X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_fractal.cpp;h=d48d38b651f70a22d45dd917372ad569c4082927;hb=d99b6fed5517797bfafe4bbb307963967f0ca749;hp=03bd3b62fdfa4c43b929e6be0d8e2838ddd837eb;hpb=706e7cebeada1f3f1f060de8a4c6f1127f4209ad;p=dragonfireclient.git diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index 03bd3b62f..d48d38b65 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -28,11 +28,11 @@ with this program; if not, write to the Free Software Foundation, Inc., #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" #include "cavegen.h" -#include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" @@ -40,181 +40,134 @@ with this program; if not, write to the Free Software Foundation, Inc., FlagDesc flagdesc_mapgen_fractal[] = { - {"julia", MGFRACTAL_JULIA}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////////////// -MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) { - this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; - - //// 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 + 2); - - this->biomemap = new u8[csize.X * csize.Z]; - this->heightmap = new s16[csize.X * csize.Z]; - this->heatmap = NULL; - this->humidmap = NULL; - - MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams; - this->spflags = sp->spflags; - this->iterations = sp->iterations; - this->scale_x = sp->scale_x; - this->scale_y = sp->scale_y; - this->scale_z = sp->scale_z; - this->offset_x = sp->offset_x; - this->offset_y = sp->offset_y; - this->offset_z = sp->offset_z; + this->spflags = params->spflags; + this->cave_width = params->cave_width; + this->fractal = params->fractal; + this->iterations = params->iterations; + this->scale = params->scale; + this->offset = params->offset; + this->slice_w = params->slice_w; + this->julia_x = params->julia_x; + this->julia_y = params->julia_y; + this->julia_z = params->julia_z; + this->julia_w = params->julia_w; //// 2D terrain noise - noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z); - - //// 3D terrain noise - 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); - noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); - noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); - noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); - - //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - - c_stone = ndef->getId("mapgen_stone"); - c_water_source = ndef->getId("mapgen_water_source"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_desert_stone = ndef->getId("mapgen_desert_stone"); - c_ice = ndef->getId("mapgen_ice"); - c_sandstone = ndef->getId("mapgen_sandstone"); - - c_cobble = ndef->getId("mapgen_cobble"); - c_stair_cobble = ndef->getId("mapgen_stair_cobble"); - c_mossycobble = ndef->getId("mapgen_mossycobble"); - c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); - c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); - - if (c_ice == CONTENT_IGNORE) - c_ice = CONTENT_AIR; - if (c_mossycobble == CONTENT_IGNORE) - c_mossycobble = c_cobble; - if (c_stair_cobble == CONTENT_IGNORE) - c_stair_cobble = c_cobble; - if (c_sandstonebrick == CONTENT_IGNORE) - c_sandstonebrick = c_sandstone; - if (c_stair_sandstonebrick == CONTENT_IGNORE) - c_stair_sandstonebrick = c_sandstone; + noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; + + this->formula = fractal / 2 + fractal % 2; + this->julia = fractal % 2 == 0; } MapgenFractal::~MapgenFractal() { delete noise_seabed; - - delete noise_cave1; - delete noise_cave2; - - delete noise_heat; - delete noise_humidity; - delete noise_heat_blend; - delete noise_humidity_blend; - - delete[] heightmap; - delete[] biomemap; + delete noise_filler_depth; } MapgenFractalParams::MapgenFractalParams() { - spflags = 0; - - iterations = 9; - scale_x = 1024.0; - scale_y = 256.0; - scale_z = 1024.0; - offset_x = -1.75; - offset_y = 0.0; - offset_z = 0.0; - slice_w = 0.5; - julia_x = 0.33; - julia_y = 0.33; - julia_z = 0.33; - julia_w = 0.33; - - np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0); - np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0); - np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0); + spflags = 0; + cave_width = 0.09; + fractal = 1; + iterations = 11; + scale = v3f(4096.0, 1024.0, 4096.0); + offset = v3f(1.79, 0.0, 0.0); + slice_w = 0.0; + julia_x = 0.33; + julia_y = 0.33; + julia_z = 0.33; + julia_w = 0.33; + + np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0); + np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); + np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); } void MapgenFractalParams::readParams(const Settings *settings) { - settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal); - - settings->getU16NoEx("mgfractal_iterations", iterations); - settings->getFloatNoEx("mgfractal_scale_x", scale_x); - settings->getFloatNoEx("mgfractal_scale_y", scale_y); - settings->getFloatNoEx("mgfractal_scale_z", scale_z); - settings->getFloatNoEx("mgfractal_offset_x", offset_x); - settings->getFloatNoEx("mgfractal_offset_y", offset_y); - settings->getFloatNoEx("mgfractal_offset_z", offset_z); - settings->getFloatNoEx("mgfractal_slice_w", slice_w); - settings->getFloatNoEx("mgfractal_julia_x", julia_x); - settings->getFloatNoEx("mgfractal_julia_y", julia_y); - settings->getFloatNoEx("mgfractal_julia_z", julia_z); - settings->getFloatNoEx("mgfractal_julia_w", julia_w); - - settings->getNoiseParams("mgfractal_np_seabed", np_seabed); - settings->getNoiseParams("mgfractal_np_cave1", np_cave1); - settings->getNoiseParams("mgfractal_np_cave2", np_cave2); + settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal); + settings->getFloatNoEx("mgfractal_cave_width", cave_width); + settings->getU16NoEx("mgfractal_fractal", fractal); + settings->getU16NoEx("mgfractal_iterations", iterations); + settings->getV3FNoEx("mgfractal_scale", scale); + settings->getV3FNoEx("mgfractal_offset", offset); + settings->getFloatNoEx("mgfractal_slice_w", slice_w); + settings->getFloatNoEx("mgfractal_julia_x", julia_x); + settings->getFloatNoEx("mgfractal_julia_y", julia_y); + settings->getFloatNoEx("mgfractal_julia_z", julia_z); + settings->getFloatNoEx("mgfractal_julia_w", julia_w); + + settings->getNoiseParams("mgfractal_np_seabed", np_seabed); + settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgfractal_np_cave1", np_cave1); + settings->getNoiseParams("mgfractal_np_cave2", np_cave2); } void MapgenFractalParams::writeParams(Settings *settings) const { - settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX); - - settings->setU16("mgfractal_iterations", iterations); - settings->setFloat("mgfractal_scale_x", scale_x); - settings->setFloat("mgfractal_scale_y", scale_y); - settings->setFloat("mgfractal_scale_z", scale_z); - settings->setFloat("mgfractal_offset_x", offset_x); - settings->setFloat("mgfractal_offset_y", offset_y); - settings->setFloat("mgfractal_offset_z", offset_z); - settings->setFloat("mgfractal_slice_w", slice_w); - settings->setFloat("mgfractal_julia_x", julia_x); - settings->setFloat("mgfractal_julia_y", julia_y); - settings->setFloat("mgfractal_julia_z", julia_z); - settings->setFloat("mgfractal_julia_w", julia_w); - - settings->setNoiseParams("mgfractal_np_seabed", np_seabed); - settings->setNoiseParams("mgfractal_np_cave1", np_cave1); - settings->setNoiseParams("mgfractal_np_cave2", np_cave2); + settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX); + settings->setFloat("mgfractal_cave_width", cave_width); + settings->setU16("mgfractal_fractal", fractal); + settings->setU16("mgfractal_iterations", iterations); + settings->setV3F("mgfractal_scale", scale); + settings->setV3F("mgfractal_offset", offset); + settings->setFloat("mgfractal_slice_w", slice_w); + settings->setFloat("mgfractal_julia_x", julia_x); + settings->setFloat("mgfractal_julia_y", julia_y); + settings->setFloat("mgfractal_julia_z", julia_z); + settings->setFloat("mgfractal_julia_w", julia_w); + + settings->setNoiseParams("mgfractal_np_seabed", np_seabed); + settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgfractal_np_cave1", np_cave1); + settings->setNoiseParams("mgfractal_np_cave2", np_cave2); } ///////////////////////////////////////////////////////////////// -int MapgenFractal::getGroundLevelAtPoint(v2s16 p) +int MapgenFractal::getSpawnLevelAtPoint(v2s16 p) { - s16 search_start = 128; - s16 search_end = -128; - - for (s16 y = search_start; y >= search_end; y--) { - if (getFractalAtPoint(p.X, y, p.Y)) - return y; + bool solid_below = false; // Dry solid node is present below to spawn on + u8 air_count = 0; // Consecutive air nodes above the dry solid node + s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed); + // Seabed can rise above water_level or might be raised to create dry land + s16 search_start = MYMAX(seabed_level, water_level + 1); + if (seabed_level > water_level) + solid_below = true; + + for (s16 y = search_start; y <= search_start + 128; y++) { + if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node + solid_below = true; + air_count = 0; + } else if (solid_below) { // Air above solid node + air_count++; + if (air_count == 2) + return y - 2; + } } - return -MAX_MAP_GENERATION_LIMIT; + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } @@ -244,70 +197,25 @@ void MapgenFractal::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Make some noise - calculateNoise(); - // Generate base terrain, mountains, and ridges with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); - // Create biomemap at heightmap surface - bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, - noise_humidity->result, heightmap, biomemap); - - // Actually place the biome-specific nodes - MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); + MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); - - if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { - 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 (stone_type == STONE) { - 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; - } else if (stone_type == DESERT_STONE) { - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; - - 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 if (stone_type == SANDSTONE) { - dp.c_cobble = c_sandstonebrick; - dp.c_moss = c_sandstonebrick; - dp.c_stair = c_sandstonebrick; - - dp.diagonal_dirs = false; - dp.mossratio = 0.0; - dp.holesize = v3s16(2, 2, 2); - dp.roomsize = v3s16(2, 0, 2); - dp.notifytype = GENNOTIFY_DUNGEON; - } + generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH); - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); - } + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations - m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); + if (flags & MG_DECORATIONS) + m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); @@ -330,53 +238,23 @@ void MapgenFractal::makeChunk(BlockMakeData *data) } -void MapgenFractal::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; - - noise_seabed->perlinMap2D(x, z); - - if (flags & MG_CAVES) { - noise_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); - } - - noise_heat->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); - noise_heat_blend->perlinMap2D(x, z); - noise_humidity_blend->perlinMap2D(x, z); - - for (s32 i = 0; i < csize.X * csize.Z; i++) { - noise_heat->result[i] += noise_heat_blend->result[i]; - noise_humidity->result[i] += noise_humidity_blend->result[i]; - } - - heatmap = noise_heat->result; - humidmap = noise_humidity->result; - //printf("calculateNoise: %dus\n", t.stop()); -} - - bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) { float cx, cy, cz, cw, ox, oy, oz, ow; - if (spflags & MGFRACTAL_JULIA) { // Julia set + if (julia) { // Julia set cx = julia_x; cy = julia_y; cz = julia_z; cw = julia_w; - ox = (float)x / scale_x + offset_x; - oy = (float)y / scale_y + offset_y; - oz = (float)z / scale_z + offset_z; + ox = (float)x / scale.X - offset.X; + oy = (float)y / scale.Y - offset.Y; + oz = (float)z / scale.Z - offset.Z; ow = slice_w; } else { // Mandelbrot set - cx = (float)x / scale_x + offset_x; - cy = (float)y / scale_y + offset_y; - cz = (float)z / scale_z + offset_z; + cx = (float)x / scale.X - offset.X; + cy = (float)y / scale.Y - offset.Y; + cz = (float)z / scale.Z - offset.Z; cw = slice_w; ox = 0.0f; oy = 0.0f; @@ -384,12 +262,88 @@ bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) ow = 0.0f; } + float nx = 0.0f; + float ny = 0.0f; + float nz = 0.0f; + float nw = 0.0f; + for (u16 iter = 0; iter < iterations; iter++) { - // 4D "Roundy" Mandelbrot set - float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; - float ny = 2.0f * (ox * oy + oz * ow) + cy; - float nz = 2.0f * (ox * oz + oy * ow) + cz; - float nw = 2.0f * (ox * ow + oy * oz) + cw; + + if (formula == 1) { // 4D "Roundy" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 2) { // 4D "Squarry" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow - oy * oz) + cw; + } else if (formula == 3) { // 4D "Mandy Cousin" + nx = ox * ox - oy * oy - oz * oz + ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 4) { // 4D "Variation" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz - oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar" + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * ox * oz + cz; + } else if (formula == 6) { // 3D "Christmas Tree" + // Altering the formula here is necessary to avoid division by zero + if (fabs(oz) < 0.000000001f) { + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * oy * ox + cy; + nz = 4.0f * oz * ox + cz; + } else { + float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz)); + nx = ox * ox - oy * oy - oz * oz + cx; + ny = a * (oy * oy - oz * oz) + cy; + nz = a * 2.0f * oy * oz + cz; + } + } else if (formula == 7) { // 3D "Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = ox * ox - oz * oz + cx; + ny = cy; + nz = -2.0f * oz * sqrt(ox * ox) + cz; + } else { + float a = 1.0f - (oz * oz) / (ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz; + } + } else if (formula == 8) { // 3D "Cosine Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = 2.0f * ox * oz + cx; + ny = 4.0f * oy * oz + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } else { + float a = (2.0f * oz) / sqrt(ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } + } else if (formula == 9) { // 4D "Mandelbulb" + float rxy = sqrt(ox * ox + oy * oy); + float rxyz = sqrt(ox * ox + oy * oy + oz * oz); + if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) { + nx = (ox * ox - oy * oy) + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * rxy * oz + cz; + nw = 2.0f * rxyz * ow + cw; + } else { + float a = 1.0f - (ow * ow) / (rxyz * rxyz); + float b = a * (1.0f - (oz * oz) / (rxy * rxy)); + nx = (ox * ox - oy * oy) * b + cx; + ny = 2.0f * ox * oy * b + cy; + nz = -2.0f * rxy * oz * a + cz; + nw = 2.0f * rxyz * ow + cw; + } + } if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f) return false; @@ -413,6 +367,8 @@ s16 MapgenFractal::generateTerrain() s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; + noise_seabed->perlinMap2D(node_min.X, node_min.Z); + 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); @@ -438,184 +394,3 @@ s16 MapgenFractal::generateTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map) -{ - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - MgStoneType stone_type = STONE; - - 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 = NULL; - u16 depth_top = 0; - u16 base_filler = 0; - u16 depth_water_top = 0; - u32 vi = vm->m_area.index(x, node_max.Y, z); - - // Check node at base of mapchunk above, either a node of a previously - // generated mapchunk or if not, a node of overgenerated base terrain. - content_t c_above = vm->m_data[vi + em.X].getContent(); - bool air_above = c_above == CONTENT_AIR; - bool water_above = c_above == c_water_source; - - // If there is air or water above enable top/filler placement, otherwise force - // nplaced to stone level by setting a number exceeding any possible filler depth. - u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; - - - for (s16 y = node_max.Y; y >= node_min.Y; y--) { - content_t c = vm->m_data[vi].getContent(); - - // Biome is recalculated each time an upper surface is detected while - // working down a column. The selected biome then remains in effect for - // all nodes below until the next surface and biome recalculation. - // Biome is recalculated: - // 1. At the surface of stone below air or water. - // 2. At the surface of water below air. - // 3. When stone or water is detected but biome has not yet been calculated. - if ((c == c_stone && (air_above || water_above || !biome)) || - (c == c_water_source && (air_above || !biome))) { - biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); - depth_top = biome->depth_top; - base_filler = depth_top + biome->depth_filler; - depth_water_top = biome->depth_water_top; - - // Detect stone type for dungeons during every biome calculation. - // This is more efficient than detecting per-node and will not - // miss any desert stone or sandstone biomes. - if (biome->c_stone == c_desert_stone) - stone_type = DESERT_STONE; - else if (biome->c_stone == c_sandstone) - stone_type = SANDSTONE; - } - - if (c == c_stone) { - content_t c_below = vm->m_data[vi - em.X].getContent(); - - // If the node below isn't solid, make this node stone, so that - // any top/filler nodes above are structurally supported. - // This is done by aborting the cycle of top/filler placement - // immediately by forcing nplaced to stone level. - if (c_below == CONTENT_AIR || c_below == c_water_source) - nplaced = U16_MAX; - - if (nplaced < depth_top) { - vm->m_data[vi] = MapNode(biome->c_top); - nplaced++; - } else if (nplaced < base_filler) { - vm->m_data[vi] = MapNode(biome->c_filler); - nplaced++; - } else { - vm->m_data[vi] = MapNode(biome->c_stone); - } - - air_above = false; - water_above = false; - } else if (c == c_water_source) { - vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ? - biome->c_water_top : biome->c_water); - nplaced = 0; // Enable top/filler placement for next surface - air_above = false; - water_above = true; - } else if (c == CONTENT_AIR) { - nplaced = 0; // Enable top/filler placement for next surface - air_above = true; - water_above = false; - } else { // Possible various nodes overgenerated from neighbouring mapchunks - nplaced = U16_MAX; // Disable top/filler placement - air_above = false; - water_above = false; - } - - vm->m_area.add_y(em, vi, -1); - } - } - - return stone_type; -} - - -void MapgenFractal::dustTopNodes() -{ - if (node_max.Y < water_level) - return; - - v3s16 em = vm->m_area.getExtent(); - 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 = (Biome *)bmgr->getRaw(biomemap[index]); - - if (biome->c_dust == CONTENT_IGNORE) - continue; - - 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; - - vm->m_area.add_y(em, vi, -1); - } - - content_t c = vm->m_data[vi].getContent(); - 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); - } - } -} - - -void MapgenFractal::generateCaves(s16 max_stone_y) -{ - if (max_stone_y >= node_min.Y) { - u32 index = 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++, vi++, index++) { - float d1 = contour(noise_cave1->result[index]); - float d2 = contour(noise_cave2->result[index]); - if (d1 * d2 > 0.3) { - content_t c = vm->m_data[vi].getContent(); - if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) - continue; - - vm->m_data[vi] = MapNode(CONTENT_AIR); - } - } - } - } - - if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH) - return; - - PseudoRandom ps(blockseed + 21343); - u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0; - for (u32 i = 0; i < bruises_count; i++) { - CaveFractal cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); - } -}