diff options
-rw-r--r-- | src/mapgen.cpp | 236 | ||||
-rw-r--r-- | src/mapgen.h | 56 | ||||
-rw-r--r-- | src/mapgen_flat.cpp | 221 | ||||
-rw-r--r-- | src/mapgen_flat.h | 29 | ||||
-rw-r--r-- | src/mapgen_fractal.cpp | 221 | ||||
-rw-r--r-- | src/mapgen_fractal.h | 23 | ||||
-rw-r--r-- | src/mapgen_v5.cpp | 221 | ||||
-rw-r--r-- | src/mapgen_v5.h | 24 | ||||
-rw-r--r-- | src/mapgen_v7.cpp | 230 | ||||
-rw-r--r-- | src/mapgen_v7.h | 25 | ||||
-rw-r--r-- | src/mapgen_valleys.cpp | 165 | ||||
-rw-r--r-- | src/mapgen_valleys.h | 26 |
12 files changed, 316 insertions, 1161 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp index e269bf454..f491ed9eb 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/numeric.h" #include "filesys.h" #include "log.h" +#include "cavegen.h" FlagDesc flagdesc_mapgen[] = { {"trees", MG_TREES}, @@ -370,6 +371,241 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax) //// +//// MapgenBasic +//// + +MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + +} + +MgStoneType MapgenBasic::generateBiomes() +{ + 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 || c_above == c_river_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 || c == c_river_water_source) + && (air_above || !biome))) { + biome = biomegen->getBiomeAtIndex(index, y); + + depth_top = biome->depth_top; + base_filler = MYMAX(depth_top + + biome->depth_filler + + noise_filler_depth->result[index], 0.f); + 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 + || c_below == c_river_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 == c_river_water_source) { + vm->m_data[vi] = MapNode(biome->c_river_water); + nplaced = depth_top; // Enable 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 MapgenBasic::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 MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth) +{ + 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); + + v3s16 em = vm->m_area.getExtent(); + u32 index2d = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { + bool column_is_open = false; // Is column open to overground + bool is_tunnel = false; // Is tunnel or tunnel floor + u32 vi = vm->m_area.index(x, node_max.Y, z); + u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + + (x - node_min.X); + // Biome of column + Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); + + // Don't excavate the overgenerated stone at node_max.Y + 1, + // this creates a 'roof' over the tunnel, preventing light in + // tunnels at mapchunk borders when generating mapchunks upwards. + // This 'roof' is removed when the mapchunk above is generated. + for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, + index3d -= ystride, + vm->m_area.add_y(em, vi, -1)) { + + content_t c = vm->m_data[vi].getContent(); + if (c == CONTENT_AIR || c == biome->c_water_top || + c == biome->c_water) { + column_is_open = true; + continue; + } + // Ground + float d1 = contour(noise_cave1->result[index3d]); + float d2 = contour(noise_cave2->result[index3d]); + + if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { + // In tunnel and ground content, excavate + vm->m_data[vi] = MapNode(CONTENT_AIR); + is_tunnel = true; + } else { + // Not in tunnel or not ground content + if (is_tunnel && column_is_open && + (c == biome->c_filler || c == biome->c_stone)) + // Tunnel entrance floor + vm->m_data[vi] = MapNode(biome->c_top); + + column_is_open = false; + is_tunnel = false; + } + } + } + + if (node_max.Y > large_cave_depth) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = ps.range(0, 2); + for (u32 i = 0; i < bruises_count; i++) { + CaveV5 cave(this, &ps); ////caves version varies ---- todo- fix this! + cave.makeCave(node_min, node_max, max_stone_y); + } +} + + +//// //// GenerateNotifier //// diff --git a/src/mapgen.h b/src/mapgen.h index 554ec6084..bee8e786a 100644 --- a/src/mapgen.h +++ b/src/mapgen.h @@ -46,6 +46,7 @@ extern FlagDesc flagdesc_gennotify[]; class Biome; class BiomeGen; struct BiomeParams; +class BiomeManager; class EmergeManager; class MapBlock; class VoxelManipulator; @@ -137,6 +138,16 @@ struct MapgenParams { void save(Settings &settings) const; }; + +/* + Generic interface for map generators. All mapgens must inherit this class. + If a feature exposed by a public member pointer is not supported by a + certain mapgen, it must be set to NULL. + + Apart from makeChunk, getGroundLevelAtPoint, and getSpawnLevelAtPoint, all + methods can be used by constructing a Mapgen base class and setting the + appropriate public members (e.g. vm, ndef, and so on). +*/ class Mapgen { public: int seed; @@ -189,6 +200,51 @@ private: DISABLE_CLASS_COPY(Mapgen); }; +/* + MapgenBasic is a Mapgen implementation that handles basic functionality + the majority of conventional mapgens will probably want to use, but isn't + generic enough to be included as part of the base Mapgen class (such as + generating biome terrain over terrain node skeletons, generating caves, + dungeons, etc.) + + Inherit MapgenBasic instead of Mapgen to add this basic functionality to + your mapgen without having to reimplement it. Feel free to override any of + these methods if you desire different or more advanced behavior. + + Note that you must still create your own generateTerrain implementation when + inheriting MapgenBasic. +*/ +class MapgenBasic : public Mapgen { +public: + EmergeManager *m_emerge; + BiomeManager *bmgr; + + Noise *noise_filler_depth; + Noise *noise_cave1; + Noise *noise_cave2; + + v3s16 node_min; + v3s16 node_max; + v3s16 full_node_min; + v3s16 full_node_max; + + content_t c_stone; + content_t c_water_source; + content_t c_river_water_source; + content_t c_desert_stone; + content_t c_sandstone; + + int ystride; + int zstride_1d; + float cave_width; + + MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge); + + virtual MgStoneType generateBiomes(); + virtual void dustTopNodes(); + virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth); +}; + struct MapgenFactory { virtual Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) = 0; diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp index cb9aa9a8b..97f1c4b2a 100644 --- a/src/mapgen_flat.cpp +++ b/src/mapgen_flat.cpp @@ -50,7 +50,7 @@ FlagDesc flagdesc_mapgen_flat[] = { MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) + : MapgenBasic(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; @@ -248,7 +248,7 @@ void MapgenFlat::makeChunk(BlockMakeData *data) MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, large_cave_depth); if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; @@ -381,220 +381,3 @@ s16 MapgenFlat::generateTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenFlat::generateBiomes() -{ - 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 = biomegen->getBiomeAtIndex(index, y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top + biome->depth_filler - + noise_filler_depth->result[index], 0); - 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 MapgenFlat::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 MapgenFlat::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); - - v3s16 em = vm->m_area.getExtent(); - u32 index2d = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { - bool column_is_open = false; // Is column open to overground - bool is_tunnel = false; // Is tunnel or tunnel floor - u32 vi = vm->m_area.index(x, node_max.Y, z); - u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + - (x - node_min.X); - // Biome of column - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); - - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, - index3d -= ystride, - vm->m_area.add_y(em, vi, -1)) { - - content_t c = vm->m_data[vi].getContent(); - if (c == CONTENT_AIR || c == biome->c_water_top || - c == biome->c_water) { - column_is_open = true; - continue; - } - // Ground - float d1 = contour(noise_cave1->result[index3d]); - float d2 = contour(noise_cave2->result[index3d]); - - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { - // In tunnel and ground content, excavate - vm->m_data[vi] = MapNode(CONTENT_AIR); - is_tunnel = true; - } else { - // Not in tunnel or not ground content - if (is_tunnel && column_is_open && - (c == biome->c_filler || c == biome->c_stone)) - // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); - - column_is_open = false; - is_tunnel = false; - } - } - } - - if (node_max.Y > large_cave_depth) - return; - - PseudoRandom ps(blockseed + 21343); - 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_flat.h b/src/mapgen_flat.h index 53fd66a67..2b98c1f31 100644 --- a/src/mapgen_flat.h +++ b/src/mapgen_flat.h @@ -53,43 +53,19 @@ struct MapgenFlatParams : public MapgenSpecificParams { void writeParams(Settings *settings) const; }; -class MapgenFlat : public Mapgen { +class MapgenFlat : public MapgenBasic { public: - EmergeManager *m_emerge; - BiomeManager *bmgr; - - int ystride; - int zstride_1d; - - v3s16 node_min; - v3s16 node_max; - v3s16 full_node_min; - v3s16 full_node_max; - u32 spflags; s16 ground_level; s16 large_cave_depth; - float cave_width; float lake_threshold; float lake_steepness; float hill_threshold; float hill_steepness; Noise *noise_terrain; - Noise *noise_filler_depth; - Noise *noise_cave1; - Noise *noise_cave2; - - Noise *noise_heat; - Noise *noise_humidity; - Noise *noise_heat_blend; - Noise *noise_humidity_blend; - content_t c_stone; - content_t c_water_source; content_t c_lava_source; - content_t c_desert_stone; content_t c_ice; - content_t c_sandstone; content_t c_cobble; content_t c_stair_cobble; @@ -104,9 +80,6 @@ public: int getSpawnLevelAtPoint(v2s16 p); void calculateNoise(); s16 generateTerrain(); - MgStoneType generateBiomes(); - void dustTopNodes(); - void generateCaves(s16 max_stone_y); }; struct MapgenFactoryFlat : public MapgenFactory { diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index 9671a2143..81e162072 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -48,7 +48,7 @@ FlagDesc flagdesc_mapgen_fractal[] = { MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) + : MapgenBasic(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; @@ -264,7 +264,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data) MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH); if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; @@ -505,220 +505,3 @@ s16 MapgenFractal::generateTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenFractal::generateBiomes() -{ - 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 = biomegen->getBiomeAtIndex(index, y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top + biome->depth_filler - + noise_filler_depth->result[index], 0); - 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) - 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); - - v3s16 em = vm->m_area.getExtent(); - u32 index2d = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { - bool column_is_open = false; // Is column open to overground - bool is_tunnel = false; // Is tunnel or tunnel floor - u32 vi = vm->m_area.index(x, node_max.Y, z); - u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + - (x - node_min.X); - // Biome of column - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); - - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, - index3d -= ystride, - vm->m_area.add_y(em, vi, -1)) { - - content_t c = vm->m_data[vi].getContent(); - if (c == CONTENT_AIR || c == biome->c_water_top || - c == biome->c_water) { - column_is_open = true; - continue; - } - // Ground - float d1 = contour(noise_cave1->result[index3d]); - float d2 = contour(noise_cave2->result[index3d]); - - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { - // In tunnel and ground content, excavate - vm->m_data[vi] = MapNode(CONTENT_AIR); - is_tunnel = true; - } else { - // Not in tunnel or not ground content - if (is_tunnel && column_is_open && - (c == biome->c_filler || c == biome->c_stone)) - // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); - - column_is_open = false; - is_tunnel = false; - } - } - } - - if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH) - return; - - PseudoRandom ps(blockseed + 21343); - 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_fractal.h b/src/mapgen_fractal.h index a0e51b2c6..176885d46 100644 --- a/src/mapgen_fractal.h +++ b/src/mapgen_fractal.h @@ -57,23 +57,12 @@ struct MapgenFractalParams : public MapgenSpecificParams { void writeParams(Settings *settings) const; }; -class MapgenFractal : public Mapgen { +class MapgenFractal : public MapgenBasic { public: - EmergeManager *m_emerge; - BiomeManager *bmgr; - - int ystride; - int zstride_1d; u16 formula; bool julia; - v3s16 node_min; - v3s16 node_max; - v3s16 full_node_min; - v3s16 full_node_max; - u32 spflags; - float cave_width; u16 fractal; u16 iterations; v3f scale; @@ -84,16 +73,9 @@ public: float julia_z; float julia_w; Noise *noise_seabed; - Noise *noise_filler_depth; - Noise *noise_cave1; - Noise *noise_cave2; - content_t c_stone; - content_t c_water_source; content_t c_lava_source; - content_t c_desert_stone; content_t c_ice; - content_t c_sandstone; content_t c_cobble; content_t c_stair_cobble; @@ -109,9 +91,6 @@ public: void calculateNoise(); bool getFractalAtPoint(s16 x, s16 y, s16 z); s16 generateTerrain(); - MgStoneType generateBiomes(); - void dustTopNodes(); - void generateCaves(s16 max_stone_y); }; struct MapgenFactoryFractal : public MapgenFactory { diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 829a1f432..7698af825 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -46,7 +46,7 @@ FlagDesc flagdesc_mapgen_v5[] = { MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) + : MapgenBasic(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; @@ -245,7 +245,7 @@ void MapgenV5::makeChunk(BlockMakeData *data) // Generate caves if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y)) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH); // Generate dungeons and desert temples if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { @@ -391,220 +391,3 @@ int MapgenV5::generateBaseTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenV5::generateBiomes() -{ - 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 = biomegen->getBiomeAtIndex(index, y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top + biome->depth_filler - + noise_filler_depth->result[index], 0); - 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 MapgenV5::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 MapgenV5::generateCaves(int 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); - - v3s16 em = vm->m_area.getExtent(); - u32 index2d = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { - bool column_is_open = false; // Is column open to overground - bool is_tunnel = false; // Is tunnel or tunnel floor - // Indexes at column top (node_max.Y) - u32 vi = vm->m_area.index(x, node_max.Y, z); - u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + - (x - node_min.X); - // Biome of column - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); - - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, - index3d -= ystride, - vm->m_area.add_y(em, vi, -1)) { - - content_t c = vm->m_data[vi].getContent(); - if (c == CONTENT_AIR || c == biome->c_water_top || - c == biome->c_water) { - column_is_open = true; - continue; - } - // Ground - float d1 = contour(noise_cave1->result[index3d]); - float d2 = contour(noise_cave2->result[index3d]); - - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { - // In tunnel and ground content, excavate - vm->m_data[vi] = MapNode(CONTENT_AIR); - is_tunnel = true; - } else { - // Not in tunnel or not ground content - if (is_tunnel && column_is_open && - (c == biome->c_filler || c == biome->c_stone)) - // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); - - column_is_open = false; - is_tunnel = false; - } - } - } - - if (node_max.Y > MGV5_LARGE_CAVE_DEPTH) - return; - - PseudoRandom ps(blockseed + 21343); - 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_v5.h b/src/mapgen_v5.h index eef3da617..99836b23e 100644 --- a/src/mapgen_v5.h +++ b/src/mapgen_v5.h @@ -48,34 +48,15 @@ struct MapgenV5Params : public MapgenSpecificParams { }; -class MapgenV5 : public Mapgen { +class MapgenV5 : public MapgenBasic { public: - EmergeManager *m_emerge; - BiomeManager *bmgr; - - int ystride; - int zstride_1d; - - v3s16 node_min; - v3s16 node_max; - v3s16 full_node_min; - v3s16 full_node_max; - u32 spflags; - float cave_width; - Noise *noise_filler_depth; Noise *noise_factor; Noise *noise_height; - Noise *noise_cave1; - Noise *noise_cave2; Noise *noise_ground; - content_t c_stone; - content_t c_water_source; content_t c_lava_source; - content_t c_desert_stone; content_t c_ice; - content_t c_sandstone; content_t c_cobble; content_t c_stair_cobble; @@ -90,9 +71,6 @@ public: int getSpawnLevelAtPoint(v2s16 p); void calculateNoise(); int generateBaseTerrain(); - MgStoneType generateBiomes(); - void generateCaves(int max_stone_y); - void dustTopNodes(); }; diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index fddb34682..ee609bc95 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -51,7 +51,7 @@ FlagDesc flagdesc_mapgen_v7[] = { MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) + : MapgenBasic(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; @@ -276,7 +276,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, water_level); if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; @@ -517,225 +517,13 @@ void MapgenV7::generateRidgeTerrain() } -MgStoneType MapgenV7::generateBiomes() -{ - 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 = biomegen->getBiomeAtIndex(index, y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top + biome->depth_filler - + noise_filler_depth->result[index], 0); - 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 MapgenV7::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 MapgenV7::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); - - v3s16 em = vm->m_area.getExtent(); - u32 index2d = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { - bool column_is_open = false; // Is column open to overground - bool is_tunnel = false; // Is tunnel or tunnel floor - // Indexes at column top (node_max.Y) - u32 vi = vm->m_area.index(x, node_max.Y, z); - u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + - (x - node_min.X); - // Biome of column - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); - - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, - index3d -= ystride, - vm->m_area.add_y(em, vi, -1)) { - - content_t c = vm->m_data[vi].getContent(); - if (c == CONTENT_AIR || c == biome->c_water_top || - c == biome->c_water) { - column_is_open = true; - continue; - } - // Ground - float d1 = contour(noise_cave1->result[index3d]); - float d2 = contour(noise_cave2->result[index3d]); - - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { - // In tunnel and ground content, excavate - vm->m_data[vi] = MapNode(CONTENT_AIR); - is_tunnel = true; - } else { - // Not in tunnel or not ground content - if (is_tunnel && column_is_open && - (c == biome->c_filler || c == biome->c_stone)) - // Tunnel entrance floor - vm->m_data[vi] = MapNode(biome->c_top); - - column_is_open = false; - is_tunnel = false; - } - } - } - - if (node_min.Y >= water_level) - return; - - PseudoRandom ps(blockseed + 21343); - u32 bruises_count = ps.range(0, 2); - for (u32 i = 0; i < bruises_count; i++) { - CaveV7 cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); - } -} - - -/////////////////////////////////////////////////////////////// - +//////////////////////////////////////////////////////////////////////////////// +//// Code Boneyard +//// +//// Much of the stuff here has potential to become useful again at some point +//// in the future, but we don't want it to get lost or forgotten in version +//// control. +//// #if 0 int MapgenV7::generateMountainTerrain(s16 ymax) diff --git a/src/mapgen_v7.h b/src/mapgen_v7.h index a8dd9986d..21beab2b4 100644 --- a/src/mapgen_v7.h +++ b/src/mapgen_v7.h @@ -54,42 +54,24 @@ struct MapgenV7Params : public MapgenSpecificParams { void writeParams(Settings *settings) const; }; -class MapgenV7 : public Mapgen { +class MapgenV7 : public MapgenBasic { public: - EmergeManager *m_emerge; - BiomeManager *bmgr; - - int ystride; int zstride_1u1d; - int zstride_1d; - - v3s16 node_min; - v3s16 node_max; - v3s16 full_node_min; - v3s16 full_node_max; s16 *ridge_heightmap; u32 spflags; - float cave_width; Noise *noise_terrain_base; Noise *noise_terrain_alt; Noise *noise_terrain_persist; Noise *noise_height_select; - Noise *noise_filler_depth; Noise *noise_mount_height; Noise *noise_ridge_uwater; Noise *noise_mountain; Noise *noise_ridge; - Noise *noise_cave1; - Noise *noise_cave2; - content_t c_stone; - content_t c_water_source; content_t c_lava_source; - content_t c_desert_stone; content_t c_ice; - content_t c_sandstone; content_t c_cobble; content_t c_stair_cobble; @@ -112,11 +94,6 @@ public: int generateTerrain(); void generateRidgeTerrain(); - - MgStoneType generateBiomes(); - void dustTopNodes(); - - void generateCaves(s16 max_stone_y); }; struct MapgenFactoryV7 : public MapgenFactory { diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index 44083d9d3..fa790677a 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -65,7 +65,7 @@ static FlagDesc flagdesc_mapgen_valleys[] = { MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) + : MapgenBasic(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; @@ -302,7 +302,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Cave creation. if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, large_cave_depth); // Dungeon creation if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) { @@ -692,166 +692,7 @@ int MapgenValleys::generateTerrain() return surface_max_y; } - -MgStoneType MapgenValleys::generateBiomes() -{ - 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 || c_above == c_river_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 || c == c_river_water_source) - && (air_above || !biome))) { - // Both heat and humidity have already been adjusted for altitude. - biome = biomegen->getBiomeAtIndex(index, y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top - + biome->depth_filler - + noise_filler_depth->result[index], 0.f); - 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 - || c_below == c_river_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 == c_river_water_source) { - vm->m_data[vi] = MapNode(biome->c_river_water); - nplaced = depth_top; // Enable 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 MapgenValleys::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 MapgenValleys::generateCaves(s16 max_stone_y) +void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth) { if (max_stone_y < node_min.Y) return; diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h index 0e268c1cf..2ab253430 100644 --- a/src/mapgen_valleys.h +++ b/src/mapgen_valleys.h @@ -85,7 +85,7 @@ struct TerrainNoise { float inter_valley_fill; }; -class MapgenValleys : public Mapgen { +class MapgenValleys : public MapgenBasic { public: MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge); @@ -97,13 +97,9 @@ public: s16 large_cave_depth; private: - EmergeManager *m_emerge; - BiomeManager *bmgr; BiomeGenOriginal *m_bgen; - int ystride; int zstride; - int zstride_1d; float map_gen_limit; @@ -113,11 +109,6 @@ private: s16 cave_water_max_height; s16 lava_max_height; - v3s16 node_min; - v3s16 node_max; - v3s16 full_node_min; - v3s16 full_node_max; - u32 spflags; float altitude_chill; s16 lava_features_lim; @@ -126,10 +117,6 @@ private: float river_size_factor; float *tcave_cache; s16 water_features_lim; - float cave_width; - Noise *noise_filler_depth; - Noise *noise_cave1; - Noise *noise_cave2; Noise *noise_inter_valley_fill; Noise *noise_inter_valley_slope; Noise *noise_rivers; @@ -139,19 +126,13 @@ private: Noise *noise_valley_profile; content_t c_cobble; - content_t c_desert_stone; content_t c_dirt; - content_t c_ice; content_t c_lava_source; content_t c_mossycobble; - content_t c_river_water_source; content_t c_sand; - content_t c_sandstone; content_t c_sandstonebrick; content_t c_stair_cobble; content_t c_stair_sandstonebrick; - content_t c_stone; - content_t c_water_source; float terrainLevelAtPoint(s16 x, s16 z); @@ -161,10 +142,7 @@ private: float terrainLevelFromNoise(TerrainNoise *tn); float adjustedTerrainLevelFromNoise(TerrainNoise *tn); - MgStoneType generateBiomes(); - void dustTopNodes(); - - void generateCaves(s16 max_stone_y); + virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth); }; struct MapgenFactoryValleys : public MapgenFactory { |