmap[index_2d] = humid;
}
// Assign the heat adjusted by any changed altitudes.
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
// The altitude hasn't changed. Use the first result.
- noise_heat->result[index_2d] = t_heat;
+ m_bgen->heatmap[index_2d] = t_heat;
else if (t_alt > 0.f)
- noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill;
+ m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
}
}
return surface_max_y;
}
-
-MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
-{
- 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 || c_above == c_river_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 || c == c_river_water_source)
- && (air_above || !biome))) {
- // Both heat and humidity have already been adjusted for altitude.
- biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
-
- depth_top = biome->depth_top;
- base_filler = MYMAX(depth_top
- + biome->depth_filler
- + noise_filler_depth->result[index], 0.f);
- 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
- || c_below == c_river_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 == c_river_water_source) {
- vm->m_data[vi] = MapNode(biome->c_river_water);
- nplaced = depth_top; // Enable 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 MapgenValleys::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 MapgenValleys::generateCaves(s16 max_stone_y)
+void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
if (max_stone_y < node_min.Y)
return;
const float massive_cave_threshold = 0.6f;
// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
- float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
+ float yblmin = -mapgen_limit + massive_cave_blend * 1.5f;
float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
bool made_a_big_one = false;
if (node_max.Y <= massive_cave_depth) {
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
float tcave = massive_cave_threshold;
if (y < yblmin) {
// lava_depth varies between one and ten as you approach
// the bottom of the world.
- s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
+ s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
// This allows random lava spawns to be less common at the surface.
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
// water_depth varies between ten and one on the way down.
- s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
+ s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
// This allows random water spawns to be more common at the surface.
s16 water_chance = MYCUBE(water_features_lim) * water_depth;
}
u32 index_2d = 0;
- u32 index_3d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
- bool air_above = false;
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
+ bool tunnel_air_above = false;
+ bool is_under_river = false;
bool underground = false;
- u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
-
- index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
+ u32 index_data = vm->m_area.index(x, node_max.Y, z);
+ u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
// Dig caves on down loop to check for air above.
- for (s16 y = node_max.Y + 1;
- y >= node_min.Y - 1;
- y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+ // 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--,
+ index_3d -= ystride,
+ vm->m_area.add_y(em, index_data, -1)) {
+
float terrain = noise_terrain_height->result[index_2d];
// Saves some time.
- if (y > terrain + 10) {
- air_above = true;
+ if (y > terrain + 10)
continue;
- } else if (y < terrain - 40) {
+ else if (y < terrain - 40)
underground = true;
- }
// Dig massive caves.
if (node_max.Y <= massive_cave_depth
> tcave_cache[y - node_min.Y + 1]) {
vm->m_data[index_data] = n_air;
made_a_big_one = true;
+ continue;
}
content_t c = vm->m_data[index_data].getContent();
+ // Detect river water to place riverbed nodes in tunnels
+ if (c == biome->c_river_water)
+ is_under_river = true;
+
float d1 = contour(noise_cave1->result[index_3d]);
float d2 = contour(noise_cave2->result[index_3d]);
- // River water is not set as ground content
- // in the default game. This can produce strange results
- // when a cave undercuts a river. However, that's not for
- // the mapgen to correct. Fix it in lua.
-
- if (c == CONTENT_AIR) {
- air_above = true;
- } else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
- // in a cave
+ if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
+ // in a tunnel
vm->m_data[index_data] = n_air;
- air_above = true;
- } else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
- // at the cave floor
- s16 sr = ps.range(0,39);
- u32 j = index_data;
- vm->m_area.add_y(em, j, 1);
-
- if (sr > terrain - y) {
- // Put dirt in caves near the surface.
- if (underground)
- vm->m_data[index_data] = MapNode(biome->c_filler);
- else
- vm->m_data[index_data] = MapNode(biome->c_top);
- } else if (sr < 3 && underground) {
- sr = abs(ps.next());
- if (lava_features_lim > 0 && y <= lava_max_height
- && c == biome->c_stone && sr < lava_chance)
- vm->m_data[j] = n_lava;
-
- sr -= lava_chance;
-
- // If sr < 0 then we should have already placed lava --
- // don't immediately dump water on it.
- if (water_features_lim > 0 && y <= cave_water_max_height
- && sr >= 0 && sr < water_chance)
- vm->m_data[j] = n_water;
+ tunnel_air_above = true;
+ } else if (c == biome->c_filler || c == biome->c_stone) {
+ if (tunnel_air_above) {
+ // at the tunnel floor
+ s16 sr = ps.range(0, 39);
+ u32 j = index_data;
+ vm->m_area.add_y(em, j, 1);
+
+ if (sr > terrain - y) {
+ // Put biome nodes in tunnels near the surface
+ if (is_under_river)
+ vm->m_data[index_data] = MapNode(biome->c_riverbed);
+ else if (underground)
+ vm->m_data[index_data] = MapNode(biome->c_filler);
+ else
+ vm->m_data[index_data] = MapNode(biome->c_top);
+ } else if (sr < 3 && underground) {
+ sr = abs(ps.next());
+ if (lava_features_lim > 0 && y <= lava_max_height
+ && c == biome->c_stone && sr < lava_chance)
+ vm->m_data[j] = n_lava;
+
+ sr -= lava_chance;
+
+ // If sr < 0 then we should have already placed lava --
+ // don't immediately dump water on it.
+ if (water_features_lim > 0 && y <= cave_water_max_height
+ && sr >= 0 && sr < water_chance)
+ vm->m_data[j] = n_water;
+ }
}
- air_above = false;
- underground = true;
- } else if (c == biome->c_filler || c == biome->c_stone) {
- air_above = false;
+ tunnel_air_above = false;
underground = true;
} else {
- air_above = false;
+ tunnel_air_above = false;
}
}
}
- if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
+ if (node_max.Y <= large_cave_depth && !made_a_big_one) {
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
- CaveV5 cave(this, &ps);
- cave.makeCave(node_min, node_max, max_stone_y);
+ CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
+ c_water_source, c_lava_source);
+
+ cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
}
}
}