3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
27 #include "content_sao.h"
29 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
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},
49 ///////////////////////////////////////////////////////////////////////////////
52 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : Mapgen(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 this->zstride = csize.X * csize.Y;
63 this->biomemap = new u8[csize.X * csize.Z];
64 this->heightmap = new s16[csize.X * csize.Z];
65 this->ridge_heightmap = new s16[csize.X * csize.Z];
67 initHeightMap(this->heightmap, csize.X * csize.Z);
69 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
70 this->spflags = sp->spflags;
73 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
74 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
75 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
76 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
77 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
78 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
79 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
82 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
83 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
84 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
85 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
88 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
89 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
91 //// Resolve nodes to be used
92 INodeDefManager *ndef = emerge->ndef;
94 c_stone = ndef->getId("mapgen_stone");
95 c_dirt = ndef->getId("mapgen_dirt");
96 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
97 c_sand = ndef->getId("mapgen_sand");
98 c_water_source = ndef->getId("mapgen_water_source");
99 c_lava_source = ndef->getId("mapgen_lava_source");
100 c_ice = ndef->getId("default:ice");
101 if (c_ice == CONTENT_IGNORE)
106 MapgenV7::~MapgenV7()
108 delete noise_terrain_base;
109 delete noise_terrain_persist;
110 delete noise_height_select;
111 delete noise_terrain_alt;
112 delete noise_filler_depth;
113 delete noise_mount_height;
114 delete noise_ridge_uwater;
115 delete noise_mountain;
121 delete noise_humidity;
123 delete[] ridge_heightmap;
129 MapgenV7Params::MapgenV7Params()
131 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
133 np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
134 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
135 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
136 np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
137 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
138 np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
139 np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
140 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
141 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
142 np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
143 np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
147 void MapgenV7Params::readParams(const Settings *settings)
149 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
151 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
152 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
153 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
154 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
155 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
156 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
157 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
158 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
159 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
160 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
161 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
165 void MapgenV7Params::writeParams(Settings *settings) const
167 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
169 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
170 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
171 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
172 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
173 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
174 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
175 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
176 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
177 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
178 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
179 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
183 ///////////////////////////////////////
186 int MapgenV7::getGroundLevelAtPoint(v2s16 p)
188 // Base terrain calculation
189 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
191 // Ridge/river terrain calculation
193 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
194 // actually computing the depth of the ridge is much more expensive;
195 // if inside a river, simply guess
196 if (fabs(uwatern) <= width)
197 return water_level - 10;
199 // Mountain terrain calculation
200 int iters = 128; // don't even bother iterating more than 128 times..
202 //current point would have been air
203 if (!getMountainTerrainAtPoint(p.X, y, p.Y))
213 void MapgenV7::makeChunk(BlockMakeData *data)
216 assert(data->vmanip);
217 assert(data->nodedef);
218 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
219 data->blockpos_requested.Y >= data->blockpos_min.Y &&
220 data->blockpos_requested.Z >= data->blockpos_min.Z);
221 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
222 data->blockpos_requested.Y <= data->blockpos_max.Y &&
223 data->blockpos_requested.Z <= data->blockpos_max.Z);
225 this->generating = true;
226 this->vm = data->vmanip;
227 this->ndef = data->nodedef;
228 //TimeTaker t("makeChunk");
230 v3s16 blockpos_min = data->blockpos_min;
231 v3s16 blockpos_max = data->blockpos_max;
232 node_min = blockpos_min * MAP_BLOCKSIZE;
233 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
235 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
237 blockseed = getBlockSeed2(full_node_min, seed);
242 // Generate base terrain, mountains, and ridges with initial heightmaps
243 s16 stone_surface_max_y = generateTerrain();
246 updateHeightmap(node_min, node_max);
248 // Create biomemap at heightmap surface
249 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
250 noise_humidity->result, heightmap, biomemap);
252 // Actually place the biome-specific nodes
253 generateBiomes(noise_heat->result, noise_humidity->result);
255 if (flags & MG_CAVES)
256 generateCaves(stone_surface_max_y);
258 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
259 DungeonGen dgen(this, NULL);
260 dgen.generate(blockseed, full_node_min, full_node_max);
263 // Generate the registered decorations
264 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
266 // Generate the registered ores
267 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
269 // Sprinkle some dust on top after everything else was generated
272 //printf("makeChunk: %dms\n", t.stop());
274 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
276 if (flags & MG_LIGHT)
277 calcLighting(node_min, node_max);
278 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
279 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
281 this->generating = false;
285 void MapgenV7::calculateNoise()
287 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
292 noise_terrain_persist->perlinMap2D(x, z);
293 float *persistmap = noise_terrain_persist->result;
295 noise_terrain_base->perlinMap2D(x, z, persistmap);
296 noise_terrain_alt->perlinMap2D(x, z, persistmap);
297 noise_height_select->perlinMap2D(x, z);
299 if (flags & MG_CAVES) {
300 noise_cave1->perlinMap3D(x, y, z);
301 noise_cave2->perlinMap3D(x, y, z);
304 if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
305 noise_ridge->perlinMap3D(x, y, z);
306 noise_ridge_uwater->perlinMap2D(x, z);
309 if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
310 noise_mountain->perlinMap3D(x, y, z);
311 noise_mount_height->perlinMap2D(x, z);
314 if (node_max.Y >= water_level) {
315 noise_filler_depth->perlinMap2D(x, z);
316 noise_heat->perlinMap2D(x, z);
317 noise_humidity->perlinMap2D(x, z);
319 //printf("calculateNoise: %dus\n", t.stop());
323 Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
325 float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
326 float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
327 s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
329 return bmgr->getBiome(heat, humidity, groundlevel);
332 //needs to be updated
333 float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
335 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
336 hselect = rangelim(hselect, 0.0, 1.0);
338 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
340 noise_terrain_base->np.persist = persist;
341 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
343 noise_terrain_alt->np.persist = persist;
344 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
346 if (height_alt > height_base)
349 return (height_base * hselect) + (height_alt * (1.0 - hselect));
353 float MapgenV7::baseTerrainLevelFromMap(int index)
355 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
356 float height_base = noise_terrain_base->result[index];
357 float height_alt = noise_terrain_alt->result[index];
359 if (height_alt > height_base)
362 return (height_base * hselect) + (height_alt * (1.0 - hselect));
366 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
368 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
369 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
370 return mnt_n * mnt_h_n >= (float)y;
374 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
376 float mounthn = noise_mount_height->result[idx_xz];
377 float mountn = noise_mountain->result[idx_xyz];
378 return mountn * mounthn >= (float)y;
383 void MapgenV7::carveRivers() {
384 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
385 MapNode n_stone(c_stone);
390 for (s16 z = node_min.Z; z <= node_max.Z; z++)
391 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
392 float terrain_mod = noise_terrain_mod->result[index];
393 NoiseParams *np = noise_terrain_river->np;
394 np.persist = noise_terrain_persist->result[index];
395 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
396 float height = terrain_river * (1 - abs(terrain_mod)) *
397 noise_terrain_river->np.scale;
398 height = log(height * height); //log(h^3) is pretty interesting for terrain
400 s16 y = heightmap[index];
401 if (height < 1.0 && y > river_depth &&
402 y - river_depth >= node_min.Y && y <= node_max.Y) {
404 for (s16 ry = y; ry != y - river_depth; ry--) {
405 u32 vi = vm->m_area.index(x, ry, z);
406 vm->m_data[vi] = n_air;
409 u32 vi = vm->m_area.index(x, y - river_depth, z);
410 vm->m_data[vi] = n_water_source;
417 int MapgenV7::generateTerrain()
419 int ymax = generateBaseTerrain();
421 if (spflags & MGV7_MOUNTAINS)
422 ymax = generateMountainTerrain(ymax);
424 if (spflags & MGV7_RIDGES)
425 generateRidgeTerrain();
431 int MapgenV7::generateBaseTerrain()
433 MapNode n_air(CONTENT_AIR);
434 MapNode n_stone(c_stone);
435 MapNode n_water(c_water_source);
437 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
438 v3s16 em = vm->m_area.getExtent();
441 for (s16 z = node_min.Z; z <= node_max.Z; z++)
442 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
443 float surface_height = baseTerrainLevelFromMap(index);
444 s16 surface_y = (s16)surface_height;
446 heightmap[index] = surface_y;
447 ridge_heightmap[index] = surface_y;
449 if (surface_y > stone_surface_max_y)
450 stone_surface_max_y = surface_y;
452 u32 i = vm->m_area.index(x, node_min.Y, z);
453 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
454 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
456 vm->m_data[i] = n_stone;
457 else if (y <= water_level)
458 vm->m_data[i] = n_water;
460 vm->m_data[i] = n_air;
462 vm->m_area.add_y(em, i, 1);
466 return stone_surface_max_y;
470 int MapgenV7::generateMountainTerrain(int ymax)
475 MapNode n_stone(c_stone);
478 for (s16 z = node_min.Z; z <= node_max.Z; z++)
479 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
480 u32 vi = vm->m_area.index(node_min.X, y, z);
481 for (s16 x = node_min.X; x <= node_max.X; x++) {
482 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
483 content_t c = vm->m_data[vi].getContent();
485 if (getMountainTerrainFromMap(j, index, y)
486 && (c == CONTENT_AIR || c == c_water_source)) {
487 vm->m_data[vi] = n_stone;
501 void MapgenV7::generateRidgeTerrain()
503 if (node_max.Y < water_level)
506 MapNode n_water(c_water_source);
507 MapNode n_air(CONTENT_AIR);
509 float width = 0.2; // TODO: figure out acceptable perlin noise values
511 for (s16 z = node_min.Z; z <= node_max.Z; z++)
512 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
513 u32 vi = vm->m_area.index(node_min.X, y, z);
514 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
515 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
517 if (heightmap[j] < water_level - 16)
520 float uwatern = noise_ridge_uwater->result[j] * 2;
521 if (fabs(uwatern) > width)
524 float altitude = y - water_level;
525 float height_mod = (altitude + 17) / 2.5;
526 float width_mod = width - fabs(uwatern);
527 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
529 if (nridge + width_mod * height_mod < 0.6)
532 if (y < ridge_heightmap[j])
533 ridge_heightmap[j] = y - 1;
535 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
541 void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
543 if (node_max.Y < water_level)
546 MapNode n_air(CONTENT_AIR);
547 MapNode n_stone(c_stone);
548 MapNode n_water(c_water_source);
550 v3s16 em = vm->m_area.getExtent();
553 for (s16 z = node_min.Z; z <= node_max.Z; z++)
554 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
559 s16 depth_water_top = 0;
562 u32 i = vm->m_area.index(x, node_max.Y, z);
564 content_t c_above = vm->m_data[i + em.X].getContent();
565 bool have_air = c_above == CONTENT_AIR;
567 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
568 content_t c = vm->m_data[i].getContent();
570 // It could be the case that the elevation is equal to the chunk
571 // boundary, but the chunk above has not been generated yet
572 if (y == node_max.Y && c_above == CONTENT_IGNORE &&
573 y == heightmap[index] && c == c_stone) {
574 int j = (z - node_min.Z) * zstride +
575 (y - node_min.Y) * ystride +
577 have_air = !getMountainTerrainFromMap(j, index, y);
580 if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
581 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
582 dfiller = biome->depth_filler + noise_filler_depth->result[index];
583 y0_top = biome->depth_top;
584 y0_filler = biome->depth_top + dfiller;
585 depth_water_top = biome->depth_water_top;
588 if (c == c_stone && have_air) {
589 content_t c_below = vm->m_data[i - em.X].getContent();
591 if (c_below != CONTENT_AIR) {
592 if (nplaced < y0_top) {
593 vm->m_data[i] = MapNode(biome->c_top);
595 } else if (nplaced < y0_filler && nplaced >= y0_top) {
596 vm->m_data[i] = MapNode(biome->c_filler);
598 } else if (c == c_stone) {
601 vm->m_data[i] = MapNode(biome->c_stone);
606 } else if (c == c_stone) {
609 vm->m_data[i] = MapNode(biome->c_stone);
611 } else if (c == c_stone) {
614 vm->m_data[i] = MapNode(biome->c_stone);
615 } else if (c == c_water_source) {
618 if(y > water_level - depth_water_top)
619 vm->m_data[i] = MapNode(biome->c_water_top);
621 vm->m_data[i] = MapNode(biome->c_water);
622 } else if (c == CONTENT_AIR) {
627 vm->m_area.add_y(em, i, -1);
633 void MapgenV7::dustTopNodes()
635 if (node_max.Y < water_level)
638 v3s16 em = vm->m_area.getExtent();
641 for (s16 z = node_min.Z; z <= node_max.Z; z++)
642 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
643 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
645 if (biome->c_dust == CONTENT_IGNORE)
649 u32 vi = vm->m_area.index(x, y, z);
650 for (; y >= node_min.Y; y--) {
651 if (vm->m_data[vi].getContent() != CONTENT_AIR)
654 vm->m_area.add_y(em, vi, -1);
657 content_t c = vm->m_data[vi].getContent();
658 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
662 vm->m_area.add_y(em, vi, 1);
663 vm->m_data[vi] = MapNode(biome->c_dust);
670 void MapgenV7::addTopNodes()
672 v3s16 em = vm->m_area.getExtent();
676 for (s16 z = node_min.Z; z <= node_max.Z; z++)
677 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
678 Biome *biome = bmgr->biomes[biomemap[index]];
680 //////////////////// First, add top nodes below the ridge
681 s16 y = ridge_heightmap[index];
683 // This cutoff is good enough, but not perfect.
684 // It will cut off potentially placed top nodes at chunk boundaries
687 if (y > node_max.Y) {
688 y = node_max.Y; // Let's see if we can still go downward anyway
689 u32 vi = vm->m_area.index(x, y, z);
690 content_t c = vm->m_data[vi].getContent();
691 if (ndef->get(c).walkable)
695 // N.B. It is necessary to search downward since ridge_heightmap[i]
696 // might not be the actual height, just the lowest part in the chunk
697 // where a ridge had been carved
698 u32 i = vm->m_area.index(x, y, z);
699 for (; y >= node_min.Y; y--) {
700 content_t c = vm->m_data[i].getContent();
701 if (ndef->get(c).walkable)
703 vm->m_area.add_y(em, i, -1);
706 if (y != node_min.Y - 1 && y >= water_level) {
707 ridge_heightmap[index] = y; //update ridgeheight
708 ntopnodes = biome->top_depth;
709 for (; y <= node_max.Y && ntopnodes; y++) {
711 vm->m_data[i] = MapNode(biome->c_top);
712 vm->m_area.add_y(em, i, 1);
714 // If dirt, grow grass on it.
715 if (y > water_level - 10 &&
716 vm->m_data[i].getContent() == CONTENT_AIR) {
717 vm->m_area.add_y(em, i, -1);
718 if (vm->m_data[i].getContent() == c_dirt)
719 vm->m_data[i] = MapNode(c_dirt_with_grass);
723 //////////////////// Now, add top nodes on top of the ridge
724 y = heightmap[index];
725 if (y > node_max.Y) {
726 y = node_max.Y; // Let's see if we can still go downward anyway
727 u32 vi = vm->m_area.index(x, y, z);
728 content_t c = vm->m_data[vi].getContent();
729 if (ndef->get(c).walkable)
733 i = vm->m_area.index(x, y, z);
734 for (; y >= node_min.Y; y--) {
735 content_t c = vm->m_data[i].getContent();
736 if (ndef->get(c).walkable)
738 vm->m_area.add_y(em, i, -1);
741 if (y != node_min.Y - 1) {
742 ntopnodes = biome->top_depth;
743 // Let's see if we've already added it...
744 if (y == ridge_heightmap[index] + ntopnodes - 1)
747 for (; y <= node_max.Y && ntopnodes; y++) {
749 vm->m_data[i] = MapNode(biome->c_top);
750 vm->m_area.add_y(em, i, 1);
752 // If dirt, grow grass on it.
753 if (y > water_level - 10 &&
754 vm->m_data[i].getContent() == CONTENT_AIR) {
755 vm->m_area.add_y(em, i, -1);
756 if (vm->m_data[i].getContent() == c_dirt)
757 vm->m_data[i] = MapNode(c_dirt_with_grass);
765 void MapgenV7::generateCaves(int max_stone_y)
767 if (max_stone_y >= node_min.Y) {
771 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
772 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
773 u32 i = vm->m_area.index(node_min.X, y, z);
774 for (s16 x = node_min.X; x <= node_max.X;
775 x++, i++, index++, index2d++) {
776 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
777 content_t c = vm->m_data[i].getContent();
778 if (c == CONTENT_AIR || (y <= water_level &&
779 c != biome->c_stone && c != c_stone))
782 float d1 = contour(noise_cave1->result[index]);
783 float d2 = contour(noise_cave2->result[index]);
785 vm->m_data[i] = MapNode(CONTENT_AIR);
793 PseudoRandom ps(blockseed + 21343);
794 u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
795 for (u32 i = 0; i < bruises_count; i++) {
796 CaveV7 cave(this, &ps);
797 cave.makeCave(node_min, node_max, max_stone_y);