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-rw-r--r--src/mapgen_v7.cpp115
1 files changed, 74 insertions, 41 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index 8aad37f73..efcf78672 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
+#include "cavegen.h"
#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"
@@ -114,7 +115,23 @@ MapgenV7::~MapgenV7() {
int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
- return 20;
+ s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
+ float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
+ float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
+ Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
+
+ s16 y = groundlevel;
+ if (y > water_level) {
+ int iters = 1024; // don't even bother iterating more than 1024 times..
+ while (iters--) {
+ float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
+ if (ridgenoise * (float)(y * y) < 15.0)
+ break;
+ y--;
+ }
+ }
+
+ return y + b->top_depth;
}
@@ -142,7 +159,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- //blockseed = emerge->getBlockSeed(full_node_min);
+ blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
// Make some noise
calculateNoise();
@@ -163,14 +180,13 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
c_sand = ndef->getId("mapgen_sand");
c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
generateTerrain();
carveRidges();
- //carveRivers();
+ generateCaves(stone_surface_max_y);
addTopNodes();
- growGrass();
-
//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
if (flags & MG_DUNGEONS) {
@@ -189,7 +205,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
- //setLighting(node_min, node_max, 0xFF);
+ //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+ // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
@@ -252,7 +269,7 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
}
-float MapgenV7::baseTerrainLevelFromMap(int index) {
+float MapgenV7::baseTerrainLevelFromMap(int index) {
float terrain_mod = noise_terrain_mod->result[index];
float hselect = noise_height_select->result[index];
float terrain_base = noise_terrain_base->result[index];
@@ -395,10 +412,12 @@ 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++) {
- // First, add top nodes below the ridge
+ 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.
@@ -408,7 +427,8 @@ void MapgenV7::addTopNodes() {
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);
- if (vm->m_data[vi].getContent() != CONTENT_AIR)
+ content_t c = vm->m_data[vi].getContent();
+ if (ndef->get(c).walkable)
continue;
}
@@ -417,14 +437,13 @@ void MapgenV7::addTopNodes() {
// where a ridge had been carved
u32 i = vm->m_area.index(x, y, z);
for (; y >= node_min.Y; y--) {
- if (vm->m_data[i].getContent() != CONTENT_AIR)
+ content_t c = vm->m_data[i].getContent();
+ if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
- Biome *biome = bmgr->biomes[biomemap[index]];
-
- if (y != node_min.Y - 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++) {
@@ -432,15 +451,28 @@ void MapgenV7::addTopNodes() {
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
- //heightmap[index] = y;
+ // If dirt, grow grass on it.
+ if (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
+ //////////////////// 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--) {
- if (vm->m_data[i].getContent() != CONTENT_AIR)
+ content_t c = vm->m_data[i].getContent();
+ if (ndef->get(c).walkable)
break;
vm->m_area.add_y(em, i, -1);
}
@@ -456,35 +488,36 @@ void MapgenV7::addTopNodes() {
vm->m_data[i] = MapNode(biome->c_top);
vm->m_area.add_y(em, i, 1);
}
+ // If dirt, grow grass on it.
+ if (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);
+ }
}
}
}
-void MapgenV7::growGrass() {
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++) {
- // Find the lowest surface to which enough light ends up to make
- // grass grow. Basically just wait until not air and not leaves.
- s16 surface_y = 0;
- {
- v3s16 em = vm->m_area.getExtent();
- u32 i = vm->m_area.index(x, node_max.Y, z);
- s16 y;
- // Go to ground level
- for (y = node_max.Y; y >= node_min.Y; y--) {
- MapNode &n = vm->m_data[i];
- if (ndef->get(n).param_type != CPT_LIGHT ||
- ndef->get(n).liquid_type != LIQUID_NONE)
- break;
- vm->m_area.add_y(em, i, -1);
- }
- surface_y = (y >= node_min.Y) ? y : node_min.Y;
- }
+#include "mapgen_v6.h"
+void MapgenV7::generateCaves(int max_stone_y) {
+ PseudoRandom ps(blockseed + 21343);
+ PseudoRandom ps2(blockseed + 1032);
- u32 i = vm->m_area.index(x, surface_y, z);
- MapNode *n = &vm->m_data[i];
- if (n->getContent() == c_dirt && surface_y >= water_level - 20)
- n->setContent(c_dirt_with_grass);
+ int volume_nodes = (node_max.X - node_min.X + 1) *
+ (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+ float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
+ node_min.X, node_min.Y, seed);
+
+ u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
+ for (u32 i = 0; i < caves_count; i++) {
+ CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
+ cave.makeCave(node_min, node_max, max_stone_y);
}
+
+ u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
+ cave.makeCave(node_min, node_max, max_stone_y);
+ }
}