diff options
Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r-- | src/mapgen_v7.cpp | 688 |
1 files changed, 214 insertions, 474 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 9fb65f577..04a9e3c16 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -41,89 +41,44 @@ with this program; if not, write to the Free Software Foundation, Inc., FlagDesc flagdesc_mapgen_v7[] = { - {"mountains", MGV7_MOUNTAINS}, - {"ridges", MGV7_RIDGES}, - {NULL, 0} + {"mountains", MGV7_MOUNTAINS}, + {"ridges", MGV7_RIDGES}, + {"floatlands", MGV7_FLOATLANDS}, + {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// -MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) { - this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; - - //// amount of elements to skip for the next index - //// for noise/height/biome maps (not vmanip) - this->ystride = csize.X; - // 1-up 1-down overgeneration - this->zstride_1u1d = csize.X * (csize.Y + 2); - // 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; - this->ridge_heightmap = new s16[csize.X * csize.Z]; - - MapgenV7Params *sp = (MapgenV7Params *)params->sparams; - - this->spflags = sp->spflags; - this->cave_width = sp->cave_width; + this->spflags = params->spflags; + this->cave_width = params->cave_width; + this->float_mount_density = params->float_mount_density; + this->float_mount_height = params->float_mount_height; + this->floatland_level = params->floatland_level; + this->shadow_limit = params->shadow_limit; //// Terrain noise - noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z); - noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z); - noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z); - noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z); - noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z); + noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); + noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); + noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); + noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); + noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); + noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z); + noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z); //// 3d terrain noise // 1-up 1-down overgeneration - noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); - noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); - // 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); - - //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - - c_stone = ndef->getId("mapgen_stone"); - c_water_source = ndef->getId("mapgen_water_source"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_desert_stone = ndef->getId("mapgen_desert_stone"); - c_ice = ndef->getId("mapgen_ice"); - c_sandstone = ndef->getId("mapgen_sandstone"); - - c_cobble = ndef->getId("mapgen_cobble"); - c_stair_cobble = ndef->getId("mapgen_stair_cobble"); - c_mossycobble = ndef->getId("mapgen_mossycobble"); - c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); - c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); - - if (c_ice == CONTENT_IGNORE) - c_ice = CONTENT_AIR; - if (c_mossycobble == CONTENT_IGNORE) - c_mossycobble = c_cobble; - if (c_stair_cobble == CONTENT_IGNORE) - c_stair_cobble = c_cobble; - if (c_sandstonebrick == CONTENT_IGNORE) - c_sandstonebrick = c_sandstone; - if (c_stair_sandstonebrick == CONTENT_IGNORE) - c_stair_sandstonebrick = c_sandstone; + noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); + noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); + + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; } @@ -136,76 +91,85 @@ MapgenV7::~MapgenV7() delete noise_filler_depth; delete noise_mount_height; delete noise_ridge_uwater; + delete noise_floatland_base; + delete noise_float_base_height; delete noise_mountain; delete noise_ridge; - delete noise_cave1; - delete noise_cave2; - - delete noise_heat; - delete noise_humidity; - delete noise_heat_blend; - delete noise_humidity_blend; - - delete[] ridge_heightmap; - delete[] heightmap; - delete[] biomemap; } MapgenV7Params::MapgenV7Params() { - spflags = MGV7_MOUNTAINS | MGV7_RIDGES; - cave_width = 0.3; - - np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0); - np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0); - np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0); - np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0); - np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); - np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0); - np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0); - np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0); - np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); - np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0); - np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0); + spflags = MGV7_MOUNTAINS | MGV7_RIDGES; + cave_width = 0.09; + float_mount_density = 0.6; + float_mount_height = 128.0; + floatland_level = 1280; + shadow_limit = 1024; + + np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0); + np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0); + np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0); + np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0); + np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); + np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0); + np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0); + np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0); + np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0); + np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0); + np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); + np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); } void MapgenV7Params::readParams(const Settings *settings) { - settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); - settings->getFloatNoEx("mgv7_cave_width", cave_width); - - settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->getNoiseParams("mgv7_np_height_select", np_height_select); - settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->getNoiseParams("mgv7_np_mountain", np_mountain); - settings->getNoiseParams("mgv7_np_ridge", np_ridge); - settings->getNoiseParams("mgv7_np_cave1", np_cave1); - settings->getNoiseParams("mgv7_np_cave2", np_cave2); + settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); + settings->getFloatNoEx("mgv7_cave_width", cave_width); + settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density); + settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height); + settings->getS16NoEx("mgv7_floatland_level", floatland_level); + settings->getS16NoEx("mgv7_shadow_limit", shadow_limit); + + settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->getNoiseParams("mgv7_np_height_select", np_height_select); + settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base); + settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height); + settings->getNoiseParams("mgv7_np_mountain", np_mountain); + settings->getNoiseParams("mgv7_np_ridge", np_ridge); + settings->getNoiseParams("mgv7_np_cave1", np_cave1); + settings->getNoiseParams("mgv7_np_cave2", np_cave2); } void MapgenV7Params::writeParams(Settings *settings) const { - settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX); - settings->setFloat("mgv7_cave_width", cave_width); - - settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->setNoiseParams("mgv7_np_height_select", np_height_select); - settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->setNoiseParams("mgv7_np_mountain", np_mountain); - settings->setNoiseParams("mgv7_np_ridge", np_ridge); - settings->setNoiseParams("mgv7_np_cave1", np_cave1); - settings->setNoiseParams("mgv7_np_cave2", np_cave2); + settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX); + settings->setFloat("mgv7_cave_width", cave_width); + settings->setFloat("mgv7_float_mount_density", float_mount_density); + settings->setFloat("mgv7_float_mount_height", float_mount_height); + settings->setS16("mgv7_floatland_level", floatland_level); + settings->setS16("mgv7_shadow_limit", shadow_limit); + + settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->setNoiseParams("mgv7_np_height_select", np_height_select); + settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base); + settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height); + settings->setNoiseParams("mgv7_np_mountain", np_mountain); + settings->setNoiseParams("mgv7_np_ridge", np_ridge); + settings->setNoiseParams("mgv7_np_cave1", np_cave1); + settings->setNoiseParams("mgv7_np_cave2", np_cave2); } @@ -217,17 +181,27 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p) // Base terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); - // Ridge/river terrain calculation - float width = 0.2; - float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; - // if inside a river this is an unsuitable spawn point - if (fabs(uwatern) <= width) - return MAX_MAP_GENERATION_LIMIT; + // If enabled, check if inside a river + if (spflags & MGV7_RIDGES) { + float width = 0.2; + float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; + if (fabs(uwatern) <= width) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + } + + // If mountains are disabled, terrain level is base terrain level + // Avoids spawn on non-existant mountain terrain + if (!(spflags & MGV7_MOUNTAINS)) { + if (y <= water_level || y > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + else + return y; + } // Mountain terrain calculation int iters = 128; while (iters--) { - if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level + if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above if (y <= water_level || y > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else @@ -236,7 +210,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p) y++; } - // Unsuitable spawn point, no ground surface found + // Unsuitable spawn point, no mountain surface found return MAX_MAP_GENERATION_LIMIT; } @@ -267,70 +241,26 @@ void MapgenV7::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Make some noise - calculateNoise(); - - // Generate terrain and ridges with initial heightmaps + // Generate base and mountain terrain + // An initial heightmap is no longer created here for use in generateRidgeTerrain() s16 stone_surface_max_y = generateTerrain(); + // Generate rivers if (spflags & MGV7_RIDGES) generateRidgeTerrain(); - // Update heightmap to include mountain terrain + // Create heightmap updateHeightmap(node_min, node_max); - // Create biomemap at heightmap surface - bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, - noise_humidity->result, heightmap, biomemap); - - // Actually place the biome-specific nodes - MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); + MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); - - if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { - DungeonParams dp; - - dp.np_rarity = nparams_dungeon_rarity; - dp.np_density = nparams_dungeon_density; - dp.np_wetness = nparams_dungeon_wetness; - dp.c_water = c_water_source; - if (stone_type == STONE) { - dp.c_cobble = c_cobble; - dp.c_moss = c_mossycobble; - dp.c_stair = c_stair_cobble; - - dp.diagonal_dirs = false; - dp.mossratio = 3.0; - dp.holesize = v3s16(1, 2, 1); - dp.roomsize = v3s16(0, 0, 0); - dp.notifytype = GENNOTIFY_DUNGEON; - } else if (stone_type == DESERT_STONE) { - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; - - dp.diagonal_dirs = true; - dp.mossratio = 0.0; - dp.holesize = v3s16(2, 3, 2); - dp.roomsize = v3s16(2, 5, 2); - dp.notifytype = GENNOTIFY_TEMPLE; - } else if (stone_type == SANDSTONE) { - dp.c_cobble = c_sandstonebrick; - dp.c_moss = c_sandstonebrick; - dp.c_stair = c_sandstonebrick; - - dp.diagonal_dirs = false; - dp.mossratio = 0.0; - dp.holesize = v3s16(2, 2, 2); - dp.roomsize = v3s16(2, 0, 2); - dp.notifytype = GENNOTIFY_DUNGEON; - } + generateCaves(stone_surface_max_y, water_level); - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); - } + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations if (flags & MG_DECORATIONS) @@ -346,9 +276,13 @@ void MapgenV7::makeChunk(BlockMakeData *data) updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + // Limit floatland shadow + bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) && + node_min.Y <= shadow_limit && node_max.Y >= shadow_limit); + if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), - full_node_min, full_node_max); + full_node_min, full_node_max, propagate_shadow); //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); @@ -357,62 +291,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) } -void MapgenV7::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - s16 x = node_min.X; - s16 y = node_min.Y - 1; - s16 z = node_min.Z; - - noise_terrain_persist->perlinMap2D(x, z); - float *persistmap = noise_terrain_persist->result; - - noise_terrain_base->perlinMap2D(x, z, persistmap); - noise_terrain_alt->perlinMap2D(x, z, persistmap); - noise_height_select->perlinMap2D(x, z); - - if (spflags & MGV7_MOUNTAINS) { - noise_mountain->perlinMap3D(x, y, z); - noise_mount_height->perlinMap2D(x, z); - } - - if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { - noise_ridge->perlinMap3D(x, y, z); - noise_ridge_uwater->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()); -} - - -Biome *MapgenV7::getBiomeAtPoint(v3s16 p) -{ - float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) + - NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed); - float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) + - NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed); - s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); - - return bmgr->getBiome(heat, humidity, groundlevel); -} - - float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); @@ -466,26 +344,94 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) } +bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y) +{ + // Make rim 2 nodes thick to match floatland base terrain + float density_gradient = (y >= floatland_level) ? + -pow((float)(y - floatland_level) / float_mount_height, 0.75f) : + -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f); + + float floatn = noise_mountain->result[idx_xyz] + float_mount_density; + + return floatn + density_gradient >= 0.0f; +} + + +void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz) +{ + // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT + s16 base_min = MAX_MAP_GENERATION_LIMIT + 1; + s16 base_max = MAX_MAP_GENERATION_LIMIT; + + float n_base = noise_floatland_base->result[idx_xz]; + if (n_base > 0.0f) { + float n_base_height = noise_float_base_height->result[idx_xz]; + float amp = n_base * n_base_height; + float ridge = n_base_height / 3.0f; + base_min = floatland_level - amp / 1.5f; + + if (amp > ridge * 2.0f) { + // Lake bed + base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f; + } else { + // Hills and ridges + float diff = fabs(amp - ridge) / ridge; + // Smooth ridges using the 'smoothstep function' + float smooth_diff = diff * diff * (3.0f - 2.0f * diff); + base_max = floatland_level + ridge - smooth_diff * ridge; + } + } + + *float_base_min = base_min; + *float_base_max = base_max; +} + + int MapgenV7::generateTerrain() { MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); + //// Calculate noise for terrain generation + noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z); + float *persistmap = noise_terrain_persist->result; + + noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap); + noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); + noise_height_select->perlinMap2D(node_min.X, node_min.Z); + + if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) { + noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + } + + if (spflags & MGV7_MOUNTAINS) { + noise_mount_height->perlinMap2D(node_min.X, node_min.Z); + } + + if (spflags & MGV7_FLOATLANDS) { + noise_floatland_base->perlinMap2D(node_min.X, node_min.Z); + noise_float_base_height->perlinMap2D(node_min.X, node_min.Z); + } + + //// Place nodes v3s16 em = vm->m_area.getExtent(); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; - bool mountain_flag = spflags & MGV7_MOUNTAINS; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { s16 surface_y = baseTerrainLevelFromMap(index2d); - heightmap[index2d] = surface_y; // Create base terrain heightmap - ridge_heightmap[index2d] = surface_y; - if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; + // Get extent of floatland base terrain + // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT + s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1; + s16 float_base_max = MAX_MAP_GENERATION_LIMIT; + if (spflags & MGV7_FLOATLANDS) + floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d); + u32 vi = vm->m_area.index(x, node_min.Y - 1, z); u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); @@ -493,13 +439,21 @@ int MapgenV7::generateTerrain() if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { if (y <= surface_y) { vm->m_data[vi] = n_stone; // Base terrain - } else if (mountain_flag && + } else if ((spflags & MGV7_MOUNTAINS) && getMountainTerrainFromMap(index3d, index2d, y)) { vm->m_data[vi] = n_stone; // Mountain terrain if (y > stone_surface_max_y) stone_surface_max_y = y; + } else if ((spflags & MGV7_FLOATLANDS) && + ((y >= float_base_min && y <= float_base_max) || + getFloatlandMountainFromMap(index3d, index2d, y))) { + vm->m_data[vi] = n_stone; // Floatland terrain + stone_surface_max_y = node_max.Y; } else if (y <= water_level) { - vm->m_data[vi] = n_water; + vm->m_data[vi] = n_water; // Ground level water + } else if ((spflags & MGV7_FLOATLANDS) && + (y >= float_base_max && y <= floatland_level)) { + vm->m_data[vi] = n_water; // Floatland water } else { vm->m_data[vi] = n_air; } @@ -515,9 +469,12 @@ int MapgenV7::generateTerrain() void MapgenV7::generateRidgeTerrain() { - if (node_max.Y < water_level - 16) + if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit)) return; + noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); + MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; @@ -529,9 +486,6 @@ void MapgenV7::generateRidgeTerrain() for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { int j = (z - node_min.Z) * csize.X + (x - node_min.X); - if (heightmap[j] < water_level - 16) // Use base terrain heightmap - continue; - float uwatern = noise_ridge_uwater->result[j] * 2; if (fabs(uwatern) > width) continue; @@ -544,233 +498,19 @@ void MapgenV7::generateRidgeTerrain() if (nridge + width_mod * height_mod < 0.6) continue; - if (y < ridge_heightmap[j]) - ridge_heightmap[j] = y - 1; - vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } -MgStoneType MapgenV7::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 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) |