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[] = {
45 {"blobs", MGV5_BLOBS},
50 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51 : Mapgen(mapgenid, params, emerge)
53 this->m_emerge = emerge;
54 this->bmgr = emerge->biomemgr;
56 // amount of elements to skip for the next index
57 // for noise/height/biome maps (not vmanip)
58 this->ystride = csize.X;
59 this->zstride = csize.X * (csize.Y + 2);
61 this->biomemap = new u8[csize.X * csize.Z];
62 this->heightmap = new s16[csize.X * csize.Z];
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);
76 noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
77 noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
80 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
81 noise_humidity = new Noise(¶ms->np_biome_humidity, 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_dirt = ndef->getId("mapgen_dirt");
88 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89 c_sand = ndef->getId("mapgen_sand");
90 c_water_source = ndef->getId("mapgen_water_source");
91 c_lava_source = ndef->getId("mapgen_lava_source");
92 c_gravel = ndef->getId("mapgen_gravel");
93 c_cobble = ndef->getId("mapgen_cobble");
94 c_ice = ndef->getId("default:ice");
95 c_mossycobble = ndef->getId("mapgen_mossycobble");
96 c_sandbrick = ndef->getId("mapgen_sandstonebrick");
97 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
98 c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
99 if (c_ice == CONTENT_IGNORE)
101 if (c_mossycobble == CONTENT_IGNORE)
102 c_mossycobble = c_cobble;
103 if (c_sandbrick == CONTENT_IGNORE)
104 c_sandbrick = c_desert_stone;
105 if (c_stair_cobble == CONTENT_IGNORE)
106 c_stair_cobble = c_cobble;
107 if (c_stair_sandstone == CONTENT_IGNORE)
108 c_stair_sandstone = c_sandbrick;
112 MapgenV5::~MapgenV5() {
113 delete noise_filler_depth;
119 delete noise_crumble;
120 delete noise_wetness;
123 delete noise_humidity;
130 MapgenV5Params::MapgenV5Params() {
131 spflags = MGV5_BLOBS;
133 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
134 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
135 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
136 np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
137 np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
138 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
139 np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
140 np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
144 // Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
146 // Scaling the output of the noise function affects the overdrive of the
147 // contour function, which affects the shape of the output considerably.
149 //#define CAVE_NOISE_SCALE 12.0 < original default
150 //#define CAVE_NOISE_SCALE 10.0
151 //#define CAVE_NOISE_SCALE 7.5
152 //#define CAVE_NOISE_SCALE 5.0
153 //#define CAVE_NOISE_SCALE 1.0
155 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
156 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
159 void MapgenV5Params::readParams(Settings *settings) {
160 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
162 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
163 settings->getNoiseParams("mgv5_np_factor", np_factor);
164 settings->getNoiseParams("mgv5_np_height", np_height);
165 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
166 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
167 settings->getNoiseParams("mgv5_np_ground", np_ground);
168 settings->getNoiseParams("mgv5_np_crumble", np_crumble);
169 settings->getNoiseParams("mgv5_np_wetness", np_wetness);
173 void MapgenV5Params::writeParams(Settings *settings) {
174 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
176 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
177 settings->setNoiseParams("mgv5_np_factor", np_factor);
178 settings->setNoiseParams("mgv5_np_height", np_height);
179 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
180 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
181 settings->setNoiseParams("mgv5_np_ground", np_ground);
182 settings->setNoiseParams("mgv5_np_crumble", np_crumble);
183 settings->setNoiseParams("mgv5_np_wetness", np_wetness);
187 int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
188 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
190 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
195 float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
197 s16 search_top = water_level + 15;
198 s16 search_base = water_level;
199 // Use these 2 lines instead for a slower search returning highest ground level
200 //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
201 //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
204 for (s16 y = search_top; y >= search_base; y--) {
205 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
206 if(n_ground * f > y - h) {
207 if(y >= search_top - 7)
215 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
220 void MapgenV5::makeChunk(BlockMakeData *data) {
221 assert(data->vmanip);
222 assert(data->nodedef);
223 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
224 data->blockpos_requested.Y >= data->blockpos_min.Y &&
225 data->blockpos_requested.Z >= data->blockpos_min.Z);
226 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
227 data->blockpos_requested.Y <= data->blockpos_max.Y &&
228 data->blockpos_requested.Z <= data->blockpos_max.Z);
232 ndef = data->nodedef;
233 //TimeTaker t("makeChunk");
235 v3s16 blockpos_min = data->blockpos_min;
236 v3s16 blockpos_max = data->blockpos_max;
237 node_min = blockpos_min * MAP_BLOCKSIZE;
238 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
239 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
240 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
242 // Create a block-specific seed
243 blockseed = m_emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
248 // Generate base terrain
249 generateBaseTerrain();
250 updateHeightmap(node_min, node_max);
252 // Generate underground dirt, sand, gravel and lava blobs
253 if (spflags & MGV5_BLOBS) {
258 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
259 noise_humidity->result, heightmap, biomemap);
261 // Actually place the biome-specific nodes
264 // Generate dungeons and desert temples
265 if (flags & MG_DUNGEONS) {
266 DungeonGen dgen(this, NULL);
267 dgen.generate(blockseed, full_node_min, full_node_max);
270 // Generate the registered decorations
271 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
273 // Generate the registered ores
274 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
276 // Sprinkle some dust on top after everything else was generated
279 //printf("makeChunk: %dms\n", t.stop());
281 // Add top and bottom side of water to transforming_liquid queue
282 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
284 // Calculate lighting
285 if (flags & MG_LIGHT)
286 calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
287 node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
289 this->generating = false;
293 void MapgenV5::calculateNoise() {
294 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
296 int y = node_min.Y - 1;
299 noise_filler_depth->perlinMap2D(x, z);
300 noise_factor->perlinMap2D(x, z);
301 noise_height->perlinMap2D(x, z);
303 noise_cave1->perlinMap3D(x, y, z);
304 noise_cave2->perlinMap3D(x, y, z);
305 noise_ground->perlinMap3D(x, y, z);
307 if (spflags & MGV5_BLOBS) {
308 noise_crumble->perlinMap3D(x, y, z);
309 noise_wetness->perlinMap3D(x, y, z);
312 noise_heat->perlinMap2D(x, z);
313 noise_humidity->perlinMap2D(x, z);
315 //printf("calculateNoise: %dus\n", t.stop());
319 //bool is_cave(u32 index) {
320 // double d1 = contour(noise_cave1->result[index]);
321 // double d2 = contour(noise_cave2->result[index]);
322 // return d1*d2 > CAVE_NOISE_THRESHOLD;
326 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
327 // double f = 0.55 + noise_factor->result[index2d];
332 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
333 // return (noise_ground->result[index] * f > (double)p.Y - h);
337 // Make base ground level
338 void MapgenV5::generateBaseTerrain() {
342 for(s16 z=node_min.Z; z<=node_max.Z; z++) {
343 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
344 u32 i = vm->m_area.index(node_min.X, y, z);
345 for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
346 if(vm->m_data[i].getContent() != CONTENT_IGNORE)
349 float f = 0.55 + noise_factor->result[index2d];
354 float h = water_level + noise_height->result[index2d];
355 float d1 = contour(noise_cave1->result[index]);
356 float d2 = contour(noise_cave2->result[index]);
358 if(noise_ground->result[index] * f < y - h) {
360 vm->m_data[i] = MapNode(c_water_source);
362 vm->m_data[i] = MapNode(CONTENT_AIR);
363 } else if(d1*d2 > 0.2) {
364 vm->m_data[i] = MapNode(CONTENT_AIR);
366 vm->m_data[i] = MapNode(c_stone);
369 index2d = index2d - ystride;
371 index2d = index2d + ystride;
376 // Add mud and sand and others underground (in place of stone)
377 void MapgenV5::generateBlobs() {
380 for(s16 z=node_min.Z; z<=node_max.Z; z++) {
381 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
382 u32 i = vm->m_area.index(node_min.X, y, z);
383 for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
384 content_t c = vm->m_data[i].getContent();
388 if(noise_crumble->result[index] > 1.3) {
389 if(noise_wetness->result[index] > 0.0)
390 vm->m_data[i] = MapNode(c_dirt);
392 vm->m_data[i] = MapNode(c_sand);
393 } else if(noise_crumble->result[index] > 0.7) {
394 if(noise_wetness->result[index] < -0.6)
395 vm->m_data[i] = MapNode(c_gravel);
396 } else if(noise_crumble->result[index] < -3.5 +
398 sqrt((float)MYMAX(0, -y)), 1.5)) {
399 vm->m_data[i] = MapNode(c_lava_source);
407 void MapgenV5::generateBiomes() {
408 if (node_max.Y < water_level)
411 MapNode n_air(CONTENT_AIR);
412 MapNode n_stone(c_stone);
413 MapNode n_water(c_water_source);
415 v3s16 em = vm->m_area.getExtent();
418 for (s16 z = node_min.Z; z <= node_max.Z; z++)
419 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
420 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
421 s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
422 s16 y0_top = biome->depth_top;
423 s16 y0_filler = biome->depth_top + dfiller;
426 u32 i = vm->m_area.index(x, node_max.Y, z);
428 content_t c_above = vm->m_data[i + em.X].getContent();
429 bool have_air = c_above == CONTENT_AIR;
431 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
432 content_t c = vm->m_data[i].getContent();
433 bool is_replaceable_content =
434 c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
435 c == c_sand || c == c_lava_source || c == c_gravel;
437 if (is_replaceable_content && have_air) {
438 content_t c_below = vm->m_data[i - em.X].getContent();
440 if (c_below != CONTENT_AIR) {
441 if (nplaced < y0_top) {
442 // A hack to prevent dirt_with_grass from being
443 // placed below water. TODO: fix later
444 content_t c_place = ((y < water_level) &&
445 (biome->c_top == c_dirt_with_grass)) ?
446 c_dirt : biome->c_top;
447 vm->m_data[i] = MapNode(c_place);
449 } else if (nplaced < y0_filler && nplaced >= y0_top) {
450 vm->m_data[i] = MapNode(biome->c_filler);
452 } else if (c == c_stone) {
455 vm->m_data[i] = MapNode(biome->c_stone);
460 } else if (c == c_stone) {
463 vm->m_data[i] = MapNode(biome->c_stone);
465 } else if (c == c_stone) {
468 vm->m_data[i] = MapNode(biome->c_stone);
469 } else if (c == c_water_source) {
472 vm->m_data[i] = MapNode(biome->c_water);
473 } else if (c == CONTENT_AIR) {
478 vm->m_area.add_y(em, i, -1);
483 void MapgenV5::dustTopNodes() {
484 v3s16 em = vm->m_area.getExtent();
487 if (water_level > node_max.Y)
490 for (s16 z = node_min.Z; z <= node_max.Z; z++)
491 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
492 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
494 if (biome->c_dust == CONTENT_IGNORE)
497 s16 y = node_max.Y + 1;
498 u32 vi = vm->m_area.index(x, y, z);
499 for (; y >= node_min.Y; y--) {
500 if (vm->m_data[vi].getContent() != CONTENT_AIR)
503 vm->m_area.add_y(em, vi, -1);
506 content_t c = vm->m_data[vi].getContent();
507 if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
508 if (y < node_min.Y - 1)
511 vm->m_data[vi] = MapNode(biome->c_dust_water);
512 } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
513 && c != biome->c_dust) {
514 if (y == node_max.Y + 1)
517 vm->m_area.add_y(em, vi, 1);
518 vm->m_data[vi] = MapNode(biome->c_dust);