#include "mapgen.h"
+#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
-//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
if (spflags & MGV7_RIDGES) {
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
- if (fabs(uwatern) <= width)
+ if (std::fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
- -pow((float)(y - floatland_level) / float_mount_height,
+ -std::pow((float)(y - floatland_level) / float_mount_height,
float_mount_exponent) :
- -pow((float)(floatland_level - 1 - y) / float_mount_height,
+ -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
float_mount_exponent);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
- float diff = fabs(amp - ridge) / ridge;
+ float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
vm->m_data[vi] = n_air;
}
}
- vm->m_area.add_y(em, vi, 1);
+ VoxelArea::add_y(em, vi, 1);
index3d += ystride;
}
}
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[j] * 2;
- if (fabs(uwatern) > width)
+ if (std::fabs(uwatern) > width)
continue;
float altitude = y - water_level;
float height_mod = (altitude + 17) / 2.5;
- float width_mod = width - fabs(uwatern);
+ float width_mod = width - std::fabs(uwatern);
float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
if (nridge + width_mod * height_mod < 0.6)
}
}
}
-
-
-////////////////////////////////////////////////////////////////////////////////
-//// Code Boneyard
-////
-//// Much of the stuff here has potential to become useful again at some point
-//// in the future, but we don't want it to get lost or forgotten in version
-//// control.
-////
-
-#if 0
-int MapgenV7::generateMountainTerrain(s16 ymax)
-{
- MapNode n_stone(c_stone);
- u32 j = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- int index = (z - node_min.Z) * csize.X + (x - node_min.X);
- content_t c = vm->m_data[vi].getContent();
-
- if (getMountainTerrainFromMap(j, index, y)
- && (c == CONTENT_AIR || c == c_water_source)) {
- vm->m_data[vi] = n_stone;
- if (y > ymax)
- ymax = y;
- }
-
- vi++;
- j++;
- }
- }
-
- return ymax;
-}
-#endif
-
-
-#if 0
-void MapgenV7::carveRivers() {
- MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
- MapNode n_stone(c_stone);
- u32 index = 0;
-
- int river_depth = 4;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- float terrain_mod = noise_terrain_mod->result[index];
- NoiseParams *np = noise_terrain_river->np;
- np.persist = noise_terrain_persist->result[index];
- float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
- float height = terrain_river * (1 - abs(terrain_mod)) *
- noise_terrain_river->np.scale;
- height = log(height * height); //log(h^3) is pretty interesting for terrain
-
- s16 y = heightmap[index];
- if (height < 1.0 && y > river_depth &&
- y - river_depth >= node_min.Y && y <= node_max.Y) {
-
- for (s16 ry = y; ry != y - river_depth; ry--) {
- u32 vi = vm->m_area.index(x, ry, z);
- vm->m_data[vi] = n_air;
- }
-
- u32 vi = vm->m_area.index(x, y - river_depth, z);
- vm->m_data[vi] = n_water_source;
- }
- }
-}
-#endif
-
-
-#if 0
-void MapgenV7::addTopNodes()
-{
- v3s16 em = vm->m_area.getExtent();
- s16 ntopnodes;
- u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- //////////////////// First, add top nodes below the ridge
- s16 y = ridge_heightmap[index];
-
- // This cutoff is good enough, but not perfect.
- // It will cut off potentially placed top nodes at chunk boundaries
- if (y < node_min.Y)
- continue;
- if (y > node_max.Y) {
- y = node_max.Y; // Let's see if we can still go downward anyway
- u32 vi = vm->m_area.index(x, y, z);
- content_t c = vm->m_data[vi].getContent();
- if (ndef->get(c).walkable)
- continue;
- }
-
- // N.B. It is necessary to search downward since ridge_heightmap[i]
- // might not be the actual height, just the lowest part in the chunk
- // where a ridge had been carved
- u32 i = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
- if (ndef->get(c).walkable)
- break;
- vm->m_area.add_y(em, i, -1);
- }
-
- if (y != node_min.Y - 1 && y >= water_level) {
- ridge_heightmap[index] = y; //update ridgeheight
- ntopnodes = biome->top_depth;
- for (; y <= node_max.Y && ntopnodes; y++) {
- ntopnodes--;
- vm->m_data[i] = MapNode(biome->c_top);
- vm->m_area.add_y(em, i, 1);
- }
- // If dirt, grow grass on it.
- if (y > water_level - 10 &&
- vm->m_data[i].getContent() == CONTENT_AIR) {
- vm->m_area.add_y(em, i, -1);
- if (vm->m_data[i].getContent() == c_dirt)
- vm->m_data[i] = MapNode(c_dirt_with_grass);
- }
- }
-
- //////////////////// Now, add top nodes on top of the ridge
- y = heightmap[index];
- if (y > node_max.Y) {
- y = node_max.Y; // Let's see if we can still go downward anyway
- u32 vi = vm->m_area.index(x, y, z);
- content_t c = vm->m_data[vi].getContent();
- if (ndef->get(c).walkable)
- continue;
- }
-
- i = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
- if (ndef->get(c).walkable)
- break;
- vm->m_area.add_y(em, i, -1);
- }
-
- if (y != node_min.Y - 1) {
- ntopnodes = biome->top_depth;
- // Let's see if we've already added it...
- if (y == ridge_heightmap[index] + ntopnodes - 1)
- continue;
-
- for (; y <= node_max.Y && ntopnodes; y++) {
- ntopnodes--;
- vm->m_data[i] = MapNode(biome->c_top);
- vm->m_area.add_y(em, i, 1);
- }
- // If dirt, grow grass on it.
- if (y > water_level - 10 &&
- vm->m_data[i].getContent() == CONTENT_AIR) {
- vm->m_area.add_y(em, i, -1);
- if (vm->m_data[i].getContent() == c_dirt)
- vm->m_data[i] = MapNode(c_dirt_with_grass);
- }
- }
- }
-}
-#endif