3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 "content_sao.h"
29 #include "voxelalgorithms.h"
31 #include "settings.h" // For g_settings
33 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v5.h"
40 #include "util/directiontables.h"
43 FlagDesc flagdesc_mapgen_v5[] = {
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49 : Mapgen(mapgenid, params, emerge)
51 this->m_emerge = emerge;
52 this->bmgr = emerge->biomemgr;
54 // amount of elements to skip for the next index
55 // for noise/height/biome maps (not vmanip)
56 this->ystride = csize.X;
57 this->zstride = csize.X * (csize.Y + 2);
59 this->biomemap = new u8[csize.X * csize.Z];
60 this->heightmap = new s16[csize.X * csize.Z];
62 this->humidmap = NULL;
64 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
65 this->spflags = sp->spflags;
68 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
70 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
73 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
74 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
75 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
78 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
79 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
80 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
81 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
83 //// Resolve nodes to be used
84 INodeDefManager *ndef = emerge->ndef;
86 c_stone = ndef->getId("mapgen_stone");
87 c_water_source = ndef->getId("mapgen_water_source");
88 c_lava_source = ndef->getId("mapgen_lava_source");
89 c_desert_stone = ndef->getId("mapgen_desert_stone");
90 c_ice = ndef->getId("mapgen_ice");
91 c_sandstone = ndef->getId("mapgen_sandstone");
93 c_cobble = ndef->getId("mapgen_cobble");
94 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
95 c_mossycobble = ndef->getId("mapgen_mossycobble");
96 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
97 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
99 if (c_ice == CONTENT_IGNORE)
101 if (c_mossycobble == CONTENT_IGNORE)
102 c_mossycobble = c_cobble;
103 if (c_stair_cobble == CONTENT_IGNORE)
104 c_stair_cobble = c_cobble;
105 if (c_sandstonebrick == CONTENT_IGNORE)
106 c_sandstonebrick = c_sandstone;
107 if (c_stair_sandstonebrick == CONTENT_IGNORE)
108 c_stair_sandstonebrick = c_sandstone;
112 MapgenV5::~MapgenV5()
114 delete noise_filler_depth;
122 delete noise_humidity;
123 delete noise_heat_blend;
124 delete noise_humidity_blend;
131 MapgenV5Params::MapgenV5Params()
135 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
136 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
137 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
138 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
139 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
140 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
144 //#define CAVE_NOISE_SCALE 12.0
145 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
148 void MapgenV5Params::readParams(const Settings *settings)
150 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
152 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
153 settings->getNoiseParams("mgv5_np_factor", np_factor);
154 settings->getNoiseParams("mgv5_np_height", np_height);
155 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
156 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
157 settings->getNoiseParams("mgv5_np_ground", np_ground);
161 void MapgenV5Params::writeParams(Settings *settings) const
163 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
165 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
166 settings->setNoiseParams("mgv5_np_factor", np_factor);
167 settings->setNoiseParams("mgv5_np_height", np_height);
168 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
169 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
170 settings->setNoiseParams("mgv5_np_ground", np_ground);
174 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
176 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
178 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
183 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
185 s16 search_top = water_level + 15;
186 s16 search_base = water_level;
189 for (s16 y = search_top; y >= search_base; y--) {
190 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
191 if (n_ground * f > y - h) {
192 if (y >= search_top - 7)
200 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
205 void MapgenV5::makeChunk(BlockMakeData *data)
208 assert(data->vmanip);
209 assert(data->nodedef);
210 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
211 data->blockpos_requested.Y >= data->blockpos_min.Y &&
212 data->blockpos_requested.Z >= data->blockpos_min.Z);
213 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
214 data->blockpos_requested.Y <= data->blockpos_max.Y &&
215 data->blockpos_requested.Z <= data->blockpos_max.Z);
219 ndef = data->nodedef;
220 //TimeTaker t("makeChunk");
222 v3s16 blockpos_min = data->blockpos_min;
223 v3s16 blockpos_max = data->blockpos_max;
224 node_min = blockpos_min * MAP_BLOCKSIZE;
225 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
226 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
227 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
229 // Create a block-specific seed
230 blockseed = getBlockSeed2(full_node_min, seed);
235 // Generate base terrain
236 s16 stone_surface_max_y = generateBaseTerrain();
239 updateHeightmap(node_min, node_max);
241 // Create biomemap at heightmap surface
242 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
243 noise_humidity->result, heightmap, biomemap);
245 // Actually place the biome-specific nodes
246 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
249 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
250 generateCaves(stone_surface_max_y);
252 // Generate dungeons and desert temples
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 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
299 // Generate the registered ores
300 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
302 // Sprinkle some dust on top after everything else was generated
305 //printf("makeChunk: %dms\n", t.stop());
307 // Add top and bottom side of water to transforming_liquid queue
308 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
310 // Calculate lighting
311 if (flags & MG_LIGHT) {
312 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
313 full_node_min, full_node_max);
316 this->generating = false;
320 void MapgenV5::calculateNoise()
322 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
324 int y = node_min.Y - 1;
327 noise_factor->perlinMap2D(x, z);
328 noise_height->perlinMap2D(x, z);
329 noise_ground->perlinMap3D(x, y, z);
331 if (flags & MG_CAVES) {
332 noise_cave1->perlinMap3D(x, y, z);
333 noise_cave2->perlinMap3D(x, y, z);
336 noise_filler_depth->perlinMap2D(x, z);
337 noise_heat->perlinMap2D(x, z);
338 noise_humidity->perlinMap2D(x, z);
339 noise_heat_blend->perlinMap2D(x, z);
340 noise_humidity_blend->perlinMap2D(x, z);
342 for (s32 i = 0; i < csize.X * csize.Z; i++) {
343 noise_heat->result[i] += noise_heat_blend->result[i];
344 noise_humidity->result[i] += noise_humidity_blend->result[i];
347 heatmap = noise_heat->result;
348 humidmap = noise_humidity->result;
349 //printf("calculateNoise: %dus\n", t.stop());
353 //bool is_cave(u32 index) {
354 // double d1 = contour(noise_cave1->result[index]);
355 // double d2 = contour(noise_cave2->result[index]);
356 // return d1*d2 > CAVE_NOISE_THRESHOLD;
359 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
360 // double f = 0.55 + noise_factor->result[index2d];
365 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
366 // return (noise_ground->result[index] * f > (double)p.Y - h);
370 int MapgenV5::generateBaseTerrain()
374 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
376 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
377 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
378 u32 i = vm->m_area.index(node_min.X, y, z);
379 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
380 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
383 float f = 0.55 + noise_factor->result[index2d];
388 float h = noise_height->result[index2d];
390 if (noise_ground->result[index] * f < y - h) {
391 if (y <= water_level)
392 vm->m_data[i] = MapNode(c_water_source);
394 vm->m_data[i] = MapNode(CONTENT_AIR);
396 vm->m_data[i] = MapNode(c_stone);
397 if (y > stone_surface_max_y)
398 stone_surface_max_y = y;
406 return stone_surface_max_y;
410 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
412 v3s16 em = vm->m_area.getExtent();
414 MgStoneType stone_type = STONE;
416 for (s16 z = node_min.Z; z <= node_max.Z; z++)
417 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
421 u16 depth_water_top = 0;
422 u32 vi = vm->m_area.index(x, node_max.Y, z);
424 // Check node at base of mapchunk above, either a node of a previously
425 // generated mapchunk or if not, a node of overgenerated base terrain.
426 content_t c_above = vm->m_data[vi + em.X].getContent();
427 bool air_above = c_above == CONTENT_AIR;
428 bool water_above = c_above == c_water_source;
430 // If there is air or water above enable top/filler placement, otherwise force
431 // nplaced to stone level by setting a number exceeding any possible filler depth.
432 u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
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)-1; // Disable top/filler placement
499 vm->m_area.add_y(em, vi, -1);
507 void MapgenV5::generateCaves(int max_stone_y)
512 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
513 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
514 u32 i = vm->m_area.index(node_min.X, y, z);
515 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
516 float d1 = contour(noise_cave1->result[index]);
517 float d2 = contour(noise_cave2->result[index]);
519 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
520 content_t c = vm->m_data[i].getContent();
521 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
523 c != biome->c_stone &&
527 vm->m_data[i] = MapNode(CONTENT_AIR);
535 if (node_max.Y > LARGE_CAVE_DEPTH)
538 PseudoRandom ps(blockseed + 21343);
539 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
540 for (u32 i = 0; i < bruises_count; i++) {
541 CaveV5 cave(this, &ps);
542 cave.makeCave(node_min, node_max, max_stone_y);
547 void MapgenV5::dustTopNodes()
549 if (node_max.Y < water_level)
552 v3s16 em = vm->m_area.getExtent();
555 for (s16 z = node_min.Z; z <= node_max.Z; z++)
556 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
557 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
559 if (biome->c_dust == CONTENT_IGNORE)
562 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
563 content_t c_full_max = vm->m_data[vi].getContent();
566 if (c_full_max == CONTENT_AIR) {
567 y_start = full_node_max.Y - 1;
568 } else if (c_full_max == CONTENT_IGNORE) {
569 vi = vm->m_area.index(x, node_max.Y + 1, z);
570 content_t c_max = vm->m_data[vi].getContent();
572 if (c_max == CONTENT_AIR)
573 y_start = node_max.Y;
580 vi = vm->m_area.index(x, y_start, z);
581 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
582 if (vm->m_data[vi].getContent() != CONTENT_AIR)
585 vm->m_area.add_y(em, vi, -1);
588 content_t c = vm->m_data[vi].getContent();
589 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
590 vm->m_area.add_y(em, vi, 1);
591 vm->m_data[vi] = MapNode(biome->c_dust);