3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
27 //#include "serverobject.h"
28 #include "content_sao.h"
30 #include "content_mapnode.h" // For content_mapnode_get_new_name
31 #include "voxelalgorithms.h"
33 #include "settings.h" // For g_settings
34 #include "main.h" // For g_profiler
36 #include "mapgen_v6.h"
37 #include "mapgen_v7.h"
39 FlagDesc flagdesc_mapgen[] = {
42 {"dungeons", MG_DUNGEONS},
43 {"v6_jungles", MGV6_JUNGLES},
44 {"v6_biome_blend", MGV6_BIOME_BLEND},
49 FlagDesc flagdesc_ore[] = {
50 {"absheight", OREFLAG_ABSHEIGHT},
51 {"scatter_noisedensity", OREFLAG_DENSITY},
52 {"claylike_nodeisnt", OREFLAG_NODEISNT},
57 ///////////////////////////////////////////////////////////////////////////////
60 Ore *createOre(OreType type) {
63 return new OreScatter;
66 //case ORE_CLAYLIKE: //TODO: implement this!
67 // return new OreClaylike;
74 void Ore::resolveNodeNames(INodeDefManager *ndef) {
75 if (ore == CONTENT_IGNORE) {
76 ore = ndef->getId(ore_name);
77 if (ore == CONTENT_IGNORE) {
78 errorstream << "Ore::resolveNodeNames: ore node '"
79 << ore_name << "' not defined";
81 wherein = CONTENT_AIR;
85 if (wherein == CONTENT_IGNORE) {
86 wherein = ndef->getId(wherein_name);
87 if (wherein == CONTENT_IGNORE) {
88 errorstream << "Ore::resolveNodeNames: wherein node '"
89 << wherein_name << "' not defined";
91 wherein = CONTENT_AIR;
97 void Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
100 in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
101 if (flags & OREFLAG_ABSHEIGHT)
102 in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
106 resolveNodeNames(mg->ndef);
110 if (in_range & ORE_RANGE_MIRROR) {
111 ymin = MYMAX(nmin.Y, -height_max);
112 ymax = MYMIN(nmax.Y, -height_min);
114 ymin = MYMAX(nmin.Y, height_min);
115 ymax = MYMIN(nmax.Y, height_max);
117 if (clust_size >= ymax - ymin + 1)
122 generate(mg->vm, mg->seed, blockseed, nmin, nmax);
126 void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
127 u32 blockseed, v3s16 nmin, v3s16 nmax) {
128 PseudoRandom pr(blockseed);
129 MapNode n_ore(ore, 0, ore_param2);
131 int volume = (nmax.X - nmin.X + 1) *
132 (nmax.Y - nmin.Y + 1) *
133 (nmax.Z - nmin.Z + 1);
134 int csize = clust_size;
135 int orechance = (csize * csize * csize) / clust_num_ores;
136 int nclusters = volume / clust_scarcity;
138 for (int i = 0; i != nclusters; i++) {
139 int x0 = pr.range(nmin.X, nmax.X - csize + 1);
140 int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
141 int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
143 if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
146 for (int z1 = 0; z1 != csize; z1++)
147 for (int y1 = 0; y1 != csize; y1++)
148 for (int x1 = 0; x1 != csize; x1++) {
149 if (pr.range(1, orechance) != 1)
152 u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
153 if (vm->m_data[i].getContent() == wherein)
154 vm->m_data[i] = n_ore;
160 void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
161 u32 blockseed, v3s16 nmin, v3s16 nmax) {
162 PseudoRandom pr(blockseed + 4234);
163 MapNode n_ore(ore, 0, ore_param2);
165 int max_height = clust_size;
166 int y_start = pr.range(nmin.Y, nmax.Y - max_height);
169 int sx = nmax.X - nmin.X + 1;
170 int sz = nmax.Z - nmin.Z + 1;
171 noise = new Noise(np, 0, sx, sz);
173 noise->seed = seed + y_start;
174 noise->perlinMap2D(nmin.X, nmin.Z);
177 for (int z = nmin.Z; z <= nmax.Z; z++)
178 for (int x = nmin.X; x <= nmax.X; x++) {
179 float noiseval = noise->result[index++];
180 if (noiseval < nthresh)
183 int height = max_height * (1. / pr.range(1, 3));
184 int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
185 int y1 = y0 + height;
186 for (int y = y0; y != y1; y++) {
187 u32 i = vm->m_area.index(x, y, z);
188 if (!vm->m_area.contains(i))
191 if (vm->m_data[i].getContent() == wherein)
192 vm->m_data[i] = n_ore;
198 void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
199 bool isliquid, wasliquid;
200 v3s16 em = vm->m_area.getExtent();
202 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
203 for (s16 x = nmin.X; x <= nmax.X; x++) {
206 u32 i = vm->m_area.index(x, nmax.Y, z);
207 for (s16 y = nmax.Y; y >= nmin.Y; y--) {
208 isliquid = ndef->get(vm->m_data[i]).isLiquid();
210 // there was a change between liquid and nonliquid, add to queue
211 if (isliquid != wasliquid)
212 trans_liquid->push_back(v3s16(x, y, z));
214 wasliquid = isliquid;
215 vm->m_area.add_y(em, i, -1);
222 void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
223 ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
224 VoxelArea a(nmin, nmax);
226 for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
227 for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
228 u32 i = vm->m_area.index(a.MinEdge.X, y, z);
229 for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++)
230 vm->m_data[i].param1 = light;
236 void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
237 if (light <= 1 || !a.contains(p))
240 u32 vi = vm->m_area.index(p);
241 MapNode &nn = vm->m_data[vi];
244 // should probably compare masked, but doesn't seem to make a difference
245 if (light <= nn.param1 || !ndef->get(nn).light_propagates)
250 lightSpread(a, p + v3s16(0, 0, 1), light);
251 lightSpread(a, p + v3s16(0, 1, 0), light);
252 lightSpread(a, p + v3s16(1, 0, 0), light);
253 lightSpread(a, p - v3s16(0, 0, 1), light);
254 lightSpread(a, p - v3s16(0, 1, 0), light);
255 lightSpread(a, p - v3s16(1, 0, 0), light);
259 void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
260 VoxelArea a(nmin, nmax);
261 bool block_is_underground = (water_level >= nmax.Y);
263 ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
264 //TimeTaker t("updateLighting");
266 // first, send vertical rays of sunshine downward
267 v3s16 em = vm->m_area.getExtent();
268 for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
269 for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
270 // see if we can get a light value from the overtop
271 u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
272 if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
273 if (block_is_underground)
275 } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
278 vm->m_area.add_y(em, i, -1);
280 for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
281 MapNode &n = vm->m_data[i];
282 if (!ndef->get(n).sunlight_propagates)
284 n.param1 = LIGHT_SUN;
285 vm->m_area.add_y(em, i, -1);
290 // now spread the sunlight and light up any sources
291 for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
292 for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
293 u32 i = vm->m_area.index(a.MinEdge.X, y, z);
294 for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
295 MapNode &n = vm->m_data[i];
296 if (n.getContent() == CONTENT_IGNORE ||
297 !ndef->get(n).light_propagates)
300 u8 light_produced = ndef->get(n).light_source & 0x0F;
302 n.param1 = light_produced;
304 u8 light = n.param1 & 0x0F;
306 lightSpread(a, v3s16(x, y, z + 1), light);
307 lightSpread(a, v3s16(x, y + 1, z ), light);
308 lightSpread(a, v3s16(x + 1, y, z ), light);
309 lightSpread(a, v3s16(x, y, z - 1), light);
310 lightSpread(a, v3s16(x, y - 1, z ), light);
311 lightSpread(a, v3s16(x - 1, y, z ), light);
317 //printf("updateLighting: %dms\n", t.stop());
321 void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
322 enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
323 VoxelArea a(nmin, nmax);
324 bool block_is_underground = (water_level > nmax.Y);
325 bool sunlight = !block_is_underground;
327 ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
329 for (int i = 0; i < 2; i++) {
330 enum LightBank bank = banks[i];
331 std::set<v3s16> light_sources;
332 std::map<v3s16, u8> unlight_from;
334 voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
335 light_sources, unlight_from);
336 voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
338 vm->unspreadLight(bank, unlight_from, light_sources, ndef);
339 vm->spreadLight(bank, light_sources, ndef);
344 //////////////////////// Mapgen V6 parameter read/write
346 bool MapgenV6Params::readParams(Settings *settings) {
347 freq_desert = settings->getFloat("mgv6_freq_desert");
348 freq_beach = settings->getFloat("mgv6_freq_beach");
350 np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base");
351 np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
352 np_steepness = settings->getNoiseParams("mgv6_np_steepness");
353 np_height_select = settings->getNoiseParams("mgv6_np_height_select");
354 np_mud = settings->getNoiseParams("mgv6_np_mud");
355 np_beach = settings->getNoiseParams("mgv6_np_beach");
356 np_biome = settings->getNoiseParams("mgv6_np_biome");
357 np_cave = settings->getNoiseParams("mgv6_np_cave");
358 np_humidity = settings->getNoiseParams("mgv6_np_humidity");
359 np_trees = settings->getNoiseParams("mgv6_np_trees");
360 np_apple_trees = settings->getNoiseParams("mgv6_np_apple_trees");
363 np_terrain_base && np_terrain_higher && np_steepness &&
364 np_height_select && np_trees && np_mud &&
365 np_beach && np_biome && np_cave &&
366 np_humidity && np_apple_trees;
371 void MapgenV6Params::writeParams(Settings *settings) {
372 settings->setFloat("mgv6_freq_desert", freq_desert);
373 settings->setFloat("mgv6_freq_beach", freq_beach);
375 settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
376 settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
377 settings->setNoiseParams("mgv6_np_steepness", np_steepness);
378 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
379 settings->setNoiseParams("mgv6_np_mud", np_mud);
380 settings->setNoiseParams("mgv6_np_beach", np_beach);
381 settings->setNoiseParams("mgv6_np_biome", np_biome);
382 settings->setNoiseParams("mgv6_np_cave", np_cave);
383 settings->setNoiseParams("mgv6_np_humidity", np_humidity);
384 settings->setNoiseParams("mgv6_np_trees", np_trees);
385 settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
389 bool MapgenV7Params::readParams(Settings *settings) {
390 np_terrain_base = settings->getNoiseParams("mgv7_np_terrain_base");
391 np_terrain_alt = settings->getNoiseParams("mgv7_np_terrain_alt");
392 np_terrain_mod = settings->getNoiseParams("mgv7_np_terrain_mod");
393 np_terrain_persist = settings->getNoiseParams("mgv7_np_terrain_persist");
394 np_height_select = settings->getNoiseParams("mgv7_np_height_select");
395 np_ridge = settings->getNoiseParams("mgv7_np_ridge");
398 np_terrain_base && np_terrain_alt && np_terrain_mod &&
399 np_terrain_persist && np_height_select && np_ridge;
404 void MapgenV7Params::writeParams(Settings *settings) {
405 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
406 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
407 settings->setNoiseParams("mgv7_np_terrain_mod", np_terrain_mod);
408 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
409 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
410 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
414 /////////////////////////////////// legacy static functions for farmesh
417 s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
418 //just need to return something
424 bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
425 double sandnoise = noise2d_perlin(
426 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
427 seed+59420, 3, 0.50);
429 return (sandnoise > 0.15);
433 double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
434 double noise = noise2d_perlin(
435 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
437 double zeroval = -0.39;
441 return 0.04 * (noise-zeroval) / (1.0-zeroval);