3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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.
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.
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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54 : Mapgen(mapgenid, params, emerge)
56 this->m_emerge = emerge;
57 this->bmgr = emerge->biomemgr;
59 //// amount of elements to skip for the next index
60 //// for noise/height/biome maps (not vmanip)
61 this->ystride = csize.X;
62 // 1-down overgeneration
63 this->zstride_1d = csize.X * (csize.Y + 1);
65 this->biomemap = new u8[csize.X * csize.Z];
66 this->heightmap = new s16[csize.X * csize.Z];
68 this->humidmap = NULL;
69 this->ridge_heightmap = new s16[csize.X * csize.Z];
71 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
72 this->spflags = sp->spflags;
75 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
76 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
77 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
78 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
79 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
80 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
81 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
84 // 1-up 1-down overgeneration
85 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
86 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
87 // 1-down overgeneraion
88 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
89 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
92 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
93 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
94 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
95 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
97 //// Resolve nodes to be used
98 INodeDefManager *ndef = emerge->ndef;
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");
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");
113 if (c_ice == CONTENT_IGNORE)
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;
126 MapgenV7::~MapgenV7()
128 delete noise_terrain_base;
129 delete noise_terrain_persist;
130 delete noise_height_select;
131 delete noise_terrain_alt;
132 delete noise_filler_depth;
133 delete noise_mount_height;
134 delete noise_ridge_uwater;
135 delete noise_mountain;
141 delete noise_humidity;
142 delete noise_heat_blend;
143 delete noise_humidity_blend;
145 delete[] ridge_heightmap;
151 MapgenV7Params::MapgenV7Params()
153 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
155 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
156 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
157 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
158 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
159 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
160 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
161 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
162 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
163 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
164 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
165 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
169 void MapgenV7Params::readParams(const Settings *settings)
171 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
173 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
174 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
175 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
176 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
177 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
178 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
179 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
180 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
181 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
182 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
183 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
187 void MapgenV7Params::writeParams(Settings *settings) const
189 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
191 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
192 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
193 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
194 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
195 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
196 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
197 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
198 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
199 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
200 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
201 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
205 ///////////////////////////////////////////////////////////////////////////////
208 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
210 // Base terrain calculation
211 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
213 // Ridge/river terrain calculation
215 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
216 // if inside a river this is an unsuitable spawn point
217 if (fabs(uwatern) <= width)
218 return MAX_MAP_GENERATION_LIMIT;
220 // Mountain terrain calculation
223 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
224 if (y <= water_level || y > water_level + 16)
225 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
232 // Unsuitable spawn point, no ground surface found
233 return MAX_MAP_GENERATION_LIMIT;
237 void MapgenV7::makeChunk(BlockMakeData *data)
240 assert(data->vmanip);
241 assert(data->nodedef);
242 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
243 data->blockpos_requested.Y >= data->blockpos_min.Y &&
244 data->blockpos_requested.Z >= data->blockpos_min.Z);
245 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
246 data->blockpos_requested.Y <= data->blockpos_max.Y &&
247 data->blockpos_requested.Z <= data->blockpos_max.Z);
249 this->generating = true;
250 this->vm = data->vmanip;
251 this->ndef = data->nodedef;
252 //TimeTaker t("makeChunk");
254 v3s16 blockpos_min = data->blockpos_min;
255 v3s16 blockpos_max = data->blockpos_max;
256 node_min = blockpos_min * MAP_BLOCKSIZE;
257 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
258 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
259 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
261 blockseed = getBlockSeed2(full_node_min, seed);
266 // Generate base terrain, mountains, and ridges with initial heightmaps
267 s16 stone_surface_max_y = generateTerrain();
270 updateHeightmap(node_min, node_max);
272 // Create biomemap at heightmap surface
273 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
274 noise_humidity->result, heightmap, biomemap);
276 // Actually place the biome-specific nodes
277 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
279 if (flags & MG_CAVES)
280 generateCaves(stone_surface_max_y);
282 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
285 dp.np_rarity = nparams_dungeon_rarity;
286 dp.np_density = nparams_dungeon_density;
287 dp.np_wetness = nparams_dungeon_wetness;
288 dp.c_water = c_water_source;
289 if (stone_type == STONE) {
290 dp.c_cobble = c_cobble;
291 dp.c_moss = c_mossycobble;
292 dp.c_stair = c_stair_cobble;
294 dp.diagonal_dirs = false;
296 dp.holesize = v3s16(1, 2, 1);
297 dp.roomsize = v3s16(0, 0, 0);
298 dp.notifytype = GENNOTIFY_DUNGEON;
299 } else if (stone_type == DESERT_STONE) {
300 dp.c_cobble = c_desert_stone;
301 dp.c_moss = c_desert_stone;
302 dp.c_stair = c_desert_stone;
304 dp.diagonal_dirs = true;
306 dp.holesize = v3s16(2, 3, 2);
307 dp.roomsize = v3s16(2, 5, 2);
308 dp.notifytype = GENNOTIFY_TEMPLE;
309 } else if (stone_type == SANDSTONE) {
310 dp.c_cobble = c_sandstonebrick;
311 dp.c_moss = c_sandstonebrick;
312 dp.c_stair = c_sandstonebrick;
314 dp.diagonal_dirs = false;
316 dp.holesize = v3s16(2, 2, 2);
317 dp.roomsize = v3s16(2, 0, 2);
318 dp.notifytype = GENNOTIFY_DUNGEON;
321 DungeonGen dgen(this, &dp);
322 dgen.generate(blockseed, full_node_min, full_node_max);
325 // Generate the registered decorations
326 if (flags & MG_DECORATIONS)
327 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
329 // Generate the registered ores
330 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
332 // Sprinkle some dust on top after everything else was generated
335 //printf("makeChunk: %dms\n", t.stop());
337 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
339 if (flags & MG_LIGHT)
340 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
341 full_node_min, full_node_max);
343 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
344 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
346 this->generating = false;
350 void MapgenV7::calculateNoise()
352 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
354 s16 y = node_min.Y - 1;
357 noise_terrain_persist->perlinMap2D(x, z);
358 float *persistmap = noise_terrain_persist->result;
360 noise_terrain_base->perlinMap2D(x, z, persistmap);
361 noise_terrain_alt->perlinMap2D(x, z, persistmap);
362 noise_height_select->perlinMap2D(x, z);
364 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
365 noise_ridge->perlinMap3D(x, y, z);
366 noise_ridge_uwater->perlinMap2D(x, z);
369 // Cave noises are calculated in generateCaves()
370 // only if solid terrain is present in mapchunk
372 // Mountain noises are calculated in generateMountainTerrain()
373 // only if solid terrain surface dips into mapchunk
375 noise_filler_depth->perlinMap2D(x, z);
376 noise_heat->perlinMap2D(x, z);
377 noise_humidity->perlinMap2D(x, z);
378 noise_heat_blend->perlinMap2D(x, z);
379 noise_humidity_blend->perlinMap2D(x, z);
381 for (s32 i = 0; i < csize.X * csize.Z; i++) {
382 noise_heat->result[i] += noise_heat_blend->result[i];
383 noise_humidity->result[i] += noise_humidity_blend->result[i];
386 heatmap = noise_heat->result;
387 humidmap = noise_humidity->result;
388 //printf("calculateNoise: %dus\n", t.stop());
392 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
394 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
395 NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
396 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
397 NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
398 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
400 return bmgr->getBiome(heat, humidity, groundlevel);
403 //needs to be updated
404 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
406 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
407 hselect = rangelim(hselect, 0.0, 1.0);
409 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
411 noise_terrain_base->np.persist = persist;
412 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
414 noise_terrain_alt->np.persist = persist;
415 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
417 if (height_alt > height_base)
420 return (height_base * hselect) + (height_alt * (1.0 - hselect));
424 float MapgenV7::baseTerrainLevelFromMap(int index)
426 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
427 float height_base = noise_terrain_base->result[index];
428 float height_alt = noise_terrain_alt->result[index];
430 if (height_alt > height_base)
433 return (height_base * hselect) + (height_alt * (1.0 - hselect));
437 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
439 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
440 float density_gradient = -((float)y / mnt_h_n);
441 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
443 return mnt_n + density_gradient >= 0.0;
447 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
449 float mounthn = noise_mount_height->result[idx_xz];
450 float density_gradient = -((float)y / mounthn);
451 float mountn = noise_mountain->result[idx_xyz];
453 return mountn + density_gradient >= 0.0;
457 int MapgenV7::generateTerrain()
459 s16 stone_surface_min_y;
460 s16 stone_surface_max_y;
462 generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
464 if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
465 stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
467 if (spflags & MGV7_RIDGES)
468 generateRidgeTerrain();
470 return stone_surface_max_y;
474 void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
476 MapNode n_air(CONTENT_AIR);
477 MapNode n_stone(c_stone);
478 MapNode n_water(c_water_source);
480 v3s16 em = vm->m_area.getExtent();
481 s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
482 s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
485 for (s16 z = node_min.Z; z <= node_max.Z; z++)
486 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
487 float surface_height = baseTerrainLevelFromMap(index);
488 s16 surface_y = (s16)surface_height;
490 heightmap[index] = surface_y;
491 ridge_heightmap[index] = surface_y;
493 if (surface_y < surface_min_y)
494 surface_min_y = surface_y;
496 if (surface_y > surface_max_y)
497 surface_max_y = surface_y;
499 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
500 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
501 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
503 vm->m_data[vi] = n_stone;
504 else if (y <= water_level)
505 vm->m_data[vi] = n_water;
507 vm->m_data[vi] = n_air;
509 vm->m_area.add_y(em, vi, 1);
513 *stone_surface_min_y = surface_min_y;
514 *stone_surface_max_y = surface_max_y;
518 int MapgenV7::generateMountainTerrain(s16 ymax)
520 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
521 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
523 MapNode n_stone(c_stone);
526 for (s16 z = node_min.Z; z <= node_max.Z; z++)
527 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
528 u32 vi = vm->m_area.index(node_min.X, y, z);
529 for (s16 x = node_min.X; x <= node_max.X; x++) {
530 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
531 content_t c = vm->m_data[vi].getContent();
533 if (getMountainTerrainFromMap(j, index, y)
534 && (c == CONTENT_AIR || c == c_water_source)) {
535 vm->m_data[vi] = n_stone;
549 void MapgenV7::generateRidgeTerrain()
551 if (node_max.Y < water_level)
554 MapNode n_water(c_water_source);
555 MapNode n_air(CONTENT_AIR);
559 for (s16 z = node_min.Z; z <= node_max.Z; z++)
560 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
561 u32 vi = vm->m_area.index(node_min.X, y, z);
562 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
563 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
565 if (heightmap[j] < water_level - 16)
568 float uwatern = noise_ridge_uwater->result[j] * 2;
569 if (fabs(uwatern) > width)
572 float altitude = y - water_level;
573 float height_mod = (altitude + 17) / 2.5;
574 float width_mod = width - fabs(uwatern);
575 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
577 if (nridge + width_mod * height_mod < 0.6)
580 if (y < ridge_heightmap[j])
581 ridge_heightmap[j] = y - 1;
583 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
589 MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
591 v3s16 em = vm->m_area.getExtent();
593 MgStoneType stone_type = STONE;
595 for (s16 z = node_min.Z; z <= node_max.Z; z++)
596 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
600 u16 depth_water_top = 0;
601 u32 vi = vm->m_area.index(x, node_max.Y, z);
603 // Check node at base of mapchunk above, either a node of a previously
604 // generated mapchunk or if not, a node of overgenerated base terrain.
605 content_t c_above = vm->m_data[vi + em.X].getContent();
606 bool air_above = c_above == CONTENT_AIR;
607 bool water_above = c_above == c_water_source;
609 // If there is air or water above enable top/filler placement, otherwise force
610 // nplaced to stone level by setting a number exceeding any possible filler depth.
611 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
613 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
614 content_t c = vm->m_data[vi].getContent();
616 // Biome is recalculated each time an upper surface is detected while
617 // working down a column. The selected biome then remains in effect for
618 // all nodes below until the next surface and biome recalculation.
619 // Biome is recalculated:
620 // 1. At the surface of stone below air or water.
621 // 2. At the surface of water below air.
622 // 3. When stone or water is detected but biome has not yet been calculated.
623 if ((c == c_stone && (air_above || water_above || !biome)) ||
624 (c == c_water_source && (air_above || !biome))) {
625 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
626 depth_top = biome->depth_top;
627 base_filler = MYMAX(depth_top + biome->depth_filler
628 + noise_filler_depth->result[index], 0);
629 depth_water_top = biome->depth_water_top;
631 // Detect stone type for dungeons during every biome calculation.
632 // This is more efficient than detecting per-node and will not
633 // miss any desert stone or sandstone biomes.
634 if (biome->c_stone == c_desert_stone)
635 stone_type = DESERT_STONE;
636 else if (biome->c_stone == c_sandstone)
637 stone_type = SANDSTONE;
641 content_t c_below = vm->m_data[vi - em.X].getContent();
643 // If the node below isn't solid, make this node stone, so that
644 // any top/filler nodes above are structurally supported.
645 // This is done by aborting the cycle of top/filler placement
646 // immediately by forcing nplaced to stone level.
647 if (c_below == CONTENT_AIR || c_below == c_water_source)
650 if (nplaced < depth_top) {
651 vm->m_data[vi] = MapNode(biome->c_top);
653 } else if (nplaced < base_filler) {
654 vm->m_data[vi] = MapNode(biome->c_filler);
657 vm->m_data[vi] = MapNode(biome->c_stone);
662 } else if (c == c_water_source) {
663 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
664 biome->c_water_top : biome->c_water);
665 nplaced = 0; // Enable top/filler placement for next surface
668 } else if (c == CONTENT_AIR) {
669 nplaced = 0; // Enable top/filler placement for next surface
672 } else { // Possible various nodes overgenerated from neighbouring mapchunks
673 nplaced = U16_MAX; // Disable top/filler placement
678 vm->m_area.add_y(em, vi, -1);
686 void MapgenV7::dustTopNodes()
688 if (node_max.Y < water_level)
691 v3s16 em = vm->m_area.getExtent();
694 for (s16 z = node_min.Z; z <= node_max.Z; z++)
695 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
696 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
698 if (biome->c_dust == CONTENT_IGNORE)
701 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
702 content_t c_full_max = vm->m_data[vi].getContent();
705 if (c_full_max == CONTENT_AIR) {
706 y_start = full_node_max.Y - 1;
707 } else if (c_full_max == CONTENT_IGNORE) {
708 vi = vm->m_area.index(x, node_max.Y + 1, z);
709 content_t c_max = vm->m_data[vi].getContent();
711 if (c_max == CONTENT_AIR)
712 y_start = node_max.Y;
719 vi = vm->m_area.index(x, y_start, z);
720 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
721 if (vm->m_data[vi].getContent() != CONTENT_AIR)
724 vm->m_area.add_y(em, vi, -1);
727 content_t c = vm->m_data[vi].getContent();
728 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
729 vm->m_area.add_y(em, vi, 1);
730 vm->m_data[vi] = MapNode(biome->c_dust);
736 void MapgenV7::generateCaves(s16 max_stone_y)
738 if (max_stone_y < node_min.Y)
741 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
742 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
744 v3s16 em = vm->m_area.getExtent();
747 for (s16 z = node_min.Z; z <= node_max.Z; z++)
748 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
749 bool column_is_open = false; // Is column open to overground
750 bool is_tunnel = false; // Is tunnel or tunnel floor
751 // Indexes at column top (node_max.Y)
752 u32 vi = vm->m_area.index(x, node_max.Y, z);
753 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
756 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
758 // Don't excavate the overgenerated stone at node_max.Y + 1,
759 // this creates a 'roof' over the tunnel, preventing light in
760 // tunnels at mapchunk borders when generating mapchunks upwards.
761 // This 'roof' is removed when the mapchunk above is generated.
762 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
764 vm->m_area.add_y(em, vi, -1)) {
766 content_t c = vm->m_data[vi].getContent();
767 if (c == CONTENT_AIR || c == biome->c_water_top ||
768 c == biome->c_water) {
769 column_is_open = true;
773 float d1 = contour(noise_cave1->result[index3d]);
774 float d2 = contour(noise_cave2->result[index3d]);
776 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
777 // In tunnel and ground content, excavate
778 vm->m_data[vi] = MapNode(CONTENT_AIR);
781 // Not in tunnel or not ground content
782 if (is_tunnel && column_is_open &&
783 (c == biome->c_filler || c == biome->c_stone))
784 // Tunnel entrance floor
785 vm->m_data[vi] = MapNode(biome->c_top);
787 column_is_open = false;
793 if (node_min.Y >= water_level)
796 PseudoRandom ps(blockseed + 21343);
797 u32 bruises_count = ps.range(0, 2);
798 for (u32 i = 0; i < bruises_count; i++) {
799 CaveV7 cave(this, &ps);
800 cave.makeCave(node_min, node_max, max_stone_y);
805 ///////////////////////////////////////////////////////////////
809 void MapgenV7::carveRivers() {
810 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
811 MapNode n_stone(c_stone);
816 for (s16 z = node_min.Z; z <= node_max.Z; z++)
817 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
818 float terrain_mod = noise_terrain_mod->result[index];
819 NoiseParams *np = noise_terrain_river->np;
820 np.persist = noise_terrain_persist->result[index];
821 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
822 float height = terrain_river * (1 - abs(terrain_mod)) *
823 noise_terrain_river->np.scale;
824 height = log(height * height); //log(h^3) is pretty interesting for terrain
826 s16 y = heightmap[index];
827 if (height < 1.0 && y > river_depth &&
828 y - river_depth >= node_min.Y && y <= node_max.Y) {
830 for (s16 ry = y; ry != y - river_depth; ry--) {
831 u32 vi = vm->m_area.index(x, ry, z);
832 vm->m_data[vi] = n_air;
835 u32 vi = vm->m_area.index(x, y - river_depth, z);
836 vm->m_data[vi] = n_water_source;
844 void MapgenV7::addTopNodes()
846 v3s16 em = vm->m_area.getExtent();
850 for (s16 z = node_min.Z; z <= node_max.Z; z++)
851 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
852 Biome *biome = bmgr->biomes[biomemap[index]];
854 //////////////////// First, add top nodes below the ridge
855 s16 y = ridge_heightmap[index];
857 // This cutoff is good enough, but not perfect.
858 // It will cut off potentially placed top nodes at chunk boundaries
861 if (y > node_max.Y) {
862 y = node_max.Y; // Let's see if we can still go downward anyway
863 u32 vi = vm->m_area.index(x, y, z);
864 content_t c = vm->m_data[vi].getContent();
865 if (ndef->get(c).walkable)
869 // N.B. It is necessary to search downward since ridge_heightmap[i]
870 // might not be the actual height, just the lowest part in the chunk
871 // where a ridge had been carved
872 u32 i = vm->m_area.index(x, y, z);
873 for (; y >= node_min.Y; y--) {
874 content_t c = vm->m_data[i].getContent();
875 if (ndef->get(c).walkable)
877 vm->m_area.add_y(em, i, -1);
880 if (y != node_min.Y - 1 && y >= water_level) {
881 ridge_heightmap[index] = y; //update ridgeheight
882 ntopnodes = biome->top_depth;
883 for (; y <= node_max.Y && ntopnodes; y++) {
885 vm->m_data[i] = MapNode(biome->c_top);
886 vm->m_area.add_y(em, i, 1);
888 // If dirt, grow grass on it.
889 if (y > water_level - 10 &&
890 vm->m_data[i].getContent() == CONTENT_AIR) {
891 vm->m_area.add_y(em, i, -1);
892 if (vm->m_data[i].getContent() == c_dirt)
893 vm->m_data[i] = MapNode(c_dirt_with_grass);
897 //////////////////// Now, add top nodes on top of the ridge
898 y = heightmap[index];
899 if (y > node_max.Y) {
900 y = node_max.Y; // Let's see if we can still go downward anyway
901 u32 vi = vm->m_area.index(x, y, z);
902 content_t c = vm->m_data[vi].getContent();
903 if (ndef->get(c).walkable)
907 i = vm->m_area.index(x, y, z);
908 for (; y >= node_min.Y; y--) {
909 content_t c = vm->m_data[i].getContent();
910 if (ndef->get(c).walkable)
912 vm->m_area.add_y(em, i, -1);
915 if (y != node_min.Y - 1) {
916 ntopnodes = biome->top_depth;
917 // Let's see if we've already added it...
918 if (y == ridge_heightmap[index] + ntopnodes - 1)
921 for (; y <= node_max.Y && ntopnodes; y++) {
923 vm->m_data[i] = MapNode(biome->c_top);
924 vm->m_area.add_y(em, i, 1);
926 // If dirt, grow grass on it.
927 if (y > water_level - 10 &&
928 vm->m_data[i].getContent() == CONTENT_AIR) {
929 vm->m_area.add_y(em, i, -1);
930 if (vm->m_data[i].getContent() == c_dirt)
931 vm->m_data[i] = MapNode(c_dirt_with_grass);