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Diffstat (limited to 'src/mapgen_fractal.cpp')
-rw-r--r-- | src/mapgen_fractal.cpp | 746 |
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diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp new file mode 100644 index 000000000..e2e29f875 --- /dev/null +++ b/src/mapgen_fractal.cpp @@ -0,0 +1,746 @@ +/* +Minetest +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +Copyright (C) 2010-2015 paramat, Matt Gregory + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +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" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +#include "content_sao.h" +#include "nodedef.h" +#include "voxelalgorithms.h" +//#include "profiler.h" // For TimeTaker +#include "settings.h" // For g_settings +#include "emerge.h" +#include "dungeongen.h" +#include "cavegen.h" +#include "treegen.h" +#include "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" +#include "mapgen_fractal.h" + + +FlagDesc flagdesc_mapgen_fractal[] = { + {NULL, 0} +}; + +/////////////////////////////////////////////////////////////////////////////////////// + + +MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + this->m_emerge = emerge; + this->bmgr = emerge->biomemgr; + + //// amount of elements to skip for the next index + //// for noise/height/biome maps (not vmanip) + this->ystride = csize.X; + // 1-down overgeneration + this->zstride_1d = csize.X * (csize.Y + 1); + + this->biomemap = new u8[csize.X * csize.Z]; + this->heightmap = new s16[csize.X * csize.Z]; + this->heatmap = NULL; + this->humidmap = NULL; + + MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams; + + this->spflags = sp->spflags; + this->cave_width = sp->cave_width; + this->fractal = sp->fractal; + this->iterations = sp->iterations; + this->scale = sp->scale; + this->offset = sp->offset; + this->slice_w = sp->slice_w; + this->julia_x = sp->julia_x; + this->julia_y = sp->julia_y; + this->julia_z = sp->julia_z; + this->julia_w = sp->julia_w; + + //// 2D terrain noise + noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); + + //// 3D terrain noise + // 1-down overgeneraion + noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); + noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); + + //// Biome noise + noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); + noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); + noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); + + this->formula = fractal / 2 + fractal % 2; + this->julia = fractal % 2 == 0; + + //// Resolve nodes to be used + INodeDefManager *ndef = emerge->ndef; + + c_stone = ndef->getId("mapgen_stone"); + c_water_source = ndef->getId("mapgen_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_ice = ndef->getId("mapgen_ice"); + c_sandstone = ndef->getId("mapgen_sandstone"); + + c_cobble = ndef->getId("mapgen_cobble"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); + c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); + + if (c_ice == CONTENT_IGNORE) + c_ice = CONTENT_AIR; + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_sandstonebrick == CONTENT_IGNORE) + c_sandstonebrick = c_sandstone; + if (c_stair_sandstonebrick == CONTENT_IGNORE) + c_stair_sandstonebrick = c_sandstone; +} + + +MapgenFractal::~MapgenFractal() +{ + delete noise_seabed; + delete noise_filler_depth; + delete noise_cave1; + delete noise_cave2; + + delete noise_heat; + delete noise_humidity; + delete noise_heat_blend; + delete noise_humidity_blend; + + delete[] heightmap; + delete[] biomemap; +} + + +MapgenFractalParams::MapgenFractalParams() +{ + spflags = 0; + cave_width = 0.3; + fractal = 1; + iterations = 11; + scale = v3f(4096.0, 1024.0, 4096.0); + offset = v3f(1.79, 0.0, 0.0); + slice_w = 0.0; + julia_x = 0.33; + julia_y = 0.33; + julia_z = 0.33; + julia_w = 0.33; + + np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0); + np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); + np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0); +} + + +void MapgenFractalParams::readParams(const Settings *settings) +{ + settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal); + settings->getFloatNoEx("mgfractal_cave_width", cave_width); + settings->getU16NoEx("mgfractal_fractal", fractal); + settings->getU16NoEx("mgfractal_iterations", iterations); + settings->getV3FNoEx("mgfractal_scale", scale); + settings->getV3FNoEx("mgfractal_offset", offset); + settings->getFloatNoEx("mgfractal_slice_w", slice_w); + settings->getFloatNoEx("mgfractal_julia_x", julia_x); + settings->getFloatNoEx("mgfractal_julia_y", julia_y); + settings->getFloatNoEx("mgfractal_julia_z", julia_z); + settings->getFloatNoEx("mgfractal_julia_w", julia_w); + + settings->getNoiseParams("mgfractal_np_seabed", np_seabed); + settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgfractal_np_cave1", np_cave1); + settings->getNoiseParams("mgfractal_np_cave2", np_cave2); +} + + +void MapgenFractalParams::writeParams(Settings *settings) const +{ + settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX); + settings->setFloat("mgfractal_cave_width", cave_width); + settings->setU16("mgfractal_fractal", fractal); + settings->setU16("mgfractal_iterations", iterations); + settings->setV3F("mgfractal_scale", scale); + settings->setV3F("mgfractal_offset", offset); + settings->setFloat("mgfractal_slice_w", slice_w); + settings->setFloat("mgfractal_julia_x", julia_x); + settings->setFloat("mgfractal_julia_y", julia_y); + settings->setFloat("mgfractal_julia_z", julia_z); + settings->setFloat("mgfractal_julia_w", julia_w); + + settings->setNoiseParams("mgfractal_np_seabed", np_seabed); + settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgfractal_np_cave1", np_cave1); + settings->setNoiseParams("mgfractal_np_cave2", np_cave2); +} + + +///////////////////////////////////////////////////////////////// + + +int MapgenFractal::getSpawnLevelAtPoint(v2s16 p) +{ + bool solid_below = false; // Dry solid node is present below to spawn on + u8 air_count = 0; // Consecutive air nodes above the dry solid node + s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed); + // Seabed can rise above water_level or might be raised to create dry land + s16 search_start = MYMAX(seabed_level, water_level + 1); + if (seabed_level > water_level) + solid_below = true; + + for (s16 y = search_start; y <= search_start + 128; y++) { + if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node + solid_below = true; + air_count = 0; + } else if (solid_below) { // Air above solid node + air_count++; + if (air_count == 2) + return y - 2; + } + } + + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point +} + + +void MapgenFractal::makeChunk(BlockMakeData *data) +{ + // Pre-conditions + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; + //TimeTaker t("makeChunk"); + + v3s16 blockpos_min = data->blockpos_min; + v3s16 blockpos_max = data->blockpos_max; + node_min = blockpos_min * MAP_BLOCKSIZE; + node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; + full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + + blockseed = getBlockSeed2(full_node_min, seed); + + // Make some noise + calculateNoise(); + + // Generate base terrain, mountains, and ridges with initial heightmaps + s16 stone_surface_max_y = generateTerrain(); + + // Create heightmap + updateHeightmap(node_min, node_max); + + // Create biomemap at heightmap surface + bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, + noise_humidity->result, heightmap, biomemap); + + // Actually place the biome-specific nodes + MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); + + if (flags & MG_CAVES) + generateCaves(stone_surface_max_y); + + if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { + DungeonParams dp; + + dp.np_rarity = nparams_dungeon_rarity; + dp.np_density = nparams_dungeon_density; + dp.np_wetness = nparams_dungeon_wetness; + dp.c_water = c_water_source; + if (stone_type == STONE) { + dp.c_cobble = c_cobble; + dp.c_moss = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.mossratio = 3.0; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0, 0, 0); + dp.notifytype = GENNOTIFY_DUNGEON; + } else if (stone_type == DESERT_STONE) { + dp.c_cobble = c_desert_stone; + dp.c_moss = c_desert_stone; + dp.c_stair = c_desert_stone; + + dp.diagonal_dirs = true; + dp.mossratio = 0.0; + dp.holesize = v3s16(2, 3, 2); + dp.roomsize = v3s16(2, 5, 2); + dp.notifytype = GENNOTIFY_TEMPLE; + } else if (stone_type == SANDSTONE) { + dp.c_cobble = c_sandstonebrick; + dp.c_moss = c_sandstonebrick; + dp.c_stair = c_sandstonebrick; + + dp.diagonal_dirs = false; + dp.mossratio = 0.0; + dp.holesize = v3s16(2, 2, 2); + dp.roomsize = v3s16(2, 0, 2); + dp.notifytype = GENNOTIFY_DUNGEON; + } + + DungeonGen dgen(this, &dp); + dgen.generate(blockseed, full_node_min, full_node_max); + } + + // Generate the registered decorations + if (flags & MG_DECORATIONS) + m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); + + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + + // Sprinkle some dust on top after everything else was generated + dustTopNodes(); + + //printf("makeChunk: %dms\n", t.stop()); + + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + if (flags & MG_LIGHT) + calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), + full_node_min, full_node_max); + + //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, + // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); + + this->generating = false; +} + + +void MapgenFractal::calculateNoise() +{ + //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); + s16 x = node_min.X; + s16 z = node_min.Z; + + noise_seabed->perlinMap2D(x, z); + + // Cave noises are calculated in generateCaves() + // only if solid terrain is present in mapchunk + + noise_filler_depth->perlinMap2D(x, z); + noise_heat->perlinMap2D(x, z); + noise_humidity->perlinMap2D(x, z); + noise_heat_blend->perlinMap2D(x, z); + noise_humidity_blend->perlinMap2D(x, z); + + for (s32 i = 0; i < csize.X * csize.Z; i++) { + noise_heat->result[i] += noise_heat_blend->result[i]; + noise_humidity->result[i] += noise_humidity_blend->result[i]; + } + + heatmap = noise_heat->result; + humidmap = noise_humidity->result; + //printf("calculateNoise: %dus\n", t.stop()); +} + + +bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) +{ + float cx, cy, cz, cw, ox, oy, oz, ow; + + if (julia) { // Julia set + cx = julia_x; + cy = julia_y; + cz = julia_z; + cw = julia_w; + ox = (float)x / scale.X - offset.X; + oy = (float)y / scale.Y - offset.Y; + oz = (float)z / scale.Z - offset.Z; + ow = slice_w; + } else { // Mandelbrot set + cx = (float)x / scale.X - offset.X; + cy = (float)y / scale.Y - offset.Y; + cz = (float)z / scale.Z - offset.Z; + cw = slice_w; + ox = 0.0f; + oy = 0.0f; + oz = 0.0f; + ow = 0.0f; + } + + float nx = 0.0f; + float ny = 0.0f; + float nz = 0.0f; + float nw = 0.0f; + + for (u16 iter = 0; iter < iterations; iter++) { + + if (formula == 1) { // 4D "Roundy" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 2) { // 4D "Squarry" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow - oy * oz) + cw; + } else if (formula == 3) { // 4D "Mandy Cousin" + nx = ox * ox - oy * oy - oz * oz + ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 4) { // 4D "Variation" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz - oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar" + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * ox * oz + cz; + } else if (formula == 6) { // 3D "Christmas Tree" + // Altering the formula here is necessary to avoid division by zero + if (fabs(oz) < 0.000000001f) { + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * oy * ox + cy; + nz = 4.0f * oz * ox + cz; + } else { + float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz)); + nx = ox * ox - oy * oy - oz * oz + cx; + ny = a * (oy * oy - oz * oz) + cy; + nz = a * 2.0f * oy * oz + cz; + } + } else if (formula == 7) { // 3D "Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = ox * ox - oz * oz + cx; + ny = cy; + nz = -2.0f * oz * sqrt(ox * ox) + cz; + } else { + float a = 1.0f - (oz * oz) / (ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz; + } + } else if (formula == 8) { // 3D "Cosine Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = 2.0f * ox * oz + cx; + ny = 4.0f * oy * oz + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } else { + float a = (2.0f * oz) / sqrt(ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } + } else if (formula == 9) { // 4D "Mandelbulb" + float rxy = sqrt(ox * ox + oy * oy); + float rxyz = sqrt(ox * ox + oy * oy + oz * oz); + if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) { + nx = (ox * ox - oy * oy) + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * rxy * oz + cz; + nw = 2.0f * rxyz * ow + cw; + } else { + float a = 1.0f - (ow * ow) / (rxyz * rxyz); + float b = a * (1.0f - (oz * oz) / (rxy * rxy)); + nx = (ox * ox - oy * oy) * b + cx; + ny = 2.0f * ox * oy * b + cy; + nz = -2.0f * rxy * oz * a + cz; + nw = 2.0f * rxyz * ow + cw; + } + } + + if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f) + return false; + + ox = nx; + oy = ny; + oz = nz; + ow = nw; + } + + return true; +} + + +s16 MapgenFractal::generateTerrain() +{ + MapNode n_air(CONTENT_AIR); + MapNode n_stone(c_stone); + MapNode n_water(c_water_source); + + s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index2d = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) { + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) { + if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { + s16 seabed_height = noise_seabed->result[index2d]; + + if (y <= seabed_height || getFractalAtPoint(x, y, z)) { + vm->m_data[vi] = n_stone; + if (y > stone_surface_max_y) + stone_surface_max_y = y; + } else if (y <= water_level) { + vm->m_data[vi] = n_water; + } else { + vm->m_data[vi] = n_air; + } + } + } + index2d -= ystride; + } + index2d += ystride; + } + + return stone_surface_max_y; +} + + +MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map) +{ + v3s16 em = vm->m_area.getExtent(); + u32 index = 0; + MgStoneType stone_type = STONE; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + Biome *biome = NULL; + u16 depth_top = 0; + u16 base_filler = 0; + u16 depth_water_top = 0; + u32 vi = vm->m_area.index(x, node_max.Y, z); + + // Check node at base of mapchunk above, either a node of a previously + // generated mapchunk or if not, a node of overgenerated base terrain. + content_t c_above = vm->m_data[vi + em.X].getContent(); + bool air_above = c_above == CONTENT_AIR; + bool water_above = c_above == c_water_source; + + // If there is air or water above enable top/filler placement, otherwise force + // nplaced to stone level by setting a number exceeding any possible filler depth. + u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; + + + for (s16 y = node_max.Y; y >= node_min.Y; y--) { + content_t c = vm->m_data[vi].getContent(); + + // Biome is recalculated each time an upper surface is detected while + // working down a column. The selected biome then remains in effect for + // all nodes below until the next surface and biome recalculation. + // Biome is recalculated: + // 1. At the surface of stone below air or water. + // 2. At the surface of water below air. + // 3. When stone or water is detected but biome has not yet been calculated. + if ((c == c_stone && (air_above || water_above || !biome)) || + (c == c_water_source && (air_above || !biome))) { + biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); + depth_top = biome->depth_top; + base_filler = 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); + } +} |