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Diffstat (limited to 'src/mapgen/mapgen_v7.cpp')
-rw-r--r-- | src/mapgen/mapgen_v7.cpp | 743 |
1 files changed, 743 insertions, 0 deletions
diff --git a/src/mapgen/mapgen_v7.cpp b/src/mapgen/mapgen_v7.cpp new file mode 100644 index 000000000..404780158 --- /dev/null +++ b/src/mapgen/mapgen_v7.cpp @@ -0,0 +1,743 @@ +/* +Minetest +Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +Copyright (C) 2014-2017 paramat + +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 "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" +#include "mapgen_v7.h" + + +FlagDesc flagdesc_mapgen_v7[] = { + {"mountains", MGV7_MOUNTAINS}, + {"ridges", MGV7_RIDGES}, + {"floatlands", MGV7_FLOATLANDS}, + {"caverns", MGV7_CAVERNS}, + {NULL, 0} +}; + + +/////////////////////////////////////////////////////////////////////////////// + + +MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) +{ + spflags = params->spflags; + mount_zero_level = params->mount_zero_level; + cave_width = params->cave_width; + large_cave_depth = params->large_cave_depth; + lava_depth = params->lava_depth; + float_mount_density = params->float_mount_density; + floatland_level = params->floatland_level; + shadow_limit = params->shadow_limit; + cavern_limit = params->cavern_limit; + cavern_taper = params->cavern_taper; + cavern_threshold = params->cavern_threshold; + + // This is to avoid a divide-by-zero. + // Parameter will be saved to map_meta.txt in limited form. + params->float_mount_height = MYMAX(params->float_mount_height, 1.0f); + float_mount_height = params->float_mount_height; + + // 2D noise + 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); + + if (spflags & MGV7_MOUNTAINS) + noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); + + if (spflags & MGV7_FLOATLANDS) { + 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); + } + + if (spflags & MGV7_RIDGES) { + noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); + // 3D noise, 1-up 1-down overgeneration + noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); + } + // 3D noise, 1 up, 1 down overgeneration + if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) + noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); + // 3D noise, 1 down overgeneration + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; + MapgenBasic::np_cavern = params->np_cavern; +} + + +MapgenV7::~MapgenV7() +{ + delete noise_terrain_base; + delete noise_terrain_alt; + delete noise_terrain_persist; + delete noise_height_select; + delete noise_filler_depth; + + if (spflags & MGV7_MOUNTAINS) + delete noise_mount_height; + + if (spflags & MGV7_FLOATLANDS) { + delete noise_floatland_base; + delete noise_float_base_height; + } + + if (spflags & MGV7_RIDGES) { + delete noise_ridge_uwater; + delete noise_ridge; + } + + if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) + delete noise_mountain; +} + + +MapgenV7Params::MapgenV7Params(): + np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0), + np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0), + np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0), + np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0), + np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), + np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0), + np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), + np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0), + np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0), + np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0), + np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0), + np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0), + np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), + np_cave2 (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->getS16NoEx("mgv7_mount_zero_level", mount_zero_level); + settings->getFloatNoEx("mgv7_cave_width", cave_width); + settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth); + settings->getS16NoEx("mgv7_lava_depth", lava_depth); + 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->getS16NoEx("mgv7_cavern_limit", cavern_limit); + settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); + settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); + + 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_cavern", np_cavern); + 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->setS16("mgv7_mount_zero_level", mount_zero_level); + settings->setFloat("mgv7_cave_width", cave_width); + settings->setS16("mgv7_large_cave_depth", large_cave_depth); + settings->setS16("mgv7_lava_depth", lava_depth); + 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->setS16("mgv7_cavern_limit", cavern_limit); + settings->setS16("mgv7_cavern_taper", cavern_taper); + settings->setFloat("mgv7_cavern_threshold", cavern_threshold); + + 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_cavern", np_cavern); + settings->setNoiseParams("mgv7_np_cave1", np_cave1); + settings->setNoiseParams("mgv7_np_cave2", np_cave2); +} + + +/////////////////////////////////////////////////////////////////////////////// + + +int MapgenV7::getSpawnLevelAtPoint(v2s16 p) +{ + // If rivers are enabled, first check if in 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 + } + + // Terrain noise 'offset' is the average level of that terrain. + // At least 50% of terrain will be below the higher of base and alt terrain + // 'offset's. + // Raising the maximum spawn level above 'water_level + 16' is necessary + // for when terrain 'offset's are set much higher than water_level. + s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset, + noise_terrain_base->np.offset), + water_level + 16); + // Base terrain calculation + s16 y = baseTerrainLevelAtPoint(p.X, p.Y); + + // If mountains are disabled, terrain level is base terrain level. + // Avoids mid-air spawn where mountain terrain would have been. + if (!(spflags & MGV7_MOUNTAINS)) { + if (y < water_level || y > max_spawn_y) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + + // y + 2 because y is surface level and due to biome 'dust' + return y + 2; + } + + // Search upwards for first node without mountain terrain + int iters = 256; + while (iters > 0 && y <= max_spawn_y) { + if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { + if (y <= water_level || y > max_spawn_y) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + + // y + 1 due to biome 'dust' + return y + 1; + } + y++; + iters--; + } + + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; +} + + +void MapgenV7::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); + + // 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(); + + // Create heightmap + updateHeightmap(node_min, node_max); + + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); + + MgStoneType mgstone_type; + content_t biome_stone; + generateBiomes(&mgstone_type, &biome_stone); + + // Generate caverns, tunnels and classic caves + if (flags & MG_CAVES) { + bool near_cavern = false; + // Generate caverns + if (spflags & MGV7_CAVERNS) + near_cavern = generateCaverns(stone_surface_max_y); + // Generate tunnels and classic caves + if (near_cavern) + // Disable classic caves in this mapchunk by setting + // 'large cave depth' to world base. Avoids excessive liquid in + // large caverns and floating blobs of overgenerated liquid. + generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); + else + generateCaves(stone_surface_max_y, large_cave_depth); + } + + // Generate dungeons + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); + + // 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()); + + // Update liquids + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + // Calculate lighting + // 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, propagate_shadow); + + //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, + // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); + + this->generating = false; +} + + +float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) +{ + float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); + hselect = rangelim(hselect, 0.0, 1.0); + + float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); + + noise_terrain_base->np.persist = persist; + float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); + + noise_terrain_alt->np.persist = persist; + float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); + + if (height_alt > height_base) + return height_alt; + + return (height_base * hselect) + (height_alt * (1.0 - hselect)); +} + + +float MapgenV7::baseTerrainLevelFromMap(int index) +{ + float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); + float height_base = noise_terrain_base->result[index]; + float height_alt = noise_terrain_alt->result[index]; + + if (height_alt > height_base) + return height_alt; + + return (height_base * hselect) + (height_alt * (1.0 - hselect)); +} + + +bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z) +{ + float mnt_h_n = + MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f); + float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n); + float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); + + return mnt_n + density_gradient >= 0.0; +} + + +bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) +{ + float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f); + float density_gradient = -((float)(y - mount_zero_level) / mounthn); + float mountn = noise_mountain->result[idx_xyz]; + + return mountn + density_gradient >= 0.0; +} + + +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 = + MYMAX(noise_float_base_height->result[idx_xz], 1.0f); + 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 + const v3s16 &em = vm->m_area.getExtent(); + 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 x = node_min.X; x <= node_max.X; x++, index2d++) { + s16 surface_y = baseTerrainLevelFromMap(index2d); + 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); + + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { + if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { + if (y <= surface_y) { + vm->m_data[vi] = n_stone; // Base terrain + } 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; // 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; + } + } + vm->m_area.add_y(em, vi, 1); + index3d += ystride; + } + } + + return stone_surface_max_y; +} + + +void MapgenV7::generateRidgeTerrain() +{ + if (node_max.Y < water_level - 16 || + ((spflags & MGV7_FLOATLANDS) && 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; + float width = 0.2; + + 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++, index++, vi++) { + int j = (z - node_min.Z) * csize.X + (x - node_min.X); + + float uwatern = noise_ridge_uwater->result[j] * 2; + if (fabs(uwatern) > width) + continue; + + float altitude = y - water_level; + float height_mod = (altitude + 17) / 2.5; + float width_mod = width - fabs(uwatern); + float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0; + + if (nridge + width_mod * height_mod < 0.6) + continue; + + vm->m_data[vi] = (y > water_level) ? n_air : n_water; + } + } +} + + +//////////////////////////////////////////////////////////////////////////////// +//// 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) +{ + MapNode n_stone(c_stone); + u32 j = 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++) { + int index = (z - node_min.Z) * csize.X + (x - node_min.X); + content_t c = vm->m_data[vi].getContent(); + + if (getMountainTerrainFromMap(j, index, y) + && (c == CONTENT_AIR || c == c_water_source)) { + vm->m_data[vi] = n_stone; + if (y > ymax) + ymax = y; + } + + vi++; + j++; + } + } + + return ymax; +} +#endif + + +#if 0 +void MapgenV7::carveRivers() { + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone); + u32 index = 0; + + int river_depth = 4; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index++) { + float terrain_mod = noise_terrain_mod->result[index]; + NoiseParams *np = noise_terrain_river->np; + np.persist = noise_terrain_persist->result[index]; + float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); + float height = terrain_river * (1 - abs(terrain_mod)) * + noise_terrain_river->np.scale; + height = log(height * height); //log(h^3) is pretty interesting for terrain + + s16 y = heightmap[index]; + if (height < 1.0 && y > river_depth && + y - river_depth >= node_min.Y && y <= node_max.Y) { + + for (s16 ry = y; ry != y - river_depth; ry--) { + u32 vi = vm->m_area.index(x, ry, z); + vm->m_data[vi] = n_air; + } + + u32 vi = vm->m_area.index(x, y - river_depth, z); + vm->m_data[vi] = n_water_source; + } + } +} +#endif + + +#if 0 +void MapgenV7::addTopNodes() +{ + v3s16 em = vm->m_area.getExtent(); + s16 ntopnodes; + 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 = bmgr->biomes[biomemap[index]]; + + //////////////////// First, add top nodes below the ridge + s16 y = ridge_heightmap[index]; + + // This cutoff is good enough, but not perfect. + // It will cut off potentially placed top nodes at chunk boundaries + if (y < node_min.Y) + continue; + if (y > node_max.Y) { + y = node_max.Y; // Let's see if we can still go downward anyway + u32 vi = vm->m_area.index(x, y, z); + content_t c = vm->m_data[vi].getContent(); + if (ndef->get(c).walkable) + continue; + } + + // N.B. It is necessary to search downward since ridge_heightmap[i] + // might not be the actual height, just the lowest part in the chunk + // where a ridge had been carved + u32 i = vm->m_area.index(x, y, z); + for (; y >= node_min.Y; y--) { + content_t c = vm->m_data[i].getContent(); + if (ndef->get(c).walkable) + break; + vm->m_area.add_y(em, i, -1); + } + + if (y != node_min.Y - 1 && y >= water_level) { + ridge_heightmap[index] = y; //update ridgeheight + ntopnodes = biome->top_depth; + for (; y <= node_max.Y && ntopnodes; y++) { + ntopnodes--; + vm->m_data[i] = MapNode(biome->c_top); + vm->m_area.add_y(em, i, 1); + } + // If dirt, grow grass on it. + if (y > water_level - 10 && + vm->m_data[i].getContent() == CONTENT_AIR) { + vm->m_area.add_y(em, i, -1); + if (vm->m_data[i].getContent() == c_dirt) + vm->m_data[i] = MapNode(c_dirt_with_grass); + } + } + + //////////////////// Now, add top nodes on top of the ridge + y = heightmap[index]; + if (y > node_max.Y) { + y = node_max.Y; // Let's see if we can still go downward anyway + u32 vi = vm->m_area.index(x, y, z); + content_t c = vm->m_data[vi].getContent(); + if (ndef->get(c).walkable) + continue; + } + + i = vm->m_area.index(x, y, z); + for (; y >= node_min.Y; y--) { + content_t c = vm->m_data[i].getContent(); + if (ndef->get(c).walkable) + break; + vm->m_area.add_y(em, i, -1); + } + + if (y != node_min.Y - 1) { + ntopnodes = biome->top_depth; + // Let's see if we've already added it... + if (y == ridge_heightmap[index] + ntopnodes - 1) + continue; + + for (; y <= node_max.Y && ntopnodes; y++) { + ntopnodes--; + vm->m_data[i] = MapNode(biome->c_top); + vm->m_area.add_y(em, i, 1); + } + // If dirt, grow grass on it. + if (y > water_level - 10 && + vm->m_data[i].getContent() == CONTENT_AIR) { + vm->m_area.add_y(em, i, -1); + if (vm->m_data[i].getContent() == c_dirt) + vm->m_data[i] = MapNode(c_dirt_with_grass); + } + } + } +} +#endif |