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;
73 // Content used for dungeon generation
74 c_cobble = ndef->getId("mapgen_cobble");
75 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
76 c_mossycobble = ndef->getId("mapgen_mossycobble");
77 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
78 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
80 // Fall back to more basic content if not defined
81 if (c_mossycobble == CONTENT_IGNORE)
82 c_mossycobble = c_cobble;
83 if (c_stair_cobble == CONTENT_IGNORE)
84 c_stair_cobble = c_cobble;
85 if (c_sandstonebrick == CONTENT_IGNORE)
86 c_sandstonebrick = c_sandstone;
87 if (c_stair_sandstonebrick == CONTENT_IGNORE)
88 c_stair_sandstonebrick = c_sandstone;
92 MapgenFlat::~MapgenFlat()
95 delete noise_filler_depth;
99 MapgenFlatParams::MapgenFlatParams()
103 large_cave_depth = -33;
105 lake_threshold = -0.45;
106 lake_steepness = 48.0;
107 hill_threshold = 0.45;
108 hill_steepness = 64.0;
110 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
111 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
112 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
113 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
117 void MapgenFlatParams::readParams(const Settings *settings)
119 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
120 settings->getS16NoEx("mgflat_ground_level", ground_level);
121 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
122 settings->getFloatNoEx("mgflat_cave_width", cave_width);
123 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
124 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
125 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
126 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
128 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
129 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
130 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
131 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
135 void MapgenFlatParams::writeParams(Settings *settings) const
137 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
138 settings->setS16("mgflat_ground_level", ground_level);
139 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
140 settings->setFloat("mgflat_cave_width", cave_width);
141 settings->setFloat("mgflat_lake_threshold", lake_threshold);
142 settings->setFloat("mgflat_lake_steepness", lake_steepness);
143 settings->setFloat("mgflat_hill_threshold", hill_threshold);
144 settings->setFloat("mgflat_hill_steepness", hill_steepness);
146 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
147 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
148 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
149 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
153 /////////////////////////////////////////////////////////////////
156 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
158 s16 level_at_point = ground_level;
159 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
161 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
162 level_at_point = ground_level -
163 (lake_threshold - n_terrain) * lake_steepness;
164 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
165 level_at_point = ground_level +
166 (n_terrain - hill_threshold) * hill_steepness;
169 if (ground_level < water_level) // Ocean world, allow spawn in water
170 return MYMAX(level_at_point, water_level);
171 else if (level_at_point > water_level)
172 return level_at_point; // Spawn on land
174 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
178 void MapgenFlat::makeChunk(BlockMakeData *data)
181 assert(data->vmanip);
182 assert(data->nodedef);
183 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
184 data->blockpos_requested.Y >= data->blockpos_min.Y &&
185 data->blockpos_requested.Z >= data->blockpos_min.Z);
186 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
187 data->blockpos_requested.Y <= data->blockpos_max.Y &&
188 data->blockpos_requested.Z <= data->blockpos_max.Z);
190 this->generating = true;
191 this->vm = data->vmanip;
192 this->ndef = data->nodedef;
193 //TimeTaker t("makeChunk");
195 v3s16 blockpos_min = data->blockpos_min;
196 v3s16 blockpos_max = data->blockpos_max;
197 node_min = blockpos_min * MAP_BLOCKSIZE;
198 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
199 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
200 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
202 blockseed = getBlockSeed2(full_node_min, seed);
204 // Generate base terrain, mountains, and ridges with initial heightmaps
205 s16 stone_surface_max_y = generateTerrain();
208 updateHeightmap(node_min, node_max);
210 // Init biome generator, place biome-specific nodes, and build biomemap
211 biomegen->calcBiomeNoise(node_min);
212 biomegen->getBiomes(heightmap);
213 MgStoneType stone_type = generateBiomes();
215 if (flags & MG_CAVES)
216 generateCaves(stone_surface_max_y, large_cave_depth);
218 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
221 dp.np_rarity = nparams_dungeon_rarity;
222 dp.np_density = nparams_dungeon_density;
223 dp.np_wetness = nparams_dungeon_wetness;
224 dp.c_water = c_water_source;
225 if (stone_type == MGSTONE_STONE) {
226 dp.c_cobble = c_cobble;
227 dp.c_moss = c_mossycobble;
228 dp.c_stair = c_stair_cobble;
230 dp.diagonal_dirs = false;
232 dp.holesize = v3s16(1, 2, 1);
233 dp.roomsize = v3s16(0, 0, 0);
234 dp.notifytype = GENNOTIFY_DUNGEON;
235 } else if (stone_type == MGSTONE_DESERT_STONE) {
236 dp.c_cobble = c_desert_stone;
237 dp.c_moss = c_desert_stone;
238 dp.c_stair = c_desert_stone;
240 dp.diagonal_dirs = true;
242 dp.holesize = v3s16(2, 3, 2);
243 dp.roomsize = v3s16(2, 5, 2);
244 dp.notifytype = GENNOTIFY_TEMPLE;
245 } else if (stone_type == MGSTONE_SANDSTONE) {
246 dp.c_cobble = c_sandstonebrick;
247 dp.c_moss = c_sandstonebrick;
248 dp.c_stair = c_sandstonebrick;
250 dp.diagonal_dirs = false;
252 dp.holesize = v3s16(2, 2, 2);
253 dp.roomsize = v3s16(2, 0, 2);
254 dp.notifytype = GENNOTIFY_DUNGEON;
257 DungeonGen dgen(this, &dp);
258 dgen.generate(blockseed, full_node_min, full_node_max);
261 // Generate the registered decorations
262 if (flags & MG_DECORATIONS)
263 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
265 // Generate the registered ores
266 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
268 // Sprinkle some dust on top after everything else was generated
271 //printf("makeChunk: %dms\n", t.stop());
273 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
275 if (flags & MG_LIGHT)
276 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
277 full_node_min, full_node_max);
279 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
280 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
282 this->generating = false;
286 s16 MapgenFlat::generateTerrain()
288 MapNode n_air(CONTENT_AIR);
289 MapNode n_stone(c_stone);
290 MapNode n_water(c_water_source);
292 v3s16 em = vm->m_area.getExtent();
293 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
296 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
298 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
300 for (s16 z = node_min.Z; z <= node_max.Z; z++)
301 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
302 s16 stone_level = ground_level;
303 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
305 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
306 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
307 stone_level = ground_level - depress;
308 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
309 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
310 stone_level = ground_level + rise;
313 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
314 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
315 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
316 if (y <= stone_level) {
317 vm->m_data[vi] = n_stone;
318 if (y > stone_surface_max_y)
319 stone_surface_max_y = y;
320 } else if (y <= water_level) {
321 vm->m_data[vi] = n_water;
323 vm->m_data[vi] = n_air;
326 vm->m_area.add_y(em, vi, 1);
330 return stone_surface_max_y;