LCOV - code coverage report
Current view: top level - src - mapgen_v7.cpp (source / functions) Hit Total Coverage
Test: report Lines: 1 433 0.2 %
Date: 2015-07-11 18:23:49 Functions: 2 23 8.7 %

          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_v7.h"
      40             : 
      41             : 
      42             : FlagDesc flagdesc_mapgen_v7[] = {
      43             :         {"mountains", MGV7_MOUNTAINS},
      44             :         {"ridges",    MGV7_RIDGES},
      45             :         {NULL,        0}
      46             : };
      47             : 
      48             : ///////////////////////////////////////////////////////////////////////////////
      49             : 
      50             : 
      51           0 : MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
      52           0 :         : Mapgen(mapgenid, params, emerge)
      53             : {
      54           0 :         this->m_emerge = emerge;
      55           0 :         this->bmgr     = emerge->biomemgr;
      56             : 
      57             :         //// amount of elements to skip for the next index
      58             :         //// for noise/height/biome maps (not vmanip)
      59           0 :         this->ystride = csize.X;
      60           0 :         this->zstride = csize.X * (csize.Y + 2);
      61             : 
      62           0 :         this->biomemap        = new u8[csize.X * csize.Z];
      63           0 :         this->heightmap       = new s16[csize.X * csize.Z];
      64           0 :         this->heatmap         = NULL;
      65           0 :         this->humidmap        = NULL;
      66           0 :         this->ridge_heightmap = new s16[csize.X * csize.Z];
      67             : 
      68           0 :         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
      69           0 :         this->spflags = sp->spflags;
      70             : 
      71             :         //// Terrain noise
      72           0 :         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
      73           0 :         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
      74           0 :         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
      75           0 :         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
      76           0 :         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
      77           0 :         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
      78           0 :         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
      79             : 
      80             :         //// 3d terrain noise
      81           0 :         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
      82           0 :         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
      83           0 :         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
      84           0 :         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
      85             : 
      86             :         //// Biome noise
      87           0 :         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
      88           0 :         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
      89           0 :         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
      90           0 :         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
      91             : 
      92             :         //// Resolve nodes to be used
      93           0 :         INodeDefManager *ndef = emerge->ndef;
      94             : 
      95           0 :         c_stone                = ndef->getId("mapgen_stone");
      96           0 :         c_water_source         = ndef->getId("mapgen_water_source");
      97           0 :         c_lava_source          = ndef->getId("mapgen_lava_source");
      98           0 :         c_desert_stone         = ndef->getId("mapgen_desert_stone");
      99           0 :         c_ice                  = ndef->getId("mapgen_ice");
     100           0 :         c_sandstone            = ndef->getId("mapgen_sandstone");
     101             : 
     102           0 :         c_cobble               = ndef->getId("mapgen_cobble");
     103           0 :         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
     104           0 :         c_mossycobble          = ndef->getId("mapgen_mossycobble");
     105           0 :         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
     106           0 :         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
     107             : 
     108           0 :         if (c_ice == CONTENT_IGNORE)
     109           0 :                 c_ice = CONTENT_AIR;
     110           0 :         if (c_mossycobble == CONTENT_IGNORE)
     111           0 :                 c_mossycobble = c_cobble;
     112           0 :         if (c_stair_cobble == CONTENT_IGNORE)
     113           0 :                 c_stair_cobble = c_cobble;
     114           0 :         if (c_sandstonebrick == CONTENT_IGNORE)
     115           0 :                 c_sandstonebrick = c_sandstone;
     116           0 :         if (c_stair_sandstonebrick == CONTENT_IGNORE)
     117           0 :                 c_stair_sandstonebrick = c_sandstone;
     118           0 : }
     119             : 
     120             : 
     121           0 : MapgenV7::~MapgenV7()
     122             : {
     123           0 :         delete noise_terrain_base;
     124           0 :         delete noise_terrain_persist;
     125           0 :         delete noise_height_select;
     126           0 :         delete noise_terrain_alt;
     127           0 :         delete noise_filler_depth;
     128           0 :         delete noise_mount_height;
     129           0 :         delete noise_ridge_uwater;
     130           0 :         delete noise_mountain;
     131           0 :         delete noise_ridge;
     132           0 :         delete noise_cave1;
     133           0 :         delete noise_cave2;
     134             : 
     135           0 :         delete noise_heat;
     136           0 :         delete noise_humidity;
     137           0 :         delete noise_heat_blend;
     138           0 :         delete noise_humidity_blend;
     139             : 
     140           0 :         delete[] ridge_heightmap;
     141           0 :         delete[] heightmap;
     142           0 :         delete[] biomemap;
     143           0 : }
     144             : 
     145             : 
     146           0 : MapgenV7Params::MapgenV7Params()
     147             : {
     148           0 :         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
     149             : 
     150           0 :         np_terrain_base    = NoiseParams(4,    70,   v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
     151           0 :         np_terrain_alt     = NoiseParams(4,    25,   v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
     152           0 :         np_terrain_persist = NoiseParams(0.6,  0.12, v3f(2000, 2000, 2000), 539,   3, 0.5,  2.0);
     153           0 :         np_height_select   = NoiseParams(-12,  24,   v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
     154           0 :         np_filler_depth    = NoiseParams(0,    1.2,  v3f(150,  150,  150),  261,   4, 0.7,  2.0);
     155           0 :         np_mount_height    = NoiseParams(184,  72,   v3f(1000, 1000, 1000), 72449, 3, 0.5,  2.0);
     156           0 :         np_ridge_uwater    = NoiseParams(0,    1,    v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
     157           0 :         np_mountain        = NoiseParams(-0.6, 1,    v3f(250,  350,  250),  5333,  5, 0.68, 2.0);
     158           0 :         np_ridge           = NoiseParams(0,    1,    v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
     159           0 :         np_cave1           = NoiseParams(0,    12,   v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
     160           0 :         np_cave2           = NoiseParams(0,    12,   v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
     161           0 : }
     162             : 
     163             : 
     164           0 : void MapgenV7Params::readParams(const Settings *settings)
     165             : {
     166           0 :         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
     167             : 
     168           0 :         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
     169           0 :         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
     170           0 :         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
     171           0 :         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
     172           0 :         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
     173           0 :         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
     174           0 :         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
     175           0 :         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
     176           0 :         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
     177           0 :         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
     178           0 :         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
     179           0 : }
     180             : 
     181             : 
     182           0 : void MapgenV7Params::writeParams(Settings *settings) const
     183             : {
     184           0 :         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
     185             : 
     186           0 :         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
     187           0 :         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
     188           0 :         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
     189           0 :         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
     190           0 :         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
     191           0 :         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
     192           0 :         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
     193           0 :         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
     194           0 :         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
     195           0 :         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
     196           0 :         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
     197           0 : }
     198             : 
     199             : 
     200             : ///////////////////////////////////////
     201             : 
     202             : 
     203           0 : int MapgenV7::getGroundLevelAtPoint(v2s16 p)
     204             : {
     205             :         // Base terrain calculation
     206           0 :         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
     207             : 
     208             :         // Ridge/river terrain calculation
     209           0 :         float width = 0.2;
     210           0 :         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
     211             :         // actually computing the depth of the ridge is much more expensive;
     212             :         // if inside a river, simply guess
     213           0 :         if (fabs(uwatern) <= width)
     214           0 :                 return water_level - 10;
     215             : 
     216             :         // Mountain terrain calculation
     217           0 :         int iters = 128; // don't even bother iterating more than 128 times..
     218           0 :         while (iters--) {
     219             :                 //current point would have been air
     220           0 :                 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
     221           0 :                         return y;
     222             : 
     223           0 :                 y++;
     224             :         }
     225             : 
     226           0 :         return y;
     227             : }
     228             : 
     229             : 
     230           0 : void MapgenV7::makeChunk(BlockMakeData *data)
     231             : {
     232             :         // Pre-conditions
     233             :         assert(data->vmanip);
     234             :         assert(data->nodedef);
     235             :         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
     236             :                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
     237             :                 data->blockpos_requested.Z >= data->blockpos_min.Z);
     238             :         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
     239             :                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
     240             :                 data->blockpos_requested.Z <= data->blockpos_max.Z);
     241             : 
     242           0 :         this->generating = true;
     243           0 :         this->vm   = data->vmanip;
     244           0 :         this->ndef = data->nodedef;
     245             :         //TimeTaker t("makeChunk");
     246             : 
     247           0 :         v3s16 blockpos_min = data->blockpos_min;
     248           0 :         v3s16 blockpos_max = data->blockpos_max;
     249           0 :         node_min = blockpos_min * MAP_BLOCKSIZE;
     250           0 :         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
     251           0 :         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
     252           0 :         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
     253             : 
     254           0 :         blockseed = getBlockSeed2(full_node_min, seed);
     255             : 
     256             :         // Make some noise
     257           0 :         calculateNoise();
     258             : 
     259             :         // Generate base terrain, mountains, and ridges with initial heightmaps
     260           0 :         s16 stone_surface_max_y = generateTerrain();
     261             : 
     262             :         // Create heightmap
     263           0 :         updateHeightmap(node_min, node_max);
     264             : 
     265             :         // Create biomemap at heightmap surface
     266           0 :         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
     267           0 :                 noise_humidity->result, heightmap, biomemap);
     268             : 
     269             :         // Actually place the biome-specific nodes
     270           0 :         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
     271             : 
     272           0 :         if (flags & MG_CAVES)
     273           0 :                 generateCaves(stone_surface_max_y);
     274             : 
     275           0 :         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
     276           0 :                 DungeonParams dp;
     277             : 
     278           0 :                 dp.np_rarity  = nparams_dungeon_rarity;
     279           0 :                 dp.np_density = nparams_dungeon_density;
     280           0 :                 dp.np_wetness = nparams_dungeon_wetness;
     281           0 :                 dp.c_water    = c_water_source;
     282           0 :                 if (stone_type == STONE) {
     283           0 :                         dp.c_cobble = c_cobble;
     284           0 :                         dp.c_moss   = c_mossycobble;
     285           0 :                         dp.c_stair  = c_stair_cobble;
     286             : 
     287           0 :                         dp.diagonal_dirs = false;
     288           0 :                         dp.mossratio     = 3.0;
     289           0 :                         dp.holesize      = v3s16(1, 2, 1);
     290           0 :                         dp.roomsize      = v3s16(0, 0, 0);
     291           0 :                         dp.notifytype    = GENNOTIFY_DUNGEON;
     292           0 :                 } else if (stone_type == DESERT_STONE) {
     293           0 :                         dp.c_cobble = c_desert_stone;
     294           0 :                         dp.c_moss   = c_desert_stone;
     295           0 :                         dp.c_stair  = c_desert_stone;
     296             : 
     297           0 :                         dp.diagonal_dirs = true;
     298           0 :                         dp.mossratio     = 0.0;
     299           0 :                         dp.holesize      = v3s16(2, 3, 2);
     300           0 :                         dp.roomsize      = v3s16(2, 5, 2);
     301           0 :                         dp.notifytype    = GENNOTIFY_TEMPLE;
     302           0 :                 } else if (stone_type == SANDSTONE) {
     303           0 :                         dp.c_cobble = c_sandstonebrick;
     304           0 :                         dp.c_moss   = c_sandstonebrick;
     305           0 :                         dp.c_stair  = c_sandstonebrick;
     306             : 
     307           0 :                         dp.diagonal_dirs = false;
     308           0 :                         dp.mossratio     = 0.0;
     309           0 :                         dp.holesize      = v3s16(2, 2, 2);
     310           0 :                         dp.roomsize      = v3s16(2, 0, 2);
     311           0 :                         dp.notifytype    = GENNOTIFY_DUNGEON;
     312             :                 }
     313             : 
     314           0 :                 DungeonGen dgen(this, &dp);
     315           0 :                 dgen.generate(blockseed, full_node_min, full_node_max);
     316             :         }
     317             : 
     318             :         // Generate the registered decorations
     319           0 :         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
     320             : 
     321             :         // Generate the registered ores
     322           0 :         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
     323             : 
     324             :         // Sprinkle some dust on top after everything else was generated
     325           0 :         dustTopNodes();
     326             : 
     327             :         //printf("makeChunk: %dms\n", t.stop());
     328             : 
     329           0 :         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
     330             : 
     331           0 :         if (flags & MG_LIGHT)
     332           0 :                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
     333           0 :                         full_node_min, full_node_max);
     334             : 
     335             :         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
     336             :         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
     337             : 
     338           0 :         this->generating = false;
     339           0 : }
     340             : 
     341             : 
     342           0 : void MapgenV7::calculateNoise()
     343             : {
     344             :         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
     345           0 :         int x = node_min.X;
     346           0 :         int y = node_min.Y - 1;
     347           0 :         int z = node_min.Z;
     348             : 
     349           0 :         noise_terrain_persist->perlinMap2D(x, z);
     350           0 :         float *persistmap = noise_terrain_persist->result;
     351             : 
     352           0 :         noise_terrain_base->perlinMap2D(x, z, persistmap);
     353           0 :         noise_terrain_alt->perlinMap2D(x, z, persistmap);
     354           0 :         noise_height_select->perlinMap2D(x, z);
     355             : 
     356           0 :         if (flags & MG_CAVES) {
     357           0 :                 noise_cave1->perlinMap3D(x, y, z);
     358           0 :                 noise_cave2->perlinMap3D(x, y, z);
     359             :         }
     360             : 
     361           0 :         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
     362           0 :                 noise_ridge->perlinMap3D(x, y, z);
     363           0 :                 noise_ridge_uwater->perlinMap2D(x, z);
     364             :         }
     365             : 
     366           0 :         if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
     367           0 :                 noise_mountain->perlinMap3D(x, y, z);
     368           0 :                 noise_mount_height->perlinMap2D(x, z);
     369             :         }
     370             : 
     371           0 :         noise_filler_depth->perlinMap2D(x, z);
     372           0 :         noise_heat->perlinMap2D(x, z);
     373           0 :         noise_humidity->perlinMap2D(x, z);
     374           0 :         noise_heat_blend->perlinMap2D(x, z);
     375           0 :         noise_humidity_blend->perlinMap2D(x, z);
     376             : 
     377           0 :         for (s32 i = 0; i < csize.X * csize.Z; i++) {
     378           0 :                 noise_heat->result[i] += noise_heat_blend->result[i];
     379           0 :                 noise_humidity->result[i] += noise_humidity_blend->result[i];
     380             :         }
     381             : 
     382           0 :         heatmap = noise_heat->result;
     383           0 :         humidmap = noise_humidity->result;
     384             :         //printf("calculateNoise: %dus\n", t.stop());
     385           0 : }
     386             : 
     387             : 
     388           0 : Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
     389             : {
     390           0 :         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
     391           0 :                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
     392           0 :         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
     393           0 :                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
     394           0 :         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
     395             : 
     396           0 :         return bmgr->getBiome(heat, humidity, groundlevel);
     397             : }
     398             : 
     399             : //needs to be updated
     400           0 : float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
     401             : {
     402           0 :         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
     403           0 :         hselect = rangelim(hselect, 0.0, 1.0);
     404             : 
     405           0 :         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
     406             : 
     407           0 :         noise_terrain_base->np.persist = persist;
     408           0 :         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
     409             : 
     410           0 :         noise_terrain_alt->np.persist = persist;
     411           0 :         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
     412             : 
     413           0 :         if (height_alt > height_base)
     414           0 :                 return height_alt;
     415             : 
     416           0 :         return (height_base * hselect) + (height_alt * (1.0 - hselect));
     417             : }
     418             : 
     419             : 
     420           0 : float MapgenV7::baseTerrainLevelFromMap(int index)
     421             : {
     422           0 :         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
     423           0 :         float height_base = noise_terrain_base->result[index];
     424           0 :         float height_alt  = noise_terrain_alt->result[index];
     425             : 
     426           0 :         if (height_alt > height_base)
     427           0 :                 return height_alt;
     428             : 
     429           0 :         return (height_base * hselect) + (height_alt * (1.0 - hselect));
     430             : }
     431             : 
     432             : 
     433           0 : bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
     434             : {
     435           0 :         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
     436           0 :         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
     437           0 :         return mnt_n * mnt_h_n >= (float)y;
     438             : }
     439             : 
     440             : 
     441           0 : bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
     442             : {
     443           0 :         float mounthn = noise_mount_height->result[idx_xz];
     444           0 :         float mountn = noise_mountain->result[idx_xyz];
     445           0 :         return mountn * mounthn >= (float)y;
     446             : }
     447             : 
     448             : 
     449             : #if 0
     450             : void MapgenV7::carveRivers() {
     451             :         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
     452             :         MapNode n_stone(c_stone);
     453             :         u32 index = 0;
     454             : 
     455             :         int river_depth = 4;
     456             : 
     457             :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     458             :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     459             :                 float terrain_mod  = noise_terrain_mod->result[index];
     460             :                 NoiseParams *np = noise_terrain_river->np;
     461             :                 np.persist = noise_terrain_persist->result[index];
     462             :                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
     463             :                 float height = terrain_river * (1 - abs(terrain_mod)) *
     464             :                                                 noise_terrain_river->np.scale;
     465             :                 height = log(height * height); //log(h^3) is pretty interesting for terrain
     466             : 
     467             :                 s16 y = heightmap[index];
     468             :                 if (height < 1.0 && y > river_depth &&
     469             :                         y - river_depth >= node_min.Y && y <= node_max.Y) {
     470             : 
     471             :                         for (s16 ry = y; ry != y - river_depth; ry--) {
     472             :                                 u32 vi = vm->m_area.index(x, ry, z);
     473             :                                 vm->m_data[vi] = n_air;
     474             :                         }
     475             : 
     476             :                         u32 vi = vm->m_area.index(x, y - river_depth, z);
     477             :                         vm->m_data[vi] = n_water_source;
     478             :                 }
     479             :         }
     480             : }
     481             : #endif
     482             : 
     483             : 
     484           0 : int MapgenV7::generateTerrain()
     485             : {
     486           0 :         int ymax = generateBaseTerrain();
     487             : 
     488           0 :         if (spflags & MGV7_MOUNTAINS)
     489           0 :                 ymax = generateMountainTerrain(ymax);
     490             : 
     491           0 :         if (spflags & MGV7_RIDGES)
     492           0 :                 generateRidgeTerrain();
     493             : 
     494           0 :         return ymax;
     495             : }
     496             : 
     497             : 
     498           0 : int MapgenV7::generateBaseTerrain()
     499             : {
     500           0 :         MapNode n_air(CONTENT_AIR);
     501           0 :         MapNode n_stone(c_stone);
     502           0 :         MapNode n_water(c_water_source);
     503             : 
     504           0 :         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
     505           0 :         v3s16 em = vm->m_area.getExtent();
     506           0 :         u32 index = 0;
     507             : 
     508           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     509           0 :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     510           0 :                 float surface_height = baseTerrainLevelFromMap(index);
     511           0 :                 s16 surface_y = (s16)surface_height;
     512             : 
     513           0 :                 heightmap[index]       = surface_y;
     514           0 :                 ridge_heightmap[index] = surface_y;
     515             : 
     516           0 :                 if (surface_y > stone_surface_max_y)
     517           0 :                         stone_surface_max_y = surface_y;
     518             : 
     519           0 :                 u32 i = vm->m_area.index(x, node_min.Y - 1, z);
     520           0 :                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
     521           0 :                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
     522           0 :                                 if (y <= surface_y)
     523           0 :                                         vm->m_data[i] = n_stone;
     524           0 :                                 else if (y <= water_level)
     525           0 :                                         vm->m_data[i] = n_water;
     526             :                                 else
     527           0 :                                         vm->m_data[i] = n_air;
     528             :                         }
     529           0 :                         vm->m_area.add_y(em, i, 1);
     530             :                 }
     531             :         }
     532             : 
     533           0 :         return stone_surface_max_y;
     534             : }
     535             : 
     536             : 
     537           0 : int MapgenV7::generateMountainTerrain(int ymax)
     538             : {
     539           0 :         if (node_max.Y < 0)
     540           0 :                 return ymax;
     541             : 
     542           0 :         MapNode n_stone(c_stone);
     543           0 :         u32 j = 0;
     544             : 
     545           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     546           0 :         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
     547           0 :                 u32 vi = vm->m_area.index(node_min.X, y, z);
     548           0 :                 for (s16 x = node_min.X; x <= node_max.X; x++) {
     549           0 :                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
     550           0 :                         content_t c = vm->m_data[vi].getContent();
     551             : 
     552           0 :                         if (getMountainTerrainFromMap(j, index, y)
     553           0 :                                         && (c == CONTENT_AIR || c == c_water_source)) {
     554           0 :                                 vm->m_data[vi] = n_stone;
     555           0 :                                 if (y > ymax)
     556           0 :                                         ymax = y;
     557             :                         }
     558             : 
     559           0 :                         vi++;
     560           0 :                         j++;
     561             :                 }
     562             :         }
     563             : 
     564           0 :         return ymax;
     565             : }
     566             : 
     567             : 
     568           0 : void MapgenV7::generateRidgeTerrain()
     569             : {
     570           0 :         if (node_max.Y < water_level)
     571           0 :                 return;
     572             : 
     573           0 :         MapNode n_water(c_water_source);
     574           0 :         MapNode n_air(CONTENT_AIR);
     575           0 :         u32 index = 0;
     576           0 :         float width = 0.2; // TODO: figure out acceptable perlin noise values
     577             : 
     578           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     579           0 :         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
     580           0 :                 u32 vi = vm->m_area.index(node_min.X, y, z);
     581           0 :                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
     582           0 :                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
     583             : 
     584           0 :                         if (heightmap[j] < water_level - 16)
     585           0 :                                 continue;
     586             : 
     587           0 :                         float uwatern = noise_ridge_uwater->result[j] * 2;
     588           0 :                         if (fabs(uwatern) > width)
     589           0 :                                 continue;
     590             : 
     591           0 :                         float altitude = y - water_level;
     592           0 :                         float height_mod = (altitude + 17) / 2.5;
     593           0 :                         float width_mod  = width - fabs(uwatern);
     594           0 :                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
     595             : 
     596           0 :                         if (nridge + width_mod * height_mod < 0.6)
     597           0 :                                 continue;
     598             : 
     599           0 :                         if (y < ridge_heightmap[j])
     600           0 :                                 ridge_heightmap[j] = y - 1;
     601             : 
     602           0 :                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
     603             :                 }
     604             :         }
     605             : }
     606             : 
     607             : 
     608           0 : MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
     609             : {
     610           0 :         v3s16 em = vm->m_area.getExtent();
     611           0 :         u32 index = 0;
     612           0 :         MgStoneType stone_type = STONE;
     613             : 
     614           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     615           0 :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     616           0 :                 Biome *biome = NULL;
     617           0 :                 u16 depth_top = 0;
     618           0 :                 u16 base_filler = 0;
     619           0 :                 u16 depth_water_top = 0;
     620           0 :                 u32 vi = vm->m_area.index(x, node_max.Y, z);
     621             : 
     622             :                 // Check node at base of mapchunk above, either a node of a previously
     623             :                 // generated mapchunk or if not, a node of overgenerated base terrain.
     624           0 :                 content_t c_above = vm->m_data[vi + em.X].getContent();
     625           0 :                 bool air_above = c_above == CONTENT_AIR;
     626           0 :                 bool water_above = c_above == c_water_source;
     627             : 
     628             :                 // If there is air or water above enable top/filler placement, otherwise force
     629             :                 // nplaced to stone level by setting a number exceeding any possible filler depth.
     630           0 :                 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
     631             : 
     632           0 :                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
     633           0 :                         content_t c = vm->m_data[vi].getContent();
     634             : 
     635             :                         // Biome is recalculated each time an upper surface is detected while
     636             :                         // working down a column. The selected biome then remains in effect for
     637             :                         // all nodes below until the next surface and biome recalculation.
     638             :                         // Biome is recalculated:
     639             :                         // 1. At the surface of stone below air or water.
     640             :                         // 2. At the surface of water below air.
     641             :                         // 3. When stone or water is detected but biome has not yet been calculated.
     642           0 :                         if ((c == c_stone && (air_above || water_above || !biome)) ||
     643           0 :                                         (c == c_water_source && (air_above || !biome))) {
     644           0 :                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
     645           0 :                                 depth_top = biome->depth_top;
     646           0 :                                 base_filler = MYMAX(depth_top + biome->depth_filler
     647           0 :                                                 + noise_filler_depth->result[index], 0);
     648           0 :                                 depth_water_top = biome->depth_water_top;
     649             : 
     650             :                                 // Detect stone type for dungeons during every biome calculation.
     651             :                                 // This is more efficient than detecting per-node and will not
     652             :                                 // miss any desert stone or sandstone biomes.
     653           0 :                                 if (biome->c_stone == c_desert_stone)
     654           0 :                                         stone_type = DESERT_STONE;
     655           0 :                                 else if (biome->c_stone == c_sandstone)
     656           0 :                                         stone_type = SANDSTONE;
     657             :                         }
     658             : 
     659           0 :                         if (c == c_stone) {
     660           0 :                                 content_t c_below = vm->m_data[vi - em.X].getContent();
     661             : 
     662             :                                 // If the node below isn't solid, make this node stone, so that
     663             :                                 // any top/filler nodes above are structurally supported.
     664             :                                 // This is done by aborting the cycle of top/filler placement
     665             :                                 // immediately by forcing nplaced to stone level.
     666           0 :                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
     667           0 :                                         nplaced = (u16)-1;
     668             : 
     669           0 :                                 if (nplaced < depth_top) {
     670           0 :                                         vm->m_data[vi] = MapNode(biome->c_top);
     671           0 :                                         nplaced++;
     672           0 :                                 } else if (nplaced < base_filler) {
     673           0 :                                         vm->m_data[vi] = MapNode(biome->c_filler);
     674           0 :                                         nplaced++;
     675             :                                 } else {
     676           0 :                                         vm->m_data[vi] = MapNode(biome->c_stone);
     677             :                                 }
     678             : 
     679           0 :                                 air_above = false;
     680           0 :                                 water_above = false;
     681           0 :                         } else if (c == c_water_source) {
     682           0 :                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
     683           0 :                                                 biome->c_water_top : biome->c_water);
     684           0 :                                 nplaced = 0;  // Enable top/filler placement for next surface
     685           0 :                                 air_above = false;
     686           0 :                                 water_above = true;
     687           0 :                         } else if (c == CONTENT_AIR) {
     688           0 :                                 nplaced = 0;  // Enable top/filler placement for next surface
     689           0 :                                 air_above = true;
     690           0 :                                 water_above = false;
     691             :                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
     692           0 :                                 nplaced = (u16)-1;  // Disable top/filler placement
     693           0 :                                 air_above = false;
     694           0 :                                 water_above = false;
     695             :                         }
     696             : 
     697           0 :                         vm->m_area.add_y(em, vi, -1);
     698             :                 }
     699             :         }
     700             : 
     701           0 :         return stone_type;
     702             : }
     703             : 
     704             : 
     705           0 : void MapgenV7::dustTopNodes()
     706             : {
     707           0 :         if (node_max.Y < water_level)
     708           0 :                 return;
     709             : 
     710           0 :         v3s16 em = vm->m_area.getExtent();
     711           0 :         u32 index = 0;
     712             : 
     713           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     714           0 :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     715           0 :                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
     716             : 
     717           0 :                 if (biome->c_dust == CONTENT_IGNORE)
     718           0 :                         continue;
     719             : 
     720           0 :                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
     721           0 :                 content_t c_full_max = vm->m_data[vi].getContent();
     722             :                 s16 y_start;
     723             : 
     724           0 :                 if (c_full_max == CONTENT_AIR) {
     725           0 :                         y_start = full_node_max.Y - 1;
     726           0 :                 } else if (c_full_max == CONTENT_IGNORE) {
     727           0 :                         vi = vm->m_area.index(x, node_max.Y + 1, z);
     728           0 :                         content_t c_max = vm->m_data[vi].getContent();
     729             : 
     730           0 :                         if (c_max == CONTENT_AIR)
     731           0 :                                 y_start = node_max.Y;
     732             :                         else
     733           0 :                                 continue;
     734             :                 } else {
     735           0 :                         continue;
     736             :                 }
     737             : 
     738           0 :                 vi = vm->m_area.index(x, y_start, z);
     739           0 :                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
     740           0 :                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
     741           0 :                                 break;
     742             : 
     743           0 :                         vm->m_area.add_y(em, vi, -1);
     744             :                 }
     745             : 
     746           0 :                 content_t c = vm->m_data[vi].getContent();
     747           0 :                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
     748           0 :                         vm->m_area.add_y(em, vi, 1);
     749           0 :                         vm->m_data[vi] = MapNode(biome->c_dust);
     750             :                 }
     751             :         }
     752             : }
     753             : 
     754             : 
     755             : #if 0
     756             : void MapgenV7::addTopNodes()
     757             : {
     758             :         v3s16 em = vm->m_area.getExtent();
     759             :         s16 ntopnodes;
     760             :         u32 index = 0;
     761             : 
     762             :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     763             :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     764             :                 Biome *biome = bmgr->biomes[biomemap[index]];
     765             : 
     766             :                 //////////////////// First, add top nodes below the ridge
     767             :                 s16 y = ridge_heightmap[index];
     768             : 
     769             :                 // This cutoff is good enough, but not perfect.
     770             :                 // It will cut off potentially placed top nodes at chunk boundaries
     771             :                 if (y < node_min.Y)
     772             :                         continue;
     773             :                 if (y > node_max.Y) {
     774             :                         y = node_max.Y; // Let's see if we can still go downward anyway
     775             :                         u32 vi = vm->m_area.index(x, y, z);
     776             :                         content_t c = vm->m_data[vi].getContent();
     777             :                         if (ndef->get(c).walkable)
     778             :                                 continue;
     779             :                 }
     780             : 
     781             :                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
     782             :                 // might not be the actual height, just the lowest part in the chunk
     783             :                 // where a ridge had been carved
     784             :                 u32 i = vm->m_area.index(x, y, z);
     785             :                 for (; y >= node_min.Y; y--) {
     786             :                         content_t c = vm->m_data[i].getContent();
     787             :                         if (ndef->get(c).walkable)
     788             :                                 break;
     789             :                         vm->m_area.add_y(em, i, -1);
     790             :                 }
     791             : 
     792             :                 if (y != node_min.Y - 1 && y >= water_level) {
     793             :                         ridge_heightmap[index] = y; //update ridgeheight
     794             :                         ntopnodes = biome->top_depth;
     795             :                         for (; y <= node_max.Y && ntopnodes; y++) {
     796             :                                 ntopnodes--;
     797             :                                 vm->m_data[i] = MapNode(biome->c_top);
     798             :                                 vm->m_area.add_y(em, i, 1);
     799             :                         }
     800             :                         // If dirt, grow grass on it.
     801             :                         if (y > water_level - 10 &&
     802             :                                 vm->m_data[i].getContent() == CONTENT_AIR) {
     803             :                                 vm->m_area.add_y(em, i, -1);
     804             :                                 if (vm->m_data[i].getContent() == c_dirt)
     805             :                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
     806             :                         }
     807             :                 }
     808             : 
     809             :                 //////////////////// Now, add top nodes on top of the ridge
     810             :                 y = heightmap[index];
     811             :                 if (y > node_max.Y) {
     812             :                         y = node_max.Y; // Let's see if we can still go downward anyway
     813             :                         u32 vi = vm->m_area.index(x, y, z);
     814             :                         content_t c = vm->m_data[vi].getContent();
     815             :                         if (ndef->get(c).walkable)
     816             :                                 continue;
     817             :                 }
     818             : 
     819             :                 i = vm->m_area.index(x, y, z);
     820             :                 for (; y >= node_min.Y; y--) {
     821             :                         content_t c = vm->m_data[i].getContent();
     822             :                         if (ndef->get(c).walkable)
     823             :                                 break;
     824             :                         vm->m_area.add_y(em, i, -1);
     825             :                 }
     826             : 
     827             :                 if (y != node_min.Y - 1) {
     828             :                         ntopnodes = biome->top_depth;
     829             :                         // Let's see if we've already added it...
     830             :                         if (y == ridge_heightmap[index] + ntopnodes - 1)
     831             :                                 continue;
     832             : 
     833             :                         for (; y <= node_max.Y && ntopnodes; y++) {
     834             :                                 ntopnodes--;
     835             :                                 vm->m_data[i] = MapNode(biome->c_top);
     836             :                                 vm->m_area.add_y(em, i, 1);
     837             :                         }
     838             :                         // If dirt, grow grass on it.
     839             :                         if (y > water_level - 10 &&
     840             :                                 vm->m_data[i].getContent() == CONTENT_AIR) {
     841             :                                 vm->m_area.add_y(em, i, -1);
     842             :                                 if (vm->m_data[i].getContent() == c_dirt)
     843             :                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
     844             :                         }
     845             :                 }
     846             :         }
     847             : }
     848             : #endif
     849             : 
     850             : 
     851           0 : void MapgenV7::generateCaves(int max_stone_y)
     852             : {
     853           0 :         if (max_stone_y >= node_min.Y) {
     854           0 :                 u32 index   = 0;
     855             : 
     856           0 :                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
     857           0 :                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
     858           0 :                         u32 i = vm->m_area.index(node_min.X, y, z);
     859           0 :                         for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
     860           0 :                                 float d1 = contour(noise_cave1->result[index]);
     861           0 :                                 float d2 = contour(noise_cave2->result[index]);
     862           0 :                                 if (d1 * d2 > 0.3) {
     863           0 :                                         content_t c = vm->m_data[i].getContent();
     864           0 :                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
     865           0 :                                                 continue;
     866             : 
     867           0 :                                         vm->m_data[i] = MapNode(CONTENT_AIR);
     868             :                                 }
     869             :                         }
     870             :                 }
     871             :         }
     872             : 
     873           0 :         PseudoRandom ps(blockseed + 21343);
     874           0 :         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
     875           0 :         for (u32 i = 0; i < bruises_count; i++) {
     876           0 :                 CaveV7 cave(this, &ps);
     877           0 :                 cave.makeCave(node_min, node_max, max_stone_y);
     878             :         }
     879           3 : }
     880             : 

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