aboutsummaryrefslogtreecommitdiff
path: root/doc/fst_api.txt
Commit message (Expand)AuthorAge
* Correct spelling mistakes in documentationrubenwardy2014-08-22
* Add formspec toolkit and refactor mainmenu to use itsapier2014-05-16
> 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177
/*

    This file is a part of the JThread package, which contains some object-
    oriented thread wrappers for different thread implementations.

    Copyright (c) 2000-2006  Jori Liesenborgs (jori.liesenborgs@gmail.com)

    Permission is hereby granted, free of charge, to any person obtaining a
    copy of this software and associated documentation files (the "Software"),
    to deal in the Software without restriction, including without limitation
    the rights to use, copy, modify, merge, publish, distribute, sublicense,
    and/or sell copies of the Software, and to permit persons to whom the
    Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
    THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
    DEALINGS IN THE SOFTWARE.

*/

#include "jthread.h"

#ifndef _WIN32_WCE
	#include <process.h>
#endif // _WIN32_WCE

JThread::JThread()
{
	retval = NULL;
	mutexinit = false;
	running = false;
}

JThread::~JThread()
{
	Kill();
}

int JThread::Start()
{
	if (!mutexinit)
	{
		if (!runningmutex.IsInitialized())
		{
			if (runningmutex.Init() < 0)
				return ERR_JTHREAD_CANTINITMUTEX;
		}
		if (!continuemutex.IsInitialized())
		{
			if (continuemutex.Init() < 0)
				return ERR_JTHREAD_CANTINITMUTEX;
		}
		if (!continuemutex2.IsInitialized())
		{
			if (continuemutex2.Init() < 0)
				return ERR_JTHREAD_CANTINITMUTEX;
		}		mutexinit = true;
	}
	
	runningmutex.Lock();
	if (running)
	{
		runningmutex.Unlock();
		return ERR_JTHREAD_ALREADYRUNNING;
	}
	runningmutex.Unlock();
	
	continuemutex.Lock();
#ifndef _WIN32_WCE
	threadhandle = (HANDLE)_beginthreadex(NULL,0,TheThread,this,0,&threadid);
#else
	threadhandle = CreateThread(NULL,0,TheThread,this,0,&threadid);
#endif // _WIN32_WCE
	if (threadhandle == NULL)
	{
		continuemutex.Unlock();
		return ERR_JTHREAD_CANTSTARTTHREAD;
	}
	
	/* Wait until 'running' is set */

	runningmutex.Lock();			
	while (!running)
	{
		runningmutex.Unlock();
		Sleep(1);
		runningmutex.Lock();
	}
	runningmutex.Unlock();
	
	continuemutex.Unlock();
	
	continuemutex2.Lock();
	continuemutex2.Unlock();
		
	return 0;
}

int JThread::Kill()
{
	runningmutex.Lock();			
	if (!running)
	{
		runningmutex.Unlock();
		return ERR_JTHREAD_NOTRUNNING;
	}
	TerminateThread(threadhandle,0);
	CloseHandle(threadhandle);
	running = false;
	runningmutex.Unlock();
	return 0;
}

bool JThread::IsRunning()
{
	bool r;
	
	runningmutex.Lock();			
	r = running;
	runningmutex.Unlock();
	return r;
}

void *JThread::GetReturnValue()
{
	void *val;
	
	runningmutex.Lock();
	if (running)
		val = NULL;
	else
		val = retval;
	runningmutex.Unlock();
	return val;
}

#ifndef _WIN32_WCE
UINT __stdcall JThread::TheThread(void *param)
#else
DWORD WINAPI JThread::TheThread(void *param)
#endif // _WIN32_WCE
{
	JThread *jthread;
	void *ret;

	jthread = (JThread *)param;
	
	jthread->continuemutex2.Lock();
	jthread->runningmutex.Lock();
	jthread->running = true;
	jthread->runningmutex.Unlock();
	
	jthread->continuemutex.Lock();
	jthread->continuemutex.Unlock();
	
	ret = jthread->Thread();
	
	jthread->runningmutex.Lock();
	jthread->running = false;
	jthread->retval = ret;
	CloseHandle(jthread->threadhandle);
	jthread->runningmutex.Unlock();
	return 0;		
}

void JThread::ThreadStarted()
{
	continuemutex2.Unlock();
}

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_carpathian.h" FlagDesc flagdesc_mapgen_carpathian[] = { {"caverns", MGCARPATHIAN_CAVERNS}, {"rivers", MGCARPATHIAN_RIVERS}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenCarpathian::MapgenCarpathian(MapgenCarpathianParams *params, EmergeManager *emerge) : MapgenBasic(MAPGEN_CARPATHIAN, params, emerge) { base_level = params->base_level; river_width = params->river_width; river_depth = params->river_depth; valley_width = params->valley_width; spflags = params->spflags; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; small_cave_num_min = params->small_cave_num_min; small_cave_num_max = params->small_cave_num_max; large_cave_num_min = params->large_cave_num_min; large_cave_num_max = params->large_cave_num_max; large_cave_flooded = params->large_cave_flooded; cavern_limit = params->cavern_limit; cavern_taper = params->cavern_taper; cavern_threshold = params->cavern_threshold; dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; grad_wl = 1 - water_level; //// 2D Terrain noise noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z); noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z); noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z); noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z); noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z); noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z); noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z); noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z); noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z); noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z); noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z); if (spflags & MGCARPATHIAN_RIVERS) noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z); //// 3D terrain noise // 1 up 1 down overgeneration noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z); //// Cave noise MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; MapgenBasic::np_dungeons = params->np_dungeons; } MapgenCarpathian::~MapgenCarpathian() { delete noise_filler_depth; delete noise_height1; delete noise_height2; delete noise_height3; delete noise_height4; delete noise_hills_terrain; delete noise_ridge_terrain; delete noise_step_terrain; delete noise_hills; delete noise_ridge_mnt; delete noise_step_mnt; if (spflags & MGCARPATHIAN_RIVERS) delete noise_rivers; delete noise_mnt_var; } MapgenCarpathianParams::MapgenCarpathianParams(): np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0), np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0), np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0), np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0), np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0), np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0), np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0), np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0), np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0), np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0), np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0), np_rivers (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 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), np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0), np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0) { } void MapgenCarpathianParams::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian); settings->getFloatNoEx("mgcarpathian_base_level", base_level); settings->getFloatNoEx("mgcarpathian_river_width", river_width); settings->getFloatNoEx("mgcarpathian_river_depth", river_depth); settings->getFloatNoEx("mgcarpathian_valley_width", valley_width); settings->getFloatNoEx("mgcarpathian_cave_width", cave_width); settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth); settings->getU16NoEx("mgcarpathian_small_cave_num_min", small_cave_num_min); settings->getU16NoEx("mgcarpathian_small_cave_num_max", small_cave_num_max); settings->getU16NoEx("mgcarpathian_large_cave_num_min", large_cave_num_min); settings->getU16NoEx("mgcarpathian_large_cave_num_max", large_cave_num_max); settings->getFloatNoEx("mgcarpathian_large_cave_flooded", large_cave_flooded); settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit); settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper); settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold); settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax); settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgcarpathian_np_height1", np_height1); settings->getNoiseParams("mgcarpathian_np_height2", np_height2); settings->getNoiseParams("mgcarpathian_np_height3", np_height3); settings->getNoiseParams("mgcarpathian_np_height4", np_height4); settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain); settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain); settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain); settings->getNoiseParams("mgcarpathian_np_hills", np_hills); settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt); settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt); settings->getNoiseParams("mgcarpathian_np_rivers", np_rivers); settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var); settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1); settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2); settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern); settings->getNoiseParams("mgcarpathian_np_dungeons", np_dungeons); } void MapgenCarpathianParams::writeParams(Settings *settings) const { settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX); settings->setFloat("mgcarpathian_base_level", base_level); settings->setFloat("mgcarpathian_river_width", river_width); settings->setFloat("mgcarpathian_river_depth", river_depth); settings->setFloat("mgcarpathian_valley_width", valley_width); settings->setFloat("mgcarpathian_cave_width", cave_width); settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth); settings->setU16("mgcarpathian_small_cave_num_min", small_cave_num_min); settings->setU16("mgcarpathian_small_cave_num_max", small_cave_num_max); settings->setU16("mgcarpathian_large_cave_num_min", large_cave_num_min); settings->setU16("mgcarpathian_large_cave_num_max", large_cave_num_max); settings->setFloat("mgcarpathian_large_cave_flooded", large_cave_flooded); settings->setS16("mgcarpathian_cavern_limit", cavern_limit); settings->setS16("mgcarpathian_cavern_taper", cavern_taper); settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold); settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin); settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax); settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgcarpathian_np_height1", np_height1); settings->setNoiseParams("mgcarpathian_np_height2", np_height2); settings->setNoiseParams("mgcarpathian_np_height3", np_height3); settings->setNoiseParams("mgcarpathian_np_height4", np_height4); settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain); settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain); settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain); settings->setNoiseParams("mgcarpathian_np_hills", np_hills); settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt); settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt); settings->setNoiseParams("mgcarpathian_np_rivers", np_rivers); settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var); settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1); settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2); settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern); settings->setNoiseParams("mgcarpathian_np_dungeons", np_dungeons); } //////////////////////////////////////////////////////////////////////////////// // Lerp function inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod) { return noise1 + mod * (noise2 - noise1); } // Steps function float MapgenCarpathian::getSteps(float noise) { float w = 0.5f; float k = std::floor(noise / w); float f = (noise - k * w) / w; float s = std::fmin(2.f * f, 1.f); return (k + s) * w; } //////////////////////////////////////////////////////////////////////////////// void MapgenCarpathian::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; 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); // Create a block-specific seed blockseed = getBlockSeed2(full_node_min, seed); // Generate terrain s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap if (flags & MG_BIOMES) { biomegen->calcBiomeNoise(node_min); generateBiomes(); } // Generate tunnels, caverns and large randomwalk caves if (flags & MG_CAVES) { // Generate tunnels first as caverns confuse them generateCavesNoiseIntersection(stone_surface_max_y); // Generate caverns bool near_cavern = false; if (spflags & MGCARPATHIAN_CAVERNS) near_cavern = generateCavernsNoise(stone_surface_max_y); // Generate large randomwalk caves if (near_cavern) // Disable large randomwalk caves in this mapchunk by setting // 'large cave depth' to world base. Avoids excessive liquid in // large caverns and floating blobs of overgenerated liquid. generateCavesRandomWalk(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); else generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); } // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Generate dungeons if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated if (flags & MG_BIOMES) dustTopNodes(); // Update liquids updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting if (flags & MG_LIGHT) { calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); } this->generating = false; } //////////////////////////////////////////////////////////////////////////////// int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p) { // If rivers are enabled, first check if in a river channel if (spflags & MGCARPATHIAN_RIVERS) { float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width; if (river < 0.0f) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed); float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed); float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed); float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed); float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed)); float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed); float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills; float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed)); float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed); float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt)); float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed)); float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed); float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt); float valley = 1.0f; float river = 0.0f; if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) { river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width; if (river <= valley_width) { // Within river valley if (river < 0.0f) { // River channel valley = river; } else { // Valley slopes. // 0 at river edge, 1 at valley edge. float riversc = river / valley_width; // Smoothstep valley = riversc * riversc * (3.0f - 2.0f * riversc); } } } bool solid_below = false; u8 cons_non_solid = 0; // consecutive non-solid nodes for (s16 y = water_level; y <= water_level + 32; y++) { float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed); float hill1 = getLerp(height1, height2, mnt_var); float hill2 = getLerp(height3, height4, mnt_var); float hill3 = getLerp(height3, height2, mnt_var); float hill4 = getLerp(height1, height4, mnt_var); float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4)); float hills = hill_mnt * hilliness; float ridged_mountains = ridge_mnt * hilliness; float step_mountains = step_mnt * hilliness; s32 grad = 1 - y; float mountains = hills + ridged_mountains + step_mountains; float surface_level = base_level + mountains + grad; if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) { if (valley < 0.0f) { // River channel surface_level = std::fmin(surface_level, water_level - std::sqrt(-valley) * river_depth); } else if (surface_level > water_level) { // Valley slopes surface_level = water_level + (surface_level - water_level) * valley; } } if (y < surface_level) { //TODO '<=' fix from generateTerrain() // solid node solid_below = true; cons_non_solid = 0; } else { // non-solid node cons_non_solid++; if (cons_non_solid == 3 && solid_below) return y - 1; } } return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found } //////////////////////////////////////////////////////////////////////////////// int MapgenCarpathian::generateTerrain() { MapNode mn_air(CONTENT_AIR); MapNode mn_stone(c_stone); MapNode mn_water(c_water_source); // Calculate noise for terrain generation noise_height1->perlinMap2D(node_min.X, node_min.Z); noise_height2->perlinMap2D(node_min.X, node_min.Z); noise_height3->perlinMap2D(node_min.X, node_min.Z); noise_height4->perlinMap2D(node_min.X, node_min.Z); noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z); noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z); noise_step_terrain->perlinMap2D(node_min.X, node_min.Z); noise_hills->perlinMap2D(node_min.X, node_min.Z); noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z); noise_step_mnt->perlinMap2D(node_min.X, node_min.Z); noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); if (spflags & MGCARPATHIAN_RIVERS) noise_rivers->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++) { // Hill/Mountain height (hilliness) float height1 = noise_height1->result[index2d]; float height2 = noise_height2->result[index2d]; float height3 = noise_height3->result[index2d]; float height4 = noise_height4->result[index2d]; // Rolling hills float hterabs = std::fabs(noise_hills_terrain->result[index2d]); float n_hills = noise_hills->result[index2d]; float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills; // Ridged mountains float rterabs = std::fabs(noise_ridge_terrain->result[index2d]); float n_ridge_mnt = noise_ridge_mnt->result[index2d]; float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt)); // Step (terraced) mountains float sterabs = std::fabs(noise_step_terrain->result[index2d]); float n_step_mnt = noise_step_mnt->result[index2d]; float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt); // Rivers float valley = 1.0f; float river = 0.0f; if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) { river = std::fabs(noise_rivers->result[index2d]) - river_width; if (river <= valley_width) { // Within river valley if (river < 0.0f) { // River channel valley = river; } else { // Valley slopes. // 0 at river edge, 1 at valley edge. float riversc = river / valley_width; // Smoothstep valley = riversc * riversc * (3.0f - 2.0f * riversc); } } } // Initialise 3D noise index and voxelmanip index to column base u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 vi = vm->m_area.index(x, node_min.Y - 1, z); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, index3d += ystride, VoxelArea::add_y(em, vi, 1)) { if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; // Combine height noises and apply 3D variation float mnt_var = noise_mnt_var->result[index3d]; float hill1 = getLerp(height1, height2, mnt_var); float hill2 = getLerp(height3, height4, mnt_var); float hill3 = getLerp(height3, height2, mnt_var); float hill4 = getLerp(height1, height4, mnt_var); // 'hilliness' determines whether hills/mountains are // small or large float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4)); float hills = hill_mnt * hilliness; float ridged_mountains = ridge_mnt * hilliness; float step_mountains = step_mnt * hilliness; // Gradient & shallow seabed s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y; // Final terrain level float mountains = hills + ridged_mountains + step_mountains; float surface_level = base_level + mountains + grad; // Rivers if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 && river <= valley_width) { if (valley < 0.0f) { // River channel surface_level = std::fmin(surface_level, water_level - std::sqrt(-valley) * river_depth); } else if (surface_level > water_level) { // Valley slopes surface_level = water_level + (surface_level - water_level) * valley; } } if (y < surface_level) { //TODO '<=' vm->m_data[vi] = mn_stone; // Stone if (y > stone_surface_max_y) stone_surface_max_y = y; } else if (y <= water_level) { vm->m_data[vi] = mn_water; // Sea water } else { vm->m_data[vi] = mn_air; // Air } } } return stone_surface_max_y; }