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-rw-r--r--builtin/settingtypes.txt45
-rw-r--r--minetest.conf.example23
-rw-r--r--src/mapgen_valleys.cpp591
-rw-r--r--src/mapgen_valleys.h59
4 files changed, 326 insertions, 392 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 833890a3e..dd8529990 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -1043,25 +1043,21 @@ mgfractal_np_cave2 (Mapgen fractal cave2 noise parameters) noise_params 0, 12, (
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with "no" are used to explicitly disable them.
# "altitude_chill" makes higher elevations colder, which may cause biome issues.
-# "fast" produces softer terrain, more quickly
# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
-# "rugged" and "cliffs" do nothing unless "fast" is enabled
-mg_valleys_spflags (Valleys C Flags) flags altitude_chill,cliffs,humid_rivers,nofast,rugged altitude_chill,noaltitude_chill,cliffs,nocliffs,fast,nofast,humid_rivers,nohumid_rivers,rugged,norugged
+mg_valleys_spflags (Valleys C Flags) flags altitude_chill,humid_rivers altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers
# The altitude at which temperature drops by 20C
mg_valleys_altitude_chill (Altitude Chill) int 90
-# Average humidity
-mg_valleys_humidity (Humidity) int 50
+# Depth below which you'll find large caves.
+mg_valleys_large_cave_depth (Large cave depth) int -33
-# The highest humidity around rivers in otherwise dry areas
-mg_valleys_humidity_break_point (Humidity Break) int 65
+# Creates unpredictable lava features in caves.
+# These can make mining difficult. Zero disables them. (0-10)
+mg_valleys_lava_features (Lava Features) int 0
-# Maximum altitude where lava can emerge
-mg_valleys_lava_max_height (Lava Height) int 0
-
-# Maximum altitude where water occurs in caves (and tends to fall out)
-mg_valleys_cave_water_max_height (Cave Water Height) int 31000
+# Depth below which you'll find massive caves.
+mg_valleys_massive_cave_depth (Massive cave depth) int -256
# How deep to make rivers
mg_valleys_river_depth (River Depth) int 4
@@ -1069,33 +1065,28 @@ mg_valleys_river_depth (River Depth) int 4
# How wide to make rivers
mg_valleys_river_size (River Size) int 5
-# Average temperature
-mg_valleys_temperature (Temperature) int 50
-
-# How often water occurs in caves (0-10)
-mg_valleys_water_features (Water Features) int 3
+# Creates unpredictable water features in caves.
+# These can make mining difficult. Zero disables them. (0-10)
+mg_valleys_water_features (Water Features) int 0
# Noise parameters
[****Noises]
-# Cliff noise
-mg_valleys_np_cliffs (Cliffs) noise_params 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
+# Caves and tunnels form at the intersection of the two noises
+mg_valleys_np_cave1 (Cave noise #1) noise_params 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
-# Mountain corrugation
-mg_valleys_np_corr (Corrugation) noise_params 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
+# Caves and tunnels form at the intersection of the two noises
+mg_valleys_np_cave2 (Cave noise #2) noise_params 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# The depth of dirt or other filler
mg_valleys_np_filler_depth (Filler Depth) noise_params 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
+# Massive caves form here.
+mg_valleys_np_massive_caves (Massive cave noise) noise_params 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
+
# River noise -- rivers occur close to zero
mg_valleys_np_rivers (River Noise) noise_params 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
-# Caves and tunnels form at the intersection of the two noises
-mg_valleys_np_simple_caves_1 (Simple Caves #1) noise_params 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
-
-# Caves and tunnels form at the intersection of the two noises
-mg_valleys_np_simple_caves_2 (Simple Caves #2) noise_params 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
-
# Base terrain height
mg_valleys_np_terrain_height (Terrain Height) noise_params -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
diff --git a/minetest.conf.example b/minetest.conf.example
index b95b32eea..d8f91e7cb 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -1315,31 +1315,28 @@
#### Mapgen Valleys
-#mg_valleys_spflags = altitude_chill,cliffs,humid_rivers,nofast,rugged
+#mg_valleys_spflags = altitude_chill,humid_rivers
# "altitude_chill" makes higher elevations colder, which may cause biome issues.
-# "fast" produces softer terrain, more quickly
# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
-# "rugged" and "cliffs" do nothing unless "fast" is enabled
#
#mg_valleys_altitude_chill = 90 # the altitude at which temperature drops by 20C
-#mg_valleys_cave_water_max_height = 31000 # max altitude of water in caves
-#mg_valleys_humidity = 50 # the average humidity
-#mg_valleys_humidity_break_point = 65 # The highest humidity around rivers in otherwise dry areas
-#mg_valleys_lava_max_height = 0 # maximum altitude of lava
+#mg_valleys_large_cave_depth = -33 # Depth below which you'll find large caves.
+#mg_valleys_lava_features = 0 # Creates unpredictable lava features in caves. These can make mining difficult. Zero disables them. (0-10)
+#mg_valleys_massive_cave_depth = -256 # Depth below which you'll find massive caves.
#mg_valleys_river_depth = 4 # how deep to make rivers
#mg_valleys_river_size = 5 # how wide to make rivers
-#mg_valleys_temperature = 50 # the average temperature
-#mg_valleys_water_features = 3 # how often water occurs in caves (0-10)
+#mg_valleys_water_features = 0 # Creates unpredictable water features in caves. These can make mining difficult. Zero disables them. (0-10)
#
-#mg_valleys_np_cliffs = 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
-#mg_valleys_np_corr = 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
#
# River noise -- rivers occur close to zero
#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
#
-#mg_valleys_np_simple_caves_1 = 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
-#mg_valleys_np_simple_caves_2 = 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
+# Caves and tunnels form at the intersection of the two noises
+#mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
+#mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
+#
+#mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2 # Massive caves form here.
#
# Base terrain height
#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
index 6f4b2ccc7..f003ae63c 100644
--- a/src/mapgen_valleys.cpp
+++ b/src/mapgen_valleys.cpp
@@ -6,7 +6,7 @@ Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
-and mapgen_v7 by kwolekr and paramat.
+and mapgen_v7, mapgen_flat by kwolekr and paramat.
Licensing changed by permission of Gael de Sailly.
@@ -25,7 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
@@ -43,6 +42,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
+#include "cavegen.h"
+
//#undef NDEBUG
//#include "assert.h"
@@ -55,12 +56,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
//Profiler *mapgen_profiler = &mapgen_prof;
static FlagDesc flagdesc_mapgen_valleys[] = {
- {"altitude_chill", MG_VALLEYS_ALT_CHILL},
- {"cliffs", MG_VALLEYS_CLIFFS},
- {"fast", MG_VALLEYS_FAST},
- {"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
- {"rugged", MG_VALLEYS_RUGGED},
- {NULL, 0}
+ {"altitude_chill", MG_VALLEYS_ALT_CHILL},
+ {"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
+ {NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
@@ -82,28 +80,31 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
this->heatmap = NULL;
this->humidmap = NULL;
+ this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
+ g_settings->getU16("map_generation_limit"));
+
MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
this->spflags = sp->spflags;
- this->cliff_terrain = (spflags & MG_VALLEYS_CLIFFS);
- this->fast_terrain = (spflags & MG_VALLEYS_FAST);
this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
- this->rugged_terrain = (spflags & MG_VALLEYS_RUGGED);
this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
- this->altitude_chill = sp->altitude_chill;
- this->cave_water_max_height = sp->cave_water_max_height;
- this->humidity_adjust = sp->humidity - 50.f;
- this->humidity_break_point = sp->humidity_break_point;
- this->lava_max_height = sp->lava_max_height;
- this->river_depth = sp->river_depth + 1.f;
- this->river_size = sp->river_size / 100.f;
- this->temperature_adjust = sp->temperature - 50.f;
- this->water_features = MYMAX(1, MYMIN(11, 11 - sp->water_features));
+ this->altitude_chill = sp->altitude_chill;
+ this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
+ this->large_cave_depth = sp->large_cave_depth;
+ this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
+ this->massive_cave_depth = sp->massive_cave_depth;
+ this->river_depth_bed = sp->river_depth + 1.f;
+ this->river_size_factor = sp->river_size / 100.f;
+ this->water_features_lim = rangelim(sp->water_features, 0, 10);
+
+ // a small chance of overflows if the settings are very high
+ this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50;
+ this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 6) * 50;
+
+ tcave_cache = new float[csize.Y + 2];
//// 2D Terrain noise
- noise_cliffs = new Noise(&sp->np_cliffs, seed, csize.X, csize.Z);
- noise_corr = new Noise(&sp->np_corr, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
@@ -111,15 +112,11 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
- if (this->fast_terrain)
- noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
-
//// 3D Terrain noise
- noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
-
- if (!this->fast_terrain)
- noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, 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);
+ noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
@@ -161,8 +158,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
MapgenValleys::~MapgenValleys()
{
- delete noise_cliffs;
- delete noise_corr;
+ delete noise_cave1;
+ delete noise_cave2;
delete noise_filler_depth;
delete noise_heat;
delete noise_heat_blend;
@@ -171,45 +168,39 @@ MapgenValleys::~MapgenValleys()
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
- delete noise_simple_caves_1;
- delete noise_simple_caves_2;
+ delete noise_massive_caves;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
- delete[] heightmap;
delete[] biomemap;
+ delete[] heightmap;
+ delete[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams()
{
- spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
- | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
-
- altitude_chill = 90; // The altitude at which temperature drops by 20C.
- // Water in caves will never be higher than this.
- cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
- humidity = 50;
- // the maximum humidity around rivers in otherwise dry areas
- humidity_break_point = 65;
- lava_max_height = 0; // Lava will never be higher than this.
- river_depth = 4; // How deep to carve river channels.
- river_size = 5; // How wide to make rivers.
- temperature = 50;
- water_features = 3; // How often water will occur in caves.
-
- np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f);
- np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f);
- np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
- np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
- np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
- np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
- np_simple_caves_1 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), -8402, 3, 0.5f, 2.f);
- np_simple_caves_2 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), 3944, 3, 0.5f, 2.f);
- np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
- np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
- np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
+ spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
+
+ altitude_chill = 90; // The altitude at which temperature drops by 20C.
+ large_cave_depth = -33;
+ lava_features = 0; // How often water will occur in caves.
+ massive_cave_depth = -256; // highest altitude of massive caves
+ river_depth = 4; // How deep to carve river channels.
+ river_size = 5; // How wide to make rivers.
+ water_features = 0; // How often water will occur in caves.
+
+ np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
+ np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
+ np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
+ np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
+ np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
+ np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
+ np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
+ np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
+ np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
}
@@ -217,24 +208,21 @@ void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
- settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
- settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
- settings->getS16NoEx("mg_valleys_humidity", humidity);
- settings->getS16NoEx("mg_valleys_humidity_break_point", humidity_break_point);
- settings->getS16NoEx("mg_valleys_lava_max_height", lava_max_height);
- settings->getU16NoEx("mg_valleys_river_depth", river_depth);
- settings->getU16NoEx("mg_valleys_river_size", river_size);
- settings->getS16NoEx("mg_valleys_temperature", temperature);
- settings->getU16NoEx("mg_valleys_water_features", water_features);
-
- settings->getNoiseParams("mg_valleys_np_cliffs", np_cliffs);
- settings->getNoiseParams("mg_valleys_np_corr", np_corr);
+ settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
+ settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
+ settings->getU16NoEx("mg_valleys_lava_features", lava_features);
+ settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
+ settings->getU16NoEx("mg_valleys_river_depth", river_depth);
+ settings->getU16NoEx("mg_valleys_river_size", river_size);
+ settings->getU16NoEx("mg_valleys_water_features", water_features);
+
+ settings->getNoiseParams("mg_valleys_np_cave1", np_cave1);
+ settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->getNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
- settings->getNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
+ settings->getNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
@@ -245,24 +233,21 @@ void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
- settings->setU16("mg_valleys_altitude_chill", altitude_chill);
- settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
- settings->setS16("mg_valleys_humidity", humidity);
- settings->setS16("mg_valleys_humidity_break_point", humidity_break_point);
- settings->setS16("mg_valleys_lava_max_height", lava_max_height);
- settings->setU16("mg_valleys_river_depth", river_depth);
- settings->setU16("mg_valleys_river_size", river_size);
- settings->setS16("mg_valleys_temperature", temperature);
- settings->setU16("mg_valleys_water_features", water_features);
-
- settings->setNoiseParams("mg_valleys_np_cliffs", np_cliffs);
- settings->setNoiseParams("mg_valleys_np_corr", np_corr);
+ settings->setU16("mg_valleys_altitude_chill", altitude_chill);
+ settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
+ settings->setU16("mg_valleys_lava_features", lava_features);
+ settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
+ settings->setU16("mg_valleys_river_depth", river_depth);
+ settings->setU16("mg_valleys_river_size", river_size);
+ settings->setU16("mg_valleys_water_features", water_features);
+
+ settings->setNoiseParams("mg_valleys_np_cave1", np_cave1);
+ settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
- settings->setNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
- settings->setNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
+ settings->setNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
@@ -313,7 +298,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
// Cave creation.
if (flags & MG_CAVES)
- generateSimpleCaves(stone_surface_max_y);
+ generateCaves(stone_surface_max_y);
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
@@ -410,28 +395,12 @@ void MapgenValleys::calculateNoise()
noise_valley_depth->perlinMap2D(x, z);
noise_valley_profile->perlinMap2D(x, z);
- if (fast_terrain) {
- // Make this 2D for speed, if requested.
- noise_inter_valley_fill->perlinMap2D(x, z);
-
- if (cliff_terrain)
- noise_cliffs->perlinMap2D(x, z);
- if (rugged_terrain)
- noise_corr->perlinMap2D(x, z);
- } else {
- noise_inter_valley_fill->perlinMap3D(x, y, z);
- }
-
- if (flags & MG_CAVES) {
- noise_simple_caves_1->perlinMap3D(x, y, z);
- noise_simple_caves_2->perlinMap3D(x, y, z);
- }
+ noise_inter_valley_fill->perlinMap3D(x, y, z);
//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
for (s32 index = 0; index < csize.X * csize.Z; index++) {
noise_heat->result[index] += noise_heat_blend->result[index];
- noise_heat->result[index] += temperature_adjust;
noise_humidity->result[index] += noise_humidity_blend->result[index];
}
@@ -442,45 +411,28 @@ void MapgenValleys::calculateNoise()
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
// The parameters that we actually need to generate terrain
// are passed by address (and the return value).
- tn.terrain_height = noise_terrain_height->result[index];
+ tn.terrain_height = noise_terrain_height->result[index];
// River noise is replaced with base terrain, which
// is basically the height of the water table.
- tn.rivers = &noise_rivers->result[index];
+ tn.rivers = &noise_rivers->result[index];
// Valley depth noise is replaced with the valley
// number that represents the height of terrain
// over rivers and is used to determine about
// how close a river is for humidity calculation.
- tn.valley = &noise_valley_depth->result[index];
- tn.valley_profile = noise_valley_profile->result[index];
+ tn.valley = &noise_valley_depth->result[index];
+ tn.valley_profile = noise_valley_profile->result[index];
// Slope noise is replaced by the calculated slope
// which is used to get terrain height in the slow
// method, to create sharper mountains.
- tn.slope = &noise_inter_valley_slope->result[index];
+ tn.slope = &noise_inter_valley_slope->result[index];
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
- tn.cliffs = noise_cliffs->result[index];
- tn.corr = noise_corr->result[index];
// This is the actual terrain height.
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
-
- if (fast_terrain) {
- // Assign humidity adjusted by water proximity.
- // I can't think of a reason why a mod would expect base humidity
- // from noise or at any altitude other than ground level.
- noise_humidity->result[index] = humidityByTerrain(
- noise_humidity->result[index],
- mount,
- noise_rivers->result[index],
- noise_valley_depth->result[index]);
-
- // Assign heat adjusted by altitude. See humidity, above.
- if (use_altitude_chill && mount > 0.f)
- noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
- }
}
- heatmap = noise_heat->result;
+ heatmap = noise_heat->result;
humidmap = noise_humidity->result;
}
@@ -489,11 +441,9 @@ void MapgenValleys::calculateNoise()
// complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
- float inter_valley_slope = *tn->slope;
-
// The square function changes the behaviour of this noise:
// very often small, and sometimes very high.
- float valley_d = pow(*tn->valley, 2);
+ float valley_d = MYSQUARE(*tn->valley);
// valley_d is here because terrain is generally higher where valleys
// are deep (mountains). base represents the height of the
@@ -501,14 +451,17 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
- float river = fabs(*tn->rivers) - river_size;
+ float river = fabs(*tn->rivers) - river_size_factor;
- // Use the curve of the function 1−exp(−(x/a)²) to model valleys.
- // Making "a" vary (0 < a ≤ 1) changes the shape of the valleys.
+ // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
+ // Making "a" vary (0 < a <= 1) changes the shape of the valleys.
// Try it with a geometry software !
// (here x = "river" and a = valley_profile).
// "valley" represents the height of the terrain, from the rivers.
- *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
+ {
+ float t = river / tn->valley_profile;
+ *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
+ }
// approximate height of the terrain at this point
float mount = base + *tn->valley;
@@ -520,36 +473,21 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
// Base ground is returned as rivers since it's basically the water table.
*tn->rivers = base;
if (river < 0.f) {
- // Use the the function −sqrt(1−x²) which models a circle.
- float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
+ // Use the the function -sqrt(1-x^2) which models a circle.
+ float depth;
+ {
+ float t = river / river_size_factor + 1;
+ depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
+ }
// base - depth : height of the bottom of the river
- // water_level - 2 : don't make rivers below 2 nodes under the surface
- u16 min_bottom = 2;
- if (!fast_terrain)
- min_bottom = 6;
- mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
+ // water_level - 6 : don't make rivers below 6 nodes under the surface
+ mount = rangelim(base - depth, (float) (water_level - 6), mount);
// Slope has no influence on rivers.
*tn->slope = 0.f;
}
- if (fast_terrain) {
- // The penultimate step builds up the heights, but we reduce it
- // occasionally to create cliffs.
- float delta = sin(tn->inter_valley_fill) * *tn->slope;
- if (cliff_terrain && tn->cliffs >= 0.2f)
- mount += delta * 0.66f;
- else
- mount += delta;
-
- // Use yet another noise to make the heights look more rugged.
- if (rugged_terrain
- && mount > water_level
- && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
- mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
- }
-
return mount;
}
@@ -559,15 +497,14 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
+ s16 y_start = myround(mount);
- if (!fast_terrain) {
- for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
- float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
+ for (s16 y = y_start; y <= y_start + 1000; y++) {
+ float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
- if (fill * *tn->slope <= y - mount) {
- mount = fmax(y - 1, mount);
- break;
- }
+ if (fill * *tn->slope <= y - mount) {
+ mount = MYMAX(y - 1, mount);
+ break;
}
}
@@ -575,40 +512,12 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
}
-float MapgenValleys::humidityByTerrain(
- float humidity_base,
- float mount,
- float rivers,
- float valley)
-{
- // Although the original valleys adjusts humidity by distance
- // from seawater, this causes problems with the default biomes.
- // Adjust only by freshwater proximity.
- float humidity = humidity_base + humidity_adjust;
-
- if (humid_rivers && mount > water_level) {
- // Offset to make everything average the same.
- humidity -= (humidity_break_point - humidity_adjust) / 3.f;
-
- // This method is from the original lua.
- float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
- // This adds humidity next to rivers and lakes.
- float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
- // Combine the two.
- float water = water_table + (1.f - water_table) * river_water;
- humidity = fmax(humidity, (humidity_break_point * water));
- }
-
- return humidity;
-}
-
-
int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
{
- // ***********************************************
- // This method (deliberately) does not return correct
- // terrain values. This may be a problem in the future.
- // ***********************************************
+ // ***********************************
+ // This method (deliberately) does not
+ // return correct terrain values.
+ // ***********************************
// Since MT doesn't normally deal with rivers, check
// to make sure this isn't a request for a location
@@ -616,7 +525,7 @@ int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
// If it's wet, return an unusable number.
- if (fabs(rivers) < river_size)
+ if (fabs(rivers) < river_size_factor)
return MAX_MAP_GENERATION_LIMIT;
// Otherwise, return the real result.
@@ -632,25 +541,14 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
- tn.x = x;
- tn.z = z;
- tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
- tn.rivers = &rivers;
- tn.valley = &valley;
- tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
- tn.slope = &inter_valley_slope;
+ tn.x = x;
+ tn.z = z;
+ tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
+ tn.rivers = &rivers;
+ tn.valley = &valley;
+ tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
+ tn.slope = &inter_valley_slope;
tn.inter_valley_fill = 0.f;
- tn.cliffs = 0.f;
- tn.corr = 0.f;
-
- if (fast_terrain) {
- tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
-
- if (cliff_terrain)
- tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
- if (rugged_terrain)
- tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
- }
return adjustedTerrainLevelFromNoise(&tn);
}
@@ -679,17 +577,13 @@ int MapgenValleys::generateTerrain()
if (surface_y > surface_max_y)
surface_max_y = surface_y;
- u32 index_3d = 0;
- if (!fast_terrain)
- index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
-
+ u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
// Mapgens concern themselves with stone and water.
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
float fill = 0.f;
- if (!fast_terrain)
- fill = noise_inter_valley_fill->result[index_3d];
+ fill = noise_inter_valley_fill->result[index_3d];
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
bool river = (river_y > surface_y);
@@ -697,14 +591,14 @@ int MapgenValleys::generateTerrain()
if (river && y == surface_y) {
// river bottom
vm->m_data[index_data] = n_sand;
- } else if ((fast_terrain || river) && y <= surface_y) {
+ } else if (river && y <= surface_y) {
// ground
vm->m_data[index_data] = n_stone;
} else if (river && y < river_y) {
// river
vm->m_data[index_data] = n_river_water;
- } else if ((!fast_terrain) && (!river) && round(fill * slope) >= y - surface_y) {
- // ground (slow method)
+ } else if ((!river) && myround(fill * slope) >= y - surface_y) {
+ // ground
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;
} else if (y <= water_level) {
@@ -716,23 +610,21 @@ int MapgenValleys::generateTerrain()
}
vm->m_area.add_y(em, index_data, 1);
- if (!fast_terrain)
- index_3d += ystride;
+ index_3d += ystride;
}
- if (!fast_terrain) {
- // Assign the humidity adjusted by water proximity.
- noise_humidity->result[index_2d] = humidityByTerrain(
- noise_humidity->result[index_2d],
- surface_max_y,
- noise_rivers->result[index_2d],
- noise_valley_depth->result[index_2d]);
-
- // Assign the heat adjusted by altitude. See humidity, above.
- if (use_altitude_chill && surface_max_y > 0)
- noise_heat->result[index_2d]
- *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
- }
+ // Although the original valleys adjusts humidity by distance
+ // from seawater, this causes problems with the default biomes.
+ // Adjust only by freshwater proximity.
+ const float humidity_offset = 0.8f; // derived by testing
+ if (humid_rivers)
+ noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
+ - noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;
+
+ // Assign the heat adjusted by altitude.
+ if (use_altitude_chill && surface_max_y > 0)
+ noise_heat->result[index_2d] *=
+ pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
}
return surface_max_y;
@@ -897,101 +789,158 @@ void MapgenValleys::dustTopNodes()
}
-void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
+void MapgenValleys::generateCaves(s16 max_stone_y)
{
+ if (max_stone_y < node_min.Y)
+ return;
+
+ noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
PseudoRandom ps(blockseed + 72202);
MapNode n_air(CONTENT_AIR);
- MapNode n_dirt(c_dirt);
MapNode n_lava(c_lava_source);
MapNode n_water(c_river_water_source);
v3s16 em = vm->m_area.getExtent();
- s16 base_water_chance = 0;
- if (water_features < 11)
- base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
-
- if (max_stone_y >= node_min.Y) {
- u32 index_2d = 0;
- u32 index_3d = 0;
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
- bool air_above = false;
- //bool underground = false;
- u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
-
- index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
-
- // Dig caves on down loop to check for air above.
- for (s16 y = node_max.Y + 1;
- y >= node_min.Y - 1;
- y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
- float terrain = noise_terrain_height->result[index_2d];
-
- // Saves some time and prevents removing above ground nodes.
- if (y > terrain + 1) {
- air_above = true;
- continue;
- }
+ // Cave blend distance near YMIN, YMAX
+ const float massive_cave_blend = 128.f;
+ // noise threshold for massive caves
+ const float massive_cave_threshold = 0.6f;
+ // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
- content_t c = vm->m_data[index_data].getContent();
- bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
- bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
+ float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
+ float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
+ bool made_a_big_one = false;
- // River water is (foolishly) not set as ground content
- // in the default game. This can produce strange results
- // when a cave undercuts a river. However, that's not for
- // the mapgen to correct. Fix it in lua.
+ // Cache the tcave values as they only vary by altitude.
+ if (node_max.Y <= massive_cave_depth) {
+ noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- if (c == CONTENT_AIR) {
- air_above = true;
- } else if (n1 && n2 && ndef->get(c).is_ground_content) {
- // When both n's are true, we're in a cave.
- vm->m_data[index_data] = n_air;
- air_above = true;
- } else if (air_above
- && (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
- // At the cave floor
- s16 sr = ps.next() & 1023;
- u32 j = index_data;
- vm->m_area.add_y(em, j, 1);
-
- if (sr > (terrain - y) * 25) {
- // Put dirt in caves near the surface.
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ float tcave = massive_cave_threshold;
+
+ if (y < yblmin) {
+ float t = (yblmin - y) / massive_cave_blend;
+ tcave += MYSQUARE(t);
+ } else if (y > yblmax) {
+ float t = (y - yblmax) / massive_cave_blend;
+ tcave += MYSQUARE(t);
+ }
+
+ tcave_cache[y - node_min.Y + 1] = tcave;
+ }
+ }
+
+ // lava_depth varies between one and ten as you approach
+ // the bottom of the world.
+ s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
+ // This allows random lava spawns to be less common at the surface.
+ s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
+ // water_depth varies between ten and one on the way down.
+ s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
+ // This allows random water spawns to be more common at the surface.
+ s16 water_chance = MYCUBE(water_features_lim) * water_depth;
+
+ // Reduce the odds of overflows even further.
+ if (node_max.Y > water_level) {
+ lava_chance /= 5;
+ water_chance /= 5;
+ }
+
+ u32 index_2d = 0;
+ u32 index_3d = 0;
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+ bool air_above = false;
+ bool underground = false;
+ u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
+
+ index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
+
+ // Dig caves on down loop to check for air above.
+ for (s16 y = node_max.Y + 1;
+ y >= node_min.Y - 1;
+ y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+ float terrain = noise_terrain_height->result[index_2d];
+
+ // Saves some time.
+ if (y > terrain + 10) {
+ air_above = true;
+ continue;
+ } else if (y < terrain - 40) {
+ underground = true;
+ }
+
+ // Dig massive caves.
+ if (node_max.Y <= massive_cave_depth
+ && noise_massive_caves->result[index_3d]
+ > tcave_cache[y - node_min.Y + 1]) {
+ vm->m_data[index_data] = n_air;
+ made_a_big_one = true;
+ }
+
+ content_t c = vm->m_data[index_data].getContent();
+ float d1 = contour(noise_cave1->result[index_3d]);
+ float d2 = contour(noise_cave2->result[index_3d]);
+
+ // River water is not set as ground content
+ // in the default game. This can produce strange results
+ // when a cave undercuts a river. However, that's not for
+ // the mapgen to correct. Fix it in lua.
+
+ if (c == CONTENT_AIR) {
+ air_above = true;
+ } else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // in a cave
+ vm->m_data[index_data] = n_air;
+ air_above = true;
+ } else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
+ // at the cave floor
+ s16 sr = ps.range(0,39);
+ u32 j = index_data;
+ vm->m_area.add_y(em, j, 1);
+
+ if (sr > terrain - y) {
+ // Put dirt in caves near the surface.
+ if (underground)
vm->m_data[index_data] = MapNode(biome->c_filler);
- } else {
- s16 lava_chance = 0;
-
- if (y <= lava_max_height && c == c_stone) {
- // Lava spawns increase with depth.
- lava_chance = ceil((lava_max_height - y + 1) / 10000);
-
- if (sr < lava_chance)
- vm->m_data[j] = n_lava;
- }
-
- if (base_water_chance > 0 && y <= cave_water_max_height) {
- s16 water_chance = base_water_chance
- - (abs(y - water_level) / (water_features * 1000));
-
- // Waterfalls may get out of control above ground.
- sr -= lava_chance;
- // If sr < 0 then we should have already placed lava --
- // don't immediately dump water on it.
- if (sr >= 0 && sr < water_chance)
- vm->m_data[j] = n_water;
- }
- }
-
- air_above = false;
+ else
+ vm->m_data[index_data] = MapNode(biome->c_top);
+ } else if (sr < 3 && underground) {
+ sr = abs(ps.next());
+ if (lava_features_lim > 0 && y <= lava_max_height
+ && c == biome->c_stone && sr < lava_chance)
+ vm->m_data[j] = n_lava;
+
+ sr -= lava_chance;
+
+ // If sr < 0 then we should have already placed lava --
+ // don't immediately dump water on it.
+ if (water_features_lim > 0 && y <= cave_water_max_height
+ && sr >= 0 && sr < water_chance)
+ vm->m_data[j] = n_water;
}
- // If we're not in a cave, there's no open space.
- if (!(n1 && n2))
- air_above = false;
+ air_above = false;
+ underground = true;
+ } else if (c == biome->c_filler || c == biome->c_stone) {
+ air_above = false;
+ underground = true;
+ } else {
+ air_above = false;
}
}
}
+
+ if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
+ u32 bruises_count = ps.range(0, 2);
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV5 cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
+ }
+ }
}
diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h
index 5fd549096..ee4052d71 100644
--- a/src/mapgen_valleys.h
+++ b/src/mapgen_valleys.h
@@ -31,11 +31,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
/////////////////// Mapgen Valleys flags
-#define MG_VALLEYS_ALT_CHILL 0x01
-#define MG_VALLEYS_CLIFFS 0x02
-#define MG_VALLEYS_FAST 0x04
-#define MG_VALLEYS_HUMID_RIVERS 0x08
-#define MG_VALLEYS_RUGGED 0x10
+#define MG_VALLEYS_ALT_CHILL 0x01
+#define MG_VALLEYS_HUMID_RIVERS 0x02
+
+// Feed only one variable into these.
+#define MYSQUARE(x) (x) * (x)
+#define MYCUBE(x) (x) * (x) * (x)
class BiomeManager;
@@ -47,28 +48,25 @@ class BiomeManager;
struct MapgenValleysParams : public MapgenSpecificParams {
u32 spflags;
+ s16 large_cave_depth;
+ s16 massive_cave_depth;
u16 altitude_chill;
- s16 cave_water_max_height;
- s16 humidity;
- s16 humidity_break_point;
- s16 lava_max_height;
+ u16 lava_features;
u16 river_depth;
u16 river_size;
- s16 temperature;
u16 water_features;
NoiseParams np_biome_heat;
NoiseParams np_biome_heat_blend;
NoiseParams np_biome_humidity;
NoiseParams np_biome_humidity_blend;
- NoiseParams np_cliffs;
- NoiseParams np_corr;
+ NoiseParams np_cave1;
+ NoiseParams np_cave2;
NoiseParams np_filler_depth;
NoiseParams np_inter_valley_fill;
NoiseParams np_inter_valley_slope;
NoiseParams np_rivers;
- NoiseParams np_simple_caves_1;
- NoiseParams np_simple_caves_2;
+ NoiseParams np_massive_caves;
NoiseParams np_terrain_height;
NoiseParams np_valley_depth;
NoiseParams np_valley_profile;
@@ -89,8 +87,6 @@ struct TerrainNoise {
float valley_profile;
float *slope;
float inter_valley_fill;
- float cliffs;
- float corr;
};
class MapgenValleys : public Mapgen {
@@ -102,6 +98,8 @@ public:
virtual void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
+ s16 large_cave_depth;
+
private:
EmergeManager *m_emerge;
BiomeManager *bmgr;
@@ -109,10 +107,9 @@ private:
int ystride;
int zstride;
+ float map_gen_limit;
+
u32 spflags;
- bool cliff_terrain;
- bool fast_terrain;
- bool rugged_terrain;
bool humid_rivers;
bool use_altitude_chill;
@@ -123,8 +120,8 @@ private:
Noise *noise_filler_depth;
- Noise *noise_cliffs;
- Noise *noise_corr;
+ Noise *noise_cave1;
+ Noise *noise_cave2;
Noise *noise_heat;
Noise *noise_heat_blend;
Noise *noise_humidity;
@@ -132,21 +129,21 @@ private:
Noise *noise_inter_valley_fill;
Noise *noise_inter_valley_slope;
Noise *noise_rivers;
- Noise *noise_simple_caves_1;
- Noise *noise_simple_caves_2;
+ Noise *noise_massive_caves;
Noise *noise_terrain_height;
Noise *noise_valley_depth;
Noise *noise_valley_profile;
float altitude_chill;
- float cave_water_max_height;
+ s16 cave_water_max_height;
float humidity_adjust;
- float humidity_break_point;
- float lava_max_height;
- float river_depth;
- float river_size;
- float temperature_adjust;
- s16 water_features;
+ s16 lava_features_lim;
+ s16 lava_max_height;
+ s16 massive_cave_depth;
+ float river_depth_bed;
+ float river_size_factor;
+ float *tcave_cache;
+ s16 water_features_lim;
content_t c_cobble;
content_t c_desert_stone;
@@ -176,7 +173,7 @@ private:
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
void dustTopNodes();
- void generateSimpleCaves(s16 max_stone_y);
+ void generateCaves(s16 max_stone_y);
};
struct MapgenFactoryValleys : public MapgenFactory {