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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_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains", MGV7_MOUNTAINS},
45         {"ridges",    MGV7_RIDGES},
46         {NULL,        0}
47 };
48
49
50 ///////////////////////////////////////////////////////////////////////////////
51
52
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54         : Mapgen(mapgenid, params, emerge)
55 {
56         this->m_emerge = emerge;
57         this->bmgr     = emerge->biomemgr;
58
59         //// amount of elements to skip for the next index
60         //// for noise/height/biome maps (not vmanip)
61         this->ystride = csize.X;
62         this->zstride = csize.X * (csize.Y + 2);
63
64         this->biomemap        = new u8[csize.X * csize.Z];
65         this->heightmap       = new s16[csize.X * csize.Z];
66         this->heatmap         = NULL;
67         this->humidmap        = NULL;
68         this->ridge_heightmap = new s16[csize.X * csize.Z];
69
70         MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
71         this->spflags = sp->spflags;
72
73         //// Terrain noise
74         noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
75         noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
76         noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
77         noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
78         noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
79         noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
80         noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
81
82         //// 3d terrain noise
83         noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
84         noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
85         noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y + 2, csize.Z);
86         noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y + 2, csize.Z);
87
88         //// Biome noise
89         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
90         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
91         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
92         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
93
94         //// Resolve nodes to be used
95         INodeDefManager *ndef = emerge->ndef;
96
97         c_stone                = ndef->getId("mapgen_stone");
98         c_water_source         = ndef->getId("mapgen_water_source");
99         c_lava_source          = ndef->getId("mapgen_lava_source");
100         c_desert_stone         = ndef->getId("mapgen_desert_stone");
101         c_ice                  = ndef->getId("mapgen_ice");
102         c_sandstone            = ndef->getId("mapgen_sandstone");
103
104         c_cobble               = ndef->getId("mapgen_cobble");
105         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
106         c_mossycobble          = ndef->getId("mapgen_mossycobble");
107         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
108         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
109
110         if (c_ice == CONTENT_IGNORE)
111                 c_ice = CONTENT_AIR;
112         if (c_mossycobble == CONTENT_IGNORE)
113                 c_mossycobble = c_cobble;
114         if (c_stair_cobble == CONTENT_IGNORE)
115                 c_stair_cobble = c_cobble;
116         if (c_sandstonebrick == CONTENT_IGNORE)
117                 c_sandstonebrick = c_sandstone;
118         if (c_stair_sandstonebrick == CONTENT_IGNORE)
119                 c_stair_sandstonebrick = c_sandstone;
120 }
121
122
123 MapgenV7::~MapgenV7()
124 {
125         delete noise_terrain_base;
126         delete noise_terrain_persist;
127         delete noise_height_select;
128         delete noise_terrain_alt;
129         delete noise_filler_depth;
130         delete noise_mount_height;
131         delete noise_ridge_uwater;
132         delete noise_mountain;
133         delete noise_ridge;
134         delete noise_cave1;
135         delete noise_cave2;
136
137         delete noise_heat;
138         delete noise_humidity;
139         delete noise_heat_blend;
140         delete noise_humidity_blend;
141
142         delete[] ridge_heightmap;
143         delete[] heightmap;
144         delete[] biomemap;
145 }
146
147
148 MapgenV7Params::MapgenV7Params()
149 {
150         spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
151
152         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
153         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
154         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
155         np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
156         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
157         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
158         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
159         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
160         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 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 MapgenV7Params::readParams(const Settings *settings)
167 {
168         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
169
170         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
171         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
172         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
173         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
174         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
175         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
176         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
177         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
178         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
179         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
180         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
181 }
182
183
184 void MapgenV7Params::writeParams(Settings *settings) const
185 {
186         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
187
188         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
189         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
190         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
191         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
192         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
193         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
194         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
195         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
196         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
197         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
198         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
199 }
200
201
202 ///////////////////////////////////////
203
204
205 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
206 {
207         // Base terrain calculation
208         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
209
210         // Ridge/river terrain calculation
211         float width = 0.2;
212         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
213         // if inside a river this is an unsuitable spawn point
214         if (fabs(uwatern) <= width)
215                 return MAX_MAP_GENERATION_LIMIT;
216
217         // Mountain terrain calculation
218         int iters = 128;
219         while (iters--) {
220                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
221                         if (y <= water_level || y > water_level + 16)
222                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
223                         else
224                                 return y;
225                 }
226                 y++;
227         }
228
229         // Unsuitable spawn point, no ground surface found
230         return MAX_MAP_GENERATION_LIMIT;
231 }
232
233
234 void MapgenV7::makeChunk(BlockMakeData *data)
235 {
236         // Pre-conditions
237         assert(data->vmanip);
238         assert(data->nodedef);
239         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
240                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
241                 data->blockpos_requested.Z >= data->blockpos_min.Z);
242         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
243                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
244                 data->blockpos_requested.Z <= data->blockpos_max.Z);
245
246         this->generating = true;
247         this->vm   = data->vmanip;
248         this->ndef = data->nodedef;
249         //TimeTaker t("makeChunk");
250
251         v3s16 blockpos_min = data->blockpos_min;
252         v3s16 blockpos_max = data->blockpos_max;
253         node_min = blockpos_min * MAP_BLOCKSIZE;
254         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
255         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
256         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
257
258         blockseed = getBlockSeed2(full_node_min, seed);
259
260         // Make some noise
261         calculateNoise();
262
263         // Generate base terrain, mountains, and ridges with initial heightmaps
264         s16 stone_surface_max_y = generateTerrain();
265
266         // Create heightmap
267         updateHeightmap(node_min, node_max);
268
269         // Create biomemap at heightmap surface
270         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
271                 noise_humidity->result, heightmap, biomemap);
272
273         // Actually place the biome-specific nodes
274         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
275
276         if (flags & MG_CAVES)
277                 generateCaves(stone_surface_max_y);
278
279         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
280                 DungeonParams dp;
281
282                 dp.np_rarity  = nparams_dungeon_rarity;
283                 dp.np_density = nparams_dungeon_density;
284                 dp.np_wetness = nparams_dungeon_wetness;
285                 dp.c_water    = c_water_source;
286                 if (stone_type == STONE) {
287                         dp.c_cobble = c_cobble;
288                         dp.c_moss   = c_mossycobble;
289                         dp.c_stair  = c_stair_cobble;
290
291                         dp.diagonal_dirs = false;
292                         dp.mossratio     = 3.0;
293                         dp.holesize      = v3s16(1, 2, 1);
294                         dp.roomsize      = v3s16(0, 0, 0);
295                         dp.notifytype    = GENNOTIFY_DUNGEON;
296                 } else if (stone_type == DESERT_STONE) {
297                         dp.c_cobble = c_desert_stone;
298                         dp.c_moss   = c_desert_stone;
299                         dp.c_stair  = c_desert_stone;
300
301                         dp.diagonal_dirs = true;
302                         dp.mossratio     = 0.0;
303                         dp.holesize      = v3s16(2, 3, 2);
304                         dp.roomsize      = v3s16(2, 5, 2);
305                         dp.notifytype    = GENNOTIFY_TEMPLE;
306                 } else if (stone_type == SANDSTONE) {
307                         dp.c_cobble = c_sandstonebrick;
308                         dp.c_moss   = c_sandstonebrick;
309                         dp.c_stair  = c_sandstonebrick;
310
311                         dp.diagonal_dirs = false;
312                         dp.mossratio     = 0.0;
313                         dp.holesize      = v3s16(2, 2, 2);
314                         dp.roomsize      = v3s16(2, 0, 2);
315                         dp.notifytype    = GENNOTIFY_DUNGEON;
316                 }
317
318                 DungeonGen dgen(this, &dp);
319                 dgen.generate(blockseed, full_node_min, full_node_max);
320         }
321
322         // Generate the registered decorations
323         if (flags & MG_DECORATIONS)
324                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
325
326         // Generate the registered ores
327         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
328
329         // Sprinkle some dust on top after everything else was generated
330         dustTopNodes();
331
332         //printf("makeChunk: %dms\n", t.stop());
333
334         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
335
336         if (flags & MG_LIGHT)
337                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
338                         full_node_min, full_node_max);
339
340         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
341         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
342
343         this->generating = false;
344 }
345
346
347 void MapgenV7::calculateNoise()
348 {
349         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
350         s16 x = node_min.X;
351         s16 y = node_min.Y - 1;
352         s16 z = node_min.Z;
353
354         noise_terrain_persist->perlinMap2D(x, z);
355         float *persistmap = noise_terrain_persist->result;
356
357         noise_terrain_base->perlinMap2D(x, z, persistmap);
358         noise_terrain_alt->perlinMap2D(x, z, persistmap);
359         noise_height_select->perlinMap2D(x, z);
360
361         if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
362                 noise_ridge->perlinMap3D(x, y, z);
363                 noise_ridge_uwater->perlinMap2D(x, z);
364         }
365
366         // Cave noises are calculated in generateCaves()
367         // only if solid terrain is present in mapchunk
368
369         // Mountain noises are calculated in generateMountainTerrain()
370         // only if solid terrain surface dips into mapchunk
371
372         noise_filler_depth->perlinMap2D(x, z);
373         noise_heat->perlinMap2D(x, z);
374         noise_humidity->perlinMap2D(x, z);
375         noise_heat_blend->perlinMap2D(x, z);
376         noise_humidity_blend->perlinMap2D(x, z);
377
378         for (s32 i = 0; i < csize.X * csize.Z; i++) {
379                 noise_heat->result[i] += noise_heat_blend->result[i];
380                 noise_humidity->result[i] += noise_humidity_blend->result[i];
381         }
382
383         heatmap = noise_heat->result;
384         humidmap = noise_humidity->result;
385         //printf("calculateNoise: %dus\n", t.stop());
386 }
387
388
389 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
390 {
391         float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
392                 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
393         float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
394                 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
395         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
396
397         return bmgr->getBiome(heat, humidity, groundlevel);
398 }
399
400 //needs to be updated
401 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
402 {
403         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
404         hselect = rangelim(hselect, 0.0, 1.0);
405
406         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
407
408         noise_terrain_base->np.persist = persist;
409         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
410
411         noise_terrain_alt->np.persist = persist;
412         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
413
414         if (height_alt > height_base)
415                 return height_alt;
416
417         return (height_base * hselect) + (height_alt * (1.0 - hselect));
418 }
419
420
421 float MapgenV7::baseTerrainLevelFromMap(int index)
422 {
423         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
424         float height_base = noise_terrain_base->result[index];
425         float height_alt  = noise_terrain_alt->result[index];
426
427         if (height_alt > height_base)
428                 return height_alt;
429
430         return (height_base * hselect) + (height_alt * (1.0 - hselect));
431 }
432
433
434 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
435 {
436         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
437         float density_gradient = -((float)y / mnt_h_n);
438         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
439
440         return mnt_n + density_gradient >= 0.0;
441 }
442
443
444 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
445 {
446         float mounthn = noise_mount_height->result[idx_xz];
447         float density_gradient = -((float)y / mounthn);
448         float mountn = noise_mountain->result[idx_xyz];
449
450         return mountn + density_gradient >= 0.0;
451 }
452
453
454 #if 0
455 void MapgenV7::carveRivers() {
456         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
457         MapNode n_stone(c_stone);
458         u32 index = 0;
459
460         int river_depth = 4;
461
462         for (s16 z = node_min.Z; z <= node_max.Z; z++)
463         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
464                 float terrain_mod  = noise_terrain_mod->result[index];
465                 NoiseParams *np = noise_terrain_river->np;
466                 np.persist = noise_terrain_persist->result[index];
467                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
468                 float height = terrain_river * (1 - abs(terrain_mod)) *
469                                                 noise_terrain_river->np.scale;
470                 height = log(height * height); //log(h^3) is pretty interesting for terrain
471
472                 s16 y = heightmap[index];
473                 if (height < 1.0 && y > river_depth &&
474                         y - river_depth >= node_min.Y && y <= node_max.Y) {
475
476                         for (s16 ry = y; ry != y - river_depth; ry--) {
477                                 u32 vi = vm->m_area.index(x, ry, z);
478                                 vm->m_data[vi] = n_air;
479                         }
480
481                         u32 vi = vm->m_area.index(x, y - river_depth, z);
482                         vm->m_data[vi] = n_water_source;
483                 }
484         }
485 }
486 #endif
487
488
489 int MapgenV7::generateTerrain()
490 {
491         s16 stone_surface_min_y;
492         s16 stone_surface_max_y;
493
494         generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
495
496         if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
497                 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
498
499         if (spflags & MGV7_RIDGES)
500                 generateRidgeTerrain();
501
502         return stone_surface_max_y;
503 }
504
505
506 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
507 {
508         MapNode n_air(CONTENT_AIR);
509         MapNode n_stone(c_stone);
510         MapNode n_water(c_water_source);
511
512         v3s16 em = vm->m_area.getExtent();
513         s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
514         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
515         u32 index = 0;
516
517         for (s16 z = node_min.Z; z <= node_max.Z; z++)
518         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
519                 float surface_height = baseTerrainLevelFromMap(index);
520                 s16 surface_y = (s16)surface_height;
521
522                 heightmap[index]       = surface_y;
523                 ridge_heightmap[index] = surface_y;
524
525                 if (surface_y < surface_min_y)
526                         surface_min_y = surface_y;
527
528                 if (surface_y > surface_max_y)
529                         surface_max_y = surface_y;
530
531                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
532                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
533                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
534                                 if (y <= surface_y)
535                                         vm->m_data[vi] = n_stone;
536                                 else if (y <= water_level)
537                                         vm->m_data[vi] = n_water;
538                                 else
539                                         vm->m_data[vi] = n_air;
540                         }
541                         vm->m_area.add_y(em, vi, 1);
542                 }
543         }
544
545         *stone_surface_min_y = surface_min_y;
546         *stone_surface_max_y = surface_max_y;
547 }
548
549
550 int MapgenV7::generateMountainTerrain(s16 ymax)
551 {
552         noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
553         noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
554
555         MapNode n_stone(c_stone);
556         u32 j = 0;
557
558         for (s16 z = node_min.Z; z <= node_max.Z; z++)
559         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
560                 u32 vi = vm->m_area.index(node_min.X, y, z);
561                 for (s16 x = node_min.X; x <= node_max.X; x++) {
562                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
563                         content_t c = vm->m_data[vi].getContent();
564
565                         if (getMountainTerrainFromMap(j, index, y)
566                                         && (c == CONTENT_AIR || c == c_water_source)) {
567                                 vm->m_data[vi] = n_stone;
568                                 if (y > ymax)
569                                         ymax = y;
570                         }
571
572                         vi++;
573                         j++;
574                 }
575         }
576
577         return ymax;
578 }
579
580
581 void MapgenV7::generateRidgeTerrain()
582 {
583         if (node_max.Y < water_level)
584                 return;
585
586         MapNode n_water(c_water_source);
587         MapNode n_air(CONTENT_AIR);
588         u32 index = 0;
589         float width = 0.2;
590
591         for (s16 z = node_min.Z; z <= node_max.Z; z++)
592         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
593                 u32 vi = vm->m_area.index(node_min.X, y, z);
594                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
595                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
596
597                         if (heightmap[j] < water_level - 16)
598                                 continue;
599
600                         float uwatern = noise_ridge_uwater->result[j] * 2;
601                         if (fabs(uwatern) > width)
602                                 continue;
603
604                         float altitude = y - water_level;
605                         float height_mod = (altitude + 17) / 2.5;
606                         float width_mod  = width - fabs(uwatern);
607                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
608
609                         if (nridge + width_mod * height_mod < 0.6)
610                                 continue;
611
612                         if (y < ridge_heightmap[j])
613                                 ridge_heightmap[j] = y - 1;
614
615                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
616                 }
617         }
618 }
619
620
621 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
622 {
623         v3s16 em = vm->m_area.getExtent();
624         u32 index = 0;
625         MgStoneType stone_type = STONE;
626
627         for (s16 z = node_min.Z; z <= node_max.Z; z++)
628         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
629                 Biome *biome = NULL;
630                 u16 depth_top = 0;
631                 u16 base_filler = 0;
632                 u16 depth_water_top = 0;
633                 u32 vi = vm->m_area.index(x, node_max.Y, z);
634
635                 // Check node at base of mapchunk above, either a node of a previously
636                 // generated mapchunk or if not, a node of overgenerated base terrain.
637                 content_t c_above = vm->m_data[vi + em.X].getContent();
638                 bool air_above = c_above == CONTENT_AIR;
639                 bool water_above = c_above == c_water_source;
640
641                 // If there is air or water above enable top/filler placement, otherwise force
642                 // nplaced to stone level by setting a number exceeding any possible filler depth.
643                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
644
645                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
646                         content_t c = vm->m_data[vi].getContent();
647
648                         // Biome is recalculated each time an upper surface is detected while
649                         // working down a column. The selected biome then remains in effect for
650                         // all nodes below until the next surface and biome recalculation.
651                         // Biome is recalculated:
652                         // 1. At the surface of stone below air or water.
653                         // 2. At the surface of water below air.
654                         // 3. When stone or water is detected but biome has not yet been calculated.
655                         if ((c == c_stone && (air_above || water_above || !biome)) ||
656                                         (c == c_water_source && (air_above || !biome))) {
657                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
658                                 depth_top = biome->depth_top;
659                                 base_filler = MYMAX(depth_top + biome->depth_filler
660                                                 + noise_filler_depth->result[index], 0);
661                                 depth_water_top = biome->depth_water_top;
662
663                                 // Detect stone type for dungeons during every biome calculation.
664                                 // This is more efficient than detecting per-node and will not
665                                 // miss any desert stone or sandstone biomes.
666                                 if (biome->c_stone == c_desert_stone)
667                                         stone_type = DESERT_STONE;
668                                 else if (biome->c_stone == c_sandstone)
669                                         stone_type = SANDSTONE;
670                         }
671
672                         if (c == c_stone) {
673                                 content_t c_below = vm->m_data[vi - em.X].getContent();
674
675                                 // If the node below isn't solid, make this node stone, so that
676                                 // any top/filler nodes above are structurally supported.
677                                 // This is done by aborting the cycle of top/filler placement
678                                 // immediately by forcing nplaced to stone level.
679                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
680                                         nplaced = U16_MAX;
681
682                                 if (nplaced < depth_top) {
683                                         vm->m_data[vi] = MapNode(biome->c_top);
684                                         nplaced++;
685                                 } else if (nplaced < base_filler) {
686                                         vm->m_data[vi] = MapNode(biome->c_filler);
687                                         nplaced++;
688                                 } else {
689                                         vm->m_data[vi] = MapNode(biome->c_stone);
690                                 }
691
692                                 air_above = false;
693                                 water_above = false;
694                         } else if (c == c_water_source) {
695                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
696                                                 biome->c_water_top : biome->c_water);
697                                 nplaced = 0;  // Enable top/filler placement for next surface
698                                 air_above = false;
699                                 water_above = true;
700                         } else if (c == CONTENT_AIR) {
701                                 nplaced = 0;  // Enable top/filler placement for next surface
702                                 air_above = true;
703                                 water_above = false;
704                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
705                                 nplaced = U16_MAX;  // Disable top/filler placement
706                                 air_above = false;
707                                 water_above = false;
708                         }
709
710                         vm->m_area.add_y(em, vi, -1);
711                 }
712         }
713
714         return stone_type;
715 }
716
717
718 void MapgenV7::dustTopNodes()
719 {
720         if (node_max.Y < water_level)
721                 return;
722
723         v3s16 em = vm->m_area.getExtent();
724         u32 index = 0;
725
726         for (s16 z = node_min.Z; z <= node_max.Z; z++)
727         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
728                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
729
730                 if (biome->c_dust == CONTENT_IGNORE)
731                         continue;
732
733                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
734                 content_t c_full_max = vm->m_data[vi].getContent();
735                 s16 y_start;
736
737                 if (c_full_max == CONTENT_AIR) {
738                         y_start = full_node_max.Y - 1;
739                 } else if (c_full_max == CONTENT_IGNORE) {
740                         vi = vm->m_area.index(x, node_max.Y + 1, z);
741                         content_t c_max = vm->m_data[vi].getContent();
742
743                         if (c_max == CONTENT_AIR)
744                                 y_start = node_max.Y;
745                         else
746                                 continue;
747                 } else {
748                         continue;
749                 }
750
751                 vi = vm->m_area.index(x, y_start, z);
752                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
753                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
754                                 break;
755
756                         vm->m_area.add_y(em, vi, -1);
757                 }
758
759                 content_t c = vm->m_data[vi].getContent();
760                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
761                         vm->m_area.add_y(em, vi, 1);
762                         vm->m_data[vi] = MapNode(biome->c_dust);
763                 }
764         }
765 }
766
767
768 #if 0
769 void MapgenV7::addTopNodes()
770 {
771         v3s16 em = vm->m_area.getExtent();
772         s16 ntopnodes;
773         u32 index = 0;
774
775         for (s16 z = node_min.Z; z <= node_max.Z; z++)
776         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
777                 Biome *biome = bmgr->biomes[biomemap[index]];
778
779                 //////////////////// First, add top nodes below the ridge
780                 s16 y = ridge_heightmap[index];
781
782                 // This cutoff is good enough, but not perfect.
783                 // It will cut off potentially placed top nodes at chunk boundaries
784                 if (y < node_min.Y)
785                         continue;
786                 if (y > node_max.Y) {
787                         y = node_max.Y; // Let's see if we can still go downward anyway
788                         u32 vi = vm->m_area.index(x, y, z);
789                         content_t c = vm->m_data[vi].getContent();
790                         if (ndef->get(c).walkable)
791                                 continue;
792                 }
793
794                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
795                 // might not be the actual height, just the lowest part in the chunk
796                 // where a ridge had been carved
797                 u32 i = vm->m_area.index(x, y, z);
798                 for (; y >= node_min.Y; y--) {
799                         content_t c = vm->m_data[i].getContent();
800                         if (ndef->get(c).walkable)
801                                 break;
802                         vm->m_area.add_y(em, i, -1);
803                 }
804
805                 if (y != node_min.Y - 1 && y >= water_level) {
806                         ridge_heightmap[index] = y; //update ridgeheight
807                         ntopnodes = biome->top_depth;
808                         for (; y <= node_max.Y && ntopnodes; y++) {
809                                 ntopnodes--;
810                                 vm->m_data[i] = MapNode(biome->c_top);
811                                 vm->m_area.add_y(em, i, 1);
812                         }
813                         // If dirt, grow grass on it.
814                         if (y > water_level - 10 &&
815                                 vm->m_data[i].getContent() == CONTENT_AIR) {
816                                 vm->m_area.add_y(em, i, -1);
817                                 if (vm->m_data[i].getContent() == c_dirt)
818                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
819                         }
820                 }
821
822                 //////////////////// Now, add top nodes on top of the ridge
823                 y = heightmap[index];
824                 if (y > node_max.Y) {
825                         y = node_max.Y; // Let's see if we can still go downward anyway
826                         u32 vi = vm->m_area.index(x, y, z);
827                         content_t c = vm->m_data[vi].getContent();
828                         if (ndef->get(c).walkable)
829                                 continue;
830                 }
831
832                 i = vm->m_area.index(x, y, z);
833                 for (; y >= node_min.Y; y--) {
834                         content_t c = vm->m_data[i].getContent();
835                         if (ndef->get(c).walkable)
836                                 break;
837                         vm->m_area.add_y(em, i, -1);
838                 }
839
840                 if (y != node_min.Y - 1) {
841                         ntopnodes = biome->top_depth;
842                         // Let's see if we've already added it...
843                         if (y == ridge_heightmap[index] + ntopnodes - 1)
844                                 continue;
845
846                         for (; y <= node_max.Y && ntopnodes; y++) {
847                                 ntopnodes--;
848                                 vm->m_data[i] = MapNode(biome->c_top);
849                                 vm->m_area.add_y(em, i, 1);
850                         }
851                         // If dirt, grow grass on it.
852                         if (y > water_level - 10 &&
853                                 vm->m_data[i].getContent() == CONTENT_AIR) {
854                                 vm->m_area.add_y(em, i, -1);
855                                 if (vm->m_data[i].getContent() == c_dirt)
856                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
857                         }
858                 }
859         }
860 }
861 #endif
862
863
864 void MapgenV7::generateCaves(s16 max_stone_y)
865 {
866         if (max_stone_y < node_min.Y)
867                 return;
868
869         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
870         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
871
872         v3s16 em = vm->m_area.getExtent();
873         u32 index2d = 0;
874
875         for (s16 z = node_min.Z; z <= node_max.Z; z++)
876         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
877                 bool column_is_open = false;  // Is column open to overground
878                 u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
879                 u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
880                         (x - node_min.X);
881                 // Biome of column
882                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
883
884                 for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
885                                 y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
886                         content_t c = vm->m_data[vi].getContent();
887                         if (c == CONTENT_AIR || c == biome->c_water_top ||
888                                         c == biome->c_water) {
889                                 column_is_open = true;
890                                 continue;
891                         }
892                         // Ground
893                         float d1 = contour(noise_cave1->result[index3d]);
894                         float d2 = contour(noise_cave2->result[index3d]);
895                         if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
896                                 // In tunnel and ground content, excavate
897                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
898                         } else if (column_is_open &&
899                                         (c == biome->c_filler || c == biome->c_stone)) {
900                                 // Tunnel entrance floor
901                                 vm->m_data[vi] = MapNode(biome->c_top);
902                                 column_is_open = false;
903                         } else {
904                                 column_is_open = false;
905                         }
906                 }
907         }
908
909         PseudoRandom ps(blockseed + 21343);
910         u32 bruises_count = ps.range(0, 2);
911         for (u32 i = 0; i < bruises_count; i++) {
912                 CaveV7 cave(this, &ps);
913                 cave.makeCave(node_min, node_max, max_stone_y);
914         }
915 }