diff options
author | Vitaliy <silverunicorn2011@yandex.ru> | 2017-11-09 01:56:20 +0300 |
---|---|---|
committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-11-08 23:56:20 +0100 |
commit | 20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch) | |
tree | 67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen_v7.cpp | |
parent | fc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff) | |
download | dragonfireclient-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.xz |
Move files to subdirectories (#6599)
* Move files around
Diffstat (limited to 'src/mapgen_v7.cpp')
-rw-r--r-- | src/mapgen_v7.cpp | 743 |
1 files changed, 0 insertions, 743 deletions
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp deleted file mode 100644 index 404780158..000000000 --- a/src/mapgen_v7.cpp +++ /dev/null @@ -1,743 +0,0 @@ -/* -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 |