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
32 #include "main.h" // For g_profiler
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41 #include "util/directiontables.h"
44 FlagDesc flagdesc_mapgen_v5[] = {
49 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
50 : Mapgen(mapgenid, params, emerge)
52 this->m_emerge = emerge;
53 this->bmgr = emerge->biomemgr;
55 // amount of elements to skip for the next index
56 // for noise/height/biome maps (not vmanip)
57 this->ystride = csize.X;
58 this->zstride = csize.X * (csize.Y + 2);
60 this->biomemap = new u8[csize.X * csize.Z];
61 this->heightmap = new s16[csize.X * csize.Z];
63 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
64 this->spflags = sp->spflags;
67 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
68 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
69 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
72 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
73 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
74 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
77 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
78 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
80 //// Resolve nodes to be used
81 INodeDefManager *ndef = emerge->ndef;
83 c_stone = ndef->getId("mapgen_stone");
84 c_dirt = ndef->getId("mapgen_dirt");
85 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
86 c_sand = ndef->getId("mapgen_sand");
87 c_water_source = ndef->getId("mapgen_water_source");
88 c_lava_source = ndef->getId("mapgen_lava_source");
89 c_gravel = ndef->getId("mapgen_gravel");
90 c_cobble = ndef->getId("mapgen_cobble");
91 c_ice = ndef->getId("default:ice");
92 c_mossycobble = ndef->getId("mapgen_mossycobble");
93 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
94 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
95 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
96 if (c_ice == CONTENT_IGNORE)
98 if (c_mossycobble == CONTENT_IGNORE)
99 c_mossycobble = c_cobble;
100 if (c_sandbrick == CONTENT_IGNORE)
101 c_sandbrick = c_desert_stone;
102 if (c_stair_cobble == CONTENT_IGNORE)
103 c_stair_cobble = c_cobble;
104 if (c_stair_sandstone == CONTENT_IGNORE)
105 c_stair_sandstone = c_sandbrick;
109 MapgenV5::~MapgenV5()
111 delete noise_filler_depth;
119 delete noise_humidity;
126 MapgenV5Params::MapgenV5Params()
130 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
131 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
132 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
133 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
134 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
135 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
139 //#define CAVE_NOISE_SCALE 12.0
140 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
143 void MapgenV5Params::readParams(Settings *settings)
145 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
147 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
148 settings->getNoiseParams("mgv5_np_factor", np_factor);
149 settings->getNoiseParams("mgv5_np_height", np_height);
150 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
151 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
152 settings->getNoiseParams("mgv5_np_ground", np_ground);
156 void MapgenV5Params::writeParams(Settings *settings)
158 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
160 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
161 settings->setNoiseParams("mgv5_np_factor", np_factor);
162 settings->setNoiseParams("mgv5_np_height", np_height);
163 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
164 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
165 settings->setNoiseParams("mgv5_np_ground", np_ground);
169 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
171 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
173 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
178 float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
180 s16 search_top = water_level + 15;
181 s16 search_base = water_level;
184 for (s16 y = search_top; y >= search_base; y--) {
185 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
186 if (n_ground * f > y - h) {
187 if (y >= search_top - 7)
195 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
200 void MapgenV5::makeChunk(BlockMakeData *data)
202 assert(data->vmanip);
203 assert(data->nodedef);
204 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
205 data->blockpos_requested.Y >= data->blockpos_min.Y &&
206 data->blockpos_requested.Z >= data->blockpos_min.Z);
207 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
208 data->blockpos_requested.Y <= data->blockpos_max.Y &&
209 data->blockpos_requested.Z <= data->blockpos_max.Z);
213 ndef = data->nodedef;
214 //TimeTaker t("makeChunk");
216 v3s16 blockpos_min = data->blockpos_min;
217 v3s16 blockpos_max = data->blockpos_max;
218 node_min = blockpos_min * MAP_BLOCKSIZE;
219 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
220 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
221 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
223 // Create a block-specific seed
224 blockseed = getBlockSeed2(full_node_min, seed);
229 // Generate base terrain
230 s16 stone_surface_max_y = generateBaseTerrain();
233 updateHeightmap(node_min, node_max);
235 // Create biomemap at heightmap surface
236 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
237 noise_humidity->result, heightmap, biomemap);
239 // Actually place the biome-specific nodes
240 generateBiomes(noise_heat->result, noise_humidity->result);
243 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
244 generateCaves(stone_surface_max_y);
246 // Generate dungeons and desert temples
247 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
248 DungeonGen dgen(this, NULL);
249 dgen.generate(blockseed, full_node_min, full_node_max);
252 // Generate the registered decorations
253 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
255 // Generate the registered ores
256 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
258 // Sprinkle some dust on top after everything else was generated
261 //printf("makeChunk: %dms\n", t.stop());
263 // Add top and bottom side of water to transforming_liquid queue
264 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
266 // Calculate lighting
267 if (flags & MG_LIGHT) {
268 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
269 full_node_min, full_node_max);
272 this->generating = false;
276 void MapgenV5::calculateNoise()
278 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
280 int y = node_min.Y - 1;
283 noise_factor->perlinMap2D(x, z);
284 noise_height->perlinMap2D(x, z);
285 noise_ground->perlinMap3D(x, y, z);
287 if (flags & MG_CAVES) {
288 noise_cave1->perlinMap3D(x, y, z);
289 noise_cave2->perlinMap3D(x, y, z);
292 if (node_max.Y >= water_level) {
293 noise_filler_depth->perlinMap2D(x, z);
294 noise_heat->perlinMap2D(x, z);
295 noise_humidity->perlinMap2D(x, z);
298 //printf("calculateNoise: %dus\n", t.stop());
302 //bool is_cave(u32 index) {
303 // double d1 = contour(noise_cave1->result[index]);
304 // double d2 = contour(noise_cave2->result[index]);
305 // return d1*d2 > CAVE_NOISE_THRESHOLD;
308 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
309 // double f = 0.55 + noise_factor->result[index2d];
314 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
315 // return (noise_ground->result[index] * f > (double)p.Y - h);
319 int MapgenV5::generateBaseTerrain()
323 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
325 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
326 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
327 u32 i = vm->m_area.index(node_min.X, y, z);
328 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
329 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
332 float f = 0.55 + noise_factor->result[index2d];
337 float h = noise_height->result[index2d];
339 if (noise_ground->result[index] * f < y - h) {
340 if (y <= water_level)
341 vm->m_data[i] = MapNode(c_water_source);
343 vm->m_data[i] = MapNode(CONTENT_AIR);
345 vm->m_data[i] = MapNode(c_stone);
346 if (y > stone_surface_max_y)
347 stone_surface_max_y = y;
350 index2d = index2d - ystride;
352 index2d = index2d + ystride;
355 return stone_surface_max_y;
359 void MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
361 if (node_max.Y < water_level)
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();
371 for (s16 z = node_min.Z; z <= node_max.Z; z++)
372 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
377 s16 depth_water_top = 0;
380 u32 i = vm->m_area.index(x, node_max.Y, z);
382 content_t c_above = vm->m_data[i + em.X].getContent();
383 bool have_air = c_above == CONTENT_AIR;
385 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
386 content_t c = vm->m_data[i].getContent();
388 if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
389 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
390 dfiller = biome->depth_filler + noise_filler_depth->result[index];
391 y0_top = biome->depth_top;
392 y0_filler = biome->depth_top + dfiller;
393 depth_water_top = biome->depth_water_top;
396 if (c == c_stone && have_air) {
397 content_t c_below = vm->m_data[i - em.X].getContent();
399 if (c_below != CONTENT_AIR) {
400 if (nplaced < y0_top) {
401 vm->m_data[i] = MapNode(biome->c_top);
403 } else if (nplaced < y0_filler && nplaced >= y0_top) {
404 vm->m_data[i] = MapNode(biome->c_filler);
406 } else if (c == c_stone) {
409 vm->m_data[i] = MapNode(biome->c_stone);
414 } else if (c == c_stone) {
417 vm->m_data[i] = MapNode(biome->c_stone);
419 } else if (c == c_stone) {
422 vm->m_data[i] = MapNode(biome->c_stone);
423 } else if (c == c_water_source) {
426 if(y > water_level - depth_water_top)
427 vm->m_data[i] = MapNode(biome->c_water_top);
429 vm->m_data[i] = MapNode(biome->c_water);
430 } else if (c == CONTENT_AIR) {
435 vm->m_area.add_y(em, i, -1);
441 void MapgenV5::generateCaves(int max_stone_y)
446 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
447 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
448 u32 i = vm->m_area.index(node_min.X, y, z);
449 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
450 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
451 content_t c = vm->m_data[i].getContent();
454 && c != biome->c_stone
458 float d1 = contour(noise_cave1->result[index]);
459 float d2 = contour(noise_cave2->result[index]);
461 vm->m_data[i] = MapNode(CONTENT_AIR);
463 index2d = index2d - ystride;
465 index2d = index2d + ystride;
468 if (node_max.Y > -256)
471 PseudoRandom ps(blockseed + 21343);
472 u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
473 for (u32 i = 0; i < bruises_count; i++) {
474 CaveV5 cave(this, &ps);
475 cave.makeCave(node_min, node_max, max_stone_y);
480 void MapgenV5::dustTopNodes()
482 if (node_max.Y < water_level)
485 v3s16 em = vm->m_area.getExtent();
488 for (s16 z = node_min.Z; z <= node_max.Z; z++)
489 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
490 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
492 if (biome->c_dust == CONTENT_IGNORE)
495 s16 y = node_max.Y + 1;
496 u32 vi = vm->m_area.index(x, y, z);
497 for (; y >= node_min.Y; y--) {
498 if (vm->m_data[vi].getContent() != CONTENT_AIR)
501 vm->m_area.add_y(em, vi, -1);
504 content_t c = vm->m_data[vi].getContent();
505 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
506 && c != biome->c_dust) {
507 if (y == node_max.Y + 1)
510 vm->m_area.add_y(em, vi, 1);
511 vm->m_data[vi] = MapNode(biome->c_dust);