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(¶ms->np_biome_heat, seed, csize.X, csize.Z);
88 0 : noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
89 0 : noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
90 0 : noise_humidity_blend = new Noise(¶ms->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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