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_v5.h"
43 FlagDesc flagdesc_mapgen_v5[] = {
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49 : MapgenBasic(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;
58 this->heightmap = new s16[csize.X * csize.Z];
60 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
62 this->spflags = sp->spflags;
63 this->cave_width = sp->cave_width;
66 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
67 noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
68 noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
71 // 1-up 1-down overgeneration
72 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
74 MapgenBasic::np_cave1 = sp->np_cave1;
75 MapgenBasic::np_cave2 = sp->np_cave2;
77 //// Initialize biome generator
78 biomegen = emerge->biomemgr->createBiomeGen(
79 BIOMEGEN_ORIGINAL, params->bparams, csize);
80 biomemap = biomegen->biomemap;
82 //// Resolve nodes to be used
83 c_stone = ndef->getId("mapgen_stone");
84 c_water_source = ndef->getId("mapgen_water_source");
85 c_lava_source = ndef->getId("mapgen_lava_source");
86 c_desert_stone = ndef->getId("mapgen_desert_stone");
87 c_ice = ndef->getId("mapgen_ice");
88 c_sandstone = ndef->getId("mapgen_sandstone");
90 c_cobble = ndef->getId("mapgen_cobble");
91 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
92 c_mossycobble = ndef->getId("mapgen_mossycobble");
93 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
94 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
96 if (c_ice == CONTENT_IGNORE)
98 if (c_mossycobble == CONTENT_IGNORE)
99 c_mossycobble = c_cobble;
100 if (c_stair_cobble == CONTENT_IGNORE)
101 c_stair_cobble = c_cobble;
102 if (c_sandstonebrick == CONTENT_IGNORE)
103 c_sandstonebrick = c_sandstone;
104 if (c_stair_sandstonebrick == CONTENT_IGNORE)
105 c_stair_sandstonebrick = c_sandstone;
109 MapgenV5::~MapgenV5()
111 delete noise_filler_depth;
122 MapgenV5Params::MapgenV5Params()
127 np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
128 np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
129 np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
130 np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
131 np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
132 np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
136 //#define CAVE_NOISE_SCALE 12.0
137 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
140 void MapgenV5Params::readParams(const Settings *settings)
142 settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
143 settings->getFloatNoEx("mgv5_cave_width", cave_width);
145 settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
146 settings->getNoiseParams("mgv5_np_factor", np_factor);
147 settings->getNoiseParams("mgv5_np_height", np_height);
148 settings->getNoiseParams("mgv5_np_cave1", np_cave1);
149 settings->getNoiseParams("mgv5_np_cave2", np_cave2);
150 settings->getNoiseParams("mgv5_np_ground", np_ground);
154 void MapgenV5Params::writeParams(Settings *settings) const
156 settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
157 settings->setFloat("mgv5_cave_width", cave_width);
159 settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
160 settings->setNoiseParams("mgv5_np_factor", np_factor);
161 settings->setNoiseParams("mgv5_np_height", np_height);
162 settings->setNoiseParams("mgv5_np_cave1", np_cave1);
163 settings->setNoiseParams("mgv5_np_cave2", np_cave2);
164 settings->setNoiseParams("mgv5_np_ground", np_ground);
168 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
170 //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
172 float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
177 float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
179 for (s16 y = 128; y >= -128; y--) {
180 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
182 if (n_ground * f > y - h) { // If solid
183 // If either top 2 nodes of search are solid this is inside a
184 // mountain or floatland with possibly no space for the player to spawn.
186 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
187 } else { // Ground below at least 2 nodes of empty space
188 if (y <= water_level || y > water_level + 16)
189 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
196 //printf("getGroundLevelAtPoint: %dus\n", t.stop());
197 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
201 void MapgenV5::makeChunk(BlockMakeData *data)
204 assert(data->vmanip);
205 assert(data->nodedef);
206 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
207 data->blockpos_requested.Y >= data->blockpos_min.Y &&
208 data->blockpos_requested.Z >= data->blockpos_min.Z);
209 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
210 data->blockpos_requested.Y <= data->blockpos_max.Y &&
211 data->blockpos_requested.Z <= data->blockpos_max.Z);
213 this->generating = true;
214 this->vm = data->vmanip;
215 this->ndef = data->nodedef;
216 //TimeTaker t("makeChunk");
218 v3s16 blockpos_min = data->blockpos_min;
219 v3s16 blockpos_max = data->blockpos_max;
220 node_min = blockpos_min * MAP_BLOCKSIZE;
221 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
222 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
223 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
225 // Create a block-specific seed
226 blockseed = getBlockSeed2(full_node_min, seed);
231 // Generate base terrain
232 s16 stone_surface_max_y = generateBaseTerrain();
235 updateHeightmap(node_min, node_max);
237 // Init biome generator, place biome-specific nodes, and build biomemap
238 biomegen->calcBiomeNoise(node_min);
239 biomegen->getBiomes(heightmap);
240 MgStoneType stone_type = generateBiomes();
243 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
244 generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
246 // Generate dungeons and desert temples
247 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
250 dp.np_rarity = nparams_dungeon_rarity;
251 dp.np_density = nparams_dungeon_density;
252 dp.np_wetness = nparams_dungeon_wetness;
253 dp.c_water = c_water_source;
254 if (stone_type == MGSTONE_STONE) {
255 dp.c_cobble = c_cobble;
256 dp.c_moss = c_mossycobble;
257 dp.c_stair = c_stair_cobble;
259 dp.diagonal_dirs = false;
261 dp.holesize = v3s16(1, 2, 1);
262 dp.roomsize = v3s16(0, 0, 0);
263 dp.notifytype = GENNOTIFY_DUNGEON;
264 } else if (stone_type == MGSTONE_DESERT_STONE) {
265 dp.c_cobble = c_desert_stone;
266 dp.c_moss = c_desert_stone;
267 dp.c_stair = c_desert_stone;
269 dp.diagonal_dirs = true;
271 dp.holesize = v3s16(2, 3, 2);
272 dp.roomsize = v3s16(2, 5, 2);
273 dp.notifytype = GENNOTIFY_TEMPLE;
274 } else if (stone_type == MGSTONE_SANDSTONE) {
275 dp.c_cobble = c_sandstonebrick;
276 dp.c_moss = c_sandstonebrick;
277 dp.c_stair = c_sandstonebrick;
279 dp.diagonal_dirs = false;
281 dp.holesize = v3s16(2, 2, 2);
282 dp.roomsize = v3s16(2, 0, 2);
283 dp.notifytype = GENNOTIFY_DUNGEON;
286 DungeonGen dgen(this, &dp);
287 dgen.generate(blockseed, full_node_min, full_node_max);
290 // Generate the registered decorations
291 if (flags & MG_DECORATIONS)
292 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
294 // Generate the registered ores
295 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
297 // Sprinkle some dust on top after everything else was generated
300 //printf("makeChunk: %dms\n", t.stop());
302 // Add top and bottom side of water to transforming_liquid queue
303 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
305 // Calculate lighting
306 if (flags & MG_LIGHT) {
307 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
308 full_node_min, full_node_max);
311 this->generating = false;
315 void MapgenV5::calculateNoise()
317 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
319 s16 y = node_min.Y - 1;
322 noise_factor->perlinMap2D(x, z);
323 noise_height->perlinMap2D(x, z);
324 noise_ground->perlinMap3D(x, y, z);
326 // Cave noises are calculated in generateCaves()
327 // only if solid terrain is present in mapchunk
329 noise_filler_depth->perlinMap2D(x, z);
331 //printf("calculateNoise: %dus\n", t.stop());
335 //bool is_cave(u32 index) {
336 // double d1 = contour(noise_cave1->result[index]);
337 // double d2 = contour(noise_cave2->result[index]);
338 // return d1*d2 > CAVE_NOISE_THRESHOLD;
341 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
342 // double f = 0.55 + noise_factor->result[index2d];
347 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
348 // return (noise_ground->result[index] * f > (double)p.Y - h);
352 int MapgenV5::generateBaseTerrain()
356 int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
358 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
359 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
360 u32 vi = vm->m_area.index(node_min.X, y, z);
361 for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
362 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
365 float f = 0.55 + noise_factor->result[index2d];
370 float h = noise_height->result[index2d];
372 if (noise_ground->result[index] * f < y - h) {
373 if (y <= water_level)
374 vm->m_data[vi] = MapNode(c_water_source);
376 vm->m_data[vi] = MapNode(CONTENT_AIR);
378 vm->m_data[vi] = MapNode(c_stone);
379 if (y > stone_surface_max_y)
380 stone_surface_max_y = y;
388 return stone_surface_max_y;