3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
43 FlagDesc flagdesc_mapgen_flat[] = {
44 {"lakes", MGFLAT_LAKES},
45 {"hills", MGFLAT_HILLS},
49 ///////////////////////////////////////////////////////////////////////////////////////
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : MapgenBasic(mapgenid, params, emerge)
55 MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
57 this->spflags = sp->spflags;
58 this->ground_level = sp->ground_level;
59 this->large_cave_depth = sp->large_cave_depth;
60 this->cave_width = sp->cave_width;
61 this->lake_threshold = sp->lake_threshold;
62 this->lake_steepness = sp->lake_steepness;
63 this->hill_threshold = sp->hill_threshold;
64 this->hill_steepness = sp->hill_steepness;
67 noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
68 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
70 MapgenBasic::np_cave1 = sp->np_cave1;
71 MapgenBasic::np_cave2 = sp->np_cave2;
75 MapgenFlat::~MapgenFlat()
78 delete noise_filler_depth;
82 MapgenFlatParams::MapgenFlatParams()
86 large_cave_depth = -33;
88 lake_threshold = -0.45;
89 lake_steepness = 48.0;
90 hill_threshold = 0.45;
91 hill_steepness = 64.0;
93 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
94 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
95 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
96 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
100 void MapgenFlatParams::readParams(const Settings *settings)
102 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
103 settings->getS16NoEx("mgflat_ground_level", ground_level);
104 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
105 settings->getFloatNoEx("mgflat_cave_width", cave_width);
106 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
107 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
108 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
109 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
111 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
112 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
113 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
114 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
118 void MapgenFlatParams::writeParams(Settings *settings) const
120 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
121 settings->setS16("mgflat_ground_level", ground_level);
122 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
123 settings->setFloat("mgflat_cave_width", cave_width);
124 settings->setFloat("mgflat_lake_threshold", lake_threshold);
125 settings->setFloat("mgflat_lake_steepness", lake_steepness);
126 settings->setFloat("mgflat_hill_threshold", hill_threshold);
127 settings->setFloat("mgflat_hill_steepness", hill_steepness);
129 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
130 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
131 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
132 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
136 /////////////////////////////////////////////////////////////////
139 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
141 s16 level_at_point = ground_level;
142 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
144 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
145 level_at_point = ground_level -
146 (lake_threshold - n_terrain) * lake_steepness;
147 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
148 level_at_point = ground_level +
149 (n_terrain - hill_threshold) * hill_steepness;
152 if (ground_level < water_level) // Ocean world, allow spawn in water
153 return MYMAX(level_at_point, water_level);
154 else if (level_at_point > water_level)
155 return level_at_point; // Spawn on land
157 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
161 void MapgenFlat::makeChunk(BlockMakeData *data)
164 assert(data->vmanip);
165 assert(data->nodedef);
166 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
167 data->blockpos_requested.Y >= data->blockpos_min.Y &&
168 data->blockpos_requested.Z >= data->blockpos_min.Z);
169 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
170 data->blockpos_requested.Y <= data->blockpos_max.Y &&
171 data->blockpos_requested.Z <= data->blockpos_max.Z);
173 this->generating = true;
174 this->vm = data->vmanip;
175 this->ndef = data->nodedef;
176 //TimeTaker t("makeChunk");
178 v3s16 blockpos_min = data->blockpos_min;
179 v3s16 blockpos_max = data->blockpos_max;
180 node_min = blockpos_min * MAP_BLOCKSIZE;
181 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
182 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
183 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
185 blockseed = getBlockSeed2(full_node_min, seed);
187 // Generate base terrain, mountains, and ridges with initial heightmaps
188 s16 stone_surface_max_y = generateTerrain();
191 updateHeightmap(node_min, node_max);
193 // Init biome generator, place biome-specific nodes, and build biomemap
194 biomegen->calcBiomeNoise(node_min);
195 MgStoneType stone_type = generateBiomes();
197 if (flags & MG_CAVES)
198 generateCaves(stone_surface_max_y, large_cave_depth);
200 if (flags & MG_DUNGEONS)
201 generateDungeons(stone_surface_max_y, stone_type);
203 // Generate the registered decorations
204 if (flags & MG_DECORATIONS)
205 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
207 // Generate the registered ores
208 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
210 // Sprinkle some dust on top after everything else was generated
213 //printf("makeChunk: %dms\n", t.stop());
215 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
217 if (flags & MG_LIGHT)
218 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
219 full_node_min, full_node_max);
221 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
222 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
224 this->generating = false;
228 s16 MapgenFlat::generateTerrain()
230 MapNode n_air(CONTENT_AIR);
231 MapNode n_stone(c_stone);
232 MapNode n_water(c_water_source);
234 v3s16 em = vm->m_area.getExtent();
235 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
238 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
240 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
242 for (s16 z = node_min.Z; z <= node_max.Z; z++)
243 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
244 s16 stone_level = ground_level;
245 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
247 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
248 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
249 stone_level = ground_level - depress;
250 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
251 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
252 stone_level = ground_level + rise;
255 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
256 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
257 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
258 if (y <= stone_level) {
259 vm->m_data[vi] = n_stone;
260 if (y > stone_surface_max_y)
261 stone_surface_max_y = y;
262 } else if (y <= water_level) {
263 vm->m_data[vi] = n_water;
265 vm->m_data[vi] = n_air;
268 vm->m_area.add_y(em, vi, 1);
272 return stone_surface_max_y;