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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
41
42
43 FlagDesc flagdesc_mapgen_fractal[] = {
44         {NULL,    0}
45 };
46
47 ///////////////////////////////////////////////////////////////////////////////////////
48
49
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         //// amount of elements to skip for the next index
57         //// for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap  = new u8[csize.X * csize.Z];
62         this->heightmap = new s16[csize.X * csize.Z];
63         this->heatmap   = NULL;
64         this->humidmap  = NULL;
65
66         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67         this->spflags = sp->spflags;
68
69         this->fractal    = sp->fractal;
70         this->iterations = sp->iterations;
71         this->scale      = sp->scale;
72         this->offset     = sp->offset;
73         this->slice_w    = sp->slice_w;
74
75         this->julia_x = sp->julia_x;
76         this->julia_y = sp->julia_y;
77         this->julia_z = sp->julia_z;
78         this->julia_w = sp->julia_w;
79
80         this->formula = fractal / 2 + fractal % 2;
81         this->julia   = fractal % 2 == 0;
82
83         //// 2D terrain noise
84         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
85         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
86
87         //// 3D terrain noise
88         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
89         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
90
91         //// Biome noise
92         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
93         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
94         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
95         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
96
97         //// Resolve nodes to be used
98         INodeDefManager *ndef = emerge->ndef;
99
100         c_stone                = ndef->getId("mapgen_stone");
101         c_water_source         = ndef->getId("mapgen_water_source");
102         c_lava_source          = ndef->getId("mapgen_lava_source");
103         c_desert_stone         = ndef->getId("mapgen_desert_stone");
104         c_ice                  = ndef->getId("mapgen_ice");
105         c_sandstone            = ndef->getId("mapgen_sandstone");
106
107         c_cobble               = ndef->getId("mapgen_cobble");
108         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
109         c_mossycobble          = ndef->getId("mapgen_mossycobble");
110         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
111         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
112
113         if (c_ice == CONTENT_IGNORE)
114                 c_ice = CONTENT_AIR;
115         if (c_mossycobble == CONTENT_IGNORE)
116                 c_mossycobble = c_cobble;
117         if (c_stair_cobble == CONTENT_IGNORE)
118                 c_stair_cobble = c_cobble;
119         if (c_sandstonebrick == CONTENT_IGNORE)
120                 c_sandstonebrick = c_sandstone;
121         if (c_stair_sandstonebrick == CONTENT_IGNORE)
122                 c_stair_sandstonebrick = c_sandstone;
123 }
124
125
126 MapgenFractal::~MapgenFractal()
127 {
128         delete noise_seabed;
129         delete noise_filler_depth;
130         delete noise_cave1;
131         delete noise_cave2;
132
133         delete noise_heat;
134         delete noise_humidity;
135         delete noise_heat_blend;
136         delete noise_humidity_blend;
137
138         delete[] heightmap;
139         delete[] biomemap;
140 }
141
142
143 MapgenFractalParams::MapgenFractalParams()
144 {
145         spflags = 0;
146
147         fractal = 1;
148         iterations = 11;
149         scale = v3f(4096.0, 1024.0, 4096.0);
150         offset = v3f(1.79, 0.0, 0.0);
151         slice_w = 0.0;
152
153         julia_x = 0.33;
154         julia_y = 0.33;
155         julia_z = 0.33;
156         julia_w = 0.33;
157
158         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
159         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
160         np_cave1        = NoiseParams(0,   12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
161         np_cave2        = NoiseParams(0,   12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
162 }
163
164
165 void MapgenFractalParams::readParams(const Settings *settings)
166 {
167         settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
168
169         settings->getU16NoEx("mgfractal_fractal", fractal);
170         settings->getU16NoEx("mgfractal_iterations", iterations);
171         settings->getV3FNoEx("mgfractal_scale", scale);
172         settings->getV3FNoEx("mgfractal_offset", offset);
173         settings->getFloatNoEx("mgfractal_slice_w", slice_w);
174
175         settings->getFloatNoEx("mgfractal_julia_x", julia_x);
176         settings->getFloatNoEx("mgfractal_julia_y", julia_y);
177         settings->getFloatNoEx("mgfractal_julia_z", julia_z);
178         settings->getFloatNoEx("mgfractal_julia_w", julia_w);
179
180         settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
181         settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
182         settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
183         settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
184 }
185
186
187 void MapgenFractalParams::writeParams(Settings *settings) const
188 {
189         settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
190
191         settings->setU16("mgfractal_fractal", fractal);
192         settings->setU16("mgfractal_iterations", iterations);
193         settings->setV3F("mgfractal_scale", scale);
194         settings->setV3F("mgfractal_offset", offset);
195         settings->setFloat("mgfractal_slice_w", slice_w);
196
197         settings->setFloat("mgfractal_julia_x", julia_x);
198         settings->setFloat("mgfractal_julia_y", julia_y);
199         settings->setFloat("mgfractal_julia_z", julia_z);
200         settings->setFloat("mgfractal_julia_w", julia_w);
201
202         settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
203         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
204         settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
205         settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
206 }
207
208
209 /////////////////////////////////////////////////////////////////
210
211
212 int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
213 {
214         s16 search_start = 128;
215         s16 search_end = -128;
216
217         for (s16 y = search_start; y >= search_end; y--) {
218                 if (getFractalAtPoint(p.X, y, p.Y))
219                         return y;
220         }
221
222         return -MAX_MAP_GENERATION_LIMIT;
223 }
224
225
226 void MapgenFractal::makeChunk(BlockMakeData *data)
227 {
228         // Pre-conditions
229         assert(data->vmanip);
230         assert(data->nodedef);
231         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
232                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
233                 data->blockpos_requested.Z >= data->blockpos_min.Z);
234         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
235                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
236                 data->blockpos_requested.Z <= data->blockpos_max.Z);
237
238         this->generating = true;
239         this->vm   = data->vmanip;
240         this->ndef = data->nodedef;
241         //TimeTaker t("makeChunk");
242
243         v3s16 blockpos_min = data->blockpos_min;
244         v3s16 blockpos_max = data->blockpos_max;
245         node_min = blockpos_min * MAP_BLOCKSIZE;
246         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
248         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249
250         blockseed = getBlockSeed2(full_node_min, seed);
251
252         // Make some noise
253         calculateNoise();
254
255         // Generate base terrain, mountains, and ridges with initial heightmaps
256         s16 stone_surface_max_y = generateTerrain();
257
258         // Create heightmap
259         updateHeightmap(node_min, node_max);
260
261         // Create biomemap at heightmap surface
262         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
263                 noise_humidity->result, heightmap, biomemap);
264
265         // Actually place the biome-specific nodes
266         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
267
268         if (flags & MG_CAVES)
269                 generateCaves(stone_surface_max_y);
270
271         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
272                 DungeonParams dp;
273
274                 dp.np_rarity  = nparams_dungeon_rarity;
275                 dp.np_density = nparams_dungeon_density;
276                 dp.np_wetness = nparams_dungeon_wetness;
277                 dp.c_water    = c_water_source;
278                 if (stone_type == STONE) {
279                         dp.c_cobble = c_cobble;
280                         dp.c_moss   = c_mossycobble;
281                         dp.c_stair  = c_stair_cobble;
282
283                         dp.diagonal_dirs = false;
284                         dp.mossratio     = 3.0;
285                         dp.holesize      = v3s16(1, 2, 1);
286                         dp.roomsize      = v3s16(0, 0, 0);
287                         dp.notifytype    = GENNOTIFY_DUNGEON;
288                 } else if (stone_type == DESERT_STONE) {
289                         dp.c_cobble = c_desert_stone;
290                         dp.c_moss   = c_desert_stone;
291                         dp.c_stair  = c_desert_stone;
292
293                         dp.diagonal_dirs = true;
294                         dp.mossratio     = 0.0;
295                         dp.holesize      = v3s16(2, 3, 2);
296                         dp.roomsize      = v3s16(2, 5, 2);
297                         dp.notifytype    = GENNOTIFY_TEMPLE;
298                 } else if (stone_type == SANDSTONE) {
299                         dp.c_cobble = c_sandstonebrick;
300                         dp.c_moss   = c_sandstonebrick;
301                         dp.c_stair  = c_sandstonebrick;
302
303                         dp.diagonal_dirs = false;
304                         dp.mossratio     = 0.0;
305                         dp.holesize      = v3s16(2, 2, 2);
306                         dp.roomsize      = v3s16(2, 0, 2);
307                         dp.notifytype    = GENNOTIFY_DUNGEON;
308                 }
309
310                 DungeonGen dgen(this, &dp);
311                 dgen.generate(blockseed, full_node_min, full_node_max);
312         }
313
314         // Generate the registered decorations
315         if (flags & MG_DECORATIONS)
316                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
317
318         // Generate the registered ores
319         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
320
321         // Sprinkle some dust on top after everything else was generated
322         dustTopNodes();
323
324         //printf("makeChunk: %dms\n", t.stop());
325
326         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
327
328         if (flags & MG_LIGHT)
329                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
330                         full_node_min, full_node_max);
331
332         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
333         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
334
335         this->generating = false;
336 }
337
338
339 void MapgenFractal::calculateNoise()
340 {
341         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
342         int x = node_min.X;
343         int y = node_min.Y - 1;
344         int z = node_min.Z;
345
346         noise_seabed->perlinMap2D(x, z);
347         noise_filler_depth->perlinMap2D(x, z);
348
349         if (flags & MG_CAVES) {
350                 noise_cave1->perlinMap3D(x, y, z);
351                 noise_cave2->perlinMap3D(x, y, z);
352         }
353
354         noise_heat->perlinMap2D(x, z);
355         noise_humidity->perlinMap2D(x, z);
356         noise_heat_blend->perlinMap2D(x, z);
357         noise_humidity_blend->perlinMap2D(x, z);
358
359         for (s32 i = 0; i < csize.X * csize.Z; i++) {
360                 noise_heat->result[i] += noise_heat_blend->result[i];
361                 noise_humidity->result[i] += noise_humidity_blend->result[i];
362         }
363
364         heatmap = noise_heat->result;
365         humidmap = noise_humidity->result;
366         //printf("calculateNoise: %dus\n", t.stop());
367 }
368
369
370 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
371 {
372         float cx, cy, cz, cw, ox, oy, oz, ow;
373
374         if (julia) {  // Julia set
375                 cx = julia_x;
376                 cy = julia_y;
377                 cz = julia_z;
378                 cw = julia_w;
379                 ox = (float)x / scale.X - offset.X;
380                 oy = (float)y / scale.Y - offset.Y;
381                 oz = (float)z / scale.Z - offset.Z;
382                 ow = slice_w;
383         } else {  // Mandelbrot set
384                 cx = (float)x / scale.X - offset.X;
385                 cy = (float)y / scale.Y - offset.Y;
386                 cz = (float)z / scale.Z - offset.Z;
387                 cw = slice_w;
388                 ox = 0.0f;
389                 oy = 0.0f;
390                 oz = 0.0f;
391                 ow = 0.0f;
392         }
393
394         float nx = 0.0f;
395         float ny = 0.0f;
396         float nz = 0.0f;
397         float nw = 0.0f;
398
399         for (u16 iter = 0; iter < iterations; iter++) {
400
401                 if (formula == 1) {  // 4D "Roundy"
402                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
403                         ny = 2.0f * (ox * oy + oz * ow) + cy;
404                         nz = 2.0f * (ox * oz + oy * ow) + cz;
405                         nw = 2.0f * (ox * ow + oy * oz) + cw;
406                 } else if (formula == 2) {  // 4D "Squarry"
407                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
408                         ny = 2.0f * (ox * oy + oz * ow) + cy;
409                         nz = 2.0f * (ox * oz + oy * ow) + cz;
410                         nw = 2.0f * (ox * ow - oy * oz) + cw;
411                 } else if (formula == 3) {  // 4D "Mandy Cousin"
412                         nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
413                         ny = 2.0f * (ox * oy + oz * ow) + cy;
414                         nz = 2.0f * (ox * oz + oy * ow) + cz;
415                         nw = 2.0f * (ox * ow + oy * oz) + cw;
416                 } else if (formula == 4) {  // 4D "Variation"
417                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
418                         ny = 2.0f * (ox * oy + oz * ow) + cy;
419                         nz = 2.0f * (ox * oz - oy * ow) + cz;
420                         nw = 2.0f * (ox * ow + oy * oz) + cw;
421                 } else if (formula == 5) {  // 3D "Mandelbrot/Mandelbar"
422                         nx = ox * ox - oy * oy - oz * oz + cx;
423                         ny = 2.0f * ox * oy + cy;
424                         nz = -2.0f * ox * oz + cz;
425                 } else if (formula == 6) {  // 3D "Christmas Tree"
426                         // Altering the formula here is necessary to avoid division by zero
427                         if (fabs(oz) < 0.000000001f) {
428                                 nx = ox * ox - oy * oy - oz * oz + cx;
429                                 ny = 2.0f * oy * ox + cy;
430                                 nz = 4.0f * oz * ox + cz;
431                         } else {
432                                 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
433                                 nx = ox * ox - oy * oy - oz * oz + cx;
434                                 ny = a * (oy * oy - oz * oz) + cy;
435                                 nz = a * 2.0f * oy * oz + cz;
436                         }
437                 } else if (formula == 7) {  // 3D "Mandelbulb"
438                         if (fabs(oy) < 0.000000001f) {
439                                 nx = ox * ox - oz * oz + cx;
440                                 ny = cy;
441                                 nz = -2.0f * oz * sqrt(ox * ox) + cz;
442                         } else {
443                                 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
444                                 nx = (ox * ox - oy * oy) * a + cx;
445                                 ny = 2.0f * ox * oy * a + cy;
446                                 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
447                         }
448                 } else if (formula == 8) {  // 3D "Cosine Mandelbulb"
449                         if (fabs(oy) < 0.000000001f) {
450                                 nx = 2.0f * ox * oz + cx;
451                                 ny = 4.0f * oy * oz + cy;
452                                 nz = oz * oz - ox * ox - oy * oy + cz;
453                         } else {
454                                 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
455                                 nx = (ox * ox - oy * oy) * a + cx;
456                                 ny = 2.0f * ox * oy * a + cy;
457                                 nz = oz * oz - ox * ox - oy * oy + cz;
458                         }
459                 } else if (formula == 9) {  // 4D "Mandelbulb"
460                         float rxy = sqrt(ox * ox + oy * oy);
461                         float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
462                         if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
463                                 nx = (ox * ox - oy * oy) + cx;
464                                 ny = 2.0f * ox * oy + cy;
465                                 nz = -2.0f * rxy * oz + cz;
466                                 nw = 2.0f * rxyz * ow + cw;
467                         } else {
468                                 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
469                                 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
470                                 nx = (ox * ox - oy * oy) * b + cx;
471                                 ny = 2.0f * ox * oy * b + cy;
472                                 nz = -2.0f * rxy * oz * a + cz;
473                                 nw = 2.0f * rxyz * ow + cw;
474                         }
475                 }
476
477                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
478                         return false;
479
480                 ox = nx;
481                 oy = ny;
482                 oz = nz;
483                 ow = nw;
484         }
485
486         return true;
487 }
488
489
490 s16 MapgenFractal::generateTerrain()
491 {
492         MapNode n_air(CONTENT_AIR);
493         MapNode n_stone(c_stone);
494         MapNode n_water(c_water_source);
495
496         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
497         u32 index2d = 0;
498
499         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
500                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
501                         u32 vi = vm->m_area.index(node_min.X, y, z);
502                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
503                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
504                                         s16 seabed_height = noise_seabed->result[index2d];
505
506                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
507                                                 vm->m_data[vi] = n_stone;
508                                                 if (y > stone_surface_max_y)
509                                                         stone_surface_max_y = y;
510                                         } else if (y <= water_level) {
511                                                 vm->m_data[vi] = n_water;
512                                         } else {
513                                                 vm->m_data[vi] = n_air;
514                                         }
515                                 }
516                         }
517                         index2d -= ystride;
518                 }
519                 index2d += ystride;
520         }
521
522         return stone_surface_max_y;
523 }
524
525
526 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
527 {
528         v3s16 em = vm->m_area.getExtent();
529         u32 index = 0;
530         MgStoneType stone_type = STONE;
531
532         for (s16 z = node_min.Z; z <= node_max.Z; z++)
533         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
534                 Biome *biome = NULL;
535                 u16 depth_top = 0;
536                 u16 base_filler = 0;
537                 u16 depth_water_top = 0;
538                 u32 vi = vm->m_area.index(x, node_max.Y, z);
539
540                 // Check node at base of mapchunk above, either a node of a previously
541                 // generated mapchunk or if not, a node of overgenerated base terrain.
542                 content_t c_above = vm->m_data[vi + em.X].getContent();
543                 bool air_above = c_above == CONTENT_AIR;
544                 bool water_above = c_above == c_water_source;
545
546                 // If there is air or water above enable top/filler placement, otherwise force
547                 // nplaced to stone level by setting a number exceeding any possible filler depth.
548                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
549
550
551                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
552                         content_t c = vm->m_data[vi].getContent();
553
554                         // Biome is recalculated each time an upper surface is detected while
555                         // working down a column. The selected biome then remains in effect for
556                         // all nodes below until the next surface and biome recalculation.
557                         // Biome is recalculated:
558                         // 1. At the surface of stone below air or water.
559                         // 2. At the surface of water below air.
560                         // 3. When stone or water is detected but biome has not yet been calculated.
561                         if ((c == c_stone && (air_above || water_above || !biome)) ||
562                                         (c == c_water_source && (air_above || !biome))) {
563                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
564                                 depth_top = biome->depth_top;
565                                 base_filler = MYMAX(depth_top + biome->depth_filler
566                                         + noise_filler_depth->result[index], 0);
567                                 depth_water_top = biome->depth_water_top;
568
569                                 // Detect stone type for dungeons during every biome calculation.
570                                 // This is more efficient than detecting per-node and will not
571                                 // miss any desert stone or sandstone biomes.
572                                 if (biome->c_stone == c_desert_stone)
573                                         stone_type = DESERT_STONE;
574                                 else if (biome->c_stone == c_sandstone)
575                                         stone_type = SANDSTONE;
576                         }
577
578                         if (c == c_stone) {
579                                 content_t c_below = vm->m_data[vi - em.X].getContent();
580
581                                 // If the node below isn't solid, make this node stone, so that
582                                 // any top/filler nodes above are structurally supported.
583                                 // This is done by aborting the cycle of top/filler placement
584                                 // immediately by forcing nplaced to stone level.
585                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
586                                         nplaced = U16_MAX;
587
588                                 if (nplaced < depth_top) {
589                                         vm->m_data[vi] = MapNode(biome->c_top);
590                                         nplaced++;
591                                 } else if (nplaced < base_filler) {
592                                         vm->m_data[vi] = MapNode(biome->c_filler);
593                                         nplaced++;
594                                 } else {
595                                         vm->m_data[vi] = MapNode(biome->c_stone);
596                                 }
597
598                                 air_above = false;
599                                 water_above = false;
600                         } else if (c == c_water_source) {
601                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
602                                                 biome->c_water_top : biome->c_water);
603                                 nplaced = 0;  // Enable top/filler placement for next surface
604                                 air_above = false;
605                                 water_above = true;
606                         } else if (c == CONTENT_AIR) {
607                                 nplaced = 0;  // Enable top/filler placement for next surface
608                                 air_above = true;
609                                 water_above = false;
610                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
611                                 nplaced = U16_MAX;  // Disable top/filler placement
612                                 air_above = false;
613                                 water_above = false;
614                         }
615
616                         vm->m_area.add_y(em, vi, -1);
617                 }
618         }
619
620         return stone_type;
621 }
622
623
624 void MapgenFractal::dustTopNodes()
625 {
626         if (node_max.Y < water_level)
627                 return;
628
629         v3s16 em = vm->m_area.getExtent();
630         u32 index = 0;
631
632         for (s16 z = node_min.Z; z <= node_max.Z; z++)
633         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
634                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
635
636                 if (biome->c_dust == CONTENT_IGNORE)
637                         continue;
638
639                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
640                 content_t c_full_max = vm->m_data[vi].getContent();
641                 s16 y_start;
642
643                 if (c_full_max == CONTENT_AIR) {
644                         y_start = full_node_max.Y - 1;
645                 } else if (c_full_max == CONTENT_IGNORE) {
646                         vi = vm->m_area.index(x, node_max.Y + 1, z);
647                         content_t c_max = vm->m_data[vi].getContent();
648
649                         if (c_max == CONTENT_AIR)
650                                 y_start = node_max.Y;
651                         else
652                                 continue;
653                 } else {
654                         continue;
655                 }
656
657                 vi = vm->m_area.index(x, y_start, z);
658                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
659                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
660                                 break;
661
662                         vm->m_area.add_y(em, vi, -1);
663                 }
664
665                 content_t c = vm->m_data[vi].getContent();
666                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
667                         vm->m_area.add_y(em, vi, 1);
668                         vm->m_data[vi] = MapNode(biome->c_dust);
669                 }
670         }
671 }
672
673
674 void MapgenFractal::generateCaves(s16 max_stone_y)
675 {
676         if (max_stone_y >= node_min.Y) {
677                 v3s16 em = vm->m_area.getExtent();
678                 u32 index2d = 0;
679                 u32 index3d;
680
681                 for (s16 z = node_min.Z; z <= node_max.Z; z++)
682                 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
683                         bool open = false;  // Is column open to overground
684                         u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
685                         index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
686                                 (x - node_min.X);
687                         // Biome of column
688                         Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
689
690                         for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
691                                         y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
692                                 content_t c = vm->m_data[vi].getContent();
693                                 if (c == CONTENT_AIR || c == biome->c_water_top ||
694                                                 c == biome->c_water) {
695                                         open = true;
696                                         continue;
697                                 }
698                                 // Ground
699                                 float d1 = contour(noise_cave1->result[index3d]);
700                                 float d2 = contour(noise_cave2->result[index3d]);
701                                 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
702                                         // In tunnel and ground content, excavate
703                                         vm->m_data[vi] = MapNode(CONTENT_AIR);
704                                 } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
705                                         // Tunnel entrance floor
706                                         vm->m_data[vi] = MapNode(biome->c_top);
707                                         open = false;
708                                 } else {
709                                         open = false;
710                                 }
711                         }
712                 }
713         }
714
715         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
716                 return;
717
718         PseudoRandom ps(blockseed + 21343);
719         u32 bruises_count = ps.range(0, 2);
720         for (u32 i = 0; i < bruises_count; i++) {
721                 CaveV5 cave(this, &ps);
722                 cave.makeCave(node_min, node_max, max_stone_y);
723         }
724 }