mgv7: Implement getGroundLevelAtPoint(), fix layer of topnodes at chunk Y boundaries...
authorkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 19:47:13 +0000 (15:47 -0400)
committerkwolekr <kwolekr@minetest.net>
Sun, 21 Apr 2013 19:47:13 +0000 (15:47 -0400)
src/mapgen_v7.cpp
src/mapgen_v7.h

index d5194341dfbc9d61b348e23d005cfec3b3abe6a4..efcf7867203d39772047e45b52bebe525620d093 100644 (file)
@@ -115,7 +115,23 @@ MapgenV7::~MapgenV7() {
 
 
 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
-       return 20;
+       s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
+       float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
+       float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
+       Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
+       
+       s16 y = groundlevel;
+       if (y > water_level) {
+               int iters = 1024; // don't even bother iterating more than 1024 times..
+               while (iters--) {
+                       float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
+                       if (ridgenoise * (float)(y * y) < 15.0)
+                               break;
+                       y--;
+               }
+       }
+
+       return y + b->top_depth;
 }
 
 
@@ -169,12 +185,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        generateTerrain();
        carveRidges();
        
-       //carveRivers();
-
-       
        generateCaves(stone_surface_max_y);
        addTopNodes();
-       growGrass();    
        //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
 
        if (flags & MG_DUNGEONS) {
@@ -193,7 +205,8 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
        
        calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
                                 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
-       //setLighting(node_min, node_max, 0xFF);
+       //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
+       //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
 
        this->generating = false;
 }
@@ -256,7 +269,7 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
 }
 
 
-float MapgenV7::baseTerrainLevelFromMap(int index) {   
+float MapgenV7::baseTerrainLevelFromMap(int index) {
        float terrain_mod  = noise_terrain_mod->result[index];
        float hselect      = noise_height_select->result[index];
        float terrain_base = noise_terrain_base->result[index];
@@ -399,12 +412,12 @@ void MapgenV7::addTopNodes() {
        v3s16 em = vm->m_area.getExtent();
        s16 ntopnodes;
        u32 index = 0;
-       
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
                Biome *biome = bmgr->biomes[biomemap[index]];
                
-               // First, add top nodes below the ridge
+               //////////////////// First, add top nodes below the ridge
                s16 y = ridge_heightmap[index];
                
                // This cutoff is good enough, but not perfect.
@@ -415,7 +428,7 @@ void MapgenV7::addTopNodes() {
                        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 (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
+                       if (ndef->get(c).walkable)
                                continue;
                }
                
@@ -425,15 +438,12 @@ void MapgenV7::addTopNodes() {
                u32 i = vm->m_area.index(x, y, z);
                for (; y >= node_min.Y; y--) {
                        content_t c = vm->m_data[i].getContent();
-                       if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
-                       //if (vm->m_data[i].getContent() != CONTENT_AIR)
+                       if (ndef->get(c).walkable)
                                break;
                        vm->m_area.add_y(em, i, -1);
                }
 
-               
-
-               if (y != node_min.Y - 1) {
+               if (y != node_min.Y - 1 && y >= water_level) {
                        ridge_heightmap[index] = y; //update ridgeheight
                        ntopnodes = biome->top_depth;
                        for (; y <= node_max.Y && ntopnodes; y++) {
@@ -441,17 +451,28 @@ void MapgenV7::addTopNodes() {
                                vm->m_data[i] = MapNode(biome->c_top);
                                vm->m_area.add_y(em, i, 1);
                        }
-                       //heightmap[index] = y;
+                       // If dirt, grow grass on it.
+                       if (vm->m_data[i].getContent() == CONTENT_AIR) {
+                               vm->m_area.add_y(em, i, -1);
+                               if (vm->m_data[i].getContent() == c_dirt)
+                                       vm->m_data[i] = MapNode(c_dirt_with_grass);
+                       }
                }
                
-               // Now, add top nodes on top of the ridge
+               //////////////////// Now, add top nodes on top of the ridge
                y = heightmap[index];
+               if (y > node_max.Y) {
+                       y = node_max.Y; // Let's see if we can still go downward anyway
+                       u32 vi = vm->m_area.index(x, y, z);
+                       content_t c = vm->m_data[vi].getContent();
+                       if (ndef->get(c).walkable)
+                               continue;
+               }
 
                i = vm->m_area.index(x, y, z);
                for (; y >= node_min.Y; y--) {
                        content_t c = vm->m_data[i].getContent();
-                       if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
-                       //if (vm->m_data[i].getContent() != CONTENT_AIR)
+                       if (ndef->get(c).walkable)
                                break;
                        vm->m_area.add_y(em, i, -1);
                }
@@ -467,39 +488,17 @@ void MapgenV7::addTopNodes() {
                                vm->m_data[i] = MapNode(biome->c_top);
                                vm->m_area.add_y(em, i, 1);
                        }
-               }
-       }
-}
-
-
-void MapgenV7::growGrass() {
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++) {
-               // Find the lowest surface to which enough light ends up to make
-               // grass grow.  Basically just wait until not air and not leaves.
-               s16 surface_y = 0;
-               {
-                       v3s16 em = vm->m_area.getExtent();
-                       u32 i = vm->m_area.index(x, node_max.Y, z);
-                       s16 y;
-                       // Go to ground level
-                       for (y = node_max.Y; y >= node_min.Y; y--) {
-                               MapNode &n = vm->m_data[i];
-                               if (ndef->get(n).param_type != CPT_LIGHT ||
-                                       ndef->get(n).liquid_type != LIQUID_NONE)
-                                       break;
+                       // If dirt, grow grass on it.
+                       if (vm->m_data[i].getContent() == CONTENT_AIR) {
                                vm->m_area.add_y(em, i, -1);
+                               if (vm->m_data[i].getContent() == c_dirt)
+                                       vm->m_data[i] = MapNode(c_dirt_with_grass);
                        }
-                       surface_y = (y >= node_min.Y) ? y : node_min.Y;
                }
-
-               u32 i = vm->m_area.index(x, surface_y, z);
-               MapNode *n = &vm->m_data[i];
-               if (n->getContent() == c_dirt && surface_y >= water_level - 20)
-                       n->setContent(c_dirt_with_grass);
        }
 }
 
+
 #include "mapgen_v6.h"
 void MapgenV7::generateCaves(int max_stone_y) {
        PseudoRandom ps(blockseed + 21343);
index 9a2743f039102e31158afc5fa6aadebcb13986fe..3391098ea9c7d42876cdaa52e65ca62156504c73 100644 (file)
@@ -109,7 +109,6 @@ public:
        
        void testBiomes();
        void addTopNodes();
-       void growGrass();
        
        void generateCaves(int max_stone_y);
 };