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"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
51 ///////////////////////////////////////////////////////////////////////////////
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55 : MapgenBasic(mapgenid, params, emerge)
57 this->spflags = params->spflags;
58 this->cave_width = params->cave_width;
59 this->float_mount_density = params->float_mount_density;
60 this->float_mount_height = params->float_mount_height;
61 this->floatland_level = params->floatland_level;
62 this->shadow_limit = params->shadow_limit;
63 this->cavern_limit = params->cavern_limit;
64 this->cavern_taper = params->cavern_taper;
65 this->cavern_threshold = params->cavern_threshold;
68 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
69 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
70 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
71 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
72 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
73 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
74 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
75 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
76 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
79 // 1-up 1-down overgeneration
80 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
81 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
82 // 1 down overgeneration
83 MapgenBasic::np_cave1 = params->np_cave1;
84 MapgenBasic::np_cave2 = params->np_cave2;
85 MapgenBasic::np_cavern = params->np_cavern;
91 delete noise_terrain_base;
92 delete noise_terrain_persist;
93 delete noise_height_select;
94 delete noise_terrain_alt;
95 delete noise_filler_depth;
96 delete noise_mount_height;
97 delete noise_ridge_uwater;
98 delete noise_floatland_base;
99 delete noise_float_base_height;
100 delete noise_mountain;
105 MapgenV7Params::MapgenV7Params()
107 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
109 float_mount_density = 0.6;
110 float_mount_height = 128.0;
111 floatland_level = 1280;
115 cavern_threshold = 0.7;
117 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
118 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
119 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
120 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
121 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
122 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
123 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
124 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
125 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
126 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
127 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
128 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
129 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
130 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
134 void MapgenV7Params::readParams(const Settings *settings)
136 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
137 settings->getFloatNoEx("mgv7_cave_width", cave_width);
138 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
139 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
140 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
141 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
142 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
143 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
144 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
146 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
147 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
148 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
149 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
150 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
151 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
152 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
153 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
154 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
155 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
156 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
157 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
158 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
159 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
163 void MapgenV7Params::writeParams(Settings *settings) const
165 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
166 settings->setFloat("mgv7_cave_width", cave_width);
167 settings->setFloat("mgv7_float_mount_density", float_mount_density);
168 settings->setFloat("mgv7_float_mount_height", float_mount_height);
169 settings->setS16("mgv7_floatland_level", floatland_level);
170 settings->setS16("mgv7_shadow_limit", shadow_limit);
171 settings->setS16("mgv7_cavern_limit", cavern_limit);
172 settings->setS16("mgv7_cavern_taper", cavern_taper);
173 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
175 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
176 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
177 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
178 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
179 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
180 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
181 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
182 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
183 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
184 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
185 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
186 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
187 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
188 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
192 ///////////////////////////////////////////////////////////////////////////////
195 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
197 // Base terrain calculation
198 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
200 // If enabled, check if inside a river
201 if (spflags & MGV7_RIDGES) {
203 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
204 if (fabs(uwatern) <= width)
205 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
208 // If mountains are disabled, terrain level is base terrain level
209 // Avoids spawn on non-existant mountain terrain
210 if (!(spflags & MGV7_MOUNTAINS)) {
211 if (y <= water_level || y > water_level + 16)
212 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
217 // Mountain terrain calculation
220 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
221 if (y <= water_level || y > water_level + 16)
222 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
229 // Unsuitable spawn point, no mountain surface found
230 return MAX_MAP_GENERATION_LIMIT;
234 void MapgenV7::makeChunk(BlockMakeData *data)
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);
246 this->generating = true;
247 this->vm = data->vmanip;
248 this->ndef = data->nodedef;
249 //TimeTaker t("makeChunk");
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);
258 blockseed = getBlockSeed2(full_node_min, seed);
260 // Generate base and mountain terrain
261 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
262 s16 stone_surface_max_y = generateTerrain();
265 if (spflags & MGV7_RIDGES)
266 generateRidgeTerrain();
269 updateHeightmap(node_min, node_max);
271 // Init biome generator, place biome-specific nodes, and build biomemap
272 biomegen->calcBiomeNoise(node_min);
273 MgStoneType stone_type = generateBiomes();
275 // Generate caverns, tunnels and classic caves
276 if (flags & MG_CAVES) {
277 bool has_cavern = false;
279 if (spflags & MGV7_CAVERNS)
280 has_cavern = generateCaverns(stone_surface_max_y);
281 // Generate tunnels and classic caves
283 // Disable classic caves in this mapchunk by setting
284 // 'large cave depth' to world base. Avoids excessive liquid in
285 // large caverns and floating blobs of overgenerated liquid.
286 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
288 generateCaves(stone_surface_max_y, water_level);
292 if (flags & MG_DUNGEONS)
293 generateDungeons(stone_surface_max_y, stone_type);
295 // Generate the registered decorations
296 if (flags & MG_DECORATIONS)
297 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
299 // Generate the registered ores
300 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
302 // Sprinkle some dust on top after everything else was generated
305 //printf("makeChunk: %dms\n", t.stop());
308 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
310 // Calculate lighting
311 // Limit floatland shadow
312 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
313 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
315 if (flags & MG_LIGHT)
316 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
317 full_node_min, full_node_max, propagate_shadow);
319 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
320 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
322 this->generating = false;
326 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
328 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
329 hselect = rangelim(hselect, 0.0, 1.0);
331 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
333 noise_terrain_base->np.persist = persist;
334 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
336 noise_terrain_alt->np.persist = persist;
337 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
339 if (height_alt > height_base)
342 return (height_base * hselect) + (height_alt * (1.0 - hselect));
346 float MapgenV7::baseTerrainLevelFromMap(int index)
348 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
349 float height_base = noise_terrain_base->result[index];
350 float height_alt = noise_terrain_alt->result[index];
352 if (height_alt > height_base)
355 return (height_base * hselect) + (height_alt * (1.0 - hselect));
359 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
361 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
362 float density_gradient = -((float)y / mnt_h_n);
363 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
365 return mnt_n + density_gradient >= 0.0;
369 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
371 float mounthn = noise_mount_height->result[idx_xz];
372 float density_gradient = -((float)y / mounthn);
373 float mountn = noise_mountain->result[idx_xyz];
375 return mountn + density_gradient >= 0.0;
379 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
381 // Make rim 2 nodes thick to match floatland base terrain
382 float density_gradient = (y >= floatland_level) ?
383 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
384 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
386 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
388 return floatn + density_gradient >= 0.0f;
392 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
394 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
395 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
396 s16 base_max = MAX_MAP_GENERATION_LIMIT;
398 float n_base = noise_floatland_base->result[idx_xz];
400 float n_base_height = noise_float_base_height->result[idx_xz];
401 float amp = n_base * n_base_height;
402 float ridge = n_base_height / 3.0f;
403 base_min = floatland_level - amp / 1.5f;
405 if (amp > ridge * 2.0f) {
407 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
410 float diff = fabs(amp - ridge) / ridge;
411 // Smooth ridges using the 'smoothstep function'
412 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
413 base_max = floatland_level + ridge - smooth_diff * ridge;
417 *float_base_min = base_min;
418 *float_base_max = base_max;
422 int MapgenV7::generateTerrain()
424 MapNode n_air(CONTENT_AIR);
425 MapNode n_stone(c_stone);
426 MapNode n_water(c_water_source);
428 //// Calculate noise for terrain generation
429 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
430 float *persistmap = noise_terrain_persist->result;
432 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
433 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
434 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
436 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
437 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
440 if (spflags & MGV7_MOUNTAINS) {
441 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
444 if (spflags & MGV7_FLOATLANDS) {
445 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
446 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
450 v3s16 em = vm->m_area.getExtent();
451 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
454 for (s16 z = node_min.Z; z <= node_max.Z; z++)
455 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
456 s16 surface_y = baseTerrainLevelFromMap(index2d);
457 if (surface_y > stone_surface_max_y)
458 stone_surface_max_y = surface_y;
460 // Get extent of floatland base terrain
461 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
462 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
463 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
464 if (spflags & MGV7_FLOATLANDS)
465 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
467 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
468 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
470 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
471 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
472 if (y <= surface_y) {
473 vm->m_data[vi] = n_stone; // Base terrain
474 } else if ((spflags & MGV7_MOUNTAINS) &&
475 getMountainTerrainFromMap(index3d, index2d, y)) {
476 vm->m_data[vi] = n_stone; // Mountain terrain
477 if (y > stone_surface_max_y)
478 stone_surface_max_y = y;
479 } else if ((spflags & MGV7_FLOATLANDS) &&
480 ((y >= float_base_min && y <= float_base_max) ||
481 getFloatlandMountainFromMap(index3d, index2d, y))) {
482 vm->m_data[vi] = n_stone; // Floatland terrain
483 stone_surface_max_y = node_max.Y;
484 } else if (y <= water_level) {
485 vm->m_data[vi] = n_water; // Ground level water
486 } else if ((spflags & MGV7_FLOATLANDS) &&
487 (y >= float_base_max && y <= floatland_level)) {
488 vm->m_data[vi] = n_water; // Floatland water
490 vm->m_data[vi] = n_air;
493 vm->m_area.add_y(em, vi, 1);
498 return stone_surface_max_y;
502 void MapgenV7::generateRidgeTerrain()
504 if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
507 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
508 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
510 MapNode n_water(c_water_source);
511 MapNode n_air(CONTENT_AIR);
515 for (s16 z = node_min.Z; z <= node_max.Z; z++)
516 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
517 u32 vi = vm->m_area.index(node_min.X, y, z);
518 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
519 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
521 float uwatern = noise_ridge_uwater->result[j] * 2;
522 if (fabs(uwatern) > width)
525 float altitude = y - water_level;
526 float height_mod = (altitude + 17) / 2.5;
527 float width_mod = width - fabs(uwatern);
528 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
530 if (nridge + width_mod * height_mod < 0.6)
533 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
539 ////////////////////////////////////////////////////////////////////////////////
542 //// Much of the stuff here has potential to become useful again at some point
543 //// in the future, but we don't want it to get lost or forgotten in version
548 int MapgenV7::generateMountainTerrain(s16 ymax)
550 MapNode n_stone(c_stone);
553 for (s16 z = node_min.Z; z <= node_max.Z; z++)
554 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
555 u32 vi = vm->m_area.index(node_min.X, y, z);
556 for (s16 x = node_min.X; x <= node_max.X; x++) {
557 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
558 content_t c = vm->m_data[vi].getContent();
560 if (getMountainTerrainFromMap(j, index, y)
561 && (c == CONTENT_AIR || c == c_water_source)) {
562 vm->m_data[vi] = n_stone;
578 void MapgenV7::carveRivers() {
579 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
580 MapNode n_stone(c_stone);
585 for (s16 z = node_min.Z; z <= node_max.Z; z++)
586 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
587 float terrain_mod = noise_terrain_mod->result[index];
588 NoiseParams *np = noise_terrain_river->np;
589 np.persist = noise_terrain_persist->result[index];
590 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
591 float height = terrain_river * (1 - abs(terrain_mod)) *
592 noise_terrain_river->np.scale;
593 height = log(height * height); //log(h^3) is pretty interesting for terrain
595 s16 y = heightmap[index];
596 if (height < 1.0 && y > river_depth &&
597 y - river_depth >= node_min.Y && y <= node_max.Y) {
599 for (s16 ry = y; ry != y - river_depth; ry--) {
600 u32 vi = vm->m_area.index(x, ry, z);
601 vm->m_data[vi] = n_air;
604 u32 vi = vm->m_area.index(x, y - river_depth, z);
605 vm->m_data[vi] = n_water_source;
613 void MapgenV7::addTopNodes()
615 v3s16 em = vm->m_area.getExtent();
619 for (s16 z = node_min.Z; z <= node_max.Z; z++)
620 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
621 Biome *biome = bmgr->biomes[biomemap[index]];
623 //////////////////// First, add top nodes below the ridge
624 s16 y = ridge_heightmap[index];
626 // This cutoff is good enough, but not perfect.
627 // It will cut off potentially placed top nodes at chunk boundaries
630 if (y > node_max.Y) {
631 y = node_max.Y; // Let's see if we can still go downward anyway
632 u32 vi = vm->m_area.index(x, y, z);
633 content_t c = vm->m_data[vi].getContent();
634 if (ndef->get(c).walkable)
638 // N.B. It is necessary to search downward since ridge_heightmap[i]
639 // might not be the actual height, just the lowest part in the chunk
640 // where a ridge had been carved
641 u32 i = vm->m_area.index(x, y, z);
642 for (; y >= node_min.Y; y--) {
643 content_t c = vm->m_data[i].getContent();
644 if (ndef->get(c).walkable)
646 vm->m_area.add_y(em, i, -1);
649 if (y != node_min.Y - 1 && y >= water_level) {
650 ridge_heightmap[index] = y; //update ridgeheight
651 ntopnodes = biome->top_depth;
652 for (; y <= node_max.Y && ntopnodes; y++) {
654 vm->m_data[i] = MapNode(biome->c_top);
655 vm->m_area.add_y(em, i, 1);
657 // If dirt, grow grass on it.
658 if (y > water_level - 10 &&
659 vm->m_data[i].getContent() == CONTENT_AIR) {
660 vm->m_area.add_y(em, i, -1);
661 if (vm->m_data[i].getContent() == c_dirt)
662 vm->m_data[i] = MapNode(c_dirt_with_grass);
666 //////////////////// Now, add top nodes on top of the ridge
667 y = heightmap[index];
668 if (y > node_max.Y) {
669 y = node_max.Y; // Let's see if we can still go downward anyway
670 u32 vi = vm->m_area.index(x, y, z);
671 content_t c = vm->m_data[vi].getContent();
672 if (ndef->get(c).walkable)
676 i = vm->m_area.index(x, y, z);
677 for (; y >= node_min.Y; y--) {
678 content_t c = vm->m_data[i].getContent();
679 if (ndef->get(c).walkable)
681 vm->m_area.add_y(em, i, -1);
684 if (y != node_min.Y - 1) {
685 ntopnodes = biome->top_depth;
686 // Let's see if we've already added it...
687 if (y == ridge_heightmap[index] + ntopnodes - 1)
690 for (; y <= node_max.Y && ntopnodes; y++) {
692 vm->m_data[i] = MapNode(biome->c_top);
693 vm->m_area.add_y(em, i, 1);
695 // If dirt, grow grass on it.
696 if (y > water_level - 10 &&
697 vm->m_data[i].getContent() == CONTENT_AIR) {
698 vm->m_area.add_y(em, i, -1);
699 if (vm->m_data[i].getContent() == c_dirt)
700 vm->m_data[i] = MapNode(c_dirt_with_grass);