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Mapgen: Make 3D noise tunnels' width settable
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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         // 1-down overgeneration
60         this->zstride_1d = csize.X * (csize.Y + 1);
61
62         this->biomemap  = new u8[csize.X * csize.Z];
63         this->heightmap = new s16[csize.X * csize.Z];
64         this->heatmap   = NULL;
65         this->humidmap  = NULL;
66
67         MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68
69         this->spflags    = sp->spflags;
70         this->cave_width = sp->cave_width;
71         this->fractal    = sp->fractal;
72         this->iterations = sp->iterations;
73         this->scale      = sp->scale;
74         this->offset     = sp->offset;
75         this->slice_w    = sp->slice_w;
76         this->julia_x    = sp->julia_x;
77         this->julia_y    = sp->julia_y;
78         this->julia_z    = sp->julia_z;
79         this->julia_w    = sp->julia_w;
80
81         //// 2D terrain noise
82         noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
83         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
84
85         //// 3D terrain noise
86         // 1-down overgeneraion
87         noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
88         noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
89
90         //// Biome noise
91         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
92         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
93         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
94         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
95
96         this->formula = fractal / 2 + fractal % 2;
97         this->julia   = fractal % 2 == 0;
98
99         //// Resolve nodes to be used
100         INodeDefManager *ndef = emerge->ndef;
101
102         c_stone                = ndef->getId("mapgen_stone");
103         c_water_source         = ndef->getId("mapgen_water_source");
104         c_lava_source          = ndef->getId("mapgen_lava_source");
105         c_desert_stone         = ndef->getId("mapgen_desert_stone");
106         c_ice                  = ndef->getId("mapgen_ice");
107         c_sandstone            = ndef->getId("mapgen_sandstone");
108
109         c_cobble               = ndef->getId("mapgen_cobble");
110         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
111         c_mossycobble          = ndef->getId("mapgen_mossycobble");
112         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
113         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
114
115         if (c_ice == CONTENT_IGNORE)
116                 c_ice = CONTENT_AIR;
117         if (c_mossycobble == CONTENT_IGNORE)
118                 c_mossycobble = c_cobble;
119         if (c_stair_cobble == CONTENT_IGNORE)
120                 c_stair_cobble = c_cobble;
121         if (c_sandstonebrick == CONTENT_IGNORE)
122                 c_sandstonebrick = c_sandstone;
123         if (c_stair_sandstonebrick == CONTENT_IGNORE)
124                 c_stair_sandstonebrick = c_sandstone;
125 }
126
127
128 MapgenFractal::~MapgenFractal()
129 {
130         delete noise_seabed;
131         delete noise_filler_depth;
132         delete noise_cave1;
133         delete noise_cave2;
134
135         delete noise_heat;
136         delete noise_humidity;
137         delete noise_heat_blend;
138         delete noise_humidity_blend;
139
140         delete[] heightmap;
141         delete[] biomemap;
142 }
143
144
145 MapgenFractalParams::MapgenFractalParams()
146 {
147         spflags    = 0;
148         cave_width = 0.3;
149         fractal    = 1;
150         iterations = 11;
151         scale      = v3f(4096.0, 1024.0, 4096.0);
152         offset     = v3f(1.79, 0.0, 0.0);
153         slice_w    = 0.0;
154         julia_x    = 0.33;
155         julia_y    = 0.33;
156         julia_z    = 0.33;
157         julia_w    = 0.33;
158
159         np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
160         np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
161         np_cave1        = NoiseParams(0,   12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
162         np_cave2        = NoiseParams(0,   12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
163 }
164
165
166 void MapgenFractalParams::readParams(const Settings *settings)
167 {
168         settings->getFlagStrNoEx("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal);
169         settings->getFloatNoEx("mgfractal_cave_width", cave_width);
170         settings->getU16NoEx("mgfractal_fractal",      fractal);
171         settings->getU16NoEx("mgfractal_iterations",   iterations);
172         settings->getV3FNoEx("mgfractal_scale",        scale);
173         settings->getV3FNoEx("mgfractal_offset",       offset);
174         settings->getFloatNoEx("mgfractal_slice_w",    slice_w);
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         settings->setFloat("mgfractal_cave_width", cave_width);
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         settings->setFloat("mgfractal_julia_x",    julia_x);
197         settings->setFloat("mgfractal_julia_y",    julia_y);
198         settings->setFloat("mgfractal_julia_z",    julia_z);
199         settings->setFloat("mgfractal_julia_w",    julia_w);
200
201         settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
202         settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
203         settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
204         settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
205 }
206
207
208 /////////////////////////////////////////////////////////////////
209
210
211 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
212 {
213         bool solid_below = false;  // Dry solid node is present below to spawn on
214         u8 air_count = 0;  // Consecutive air nodes above the dry solid node
215         s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
216         // Seabed can rise above water_level or might be raised to create dry land
217         s16 search_start = MYMAX(seabed_level, water_level + 1);
218         if (seabed_level > water_level)
219                 solid_below = true;
220                 
221         for (s16 y = search_start; y <= search_start + 128; y++) {
222                 if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
223                         solid_below = true;
224                         air_count = 0;
225                 } else if (solid_below) {  // Air above solid node
226                         air_count++;
227                         if (air_count == 2)
228                                 return y - 2;
229                 }
230         }
231
232         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
233 }
234
235
236 void MapgenFractal::makeChunk(BlockMakeData *data)
237 {
238         // Pre-conditions
239         assert(data->vmanip);
240         assert(data->nodedef);
241         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
242                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
243                 data->blockpos_requested.Z >= data->blockpos_min.Z);
244         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
245                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
246                 data->blockpos_requested.Z <= data->blockpos_max.Z);
247
248         this->generating = true;
249         this->vm   = data->vmanip;
250         this->ndef = data->nodedef;
251         //TimeTaker t("makeChunk");
252
253         v3s16 blockpos_min = data->blockpos_min;
254         v3s16 blockpos_max = data->blockpos_max;
255         node_min = blockpos_min * MAP_BLOCKSIZE;
256         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
257         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
258         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
259
260         blockseed = getBlockSeed2(full_node_min, seed);
261
262         // Make some noise
263         calculateNoise();
264
265         // Generate base terrain, mountains, and ridges with initial heightmaps
266         s16 stone_surface_max_y = generateTerrain();
267
268         // Create heightmap
269         updateHeightmap(node_min, node_max);
270
271         // Create biomemap at heightmap surface
272         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
273                 noise_humidity->result, heightmap, biomemap);
274
275         // Actually place the biome-specific nodes
276         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
277
278         if (flags & MG_CAVES)
279                 generateCaves(stone_surface_max_y);
280
281         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
282                 DungeonParams dp;
283
284                 dp.np_rarity  = nparams_dungeon_rarity;
285                 dp.np_density = nparams_dungeon_density;
286                 dp.np_wetness = nparams_dungeon_wetness;
287                 dp.c_water    = c_water_source;
288                 if (stone_type == STONE) {
289                         dp.c_cobble = c_cobble;
290                         dp.c_moss   = c_mossycobble;
291                         dp.c_stair  = c_stair_cobble;
292
293                         dp.diagonal_dirs = false;
294                         dp.mossratio     = 3.0;
295                         dp.holesize      = v3s16(1, 2, 1);
296                         dp.roomsize      = v3s16(0, 0, 0);
297                         dp.notifytype    = GENNOTIFY_DUNGEON;
298                 } else if (stone_type == DESERT_STONE) {
299                         dp.c_cobble = c_desert_stone;
300                         dp.c_moss   = c_desert_stone;
301                         dp.c_stair  = c_desert_stone;
302
303                         dp.diagonal_dirs = true;
304                         dp.mossratio     = 0.0;
305                         dp.holesize      = v3s16(2, 3, 2);
306                         dp.roomsize      = v3s16(2, 5, 2);
307                         dp.notifytype    = GENNOTIFY_TEMPLE;
308                 } else if (stone_type == SANDSTONE) {
309                         dp.c_cobble = c_sandstonebrick;
310                         dp.c_moss   = c_sandstonebrick;
311                         dp.c_stair  = c_sandstonebrick;
312
313                         dp.diagonal_dirs = false;
314                         dp.mossratio     = 0.0;
315                         dp.holesize      = v3s16(2, 2, 2);
316                         dp.roomsize      = v3s16(2, 0, 2);
317                         dp.notifytype    = GENNOTIFY_DUNGEON;
318                 }
319
320                 DungeonGen dgen(this, &dp);
321                 dgen.generate(blockseed, full_node_min, full_node_max);
322         }
323
324         // Generate the registered decorations
325         if (flags & MG_DECORATIONS)
326                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
327
328         // Generate the registered ores
329         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
330
331         // Sprinkle some dust on top after everything else was generated
332         dustTopNodes();
333
334         //printf("makeChunk: %dms\n", t.stop());
335
336         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
337
338         if (flags & MG_LIGHT)
339                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
340                         full_node_min, full_node_max);
341
342         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
343         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
344
345         this->generating = false;
346 }
347
348
349 void MapgenFractal::calculateNoise()
350 {
351         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
352         s16 x = node_min.X;
353         s16 z = node_min.Z;
354
355         noise_seabed->perlinMap2D(x, z);
356
357         // Cave noises are calculated in generateCaves()
358         // only if solid terrain is present in mapchunk
359
360         noise_filler_depth->perlinMap2D(x, z);
361         noise_heat->perlinMap2D(x, z);
362         noise_humidity->perlinMap2D(x, z);
363         noise_heat_blend->perlinMap2D(x, z);
364         noise_humidity_blend->perlinMap2D(x, z);
365
366         for (s32 i = 0; i < csize.X * csize.Z; i++) {
367                 noise_heat->result[i] += noise_heat_blend->result[i];
368                 noise_humidity->result[i] += noise_humidity_blend->result[i];
369         }
370
371         heatmap = noise_heat->result;
372         humidmap = noise_humidity->result;
373         //printf("calculateNoise: %dus\n", t.stop());
374 }
375
376
377 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
378 {
379         float cx, cy, cz, cw, ox, oy, oz, ow;
380
381         if (julia) {  // Julia set
382                 cx = julia_x;
383                 cy = julia_y;
384                 cz = julia_z;
385                 cw = julia_w;
386                 ox = (float)x / scale.X - offset.X;
387                 oy = (float)y / scale.Y - offset.Y;
388                 oz = (float)z / scale.Z - offset.Z;
389                 ow = slice_w;
390         } else {  // Mandelbrot set
391                 cx = (float)x / scale.X - offset.X;
392                 cy = (float)y / scale.Y - offset.Y;
393                 cz = (float)z / scale.Z - offset.Z;
394                 cw = slice_w;
395                 ox = 0.0f;
396                 oy = 0.0f;
397                 oz = 0.0f;
398                 ow = 0.0f;
399         }
400
401         float nx = 0.0f;
402         float ny = 0.0f;
403         float nz = 0.0f;
404         float nw = 0.0f;
405
406         for (u16 iter = 0; iter < iterations; iter++) {
407
408                 if (formula == 1) {  // 4D "Roundy"
409                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
410                         ny = 2.0f * (ox * oy + oz * ow) + cy;
411                         nz = 2.0f * (ox * oz + oy * ow) + cz;
412                         nw = 2.0f * (ox * ow + oy * oz) + cw;
413                 } else if (formula == 2) {  // 4D "Squarry"
414                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
415                         ny = 2.0f * (ox * oy + oz * ow) + cy;
416                         nz = 2.0f * (ox * oz + oy * ow) + cz;
417                         nw = 2.0f * (ox * ow - oy * oz) + cw;
418                 } else if (formula == 3) {  // 4D "Mandy Cousin"
419                         nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
420                         ny = 2.0f * (ox * oy + oz * ow) + cy;
421                         nz = 2.0f * (ox * oz + oy * ow) + cz;
422                         nw = 2.0f * (ox * ow + oy * oz) + cw;
423                 } else if (formula == 4) {  // 4D "Variation"
424                         nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
425                         ny = 2.0f * (ox * oy + oz * ow) + cy;
426                         nz = 2.0f * (ox * oz - oy * ow) + cz;
427                         nw = 2.0f * (ox * ow + oy * oz) + cw;
428                 } else if (formula == 5) {  // 3D "Mandelbrot/Mandelbar"
429                         nx = ox * ox - oy * oy - oz * oz + cx;
430                         ny = 2.0f * ox * oy + cy;
431                         nz = -2.0f * ox * oz + cz;
432                 } else if (formula == 6) {  // 3D "Christmas Tree"
433                         // Altering the formula here is necessary to avoid division by zero
434                         if (fabs(oz) < 0.000000001f) {
435                                 nx = ox * ox - oy * oy - oz * oz + cx;
436                                 ny = 2.0f * oy * ox + cy;
437                                 nz = 4.0f * oz * ox + cz;
438                         } else {
439                                 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
440                                 nx = ox * ox - oy * oy - oz * oz + cx;
441                                 ny = a * (oy * oy - oz * oz) + cy;
442                                 nz = a * 2.0f * oy * oz + cz;
443                         }
444                 } else if (formula == 7) {  // 3D "Mandelbulb"
445                         if (fabs(oy) < 0.000000001f) {
446                                 nx = ox * ox - oz * oz + cx;
447                                 ny = cy;
448                                 nz = -2.0f * oz * sqrt(ox * ox) + cz;
449                         } else {
450                                 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
451                                 nx = (ox * ox - oy * oy) * a + cx;
452                                 ny = 2.0f * ox * oy * a + cy;
453                                 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
454                         }
455                 } else if (formula == 8) {  // 3D "Cosine Mandelbulb"
456                         if (fabs(oy) < 0.000000001f) {
457                                 nx = 2.0f * ox * oz + cx;
458                                 ny = 4.0f * oy * oz + cy;
459                                 nz = oz * oz - ox * ox - oy * oy + cz;
460                         } else {
461                                 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
462                                 nx = (ox * ox - oy * oy) * a + cx;
463                                 ny = 2.0f * ox * oy * a + cy;
464                                 nz = oz * oz - ox * ox - oy * oy + cz;
465                         }
466                 } else if (formula == 9) {  // 4D "Mandelbulb"
467                         float rxy = sqrt(ox * ox + oy * oy);
468                         float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
469                         if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
470                                 nx = (ox * ox - oy * oy) + cx;
471                                 ny = 2.0f * ox * oy + cy;
472                                 nz = -2.0f * rxy * oz + cz;
473                                 nw = 2.0f * rxyz * ow + cw;
474                         } else {
475                                 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
476                                 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
477                                 nx = (ox * ox - oy * oy) * b + cx;
478                                 ny = 2.0f * ox * oy * b + cy;
479                                 nz = -2.0f * rxy * oz * a + cz;
480                                 nw = 2.0f * rxyz * ow + cw;
481                         }
482                 }
483
484                 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
485                         return false;
486
487                 ox = nx;
488                 oy = ny;
489                 oz = nz;
490                 ow = nw;
491         }
492
493         return true;
494 }
495
496
497 s16 MapgenFractal::generateTerrain()
498 {
499         MapNode n_air(CONTENT_AIR);
500         MapNode n_stone(c_stone);
501         MapNode n_water(c_water_source);
502
503         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
504         u32 index2d = 0;
505
506         for (s16 z = node_min.Z; z <= node_max.Z; z++) {
507                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
508                         u32 vi = vm->m_area.index(node_min.X, y, z);
509                         for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
510                                 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
511                                         s16 seabed_height = noise_seabed->result[index2d];
512
513                                         if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
514                                                 vm->m_data[vi] = n_stone;
515                                                 if (y > stone_surface_max_y)
516                                                         stone_surface_max_y = y;
517                                         } else if (y <= water_level) {
518                                                 vm->m_data[vi] = n_water;
519                                         } else {
520                                                 vm->m_data[vi] = n_air;
521                                         }
522                                 }
523                         }
524                         index2d -= ystride;
525                 }
526                 index2d += ystride;
527         }
528
529         return stone_surface_max_y;
530 }
531
532
533 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
534 {
535         v3s16 em = vm->m_area.getExtent();
536         u32 index = 0;
537         MgStoneType stone_type = STONE;
538
539         for (s16 z = node_min.Z; z <= node_max.Z; z++)
540         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
541                 Biome *biome = NULL;
542                 u16 depth_top = 0;
543                 u16 base_filler = 0;
544                 u16 depth_water_top = 0;
545                 u32 vi = vm->m_area.index(x, node_max.Y, z);
546
547                 // Check node at base of mapchunk above, either a node of a previously
548                 // generated mapchunk or if not, a node of overgenerated base terrain.
549                 content_t c_above = vm->m_data[vi + em.X].getContent();
550                 bool air_above = c_above == CONTENT_AIR;
551                 bool water_above = c_above == c_water_source;
552
553                 // If there is air or water above enable top/filler placement, otherwise force
554                 // nplaced to stone level by setting a number exceeding any possible filler depth.
555                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
556
557
558                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
559                         content_t c = vm->m_data[vi].getContent();
560
561                         // Biome is recalculated each time an upper surface is detected while
562                         // working down a column. The selected biome then remains in effect for
563                         // all nodes below until the next surface and biome recalculation.
564                         // Biome is recalculated:
565                         // 1. At the surface of stone below air or water.
566                         // 2. At the surface of water below air.
567                         // 3. When stone or water is detected but biome has not yet been calculated.
568                         if ((c == c_stone && (air_above || water_above || !biome)) ||
569                                         (c == c_water_source && (air_above || !biome))) {
570                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
571                                 depth_top = biome->depth_top;
572                                 base_filler = MYMAX(depth_top + biome->depth_filler
573                                         + noise_filler_depth->result[index], 0);
574                                 depth_water_top = biome->depth_water_top;
575
576                                 // Detect stone type for dungeons during every biome calculation.
577                                 // This is more efficient than detecting per-node and will not
578                                 // miss any desert stone or sandstone biomes.
579                                 if (biome->c_stone == c_desert_stone)
580                                         stone_type = DESERT_STONE;
581                                 else if (biome->c_stone == c_sandstone)
582                                         stone_type = SANDSTONE;
583                         }
584
585                         if (c == c_stone) {
586                                 content_t c_below = vm->m_data[vi - em.X].getContent();
587
588                                 // If the node below isn't solid, make this node stone, so that
589                                 // any top/filler nodes above are structurally supported.
590                                 // This is done by aborting the cycle of top/filler placement
591                                 // immediately by forcing nplaced to stone level.
592                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
593                                         nplaced = U16_MAX;
594
595                                 if (nplaced < depth_top) {
596                                         vm->m_data[vi] = MapNode(biome->c_top);
597                                         nplaced++;
598                                 } else if (nplaced < base_filler) {
599                                         vm->m_data[vi] = MapNode(biome->c_filler);
600                                         nplaced++;
601                                 } else {
602                                         vm->m_data[vi] = MapNode(biome->c_stone);
603                                 }
604
605                                 air_above = false;
606                                 water_above = false;
607                         } else if (c == c_water_source) {
608                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
609                                                 biome->c_water_top : biome->c_water);
610                                 nplaced = 0;  // Enable top/filler placement for next surface
611                                 air_above = false;
612                                 water_above = true;
613                         } else if (c == CONTENT_AIR) {
614                                 nplaced = 0;  // Enable top/filler placement for next surface
615                                 air_above = true;
616                                 water_above = false;
617                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
618                                 nplaced = U16_MAX;  // Disable top/filler placement
619                                 air_above = false;
620                                 water_above = false;
621                         }
622
623                         vm->m_area.add_y(em, vi, -1);
624                 }
625         }
626
627         return stone_type;
628 }
629
630
631 void MapgenFractal::dustTopNodes()
632 {
633         if (node_max.Y < water_level)
634                 return;
635
636         v3s16 em = vm->m_area.getExtent();
637         u32 index = 0;
638
639         for (s16 z = node_min.Z; z <= node_max.Z; z++)
640         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
641                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
642
643                 if (biome->c_dust == CONTENT_IGNORE)
644                         continue;
645
646                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
647                 content_t c_full_max = vm->m_data[vi].getContent();
648                 s16 y_start;
649
650                 if (c_full_max == CONTENT_AIR) {
651                         y_start = full_node_max.Y - 1;
652                 } else if (c_full_max == CONTENT_IGNORE) {
653                         vi = vm->m_area.index(x, node_max.Y + 1, z);
654                         content_t c_max = vm->m_data[vi].getContent();
655
656                         if (c_max == CONTENT_AIR)
657                                 y_start = node_max.Y;
658                         else
659                                 continue;
660                 } else {
661                         continue;
662                 }
663
664                 vi = vm->m_area.index(x, y_start, z);
665                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
666                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
667                                 break;
668
669                         vm->m_area.add_y(em, vi, -1);
670                 }
671
672                 content_t c = vm->m_data[vi].getContent();
673                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
674                         vm->m_area.add_y(em, vi, 1);
675                         vm->m_data[vi] = MapNode(biome->c_dust);
676                 }
677         }
678 }
679
680
681 void MapgenFractal::generateCaves(s16 max_stone_y)
682 {
683         if (max_stone_y < node_min.Y)
684                 return;
685
686         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
687         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
688
689         v3s16 em = vm->m_area.getExtent();
690         u32 index2d = 0;
691
692         for (s16 z = node_min.Z; z <= node_max.Z; z++)
693         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
694                 bool column_is_open = false;  // Is column open to overground
695                 bool is_tunnel = false;  // Is tunnel or tunnel floor
696                 u32 vi = vm->m_area.index(x, node_max.Y, z);
697                 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
698                         (x - node_min.X);
699                 // Biome of column
700                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
701
702                 // Don't excavate the overgenerated stone at node_max.Y + 1,
703                 // this creates a 'roof' over the tunnel, preventing light in
704                 // tunnels at mapchunk borders when generating mapchunks upwards.
705                 // This 'roof' is removed when the mapchunk above is generated.
706                 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
707                                 index3d -= ystride,
708                                 vm->m_area.add_y(em, vi, -1)) {
709
710                         content_t c = vm->m_data[vi].getContent();
711                         if (c == CONTENT_AIR || c == biome->c_water_top ||
712                                         c == biome->c_water) {
713                                 column_is_open = true;
714                                 continue;
715                         }
716                         // Ground
717                         float d1 = contour(noise_cave1->result[index3d]);
718                         float d2 = contour(noise_cave2->result[index3d]);
719
720                         if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
721                                 // In tunnel and ground content, excavate
722                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
723                                 is_tunnel = true;
724                         } else {
725                                 // Not in tunnel or not ground content
726                                 if (is_tunnel && column_is_open &&
727                                                 (c == biome->c_filler || c == biome->c_stone))
728                                         // Tunnel entrance floor
729                                         vm->m_data[vi] = MapNode(biome->c_top);
730
731                                 column_is_open = false;
732                                 is_tunnel = false;
733                         }
734                 }
735         }
736
737         if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
738                 return;
739
740         PseudoRandom ps(blockseed + 21343);
741         u32 bruises_count = ps.range(0, 2);
742         for (u32 i = 0; i < bruises_count; i++) {
743                 CaveV5 cave(this, &ps);
744                 cave.makeCave(node_min, node_max, max_stone_y);
745         }
746 }