#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
-#include "profiler.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
- np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
- np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
- np_terrain_persist = NoiseParams(0.6, 0.12, v3f(2000, 2000, 2000), 539, 3, 0.5, 2.0);
- np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 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(184, 72, v3f(1000, 1000, 1000), 72449, 3, 0.5, 2.0);
- np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
- np_mountain = NoiseParams(-0.6, 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);
- np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
+ np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 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(2000, 2000, 2000), 539, 3, 0.6, 2.0);
+ np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
+ np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
+ np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
+ np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
}
noise_ridge_uwater->perlinMap2D(x, z);
}
- if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= MOUNTAIN_BASE) {
- noise_mountain->perlinMap3D(x, y, z);
- noise_mount_height->perlinMap2D(x, z);
- }
+ // Mountain noises are calculated in generateMountainTerrain()
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
}
//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
}
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- return mnt_n * mnt_h_n >= (float)y;
+
+ return mnt_n + density_gradient >= 0.0;
}
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = noise_mount_height->result[idx_xz];
+ float density_gradient = -((float)y / mounthn);
float mountn = noise_mountain->result[idx_xyz];
- return mountn * mounthn >= (float)y;
+
+ return mountn + density_gradient >= 0.0;
}
int MapgenV7::generateTerrain()
{
- int ymax = generateBaseTerrain();
+ s16 stone_surface_min_y;
+ s16 stone_surface_max_y;
+
+ generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
- if (spflags & MGV7_MOUNTAINS)
- ymax = generateMountainTerrain(ymax);
+ if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
+ stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
- return ymax;
+ return stone_surface_max_y;
}
-int MapgenV7::generateBaseTerrain()
+void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
v3s16 em = vm->m_area.getExtent();
+ s16 surface_min_y = MAP_GENERATION_LIMIT;
+ s16 surface_max_y = -MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
- if (surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
+ if (surface_y < surface_min_y)
+ surface_min_y = surface_y;
+
+ if (surface_y > surface_max_y)
+ surface_max_y = surface_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++) {
}
}
- return stone_surface_max_y;
+ *stone_surface_min_y = surface_min_y;
+ *stone_surface_max_y = surface_max_y;
}
-int MapgenV7::generateMountainTerrain(int ymax)
+int MapgenV7::generateMountainTerrain(s16 ymax)
{
- if (node_max.Y < MOUNTAIN_BASE)
- return ymax;
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
MapNode n_stone(c_stone);
u32 j = 0;
#endif
-void MapgenV7::generateCaves(int max_stone_y)
+void MapgenV7::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;