MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
- this->emerge = emerge;
- this->bmgr = emerge->biomemgr;
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
//// Biome noise
- noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
}
-MapgenV7::~MapgenV7() {
+MapgenV7::~MapgenV7()
+{
delete noise_terrain_base;
delete noise_terrain_persist;
delete noise_height_select;
}
-MapgenV7Params::MapgenV7Params() {
+MapgenV7Params::MapgenV7Params()
+{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
- np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
- np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
- np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
+ np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 2.0);
+ np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
+ np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
np_height_select = NoiseParams(-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69, 2.0);
- np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
- np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
- np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
+ np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
+ np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0);
np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
}
-void MapgenV7Params::readParams(Settings *settings) {
+void MapgenV7Params::readParams(Settings *settings)
+{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
}
-void MapgenV7Params::writeParams(Settings *settings) {
+void MapgenV7Params::writeParams(Settings *settings)
+{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
///////////////////////////////////////
-int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
+int MapgenV7::getGroundLevelAtPoint(v2s16 p)
+{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
float width = 0.3;
- float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// actually computing the depth of the ridge is much more expensive;
// if inside a river, simply guess
if (uwatern >= -width && uwatern <= width)
}
-void MapgenV7::makeChunk(BlockMakeData *data) {
+void MapgenV7::makeChunk(BlockMakeData *data)
+{
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+ blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
- if (flags & MG_DUNGEONS) {
+ if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonGen dgen(this, NULL);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
- emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+ calcLighting(node_min, node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
}
-void MapgenV7::calculateNoise() {
+void MapgenV7::calculateNoise()
+{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y;
int z = node_min.Z;
noise_height_select->perlinMap2D(x, z);
- noise_height_select->transformNoiseMap();
-
noise_terrain_persist->perlinMap2D(x, z);
- noise_terrain_persist->transformNoiseMap();
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
noise_terrain_base->perlinMap2D(x, z, persistmap);
- noise_terrain_base->transformNoiseMap();
-
noise_terrain_alt->perlinMap2D(x, z, persistmap);
- noise_terrain_alt->transformNoiseMap();
-
noise_filler_depth->perlinMap2D(x, z);
if (spflags & MGV7_MOUNTAINS) {
noise_mountain->perlinMap3D(x, y, z);
noise_mount_height->perlinMap2D(x, z);
- noise_mount_height->transformNoiseMap();
}
if (spflags & MGV7_RIDGES) {
}
-Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
+Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
+{
+ float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
+ float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
- float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
+{
+ float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
- float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+ float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
persist = rangelim(persist, 0.4, 0.9);
- noise_terrain_base->np->persist = persist;
- float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
+ noise_terrain_base->np.persist = persist;
+ float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
- noise_terrain_alt->np->persist = persist;
- float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+ noise_terrain_alt->np.persist = persist;
+ float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
+float MapgenV7::baseTerrainLevelFromMap(int index)
+{
float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
}
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
- float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
- float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
- float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+{
+ float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float height_modifier = -((float)y / mnt_h_n);
+ float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + height_modifier >= 0.6;
}
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+{
float mounthn = noise_mount_height->result[idx_xz];
- float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
+ float height_modifier = -((float)y / mounthn);
return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
}
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];
+ 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;
+ noise_terrain_river->np.scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];
#endif
-int MapgenV7::generateTerrain() {
+int MapgenV7::generateTerrain()
+{
int ymax = generateBaseTerrain();
if (spflags & MGV7_MOUNTAINS)
- generateMountainTerrain();
+ ymax = generateMountainTerrain(ymax);
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
}
-int MapgenV7::generateBaseTerrain() {
+int MapgenV7::generateBaseTerrain()
+{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
}
-void MapgenV7::generateMountainTerrain() {
+int MapgenV7::generateMountainTerrain(int ymax)
+{
if (node_max.Y <= water_level)
- return;
+ return ymax;
MapNode n_stone(c_stone);
u32 j = 0;
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))
+ 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;
}
-void MapgenV7::generateRidgeTerrain() {
+void MapgenV7::generateRidgeTerrain()
+{
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
}
-void MapgenV7::generateBiomes() {
+void MapgenV7::generateBiomes()
+{
if (node_max.Y < water_level)
return;
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 = (Biome *)bmgr->get(biomemap[index]);
- s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
- s16 y0_top = biome->depth_top;
- s16 y0_filler = biome->depth_top + dfiller;
+ Biome *biome = (Biome *)bmgr->get(biomemap[index]);
+ s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ s16 y0_top = biome->depth_top;
+ s16 y0_filler = biome->depth_top + dfiller;
+ s16 shore_max = water_level + biome->height_shore;
+ s16 depth_water_top = biome->depth_water_top;
s16 nplaced = 0;
u32 i = vm->m_area.index(x, node_max.Y, z);
if (c_below != CONTENT_AIR) {
if (nplaced < y0_top) {
if(y < water_level)
- vm->m_data[i] = MapNode(biome->c_filler);
+ vm->m_data[i] = MapNode(biome->c_underwater);
+ else if(y <= shore_max)
+ vm->m_data[i] = MapNode(biome->c_shore_top);
else
vm->m_data[i] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < y0_filler && nplaced >= y0_top) {
- vm->m_data[i] = MapNode(biome->c_filler);
+ if(y < water_level)
+ vm->m_data[i] = MapNode(biome->c_underwater);
+ else if(y <= shore_max)
+ vm->m_data[i] = MapNode(biome->c_shore_filler);
+ else
+ vm->m_data[i] = MapNode(biome->c_filler);
nplaced++;
} else if (c == c_stone) {
have_air = false;
} else if (c == c_water_source) {
have_air = true;
nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_water);
+ 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);
} else if (c == CONTENT_AIR) {
have_air = true;
nplaced = 0;
}
-void MapgenV7::dustTopNodes() {
+void MapgenV7::dustTopNodes()
+{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
}
content_t c = vm->m_data[vi].getContent();
- if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
- if (y < node_min.Y)
- continue;
-
- vm->m_data[vi] = MapNode(biome->c_dust_water);
- } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
if (y == node_max.Y)
continue;
#if 0
-void MapgenV7::addTopNodes() {
+void MapgenV7::addTopNodes()
+{
v3s16 em = vm->m_area.getExtent();
s16 ntopnodes;
u32 index = 0;
NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
-void MapgenV7::generateCaves(int max_stone_y) {
+void MapgenV7::generateCaves(int max_stone_y)
+{
PseudoRandom ps(blockseed + 21343);
int volume_nodes = (node_max.X - node_min.X + 1) *