aboutsummaryrefslogtreecommitdiff
path: root/src/mapgen_v7.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r--src/mapgen_v7.cpp688
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(&params->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+ noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
+ noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
+ noise_floatland_base = new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
+ noise_float_base_height = new Noise(&params->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(&params->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
- noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
- noise_humidity_blend = new Noise(&params->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(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ridge = new Noise(&params->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)