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 : Mapgen(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->biomemap = new u8[csize.X * csize.Z];
65 this->heightmap = new s16[csize.X * csize.Z];
67 this->humidmap = NULL;
69 MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
71 this->spflags = sp->spflags;
72 this->ground_level = sp->ground_level;
73 this->large_cave_depth = sp->large_cave_depth;
74 this->cave_width = sp->cave_width;
75 this->lake_threshold = sp->lake_threshold;
76 this->lake_steepness = sp->lake_steepness;
77 this->hill_threshold = sp->hill_threshold;
78 this->hill_steepness = sp->hill_steepness;
81 noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
82 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
85 // 1-down overgeneraion
86 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
87 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
90 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
91 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
92 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
93 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
95 //// Resolve nodes to be used
96 INodeDefManager *ndef = emerge->ndef;
98 c_stone = ndef->getId("mapgen_stone");
99 c_water_source = ndef->getId("mapgen_water_source");
100 c_lava_source = ndef->getId("mapgen_lava_source");
101 c_desert_stone = ndef->getId("mapgen_desert_stone");
102 c_ice = ndef->getId("mapgen_ice");
103 c_sandstone = ndef->getId("mapgen_sandstone");
105 c_cobble = ndef->getId("mapgen_cobble");
106 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
107 c_mossycobble = ndef->getId("mapgen_mossycobble");
108 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
109 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
111 if (c_ice == CONTENT_IGNORE)
113 if (c_mossycobble == CONTENT_IGNORE)
114 c_mossycobble = c_cobble;
115 if (c_stair_cobble == CONTENT_IGNORE)
116 c_stair_cobble = c_cobble;
117 if (c_sandstonebrick == CONTENT_IGNORE)
118 c_sandstonebrick = c_sandstone;
119 if (c_stair_sandstonebrick == CONTENT_IGNORE)
120 c_stair_sandstonebrick = c_sandstone;
124 MapgenFlat::~MapgenFlat()
126 delete noise_terrain;
127 delete noise_filler_depth;
132 delete noise_humidity;
133 delete noise_heat_blend;
134 delete noise_humidity_blend;
141 MapgenFlatParams::MapgenFlatParams()
145 large_cave_depth = -33;
147 lake_threshold = -0.45;
148 lake_steepness = 48.0;
149 hill_threshold = 0.45;
150 hill_steepness = 64.0;
152 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
153 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
154 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
155 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
159 void MapgenFlatParams::readParams(const Settings *settings)
161 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
162 settings->getS16NoEx("mgflat_ground_level", ground_level);
163 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
164 settings->getFloatNoEx("mgflat_cave_width", cave_width);
165 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
166 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
167 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
168 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
170 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
171 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
172 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
173 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
177 void MapgenFlatParams::writeParams(Settings *settings) const
179 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
180 settings->setS16("mgflat_ground_level", ground_level);
181 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
182 settings->setFloat("mgflat_cave_width", cave_width);
183 settings->setFloat("mgflat_lake_threshold", lake_threshold);
184 settings->setFloat("mgflat_lake_steepness", lake_steepness);
185 settings->setFloat("mgflat_hill_threshold", hill_threshold);
186 settings->setFloat("mgflat_hill_steepness", hill_steepness);
188 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
189 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
190 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
191 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
195 /////////////////////////////////////////////////////////////////
198 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
200 s16 level_at_point = ground_level;
201 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
203 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
204 level_at_point = ground_level -
205 (lake_threshold - n_terrain) * lake_steepness;
206 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
207 level_at_point = ground_level +
208 (n_terrain - hill_threshold) * hill_steepness;
211 if (ground_level < water_level) // Ocean world, allow spawn in water
212 return MYMAX(level_at_point, water_level);
213 else if (level_at_point > water_level)
214 return level_at_point; // Spawn on land
216 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
220 void MapgenFlat::makeChunk(BlockMakeData *data)
223 assert(data->vmanip);
224 assert(data->nodedef);
225 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
226 data->blockpos_requested.Y >= data->blockpos_min.Y &&
227 data->blockpos_requested.Z >= data->blockpos_min.Z);
228 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
229 data->blockpos_requested.Y <= data->blockpos_max.Y &&
230 data->blockpos_requested.Z <= data->blockpos_max.Z);
232 this->generating = true;
233 this->vm = data->vmanip;
234 this->ndef = data->nodedef;
235 //TimeTaker t("makeChunk");
237 v3s16 blockpos_min = data->blockpos_min;
238 v3s16 blockpos_max = data->blockpos_max;
239 node_min = blockpos_min * MAP_BLOCKSIZE;
240 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
241 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
242 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
244 blockseed = getBlockSeed2(full_node_min, seed);
249 // Generate base terrain, mountains, and ridges with initial heightmaps
250 s16 stone_surface_max_y = generateTerrain();
253 updateHeightmap(node_min, node_max);
255 // Create biomemap at heightmap surface
256 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
257 noise_humidity->result, heightmap, biomemap);
259 // Actually place the biome-specific nodes
260 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
262 if (flags & MG_CAVES)
263 generateCaves(stone_surface_max_y);
265 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
268 dp.np_rarity = nparams_dungeon_rarity;
269 dp.np_density = nparams_dungeon_density;
270 dp.np_wetness = nparams_dungeon_wetness;
271 dp.c_water = c_water_source;
272 if (stone_type == STONE) {
273 dp.c_cobble = c_cobble;
274 dp.c_moss = c_mossycobble;
275 dp.c_stair = c_stair_cobble;
277 dp.diagonal_dirs = false;
279 dp.holesize = v3s16(1, 2, 1);
280 dp.roomsize = v3s16(0, 0, 0);
281 dp.notifytype = GENNOTIFY_DUNGEON;
282 } else if (stone_type == DESERT_STONE) {
283 dp.c_cobble = c_desert_stone;
284 dp.c_moss = c_desert_stone;
285 dp.c_stair = c_desert_stone;
287 dp.diagonal_dirs = true;
289 dp.holesize = v3s16(2, 3, 2);
290 dp.roomsize = v3s16(2, 5, 2);
291 dp.notifytype = GENNOTIFY_TEMPLE;
292 } else if (stone_type == SANDSTONE) {
293 dp.c_cobble = c_sandstonebrick;
294 dp.c_moss = c_sandstonebrick;
295 dp.c_stair = c_sandstonebrick;
297 dp.diagonal_dirs = false;
299 dp.holesize = v3s16(2, 2, 2);
300 dp.roomsize = v3s16(2, 0, 2);
301 dp.notifytype = GENNOTIFY_DUNGEON;
304 DungeonGen dgen(this, &dp);
305 dgen.generate(blockseed, full_node_min, full_node_max);
308 // Generate the registered decorations
309 if (flags & MG_DECORATIONS)
310 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
312 // Generate the registered ores
313 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
315 // Sprinkle some dust on top after everything else was generated
318 //printf("makeChunk: %dms\n", t.stop());
320 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
322 if (flags & MG_LIGHT)
323 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
324 full_node_min, full_node_max);
326 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
327 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
329 this->generating = false;
333 void MapgenFlat::calculateNoise()
335 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
339 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
340 noise_terrain->perlinMap2D(x, z);
342 // Cave noises are calculated in generateCaves()
343 // only if solid terrain is present in mapchunk
345 noise_filler_depth->perlinMap2D(x, z);
346 noise_heat->perlinMap2D(x, z);
347 noise_humidity->perlinMap2D(x, z);
348 noise_heat_blend->perlinMap2D(x, z);
349 noise_humidity_blend->perlinMap2D(x, z);
351 for (s32 i = 0; i < csize.X * csize.Z; i++) {
352 noise_heat->result[i] += noise_heat_blend->result[i];
353 noise_humidity->result[i] += noise_humidity_blend->result[i];
356 heatmap = noise_heat->result;
357 humidmap = noise_humidity->result;
358 //printf("calculateNoise: %dus\n", t.stop());
362 s16 MapgenFlat::generateTerrain()
364 MapNode n_air(CONTENT_AIR);
365 MapNode n_stone(c_stone);
366 MapNode n_water(c_water_source);
368 v3s16 em = vm->m_area.getExtent();
369 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
372 for (s16 z = node_min.Z; z <= node_max.Z; z++)
373 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
374 s16 stone_level = ground_level;
375 float n_terrain = 0.0f;
377 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
378 n_terrain = noise_terrain->result[ni2d];
380 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
381 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
382 stone_level = ground_level - depress;
383 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
384 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
385 stone_level = ground_level + rise;
388 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
389 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
390 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
391 if (y <= stone_level) {
392 vm->m_data[vi] = n_stone;
393 if (y > stone_surface_max_y)
394 stone_surface_max_y = y;
395 } else if (y <= water_level) {
396 vm->m_data[vi] = n_water;
398 vm->m_data[vi] = n_air;
401 vm->m_area.add_y(em, vi, 1);
405 return stone_surface_max_y;
409 MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
411 v3s16 em = vm->m_area.getExtent();
413 MgStoneType stone_type = STONE;
415 for (s16 z = node_min.Z; z <= node_max.Z; z++)
416 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
420 u16 depth_water_top = 0;
421 u32 vi = vm->m_area.index(x, node_max.Y, z);
423 // Check node at base of mapchunk above, either a node of a previously
424 // generated mapchunk or if not, a node of overgenerated base terrain.
425 content_t c_above = vm->m_data[vi + em.X].getContent();
426 bool air_above = c_above == CONTENT_AIR;
427 bool water_above = c_above == c_water_source;
429 // If there is air or water above enable top/filler placement, otherwise force
430 // nplaced to stone level by setting a number exceeding any possible filler depth.
431 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
434 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
435 content_t c = vm->m_data[vi].getContent();
437 // Biome is recalculated each time an upper surface is detected while
438 // working down a column. The selected biome then remains in effect for
439 // all nodes below until the next surface and biome recalculation.
440 // Biome is recalculated:
441 // 1. At the surface of stone below air or water.
442 // 2. At the surface of water below air.
443 // 3. When stone or water is detected but biome has not yet been calculated.
444 if ((c == c_stone && (air_above || water_above || !biome)) ||
445 (c == c_water_source && (air_above || !biome))) {
446 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
447 depth_top = biome->depth_top;
448 base_filler = MYMAX(depth_top + biome->depth_filler
449 + noise_filler_depth->result[index], 0);
450 depth_water_top = biome->depth_water_top;
452 // Detect stone type for dungeons during every biome calculation.
453 // This is more efficient than detecting per-node and will not
454 // miss any desert stone or sandstone biomes.
455 if (biome->c_stone == c_desert_stone)
456 stone_type = DESERT_STONE;
457 else if (biome->c_stone == c_sandstone)
458 stone_type = SANDSTONE;
462 content_t c_below = vm->m_data[vi - em.X].getContent();
464 // If the node below isn't solid, make this node stone, so that
465 // any top/filler nodes above are structurally supported.
466 // This is done by aborting the cycle of top/filler placement
467 // immediately by forcing nplaced to stone level.
468 if (c_below == CONTENT_AIR || c_below == c_water_source)
471 if (nplaced < depth_top) {
472 vm->m_data[vi] = MapNode(biome->c_top);
474 } else if (nplaced < base_filler) {
475 vm->m_data[vi] = MapNode(biome->c_filler);
478 vm->m_data[vi] = MapNode(biome->c_stone);
483 } else if (c == c_water_source) {
484 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
485 biome->c_water_top : biome->c_water);
486 nplaced = 0; // Enable top/filler placement for next surface
489 } else if (c == CONTENT_AIR) {
490 nplaced = 0; // Enable top/filler placement for next surface
493 } else { // Possible various nodes overgenerated from neighbouring mapchunks
494 nplaced = U16_MAX; // Disable top/filler placement
499 vm->m_area.add_y(em, vi, -1);
507 void MapgenFlat::dustTopNodes()
509 if (node_max.Y < water_level)
512 v3s16 em = vm->m_area.getExtent();
515 for (s16 z = node_min.Z; z <= node_max.Z; z++)
516 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
517 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
519 if (biome->c_dust == CONTENT_IGNORE)
522 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
523 content_t c_full_max = vm->m_data[vi].getContent();
526 if (c_full_max == CONTENT_AIR) {
527 y_start = full_node_max.Y - 1;
528 } else if (c_full_max == CONTENT_IGNORE) {
529 vi = vm->m_area.index(x, node_max.Y + 1, z);
530 content_t c_max = vm->m_data[vi].getContent();
532 if (c_max == CONTENT_AIR)
533 y_start = node_max.Y;
540 vi = vm->m_area.index(x, y_start, z);
541 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
542 if (vm->m_data[vi].getContent() != CONTENT_AIR)
545 vm->m_area.add_y(em, vi, -1);
548 content_t c = vm->m_data[vi].getContent();
549 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
550 vm->m_area.add_y(em, vi, 1);
551 vm->m_data[vi] = MapNode(biome->c_dust);
557 void MapgenFlat::generateCaves(s16 max_stone_y)
559 if (max_stone_y < node_min.Y)
562 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
563 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
565 v3s16 em = vm->m_area.getExtent();
568 for (s16 z = node_min.Z; z <= node_max.Z; z++)
569 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
570 bool column_is_open = false; // Is column open to overground
571 bool is_tunnel = false; // Is tunnel or tunnel floor
572 u32 vi = vm->m_area.index(x, node_max.Y, z);
573 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
576 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
578 // Don't excavate the overgenerated stone at node_max.Y + 1,
579 // this creates a 'roof' over the tunnel, preventing light in
580 // tunnels at mapchunk borders when generating mapchunks upwards.
581 // This 'roof' is removed when the mapchunk above is generated.
582 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
584 vm->m_area.add_y(em, vi, -1)) {
586 content_t c = vm->m_data[vi].getContent();
587 if (c == CONTENT_AIR || c == biome->c_water_top ||
588 c == biome->c_water) {
589 column_is_open = true;
593 float d1 = contour(noise_cave1->result[index3d]);
594 float d2 = contour(noise_cave2->result[index3d]);
596 if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
597 // In tunnel and ground content, excavate
598 vm->m_data[vi] = MapNode(CONTENT_AIR);
601 // Not in tunnel or not ground content
602 if (is_tunnel && column_is_open &&
603 (c == biome->c_filler || c == biome->c_stone))
604 // Tunnel entrance floor
605 vm->m_data[vi] = MapNode(biome->c_top);
607 column_is_open = false;
613 if (node_max.Y > large_cave_depth)
616 PseudoRandom ps(blockseed + 21343);
617 u32 bruises_count = ps.range(0, 2);
618 for (u32 i = 0; i < bruises_count; i++) {
619 CaveV5 cave(this, &ps);
620 cave.makeCave(node_min, node_max, max_stone_y);