Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 :
21 : #include "mapgen.h"
22 : #include "voxel.h"
23 : #include "noise.h"
24 : #include "mapblock.h"
25 : #include "mapnode.h"
26 : #include "map.h"
27 : #include "content_sao.h"
28 : #include "nodedef.h"
29 : #include "voxelalgorithms.h"
30 : #include "profiler.h"
31 : #include "settings.h" // For g_settings
32 : #include "emerge.h"
33 : #include "dungeongen.h"
34 : #include "cavegen.h"
35 : #include "treegen.h"
36 : #include "mg_biome.h"
37 : #include "mg_ore.h"
38 : #include "mg_decoration.h"
39 : #include "mapgen_v5.h"
40 : #include "util/directiontables.h"
41 :
42 :
43 : FlagDesc flagdesc_mapgen_v5[] = {
44 : {NULL, 0}
45 : };
46 :
47 :
48 0 : MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49 0 : : Mapgen(mapgenid, params, emerge)
50 : {
51 0 : this->m_emerge = emerge;
52 0 : this->bmgr = emerge->biomemgr;
53 :
54 : // amount of elements to skip for the next index
55 : // for noise/height/biome maps (not vmanip)
56 0 : this->ystride = csize.X;
57 0 : this->zstride = csize.X * (csize.Y + 2);
58 :
59 0 : this->biomemap = new u8[csize.X * csize.Z];
60 0 : this->heightmap = new s16[csize.X * csize.Z];
61 0 : this->heatmap = NULL;
62 0 : this->humidmap = NULL;
63 :
64 0 : MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
65 0 : this->spflags = sp->spflags;
66 :
67 : // Terrain noise
68 0 : noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69 0 : noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
70 0 : noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
71 :
72 : // 3D terrain noise
73 0 : noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
74 0 : noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
75 0 : noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
76 :
77 : // Biome noise
78 0 : noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
79 0 : noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
80 0 : noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
81 0 : noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
82 :
83 : //// Resolve nodes to be used
84 0 : INodeDefManager *ndef = emerge->ndef;
85 :
86 0 : c_stone = ndef->getId("mapgen_stone");
87 0 : c_water_source = ndef->getId("mapgen_water_source");
88 0 : c_lava_source = ndef->getId("mapgen_lava_source");
89 0 : c_desert_stone = ndef->getId("mapgen_desert_stone");
90 0 : c_ice = ndef->getId("mapgen_ice");
91 0 : c_sandstone = ndef->getId("mapgen_sandstone");
92 :
93 0 : c_cobble = ndef->getId("mapgen_cobble");
94 0 : c_stair_cobble = ndef->getId("mapgen_stair_cobble");
95 0 : c_mossycobble = ndef->getId("mapgen_mossycobble");
96 0 : c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
97 0 : c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
98 :
99 0 : if (c_ice == CONTENT_IGNORE)
100 0 : c_ice = CONTENT_AIR;
101 0 : if (c_mossycobble == CONTENT_IGNORE)
102 0 : c_mossycobble = c_cobble;
103 0 : if (c_stair_cobble == CONTENT_IGNORE)
104 0 : c_stair_cobble = c_cobble;
105 0 : if (c_sandstonebrick == CONTENT_IGNORE)
106 0 : c_sandstonebrick = c_sandstone;
107 0 : if (c_stair_sandstonebrick == CONTENT_IGNORE)
108 0 : c_stair_sandstonebrick = c_sandstone;
109 0 : }
110 :
111 :
112 0 : MapgenV5::~MapgenV5()
113 : {
114 0 : delete noise_filler_depth;
115 0 : delete noise_factor;
116 0 : delete noise_height;
117 0 : delete noise_cave1;
118 0 : delete noise_cave2;
119 0 : delete noise_ground;
120 :
121 0 : delete noise_heat;
122 0 : delete noise_humidity;
123 0 : delete noise_heat_blend;
124 0 : delete noise_humidity_blend;
125 :
126 0 : delete[] heightmap;
127 0 : delete[] biomemap;
128 0 : }
129 :
130 :
131 0 : MapgenV5Params::MapgenV5Params()
132 : {
133 0 : spflags = 0;
134 :
135 0 : np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
136 0 : np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
137 0 : np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
138 0 : np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
139 0 : np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
140 0 : np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
141 0 : }
142 :
143 :
144 : //#define CAVE_NOISE_SCALE 12.0
145 : //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
146 :
147 :
148 0 : void MapgenV5Params::readParams(const Settings *settings)
149 : {
150 0 : settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
151 :
152 0 : settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
153 0 : settings->getNoiseParams("mgv5_np_factor", np_factor);
154 0 : settings->getNoiseParams("mgv5_np_height", np_height);
155 0 : settings->getNoiseParams("mgv5_np_cave1", np_cave1);
156 0 : settings->getNoiseParams("mgv5_np_cave2", np_cave2);
157 0 : settings->getNoiseParams("mgv5_np_ground", np_ground);
158 0 : }
159 :
160 :
161 0 : void MapgenV5Params::writeParams(Settings *settings) const
162 : {
163 0 : settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
164 :
165 0 : settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
166 0 : settings->setNoiseParams("mgv5_np_factor", np_factor);
167 0 : settings->setNoiseParams("mgv5_np_height", np_height);
168 0 : settings->setNoiseParams("mgv5_np_cave1", np_cave1);
169 0 : settings->setNoiseParams("mgv5_np_cave2", np_cave2);
170 0 : settings->setNoiseParams("mgv5_np_ground", np_ground);
171 0 : }
172 :
173 :
174 0 : int MapgenV5::getGroundLevelAtPoint(v2s16 p)
175 : {
176 : //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
177 :
178 0 : float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
179 0 : if (f < 0.01)
180 0 : f = 0.01;
181 0 : else if (f >= 1.0)
182 0 : f *= 1.6;
183 0 : float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
184 :
185 0 : s16 search_top = water_level + 15;
186 0 : s16 search_base = water_level;
187 :
188 0 : s16 level = -31000;
189 0 : for (s16 y = search_top; y >= search_base; y--) {
190 0 : float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
191 0 : if (n_ground * f > y - h) {
192 0 : if (y >= search_top - 7)
193 0 : break;
194 : else
195 0 : level = y;
196 0 : break;
197 : }
198 : }
199 :
200 : //printf("getGroundLevelAtPoint: %dus\n", t.stop());
201 0 : return level;
202 : }
203 :
204 :
205 0 : void MapgenV5::makeChunk(BlockMakeData *data)
206 : {
207 : // Pre-conditions
208 : assert(data->vmanip);
209 : assert(data->nodedef);
210 : assert(data->blockpos_requested.X >= data->blockpos_min.X &&
211 : data->blockpos_requested.Y >= data->blockpos_min.Y &&
212 : data->blockpos_requested.Z >= data->blockpos_min.Z);
213 : assert(data->blockpos_requested.X <= data->blockpos_max.X &&
214 : data->blockpos_requested.Y <= data->blockpos_max.Y &&
215 : data->blockpos_requested.Z <= data->blockpos_max.Z);
216 :
217 0 : generating = true;
218 0 : vm = data->vmanip;
219 0 : ndef = data->nodedef;
220 : //TimeTaker t("makeChunk");
221 :
222 0 : v3s16 blockpos_min = data->blockpos_min;
223 0 : v3s16 blockpos_max = data->blockpos_max;
224 0 : node_min = blockpos_min * MAP_BLOCKSIZE;
225 0 : node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
226 0 : full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
227 0 : full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
228 :
229 : // Create a block-specific seed
230 0 : blockseed = getBlockSeed2(full_node_min, seed);
231 :
232 : // Make some noise
233 0 : calculateNoise();
234 :
235 : // Generate base terrain
236 0 : s16 stone_surface_max_y = generateBaseTerrain();
237 :
238 : // Create heightmap
239 0 : updateHeightmap(node_min, node_max);
240 :
241 : // Create biomemap at heightmap surface
242 0 : bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
243 0 : noise_humidity->result, heightmap, biomemap);
244 :
245 : // Actually place the biome-specific nodes
246 0 : MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
247 :
248 : // Generate caves
249 0 : if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
250 0 : generateCaves(stone_surface_max_y);
251 :
252 : // Generate dungeons and desert temples
253 0 : if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
254 0 : DungeonParams dp;
255 :
256 0 : dp.np_rarity = nparams_dungeon_rarity;
257 0 : dp.np_density = nparams_dungeon_density;
258 0 : dp.np_wetness = nparams_dungeon_wetness;
259 0 : dp.c_water = c_water_source;
260 0 : if (stone_type == STONE) {
261 0 : dp.c_cobble = c_cobble;
262 0 : dp.c_moss = c_mossycobble;
263 0 : dp.c_stair = c_stair_cobble;
264 :
265 0 : dp.diagonal_dirs = false;
266 0 : dp.mossratio = 3.0;
267 0 : dp.holesize = v3s16(1, 2, 1);
268 0 : dp.roomsize = v3s16(0, 0, 0);
269 0 : dp.notifytype = GENNOTIFY_DUNGEON;
270 0 : } else if (stone_type == DESERT_STONE) {
271 0 : dp.c_cobble = c_desert_stone;
272 0 : dp.c_moss = c_desert_stone;
273 0 : dp.c_stair = c_desert_stone;
274 :
275 0 : dp.diagonal_dirs = true;
276 0 : dp.mossratio = 0.0;
277 0 : dp.holesize = v3s16(2, 3, 2);
278 0 : dp.roomsize = v3s16(2, 5, 2);
279 0 : dp.notifytype = GENNOTIFY_TEMPLE;
280 0 : } else if (stone_type == SANDSTONE) {
281 0 : dp.c_cobble = c_sandstonebrick;
282 0 : dp.c_moss = c_sandstonebrick;
283 0 : dp.c_stair = c_sandstonebrick;
284 :
285 0 : dp.diagonal_dirs = false;
286 0 : dp.mossratio = 0.0;
287 0 : dp.holesize = v3s16(2, 2, 2);
288 0 : dp.roomsize = v3s16(2, 0, 2);
289 0 : dp.notifytype = GENNOTIFY_DUNGEON;
290 : }
291 :
292 0 : DungeonGen dgen(this, &dp);
293 0 : dgen.generate(blockseed, full_node_min, full_node_max);
294 : }
295 :
296 : // Generate the registered decorations
297 0 : m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
298 :
299 : // Generate the registered ores
300 0 : m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
301 :
302 : // Sprinkle some dust on top after everything else was generated
303 0 : dustTopNodes();
304 :
305 : //printf("makeChunk: %dms\n", t.stop());
306 :
307 : // Add top and bottom side of water to transforming_liquid queue
308 0 : updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
309 :
310 : // Calculate lighting
311 0 : if (flags & MG_LIGHT) {
312 0 : calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
313 0 : full_node_min, full_node_max);
314 : }
315 :
316 0 : this->generating = false;
317 0 : }
318 :
319 :
320 0 : void MapgenV5::calculateNoise()
321 : {
322 : //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
323 0 : int x = node_min.X;
324 0 : int y = node_min.Y - 1;
325 0 : int z = node_min.Z;
326 :
327 0 : noise_factor->perlinMap2D(x, z);
328 0 : noise_height->perlinMap2D(x, z);
329 0 : noise_ground->perlinMap3D(x, y, z);
330 :
331 0 : if (flags & MG_CAVES) {
332 0 : noise_cave1->perlinMap3D(x, y, z);
333 0 : noise_cave2->perlinMap3D(x, y, z);
334 : }
335 :
336 0 : noise_filler_depth->perlinMap2D(x, z);
337 0 : noise_heat->perlinMap2D(x, z);
338 0 : noise_humidity->perlinMap2D(x, z);
339 0 : noise_heat_blend->perlinMap2D(x, z);
340 0 : noise_humidity_blend->perlinMap2D(x, z);
341 :
342 0 : for (s32 i = 0; i < csize.X * csize.Z; i++) {
343 0 : noise_heat->result[i] += noise_heat_blend->result[i];
344 0 : noise_humidity->result[i] += noise_humidity_blend->result[i];
345 : }
346 :
347 0 : heatmap = noise_heat->result;
348 0 : humidmap = noise_humidity->result;
349 : //printf("calculateNoise: %dus\n", t.stop());
350 0 : }
351 :
352 :
353 : //bool is_cave(u32 index) {
354 : // double d1 = contour(noise_cave1->result[index]);
355 : // double d2 = contour(noise_cave2->result[index]);
356 : // return d1*d2 > CAVE_NOISE_THRESHOLD;
357 : //}
358 :
359 : //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
360 : // double f = 0.55 + noise_factor->result[index2d];
361 : // if(f < 0.01)
362 : // f = 0.01;
363 : // else if(f >= 1.0)
364 : // f *= 1.6;
365 : // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
366 : // return (noise_ground->result[index] * f > (double)p.Y - h);
367 : //}
368 :
369 :
370 0 : int MapgenV5::generateBaseTerrain()
371 : {
372 0 : u32 index = 0;
373 0 : u32 index2d = 0;
374 0 : int stone_surface_max_y = -MAP_GENERATION_LIMIT;
375 :
376 0 : for (s16 z=node_min.Z; z<=node_max.Z; z++) {
377 0 : for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
378 0 : u32 i = vm->m_area.index(node_min.X, y, z);
379 0 : for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
380 0 : if (vm->m_data[i].getContent() != CONTENT_IGNORE)
381 0 : continue;
382 :
383 0 : float f = 0.55 + noise_factor->result[index2d];
384 0 : if (f < 0.01)
385 0 : f = 0.01;
386 0 : else if (f >= 1.0)
387 0 : f *= 1.6;
388 0 : float h = noise_height->result[index2d];
389 :
390 0 : if (noise_ground->result[index] * f < y - h) {
391 0 : if (y <= water_level)
392 0 : vm->m_data[i] = MapNode(c_water_source);
393 : else
394 0 : vm->m_data[i] = MapNode(CONTENT_AIR);
395 : } else {
396 0 : vm->m_data[i] = MapNode(c_stone);
397 0 : if (y > stone_surface_max_y)
398 0 : stone_surface_max_y = y;
399 : }
400 : }
401 0 : index2d -= ystride;
402 : }
403 0 : index2d += ystride;
404 : }
405 :
406 0 : return stone_surface_max_y;
407 : }
408 :
409 :
410 0 : MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
411 : {
412 0 : v3s16 em = vm->m_area.getExtent();
413 0 : u32 index = 0;
414 0 : MgStoneType stone_type = STONE;
415 :
416 0 : for (s16 z = node_min.Z; z <= node_max.Z; z++)
417 0 : for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
418 0 : Biome *biome = NULL;
419 0 : u16 depth_top = 0;
420 0 : u16 base_filler = 0;
421 0 : u16 depth_water_top = 0;
422 0 : u32 vi = vm->m_area.index(x, node_max.Y, z);
423 :
424 : // Check node at base of mapchunk above, either a node of a previously
425 : // generated mapchunk or if not, a node of overgenerated base terrain.
426 0 : content_t c_above = vm->m_data[vi + em.X].getContent();
427 0 : bool air_above = c_above == CONTENT_AIR;
428 0 : bool water_above = c_above == c_water_source;
429 :
430 : // If there is air or water above enable top/filler placement, otherwise force
431 : // nplaced to stone level by setting a number exceeding any possible filler depth.
432 0 : u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
433 :
434 0 : for (s16 y = node_max.Y; y >= node_min.Y; y--) {
435 0 : content_t c = vm->m_data[vi].getContent();
436 :
437 : // Biome is recalculated each time an upper surface is detected while
438 : // working down a column. The selected biome then remains in effect for
439 : // all nodes below until the next surface and biome recalculation.
440 : // Biome is recalculated:
441 : // 1. At the surface of stone below air or water.
442 : // 2. At the surface of water below air.
443 : // 3. When stone or water is detected but biome has not yet been calculated.
444 0 : if ((c == c_stone && (air_above || water_above || !biome)) ||
445 0 : (c == c_water_source && (air_above || !biome))) {
446 0 : biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
447 0 : depth_top = biome->depth_top;
448 0 : base_filler = MYMAX(depth_top + biome->depth_filler
449 0 : + noise_filler_depth->result[index], 0);
450 0 : depth_water_top = biome->depth_water_top;
451 :
452 : // Detect stone type for dungeons during every biome calculation.
453 : // This is more efficient than detecting per-node and will not
454 : // miss any desert stone or sandstone biomes.
455 0 : if (biome->c_stone == c_desert_stone)
456 0 : stone_type = DESERT_STONE;
457 0 : else if (biome->c_stone == c_sandstone)
458 0 : stone_type = SANDSTONE;
459 : }
460 :
461 0 : if (c == c_stone) {
462 0 : content_t c_below = vm->m_data[vi - em.X].getContent();
463 :
464 : // If the node below isn't solid, make this node stone, so that
465 : // any top/filler nodes above are structurally supported.
466 : // This is done by aborting the cycle of top/filler placement
467 : // immediately by forcing nplaced to stone level.
468 0 : if (c_below == CONTENT_AIR || c_below == c_water_source)
469 0 : nplaced = (u16)-1;
470 :
471 0 : if (nplaced < depth_top) {
472 0 : vm->m_data[vi] = MapNode(biome->c_top);
473 0 : nplaced++;
474 0 : } else if (nplaced < base_filler) {
475 0 : vm->m_data[vi] = MapNode(biome->c_filler);
476 0 : nplaced++;
477 : } else {
478 0 : vm->m_data[vi] = MapNode(biome->c_stone);
479 : }
480 :
481 0 : air_above = false;
482 0 : water_above = false;
483 0 : } else if (c == c_water_source) {
484 0 : vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
485 0 : biome->c_water_top : biome->c_water);
486 0 : nplaced = 0; // Enable top/filler placement for next surface
487 0 : air_above = false;
488 0 : water_above = true;
489 0 : } else if (c == CONTENT_AIR) {
490 0 : nplaced = 0; // Enable top/filler placement for next surface
491 0 : air_above = true;
492 0 : water_above = false;
493 : } else { // Possible various nodes overgenerated from neighbouring mapchunks
494 0 : nplaced = (u16)-1; // Disable top/filler placement
495 0 : air_above = false;
496 0 : water_above = false;
497 : }
498 :
499 0 : vm->m_area.add_y(em, vi, -1);
500 : }
501 : }
502 :
503 0 : return stone_type;
504 : }
505 :
506 :
507 0 : void MapgenV5::generateCaves(int max_stone_y)
508 : {
509 0 : if (max_stone_y >= node_min.Y) {
510 0 : u32 index = 0;
511 :
512 0 : for (s16 z = node_min.Z; z <= node_max.Z; z++)
513 0 : for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
514 0 : u32 i = vm->m_area.index(node_min.X, y, z);
515 0 : for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
516 0 : float d1 = contour(noise_cave1->result[index]);
517 0 : float d2 = contour(noise_cave2->result[index]);
518 0 : if (d1*d2 > 0.125) {
519 0 : content_t c = vm->m_data[i].getContent();
520 0 : if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
521 0 : continue;
522 :
523 0 : vm->m_data[i] = MapNode(CONTENT_AIR);
524 : }
525 : }
526 : }
527 : }
528 :
529 0 : if (node_max.Y > LARGE_CAVE_DEPTH)
530 0 : return;
531 :
532 0 : PseudoRandom ps(blockseed + 21343);
533 0 : u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
534 0 : for (u32 i = 0; i < bruises_count; i++) {
535 0 : CaveV5 cave(this, &ps);
536 0 : cave.makeCave(node_min, node_max, max_stone_y);
537 : }
538 : }
539 :
540 :
541 0 : void MapgenV5::dustTopNodes()
542 : {
543 0 : if (node_max.Y < water_level)
544 0 : return;
545 :
546 0 : v3s16 em = vm->m_area.getExtent();
547 0 : u32 index = 0;
548 :
549 0 : for (s16 z = node_min.Z; z <= node_max.Z; z++)
550 0 : for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
551 0 : Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
552 :
553 0 : if (biome->c_dust == CONTENT_IGNORE)
554 0 : continue;
555 :
556 0 : u32 vi = vm->m_area.index(x, full_node_max.Y, z);
557 0 : content_t c_full_max = vm->m_data[vi].getContent();
558 : s16 y_start;
559 :
560 0 : if (c_full_max == CONTENT_AIR) {
561 0 : y_start = full_node_max.Y - 1;
562 0 : } else if (c_full_max == CONTENT_IGNORE) {
563 0 : vi = vm->m_area.index(x, node_max.Y + 1, z);
564 0 : content_t c_max = vm->m_data[vi].getContent();
565 :
566 0 : if (c_max == CONTENT_AIR)
567 0 : y_start = node_max.Y;
568 : else
569 0 : continue;
570 : } else {
571 0 : continue;
572 : }
573 :
574 0 : vi = vm->m_area.index(x, y_start, z);
575 0 : for (s16 y = y_start; y >= node_min.Y - 1; y--) {
576 0 : if (vm->m_data[vi].getContent() != CONTENT_AIR)
577 0 : break;
578 :
579 0 : vm->m_area.add_y(em, vi, -1);
580 : }
581 :
582 0 : content_t c = vm->m_data[vi].getContent();
583 0 : if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
584 0 : vm->m_area.add_y(em, vi, 1);
585 0 : vm->m_data[vi] = MapNode(biome->c_dust);
586 : }
587 : }
588 3 : }
589 :
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