3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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->large_cave_depth = params->large_cave_depth;
60 this->lava_depth = params->lava_depth;
61 this->float_mount_density = params->float_mount_density;
62 float_mount_height_lim = MYMAX(params->float_mount_height, 1.0f);
63 this->floatland_level = params->floatland_level;
64 this->shadow_limit = params->shadow_limit;
65 this->cavern_limit = params->cavern_limit;
66 this->cavern_taper = params->cavern_taper;
67 this->cavern_threshold = params->cavern_threshold;
70 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
71 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
72 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
73 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
74 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
76 if (spflags & MGV7_MOUNTAINS)
77 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
79 if (spflags & MGV7_FLOATLANDS) {
80 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
81 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
84 if (spflags & MGV7_RIDGES) {
85 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
86 // 3D noise, 1-up 1-down overgeneration
87 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
89 // 3D noise, 1 up, 1 down overgeneration
90 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
91 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
92 // 3D noise, 1 down overgeneration
93 MapgenBasic::np_cave1 = params->np_cave1;
94 MapgenBasic::np_cave2 = params->np_cave2;
95 MapgenBasic::np_cavern = params->np_cavern;
101 delete noise_terrain_base;
102 delete noise_terrain_alt;
103 delete noise_terrain_persist;
104 delete noise_height_select;
105 delete noise_filler_depth;
107 if (spflags & MGV7_MOUNTAINS)
108 delete noise_mount_height;
110 if (spflags & MGV7_FLOATLANDS) {
111 delete noise_floatland_base;
112 delete noise_float_base_height;
115 if (spflags & MGV7_RIDGES) {
116 delete noise_ridge_uwater;
120 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
121 delete noise_mountain;
125 MapgenV7Params::MapgenV7Params()
127 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
128 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
129 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
130 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
131 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
132 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
133 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
134 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
135 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
136 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
137 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
138 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
139 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
140 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
144 void MapgenV7Params::readParams(const Settings *settings)
146 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
147 settings->getFloatNoEx("mgv7_cave_width", cave_width);
148 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
149 settings->getS16NoEx("mgv7_lava_depth", lava_depth);
150 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
151 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
152 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
153 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
154 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
155 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
156 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
158 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
159 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
160 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
161 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
162 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
163 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
164 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
165 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
166 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
167 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
168 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
169 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
170 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
171 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
175 void MapgenV7Params::writeParams(Settings *settings) const
177 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
178 settings->setFloat("mgv7_cave_width", cave_width);
179 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
180 settings->setS16("mgv7_lava_depth", lava_depth);
181 settings->setFloat("mgv7_float_mount_density", float_mount_density);
182 settings->setFloat("mgv7_float_mount_height", float_mount_height);
183 settings->setS16("mgv7_floatland_level", floatland_level);
184 settings->setS16("mgv7_shadow_limit", shadow_limit);
185 settings->setS16("mgv7_cavern_limit", cavern_limit);
186 settings->setS16("mgv7_cavern_taper", cavern_taper);
187 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
189 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
190 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
191 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
192 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
193 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
194 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
195 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
196 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
197 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
198 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
199 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
200 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
201 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
202 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
206 ///////////////////////////////////////////////////////////////////////////////
209 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
211 // If rivers are enabled, first check if in a river
212 if (spflags & MGV7_RIDGES) {
214 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
215 if (fabs(uwatern) <= width)
216 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
219 // Terrain noise 'offset' is the average level of that terrain.
220 // At least 50% of terrain will be below the higher of base and alt terrain
222 // Raising the maximum spawn level above 'water_level + 16' is necessary
223 // for when terrain 'offset's are set much higher than water_level.
224 s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
225 noise_terrain_base->np.offset),
227 // Base terrain calculation
228 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
230 // If mountains are disabled, terrain level is base terrain level.
231 // Avoids mid-air spawn where mountain terrain would have been.
232 if (!(spflags & MGV7_MOUNTAINS)) {
233 if (y <= water_level || y > max_spawn_y)
234 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
236 // + 1 to not be half-buried in a potential node-deep biome 'dust'
240 // Search upwards for first node without mountain terrain
242 while (iters > 0 && y <= max_spawn_y) {
243 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
244 if (y <= water_level || y > max_spawn_y)
245 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
253 // Unsuitable spawn point
254 return MAX_MAP_GENERATION_LIMIT;
258 void MapgenV7::makeChunk(BlockMakeData *data)
261 assert(data->vmanip);
262 assert(data->nodedef);
263 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
264 data->blockpos_requested.Y >= data->blockpos_min.Y &&
265 data->blockpos_requested.Z >= data->blockpos_min.Z);
266 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
267 data->blockpos_requested.Y <= data->blockpos_max.Y &&
268 data->blockpos_requested.Z <= data->blockpos_max.Z);
270 this->generating = true;
271 this->vm = data->vmanip;
272 this->ndef = data->nodedef;
273 //TimeTaker t("makeChunk");
275 v3s16 blockpos_min = data->blockpos_min;
276 v3s16 blockpos_max = data->blockpos_max;
277 node_min = blockpos_min * MAP_BLOCKSIZE;
278 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
279 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
280 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
282 blockseed = getBlockSeed2(full_node_min, seed);
284 // Generate base and mountain terrain
285 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
286 s16 stone_surface_max_y = generateTerrain();
289 if (spflags & MGV7_RIDGES)
290 generateRidgeTerrain();
293 updateHeightmap(node_min, node_max);
295 // Init biome generator, place biome-specific nodes, and build biomemap
296 biomegen->calcBiomeNoise(node_min);
297 MgStoneType stone_type = generateBiomes();
299 // Generate caverns, tunnels and classic caves
300 if (flags & MG_CAVES) {
301 bool near_cavern = false;
303 if (spflags & MGV7_CAVERNS)
304 near_cavern = generateCaverns(stone_surface_max_y);
305 // Generate tunnels and classic caves
307 // Disable classic caves in this mapchunk by setting
308 // 'large cave depth' to world base. Avoids excessive liquid in
309 // large caverns and floating blobs of overgenerated liquid.
310 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
312 generateCaves(stone_surface_max_y, large_cave_depth);
316 if (flags & MG_DUNGEONS)
317 generateDungeons(stone_surface_max_y, stone_type);
319 // Generate the registered decorations
320 if (flags & MG_DECORATIONS)
321 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
323 // Generate the registered ores
324 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
326 // Sprinkle some dust on top after everything else was generated
329 //printf("makeChunk: %dms\n", t.stop());
332 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
334 // Calculate lighting
335 // Limit floatland shadow
336 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
337 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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, propagate_shadow);
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 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
352 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
353 hselect = rangelim(hselect, 0.0, 1.0);
355 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
357 noise_terrain_base->np.persist = persist;
358 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
360 noise_terrain_alt->np.persist = persist;
361 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
363 if (height_alt > height_base)
366 return (height_base * hselect) + (height_alt * (1.0 - hselect));
370 float MapgenV7::baseTerrainLevelFromMap(int index)
372 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
373 float height_base = noise_terrain_base->result[index];
374 float height_alt = noise_terrain_alt->result[index];
376 if (height_alt > height_base)
379 return (height_base * hselect) + (height_alt * (1.0 - hselect));
383 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
386 MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
387 float density_gradient = -((float)y / mnt_h_n);
388 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
390 return mnt_n + density_gradient >= 0.0;
394 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
396 float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
397 float density_gradient = -((float)y / mounthn);
398 float mountn = noise_mountain->result[idx_xyz];
400 return mountn + density_gradient >= 0.0;
404 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
406 // Make rim 2 nodes thick to match floatland base terrain
407 float density_gradient = (y >= floatland_level) ?
408 -pow((float)(y - floatland_level) / float_mount_height_lim, 0.75f) :
409 -pow((float)(floatland_level - 1 - y) / float_mount_height_lim, 0.75f);
411 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
413 return floatn + density_gradient >= 0.0f;
417 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
419 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
420 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
421 s16 base_max = MAX_MAP_GENERATION_LIMIT;
423 float n_base = noise_floatland_base->result[idx_xz];
425 float n_base_height =
426 MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
427 float amp = n_base * n_base_height;
428 float ridge = n_base_height / 3.0f;
429 base_min = floatland_level - amp / 1.5f;
431 if (amp > ridge * 2.0f) {
433 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
436 float diff = fabs(amp - ridge) / ridge;
437 // Smooth ridges using the 'smoothstep function'
438 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
439 base_max = floatland_level + ridge - smooth_diff * ridge;
443 *float_base_min = base_min;
444 *float_base_max = base_max;
448 int MapgenV7::generateTerrain()
450 MapNode n_air(CONTENT_AIR);
451 MapNode n_stone(c_stone);
452 MapNode n_water(c_water_source);
454 //// Calculate noise for terrain generation
455 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
456 float *persistmap = noise_terrain_persist->result;
458 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
459 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
460 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
462 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
463 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
466 if (spflags & MGV7_MOUNTAINS) {
467 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
470 if (spflags & MGV7_FLOATLANDS) {
471 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
472 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
476 v3s16 em = vm->m_area.getExtent();
477 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
480 for (s16 z = node_min.Z; z <= node_max.Z; z++)
481 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
482 s16 surface_y = baseTerrainLevelFromMap(index2d);
483 if (surface_y > stone_surface_max_y)
484 stone_surface_max_y = surface_y;
486 // Get extent of floatland base terrain
487 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
488 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
489 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
490 if (spflags & MGV7_FLOATLANDS)
491 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
493 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
494 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
496 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
497 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
498 if (y <= surface_y) {
499 vm->m_data[vi] = n_stone; // Base terrain
500 } else if ((spflags & MGV7_MOUNTAINS) &&
501 getMountainTerrainFromMap(index3d, index2d, y)) {
502 vm->m_data[vi] = n_stone; // Mountain terrain
503 if (y > stone_surface_max_y)
504 stone_surface_max_y = y;
505 } else if ((spflags & MGV7_FLOATLANDS) &&
506 ((y >= float_base_min && y <= float_base_max) ||
507 getFloatlandMountainFromMap(index3d, index2d, y))) {
508 vm->m_data[vi] = n_stone; // Floatland terrain
509 stone_surface_max_y = node_max.Y;
510 } else if (y <= water_level) {
511 vm->m_data[vi] = n_water; // Ground level water
512 } else if ((spflags & MGV7_FLOATLANDS) &&
513 (y >= float_base_max && y <= floatland_level)) {
514 vm->m_data[vi] = n_water; // Floatland water
516 vm->m_data[vi] = n_air;
519 vm->m_area.add_y(em, vi, 1);
524 return stone_surface_max_y;
528 void MapgenV7::generateRidgeTerrain()
530 if (node_max.Y < water_level - 16 ||
531 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
534 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
535 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
537 MapNode n_water(c_water_source);
538 MapNode n_air(CONTENT_AIR);
542 for (s16 z = node_min.Z; z <= node_max.Z; z++)
543 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
544 u32 vi = vm->m_area.index(node_min.X, y, z);
545 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
546 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
548 float uwatern = noise_ridge_uwater->result[j] * 2;
549 if (fabs(uwatern) > width)
552 float altitude = y - water_level;
553 float height_mod = (altitude + 17) / 2.5;
554 float width_mod = width - fabs(uwatern);
555 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
557 if (nridge + width_mod * height_mod < 0.6)
560 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
566 ////////////////////////////////////////////////////////////////////////////////
569 //// Much of the stuff here has potential to become useful again at some point
570 //// in the future, but we don't want it to get lost or forgotten in version
575 int MapgenV7::generateMountainTerrain(s16 ymax)
577 MapNode n_stone(c_stone);
580 for (s16 z = node_min.Z; z <= node_max.Z; z++)
581 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
582 u32 vi = vm->m_area.index(node_min.X, y, z);
583 for (s16 x = node_min.X; x <= node_max.X; x++) {
584 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
585 content_t c = vm->m_data[vi].getContent();
587 if (getMountainTerrainFromMap(j, index, y)
588 && (c == CONTENT_AIR || c == c_water_source)) {
589 vm->m_data[vi] = n_stone;
605 void MapgenV7::carveRivers() {
606 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
607 MapNode n_stone(c_stone);
612 for (s16 z = node_min.Z; z <= node_max.Z; z++)
613 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
614 float terrain_mod = noise_terrain_mod->result[index];
615 NoiseParams *np = noise_terrain_river->np;
616 np.persist = noise_terrain_persist->result[index];
617 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
618 float height = terrain_river * (1 - abs(terrain_mod)) *
619 noise_terrain_river->np.scale;
620 height = log(height * height); //log(h^3) is pretty interesting for terrain
622 s16 y = heightmap[index];
623 if (height < 1.0 && y > river_depth &&
624 y - river_depth >= node_min.Y && y <= node_max.Y) {
626 for (s16 ry = y; ry != y - river_depth; ry--) {
627 u32 vi = vm->m_area.index(x, ry, z);
628 vm->m_data[vi] = n_air;
631 u32 vi = vm->m_area.index(x, y - river_depth, z);
632 vm->m_data[vi] = n_water_source;
640 void MapgenV7::addTopNodes()
642 v3s16 em = vm->m_area.getExtent();
646 for (s16 z = node_min.Z; z <= node_max.Z; z++)
647 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
648 Biome *biome = bmgr->biomes[biomemap[index]];
650 //////////////////// First, add top nodes below the ridge
651 s16 y = ridge_heightmap[index];
653 // This cutoff is good enough, but not perfect.
654 // It will cut off potentially placed top nodes at chunk boundaries
657 if (y > node_max.Y) {
658 y = node_max.Y; // Let's see if we can still go downward anyway
659 u32 vi = vm->m_area.index(x, y, z);
660 content_t c = vm->m_data[vi].getContent();
661 if (ndef->get(c).walkable)
665 // N.B. It is necessary to search downward since ridge_heightmap[i]
666 // might not be the actual height, just the lowest part in the chunk
667 // where a ridge had been carved
668 u32 i = vm->m_area.index(x, y, z);
669 for (; y >= node_min.Y; y--) {
670 content_t c = vm->m_data[i].getContent();
671 if (ndef->get(c).walkable)
673 vm->m_area.add_y(em, i, -1);
676 if (y != node_min.Y - 1 && y >= water_level) {
677 ridge_heightmap[index] = y; //update ridgeheight
678 ntopnodes = biome->top_depth;
679 for (; y <= node_max.Y && ntopnodes; y++) {
681 vm->m_data[i] = MapNode(biome->c_top);
682 vm->m_area.add_y(em, i, 1);
684 // If dirt, grow grass on it.
685 if (y > water_level - 10 &&
686 vm->m_data[i].getContent() == CONTENT_AIR) {
687 vm->m_area.add_y(em, i, -1);
688 if (vm->m_data[i].getContent() == c_dirt)
689 vm->m_data[i] = MapNode(c_dirt_with_grass);
693 //////////////////// Now, add top nodes on top of the ridge
694 y = heightmap[index];
695 if (y > node_max.Y) {
696 y = node_max.Y; // Let's see if we can still go downward anyway
697 u32 vi = vm->m_area.index(x, y, z);
698 content_t c = vm->m_data[vi].getContent();
699 if (ndef->get(c).walkable)
703 i = vm->m_area.index(x, y, z);
704 for (; y >= node_min.Y; y--) {
705 content_t c = vm->m_data[i].getContent();
706 if (ndef->get(c).walkable)
708 vm->m_area.add_y(em, i, -1);
711 if (y != node_min.Y - 1) {
712 ntopnodes = biome->top_depth;
713 // Let's see if we've already added it...
714 if (y == ridge_heightmap[index] + ntopnodes - 1)
717 for (; y <= node_max.Y && ntopnodes; y++) {
719 vm->m_data[i] = MapNode(biome->c_top);
720 vm->m_area.add_y(em, i, 1);
722 // If dirt, grow grass on it.
723 if (y > water_level - 10 &&
724 vm->m_data[i].getContent() == CONTENT_AIR) {
725 vm->m_area.add_y(em, i, -1);
726 if (vm->m_data[i].getContent() == c_dirt)
727 vm->m_data[i] = MapNode(c_dirt_with_grass);