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 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
61 // 1-down overgeneration
62 this->zstride_1d = csize.X * (csize.Y + 1);
64 this->heightmap = new s16[csize.X * csize.Z];
66 MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
68 this->spflags = sp->spflags;
69 this->ground_level = sp->ground_level;
70 this->large_cave_depth = sp->large_cave_depth;
71 this->cave_width = sp->cave_width;
72 this->lake_threshold = sp->lake_threshold;
73 this->lake_steepness = sp->lake_steepness;
74 this->hill_threshold = sp->hill_threshold;
75 this->hill_steepness = sp->hill_steepness;
78 noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
79 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
82 // 1-down overgeneraion
83 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
84 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
86 //// Initialize biome generator
87 biomegen = emerge->biomemgr->createBiomeGen(
88 BIOMEGEN_ORIGINAL, params->bparams, csize);
89 biomemap = biomegen->biomemap;
91 //// Resolve nodes to be used
92 c_stone = ndef->getId("mapgen_stone");
93 c_water_source = ndef->getId("mapgen_water_source");
94 c_lava_source = ndef->getId("mapgen_lava_source");
95 c_desert_stone = ndef->getId("mapgen_desert_stone");
96 c_ice = ndef->getId("mapgen_ice");
97 c_sandstone = ndef->getId("mapgen_sandstone");
99 c_cobble = ndef->getId("mapgen_cobble");
100 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
101 c_mossycobble = ndef->getId("mapgen_mossycobble");
102 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
103 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
105 if (c_ice == CONTENT_IGNORE)
107 if (c_mossycobble == CONTENT_IGNORE)
108 c_mossycobble = c_cobble;
109 if (c_stair_cobble == CONTENT_IGNORE)
110 c_stair_cobble = c_cobble;
111 if (c_sandstonebrick == CONTENT_IGNORE)
112 c_sandstonebrick = c_sandstone;
113 if (c_stair_sandstonebrick == CONTENT_IGNORE)
114 c_stair_sandstonebrick = c_sandstone;
118 MapgenFlat::~MapgenFlat()
120 delete noise_terrain;
121 delete noise_filler_depth;
131 MapgenFlatParams::MapgenFlatParams()
135 large_cave_depth = -33;
137 lake_threshold = -0.45;
138 lake_steepness = 48.0;
139 hill_threshold = 0.45;
140 hill_steepness = 64.0;
142 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
143 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
144 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
145 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
149 void MapgenFlatParams::readParams(const Settings *settings)
151 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
152 settings->getS16NoEx("mgflat_ground_level", ground_level);
153 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
154 settings->getFloatNoEx("mgflat_cave_width", cave_width);
155 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
156 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
157 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
158 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
160 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
161 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
162 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
163 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
167 void MapgenFlatParams::writeParams(Settings *settings) const
169 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
170 settings->setS16("mgflat_ground_level", ground_level);
171 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
172 settings->setFloat("mgflat_cave_width", cave_width);
173 settings->setFloat("mgflat_lake_threshold", lake_threshold);
174 settings->setFloat("mgflat_lake_steepness", lake_steepness);
175 settings->setFloat("mgflat_hill_threshold", hill_threshold);
176 settings->setFloat("mgflat_hill_steepness", hill_steepness);
178 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
179 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
180 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
181 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
185 /////////////////////////////////////////////////////////////////
188 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
190 s16 level_at_point = ground_level;
191 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
193 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
194 level_at_point = ground_level -
195 (lake_threshold - n_terrain) * lake_steepness;
196 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
197 level_at_point = ground_level +
198 (n_terrain - hill_threshold) * hill_steepness;
201 if (ground_level < water_level) // Ocean world, allow spawn in water
202 return MYMAX(level_at_point, water_level);
203 else if (level_at_point > water_level)
204 return level_at_point; // Spawn on land
206 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
210 void MapgenFlat::makeChunk(BlockMakeData *data)
213 assert(data->vmanip);
214 assert(data->nodedef);
215 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
216 data->blockpos_requested.Y >= data->blockpos_min.Y &&
217 data->blockpos_requested.Z >= data->blockpos_min.Z);
218 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
219 data->blockpos_requested.Y <= data->blockpos_max.Y &&
220 data->blockpos_requested.Z <= data->blockpos_max.Z);
222 this->generating = true;
223 this->vm = data->vmanip;
224 this->ndef = data->nodedef;
225 //TimeTaker t("makeChunk");
227 v3s16 blockpos_min = data->blockpos_min;
228 v3s16 blockpos_max = data->blockpos_max;
229 node_min = blockpos_min * MAP_BLOCKSIZE;
230 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
231 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
232 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
234 blockseed = getBlockSeed2(full_node_min, seed);
239 // Generate base terrain, mountains, and ridges with initial heightmaps
240 s16 stone_surface_max_y = generateTerrain();
243 updateHeightmap(node_min, node_max);
245 // Init biome generator, place biome-specific nodes, and build biomemap
246 biomegen->calcBiomeNoise(node_min);
247 biomegen->getBiomes(heightmap);
248 MgStoneType stone_type = generateBiomes();
250 if (flags & MG_CAVES)
251 generateCaves(stone_surface_max_y, large_cave_depth);
253 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
256 dp.np_rarity = nparams_dungeon_rarity;
257 dp.np_density = nparams_dungeon_density;
258 dp.np_wetness = nparams_dungeon_wetness;
259 dp.c_water = c_water_source;
260 if (stone_type == STONE) {
261 dp.c_cobble = c_cobble;
262 dp.c_moss = c_mossycobble;
263 dp.c_stair = c_stair_cobble;
265 dp.diagonal_dirs = false;
267 dp.holesize = v3s16(1, 2, 1);
268 dp.roomsize = v3s16(0, 0, 0);
269 dp.notifytype = GENNOTIFY_DUNGEON;
270 } else if (stone_type == DESERT_STONE) {
271 dp.c_cobble = c_desert_stone;
272 dp.c_moss = c_desert_stone;
273 dp.c_stair = c_desert_stone;
275 dp.diagonal_dirs = true;
277 dp.holesize = v3s16(2, 3, 2);
278 dp.roomsize = v3s16(2, 5, 2);
279 dp.notifytype = GENNOTIFY_TEMPLE;
280 } else if (stone_type == SANDSTONE) {
281 dp.c_cobble = c_sandstonebrick;
282 dp.c_moss = c_sandstonebrick;
283 dp.c_stair = c_sandstonebrick;
285 dp.diagonal_dirs = false;
287 dp.holesize = v3s16(2, 2, 2);
288 dp.roomsize = v3s16(2, 0, 2);
289 dp.notifytype = GENNOTIFY_DUNGEON;
292 DungeonGen dgen(this, &dp);
293 dgen.generate(blockseed, full_node_min, full_node_max);
296 // Generate the registered decorations
297 if (flags & MG_DECORATIONS)
298 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
300 // Generate the registered ores
301 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
303 // Sprinkle some dust on top after everything else was generated
306 //printf("makeChunk: %dms\n", t.stop());
308 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
310 if (flags & MG_LIGHT)
311 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
312 full_node_min, full_node_max);
314 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
315 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
317 this->generating = false;
321 void MapgenFlat::calculateNoise()
323 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
327 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
328 noise_terrain->perlinMap2D(x, z);
330 // Cave noises are calculated in generateCaves()
331 // only if solid terrain is present in mapchunk
333 noise_filler_depth->perlinMap2D(x, z);
335 //printf("calculateNoise: %dus\n", t.stop());
339 s16 MapgenFlat::generateTerrain()
341 MapNode n_air(CONTENT_AIR);
342 MapNode n_stone(c_stone);
343 MapNode n_water(c_water_source);
345 v3s16 em = vm->m_area.getExtent();
346 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
349 for (s16 z = node_min.Z; z <= node_max.Z; z++)
350 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
351 s16 stone_level = ground_level;
352 float n_terrain = 0.0f;
354 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
355 n_terrain = noise_terrain->result[ni2d];
357 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
358 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
359 stone_level = ground_level - depress;
360 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
361 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
362 stone_level = ground_level + rise;
365 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
366 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
367 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
368 if (y <= stone_level) {
369 vm->m_data[vi] = n_stone;
370 if (y > stone_surface_max_y)
371 stone_surface_max_y = y;
372 } else if (y <= water_level) {
373 vm->m_data[vi] = n_water;
375 vm->m_data[vi] = n_air;
378 vm->m_area.add_y(em, vi, 1);
382 return stone_surface_max_y;