//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
- this->zstride = csize.X * csize.Y;
+ this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
//// 3d terrain noise
- noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
- noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z);
+ noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise
noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_ice = ndef->getId("default:ice");
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandbrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_sandbrick == CONTENT_IGNORE)
+ c_sandbrick = c_desert_stone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstone == CONTENT_IGNORE)
+ c_stair_sandstone = c_sandbrick;
}
}
-void MapgenV7Params::readParams(Settings *settings)
+void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
}
-void MapgenV7Params::writeParams(Settings *settings)
+void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
void MapgenV7::makeChunk(BlockMakeData *data)
{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
- generateBiomes(noise_heat->result, noise_humidity->result);
+ bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonGen dgen(this, NULL);
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (desert_stone) {
+ dp.c_cobble = c_sandbrick;
+ dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
+ dp.c_stair = c_stair_sandstone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
- calcLighting(node_min, node_max);
+ calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+ full_node_min, full_node_max);
+
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
- int y = node_min.Y;
+ int y = node_min.Y - 1;
int z = node_min.Z;
noise_terrain_persist->perlinMap2D(x, z);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- u32 i = vm->m_area.index(x, node_min.Y, z);
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ u32 i = vm->m_area.index(x, node_min.Y - 1, z);
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (y <= surface_y)
vm->m_data[i] = n_stone;
u32 j = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ 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);
float width = 0.2; // TODO: figure out acceptable perlin noise values
for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ 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++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
}
-void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
+bool MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
{
if (node_max.Y < water_level)
- return;
-
- MapNode n_air(CONTENT_AIR);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
+ return false;
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
+ bool desert_stone = false;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
- // It could be the case that the elevation is equal to the chunk
- // boundary, but the chunk above has not been generated yet
- if (y == node_max.Y && c_above == CONTENT_IGNORE &&
- y == heightmap[index] && c == c_stone) {
- int j = (z - node_min.Z) * zstride +
- (y - node_min.Y) * ystride +
- (x - node_min.X);
- have_air = !getMountainTerrainFromMap(j, index, y);
- }
-
if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
dfiller = biome->depth_filler + noise_filler_depth->result[index];
y0_top = biome->depth_top;
y0_filler = biome->depth_top + dfiller;
depth_water_top = biome->depth_water_top;
+
+ if (biome->c_stone == c_desert_stone)
+ desert_stone = true;
}
if (c == c_stone && have_air) {
} else if (c == c_water_source) {
have_air = true;
nplaced = 0;
- if(y > water_level - depth_water_top)
+ if (y > water_level - depth_water_top)
vm->m_data[i] = MapNode(biome->c_water_top);
else
vm->m_data[i] = MapNode(biome->c_water);
vm->m_area.add_y(em, i, -1);
}
}
+
+ return desert_stone;
}
if (biome->c_dust == CONTENT_IGNORE)
continue;
- s16 y = node_max.Y;
- u32 vi = vm->m_area.index(x, y, z);
- for (; y >= node_min.Y; y--) {
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
}
content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
- if (y == node_max.Y)
- continue;
-
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
- for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X;
x++, i++, index++, index2d++) {