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	Conf.example: Add mgv7 cave1, cave2 noiseparams Mgv7: Make skipping of mountain code relative to y=0 not water level Mountain noise offset now -0.6 to compensate Tune chance of large caves
		
			
				
	
	
		
			800 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			800 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| 
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| #include "mapgen.h"
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| #include "voxel.h"
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| #include "noise.h"
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| #include "mapblock.h"
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| #include "mapnode.h"
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| #include "map.h"
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| #include "content_sao.h"
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| #include "nodedef.h"
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| #include "voxelalgorithms.h"
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| #include "profiler.h"
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| #include "settings.h" // For g_settings
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| #include "main.h" // For g_profiler
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| #include "emerge.h"
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| #include "dungeongen.h"
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| #include "cavegen.h"
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| #include "treegen.h"
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| #include "mg_biome.h"
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| #include "mg_ore.h"
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| #include "mg_decoration.h"
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| #include "mapgen_v7.h"
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| 
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| 
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| FlagDesc flagdesc_mapgen_v7[] = {
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| 	{"mountains", MGV7_MOUNTAINS},
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| 	{"ridges",    MGV7_RIDGES},
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| 	{NULL,        0}
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| };
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| 
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| ///////////////////////////////////////////////////////////////////////////////
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| 
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| 
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| MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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| 	: Mapgen(mapgenid, params, emerge)
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| {
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| 	this->m_emerge = emerge;
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| 	this->bmgr     = emerge->biomemgr;
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| 
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| 	//// amount of elements to skip for the next index
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| 	//// for noise/height/biome maps (not vmanip)
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| 	this->ystride = csize.X;
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| 	this->zstride = csize.X * csize.Y;
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| 
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| 	this->biomemap  = new u8[csize.X * csize.Z];
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| 	this->heightmap = new s16[csize.X * csize.Z];
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| 	this->ridge_heightmap = new s16[csize.X * csize.Z];
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| 
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| 	MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
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| 	this->spflags = sp->spflags;
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| 
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| 	//// Terrain noise
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| 	noise_terrain_base    = new Noise(&sp->np_terrain_base,    seed, csize.X, csize.Z);
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| 	noise_terrain_alt     = new Noise(&sp->np_terrain_alt,     seed, csize.X, csize.Z);
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| 	noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
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| 	noise_height_select   = new Noise(&sp->np_height_select,   seed, csize.X, csize.Z);
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| 	noise_filler_depth    = new Noise(&sp->np_filler_depth,    seed, csize.X, csize.Z);
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| 	noise_mount_height    = new Noise(&sp->np_mount_height,    seed, csize.X, csize.Z);
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| 	noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
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| 
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| 	//// 3d terrain noise
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| 	noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
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| 	noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
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| 	noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y, csize.Z);
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| 	noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y, csize.Z);
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| 
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| 	//// Biome noise
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| 	noise_heat     = new Noise(¶ms->np_biome_heat,     seed, csize.X, csize.Z);
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| 	noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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| 
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| 	//// Resolve nodes to be used
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| 	INodeDefManager *ndef = emerge->ndef;
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| 
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| 	c_stone           = ndef->getId("mapgen_stone");
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| 	c_dirt            = ndef->getId("mapgen_dirt");
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| 	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
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| 	c_sand            = ndef->getId("mapgen_sand");
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| 	c_water_source    = ndef->getId("mapgen_water_source");
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| 	c_lava_source     = ndef->getId("mapgen_lava_source");
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| 	c_ice             = ndef->getId("default:ice");
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| 	if (c_ice == CONTENT_IGNORE)
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| 		c_ice = CONTENT_AIR;
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| }
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| 
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| 
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| MapgenV7::~MapgenV7()
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| {
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| 	delete noise_terrain_base;
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| 	delete noise_terrain_persist;
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| 	delete noise_height_select;
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| 	delete noise_terrain_alt;
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| 	delete noise_filler_depth;
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| 	delete noise_mount_height;
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| 	delete noise_ridge_uwater;
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| 	delete noise_mountain;
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| 	delete noise_ridge;
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| 	delete noise_cave1;
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| 	delete noise_cave2;
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| 
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| 	delete noise_heat;
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| 	delete noise_humidity;
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| 
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| 	delete[] ridge_heightmap;
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| 	delete[] heightmap;
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| 	delete[] biomemap;
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| }
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| 
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| 
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| MapgenV7Params::MapgenV7Params()
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| {
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| 	spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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| 
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| 	np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
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| 	np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
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| 	np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
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| 	np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
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| 	np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
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| 	np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
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| 	np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
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| 	np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
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| 	np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
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| 	np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
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| 	np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
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| }
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| 
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| 
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| void MapgenV7Params::readParams(Settings *settings)
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| {
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| 	settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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| 
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| 	settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
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| 	settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
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| 	settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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| 	settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
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| 	settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
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| 	settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
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| 	settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
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| 	settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
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| 	settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
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| 	settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
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| 	settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
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| }
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| 
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| 
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| void MapgenV7Params::writeParams(Settings *settings)
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| {
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| 	settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
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| 
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| 	settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
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| 	settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
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| 	settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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| 	settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
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| 	settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
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| 	settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
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| 	settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
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| 	settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
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| 	settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
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| 	settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
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| 	settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
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| }
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| 
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| 
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| ///////////////////////////////////////
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| 
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| 
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| int MapgenV7::getGroundLevelAtPoint(v2s16 p)
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| {
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| 	// Base terrain calculation
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| 	s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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| 
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| 	// Ridge/river terrain calculation
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| 	float width = 0.2;
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| 	float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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| 	// actually computing the depth of the ridge is much more expensive;
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| 	// if inside a river, simply guess
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| 	if (fabs(uwatern) <= width)
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| 		return water_level - 10;
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| 
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| 	// Mountain terrain calculation
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| 	int iters = 128; // don't even bother iterating more than 128 times..
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| 	while (iters--) {
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| 		//current point would have been air
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| 		if (!getMountainTerrainAtPoint(p.X, y, p.Y))
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| 			return y;
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| 
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| 		y++;
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| 	}
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| 
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| 	return y;
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| }
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| 
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| 
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| void MapgenV7::makeChunk(BlockMakeData *data)
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| {
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| 	assert(data->vmanip);
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| 	assert(data->nodedef);
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| 	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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| 		   data->blockpos_requested.Y >= data->blockpos_min.Y &&
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| 		   data->blockpos_requested.Z >= data->blockpos_min.Z);
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| 	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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| 		   data->blockpos_requested.Y <= data->blockpos_max.Y &&
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| 		   data->blockpos_requested.Z <= data->blockpos_max.Z);
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| 
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| 	this->generating = true;
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| 	this->vm   = data->vmanip;
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| 	this->ndef = data->nodedef;
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| 	//TimeTaker t("makeChunk");
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| 
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| 	v3s16 blockpos_min = data->blockpos_min;
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| 	v3s16 blockpos_max = data->blockpos_max;
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| 	node_min = blockpos_min * MAP_BLOCKSIZE;
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| 	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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| 	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 
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| 	blockseed = getBlockSeed2(full_node_min, seed);
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| 
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| 	// Make some noise
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| 	calculateNoise();
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| 
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| 	// Generate base terrain, mountains, and ridges with initial heightmaps
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| 	s16 stone_surface_max_y = generateTerrain();
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| 
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| 	updateHeightmap(node_min, node_max);
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| 
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| 	// Calculate biomes
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| 	bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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| 		noise_humidity->result, heightmap, biomemap);
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| 
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| 	// Actually place the biome-specific nodes and what not
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| 	generateBiomes();
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| 
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| 	if (flags & MG_CAVES)
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| 		generateCaves(stone_surface_max_y);
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| 
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| 	if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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| 		DungeonGen dgen(this, NULL);
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| 		dgen.generate(blockseed, full_node_min, full_node_max);
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| 	}
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| 
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| 	// Generate the registered decorations
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| 	m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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| 
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| 	// Generate the registered ores
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| 	m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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| 
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| 	// Sprinkle some dust on top after everything else was generated
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| 	dustTopNodes();
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| 
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| 	//printf("makeChunk: %dms\n", t.stop());
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| 
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| 	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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| 
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| 	if (flags & MG_LIGHT)
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| 		calcLighting(node_min, node_max);
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| 	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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| 	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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| 
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| 	this->generating = false;
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| }
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| 
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| 
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| void MapgenV7::calculateNoise()
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| {
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| 	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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| 	int x = node_min.X;
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| 	int y = node_min.Y;
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| 	int z = node_min.Z;
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| 
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| 	noise_terrain_persist->perlinMap2D(x, z);
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| 	float *persistmap = noise_terrain_persist->result;
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| 
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| 	noise_terrain_base->perlinMap2D(x, z, persistmap);
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| 	noise_terrain_alt->perlinMap2D(x, z, persistmap);
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| 	noise_height_select->perlinMap2D(x, z);
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| 
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| 	if (flags & MG_CAVES) {
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| 		noise_cave1->perlinMap3D(x, y, z);
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| 		noise_cave2->perlinMap3D(x, y, z);
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| 	}
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| 
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| 	if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
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| 		noise_ridge->perlinMap3D(x, y, z);
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| 		noise_ridge_uwater->perlinMap2D(x, z);
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| 	}
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| 
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| 	if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
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| 		noise_mountain->perlinMap3D(x, y, z);
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| 		noise_mount_height->perlinMap2D(x, z);
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| 	}
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| 
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| 	if (node_max.Y >= water_level) {
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| 		noise_filler_depth->perlinMap2D(x, z);
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| 		noise_heat->perlinMap2D(x, z);
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| 		noise_humidity->perlinMap2D(x, z);
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| 	}
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| 	//printf("calculateNoise: %dus\n", t.stop());
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| }
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| 
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| 
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| Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
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| {
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| 	float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
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| 	float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
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| 	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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| 
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| 	return bmgr->getBiome(heat, humidity, groundlevel);
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| }
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| 
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| //needs to be updated
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| float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
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| {
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| 	float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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| 	hselect = rangelim(hselect, 0.0, 1.0);
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| 
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| 	float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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| 
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| 	noise_terrain_base->np.persist = persist;
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| 	float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
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| 
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| 	noise_terrain_alt->np.persist = persist;
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| 	float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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| 
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| 	if (height_alt > height_base)
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| 		return height_alt;
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| 
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| 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
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| }
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| 
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| 
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| float MapgenV7::baseTerrainLevelFromMap(int index)
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| {
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| 	float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
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| 	float height_base = noise_terrain_base->result[index];
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| 	float height_alt  = noise_terrain_alt->result[index];
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| 
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| 	if (height_alt > height_base)
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| 		return height_alt;
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| 
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| 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
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| }
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| 
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| 
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| bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
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| {
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| 	float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
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| 	float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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| 	return mnt_n * mnt_h_n >= (float)y;
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| }
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| 
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| 
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| bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
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| {
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| 	float mounthn = noise_mount_height->result[idx_xz];
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| 	float mountn = noise_mountain->result[idx_xyz];
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| 	return mountn * mounthn >= (float)y;
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| }
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| 
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| 
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| #if 0
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| void MapgenV7::carveRivers() {
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| 	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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| 	MapNode n_stone(c_stone);
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| 	u32 index = 0;
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| 
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| 	int river_depth = 4;
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| 
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| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
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| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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| 		float terrain_mod  = noise_terrain_mod->result[index];
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| 		NoiseParams *np = noise_terrain_river->np;
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| 		np.persist = noise_terrain_persist->result[index];
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| 		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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| 		float height = terrain_river * (1 - abs(terrain_mod)) *
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| 						noise_terrain_river->np.scale;
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| 		height = log(height * height); //log(h^3) is pretty interesting for terrain
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| 
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| 		s16 y = heightmap[index];
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| 		if (height < 1.0 && y > river_depth &&
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| 			y - river_depth >= node_min.Y && y <= node_max.Y) {
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| 
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| 			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
 | |
| 
 | |
| 
 | |
| int MapgenV7::generateTerrain()
 | |
| {
 | |
| 	int ymax = generateBaseTerrain();
 | |
| 
 | |
| 	if (spflags & MGV7_MOUNTAINS)
 | |
| 		ymax = generateMountainTerrain(ymax);
 | |
| 
 | |
| 	if (spflags & MGV7_RIDGES)
 | |
| 		generateRidgeTerrain();
 | |
| 
 | |
| 	return ymax;
 | |
| }
 | |
| 
 | |
| 
 | |
| int MapgenV7::generateBaseTerrain()
 | |
| {
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	MapNode n_water(c_water_source);
 | |
| 
 | |
| 	int stone_surface_max_y = -MAP_GENERATION_LIMIT;
 | |
| 	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++) {
 | |
| 		float surface_height = baseTerrainLevelFromMap(index);
 | |
| 		s16 surface_y = (s16)surface_height;
 | |
| 
 | |
| 		heightmap[index]       = surface_y;
 | |
| 		ridge_heightmap[index] = surface_y;
 | |
| 
 | |
| 		if (surface_y > stone_surface_max_y)
 | |
| 			stone_surface_max_y = surface_y;
 | |
| 
 | |
| 		u32 i = vm->m_area.index(x, node_min.Y, z);
 | |
| 		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
 | |
| 			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
 | |
| 				if (y <= surface_y)
 | |
| 					vm->m_data[i] = n_stone;
 | |
| 				else if (y <= water_level)
 | |
| 					vm->m_data[i] = n_water;
 | |
| 				else
 | |
| 					vm->m_data[i] = n_air;
 | |
| 			}
 | |
| 			vm->m_area.add_y(em, i, 1);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return stone_surface_max_y;
 | |
| }
 | |
| 
 | |
| 
 | |
| int MapgenV7::generateMountainTerrain(int ymax)
 | |
| {
 | |
| 	if (node_max.Y < 0)
 | |
| 		return 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; y <= node_max.Y; 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;
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateRidgeTerrain()
 | |
| {
 | |
| 	if (node_max.Y < water_level)
 | |
| 		return;
 | |
| 
 | |
| 	MapNode n_water(c_water_source);
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	u32 index = 0;
 | |
| 	float width = 0.2; // TODO: figure out acceptable perlin noise values
 | |
| 
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 y = node_min.Y; y <= node_max.Y; 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);
 | |
| 
 | |
| 			if (heightmap[j] < water_level - 16)
 | |
| 				continue;
 | |
| 
 | |
| 			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;
 | |
| 
 | |
| 			if (y < ridge_heightmap[j])
 | |
| 				ridge_heightmap[j] = y - 1;
 | |
| 
 | |
| 			vm->m_data[vi] = (y > water_level) ? n_air : n_water;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateBiomes()
 | |
| {
 | |
| 	if (node_max.Y < water_level)
 | |
| 		return;
 | |
| 
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	MapNode n_water(c_water_source);
 | |
| 
 | |
| 	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->get(biomemap[index]);
 | |
| 		s16 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
 | |
| 		s16 y0_top          = biome->depth_top;
 | |
| 		s16 y0_filler       = biome->depth_top + dfiller;
 | |
| 		s16 shore_max       = water_level + biome->height_shore;
 | |
| 		s16 depth_water_top = biome->depth_water_top;
 | |
| 
 | |
| 		s16 nplaced = 0;
 | |
| 		u32 i = vm->m_area.index(x, node_max.Y, z);
 | |
| 
 | |
| 		content_t c_above = vm->m_data[i + em.X].getContent();
 | |
| 		bool have_air = c_above == CONTENT_AIR;
 | |
| 
 | |
| 		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
 | |
| 			content_t c = vm->m_data[i].getContent();
 | |
| 
 | |
| 			// It could be the case that the elevation is equal to the chunk
 | |
| 			// boundary, but the chunk above has not been generated yet
 | |
| 			if (y == node_max.Y && c_above == CONTENT_IGNORE &&
 | |
| 				y == heightmap[index] && c == c_stone) {
 | |
| 				int j = (z - node_min.Z) * zstride +
 | |
| 						(y - node_min.Y) * ystride +
 | |
| 						(x - node_min.X);
 | |
| 				have_air = !getMountainTerrainFromMap(j, index, y);
 | |
| 			}
 | |
| 
 | |
| 			if (c == c_stone && have_air) {
 | |
| 				content_t c_below = vm->m_data[i - em.X].getContent();
 | |
| 
 | |
| 				if (c_below != CONTENT_AIR) {
 | |
| 					if (nplaced < y0_top) {
 | |
| 						if(y < water_level)
 | |
| 							vm->m_data[i] = MapNode(biome->c_underwater);
 | |
| 						else if(y <= shore_max)
 | |
| 							vm->m_data[i] = MapNode(biome->c_shore_top);
 | |
| 						else
 | |
| 							vm->m_data[i] = MapNode(biome->c_top);
 | |
| 						nplaced++;
 | |
| 					} else if (nplaced < y0_filler && nplaced >= y0_top) {
 | |
| 						if(y < water_level)
 | |
| 							vm->m_data[i] = MapNode(biome->c_underwater);
 | |
| 						else if(y <= shore_max)
 | |
| 							vm->m_data[i] = MapNode(biome->c_shore_filler);
 | |
| 						else
 | |
| 							vm->m_data[i] = MapNode(biome->c_filler);
 | |
| 						nplaced++;
 | |
| 					} else if (c == c_stone) {
 | |
| 						have_air = false;
 | |
| 						nplaced  = 0;
 | |
| 						vm->m_data[i] = MapNode(biome->c_stone);
 | |
| 					} else {
 | |
| 						have_air = false;
 | |
| 						nplaced  = 0;
 | |
| 					}
 | |
| 				} else if (c == c_stone) {
 | |
| 					have_air = false;
 | |
| 					nplaced = 0;
 | |
| 					vm->m_data[i] = MapNode(biome->c_stone);
 | |
| 				}
 | |
| 			} else if (c == c_stone) {
 | |
| 				have_air = false;
 | |
| 				nplaced = 0;
 | |
| 				vm->m_data[i] = MapNode(biome->c_stone);
 | |
| 			} else if (c == c_water_source) {
 | |
| 				have_air = true;
 | |
| 				nplaced = 0;
 | |
| 				if(y > water_level - depth_water_top)
 | |
| 					vm->m_data[i] = MapNode(biome->c_water_top);
 | |
| 				else
 | |
| 					vm->m_data[i] = MapNode(biome->c_water);
 | |
| 			} else if (c == CONTENT_AIR) {
 | |
| 				have_air = true;
 | |
| 				nplaced = 0;
 | |
| 			}
 | |
| 
 | |
| 			vm->m_area.add_y(em, i, -1);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 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->get(biomemap[index]);
 | |
| 
 | |
| 		if (biome->c_dust == CONTENT_IGNORE)
 | |
| 			continue;
 | |
| 
 | |
| 		s16 y = node_max.Y;
 | |
| 		u32 vi = vm->m_area.index(x, y, z);
 | |
| 		for (; y >= node_min.Y; 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) {
 | |
| 			if (y == node_max.Y)
 | |
| 				continue;
 | |
| 
 | |
| 			vm->m_area.add_y(em, vi, 1);
 | |
| 			vm->m_data[vi] = MapNode(biome->c_dust);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| #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
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateCaves(int max_stone_y)
 | |
| {
 | |
| 	if (max_stone_y >= node_min.Y) {
 | |
| 		u32 index   = 0;
 | |
| 		u32 index2d = 0;
 | |
| 
 | |
| 		for (s16 z = node_min.Z; z <= node_max.Z; z++) {
 | |
| 			for (s16 y = node_min.Y; y <= node_max.Y; y++) {
 | |
| 				u32 i = vm->m_area.index(node_min.X, y, z);
 | |
| 				for (s16 x = node_min.X; x <= node_max.X;
 | |
| 						x++, i++, index++, index2d++) {
 | |
| 					Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
 | |
| 					content_t c = vm->m_data[i].getContent();
 | |
| 					if (c == CONTENT_AIR || (y <= water_level &&
 | |
| 						c != biome->c_stone && c != c_stone))
 | |
| 						continue;
 | |
| 
 | |
| 					float d1 = contour(noise_cave1->result[index]);
 | |
| 					float d2 = contour(noise_cave2->result[index]);
 | |
| 					if (d1 * d2 > 0.3)
 | |
| 						vm->m_data[i] = MapNode(CONTENT_AIR);
 | |
| 				}
 | |
| 				index2d -= ystride;
 | |
| 			}
 | |
| 			index2d += ystride;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	PseudoRandom ps(blockseed + 21343);
 | |
| 	u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
 | |
| 	for (u32 i = 0; i < bruises_count; i++) {
 | |
| 		CaveV7 cave(this, &ps, true);
 | |
| 		cave.makeCave(node_min, node_max, max_stone_y);
 | |
| 	}
 | |
| }
 | |
| 
 |