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 MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
63 this->spflags = sp->spflags;
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 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
72 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
73 noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
76 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
77 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
79 //// Resolve nodes to be used
80 INodeDefManager *ndef = emerge->ndef;
82 c_stone = ndef->getId("mapgen_stone");
83 c_dirt = ndef->getId("mapgen_dirt");
84 c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
85 c_sand = ndef->getId("mapgen_sand");
86 c_water_source = ndef->getId("mapgen_water_source");
87 c_lava_source = ndef->getId("mapgen_lava_source");
88 c_gravel = ndef->getId("mapgen_gravel");
89 c_cobble = ndef->getId("mapgen_cobble");
90 c_ice = ndef->getId("default:ice");
91 c_desert_stone = ndef->getId("mapgen_desert_stone");
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(const 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) const
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)
203 assert(data->vmanip);
204 assert(data->nodedef);
205 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
206 data->blockpos_requested.Y >= data->blockpos_min.Y &&
207 data->blockpos_requested.Z >= data->blockpos_min.Z);
208 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
209 data->blockpos_requested.Y <= data->blockpos_max.Y &&
210 data->blockpos_requested.Z <= data->blockpos_max.Z);
214 ndef = data->nodedef;
215 //TimeTaker t("makeChunk");
217 v3s16 blockpos_min = data->blockpos_min;
218 v3s16 blockpos_max = data->blockpos_max;
219 node_min = blockpos_min * MAP_BLOCKSIZE;
220 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
222 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224 // Create a block-specific seed
225 blockseed = getBlockSeed2(full_node_min, seed);
230 // Generate base terrain
231 s16 stone_surface_max_y = generateBaseTerrain();
234 updateHeightmap(node_min, node_max);
236 // Create biomemap at heightmap surface
237 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
238 noise_humidity->result, heightmap, biomemap);
240 // Actually place the biome-specific nodes
241 bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
244 if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
245 generateCaves(stone_surface_max_y);
247 // Generate dungeons and desert temples
248 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
251 dp.np_rarity = nparams_dungeon_rarity;
252 dp.np_density = nparams_dungeon_density;
253 dp.np_wetness = nparams_dungeon_wetness;
254 dp.c_water = c_water_source;
256 dp.c_cobble = c_sandbrick;
257 dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
258 dp.c_stair = c_stair_sandstone;
260 dp.diagonal_dirs = true;
262 dp.holesize = v3s16(2, 3, 2);
263 dp.roomsize = v3s16(2, 5, 2);
264 dp.notifytype = GENNOTIFY_TEMPLE;
266 dp.c_cobble = c_cobble;
267 dp.c_moss = c_mossycobble;
268 dp.c_stair = c_stair_cobble;
270 dp.diagonal_dirs = false;
272 dp.holesize = v3s16(1, 2, 1);
273 dp.roomsize = v3s16(0, 0, 0);
274 dp.notifytype = GENNOTIFY_DUNGEON;
277 DungeonGen dgen(this, &dp);
278 dgen.generate(blockseed, full_node_min, full_node_max);
281 // Generate the registered decorations
282 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
284 // Generate the registered ores
285 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
287 // Sprinkle some dust on top after everything else was generated
290 //printf("makeChunk: %dms\n", t.stop());
292 // Add top and bottom side of water to transforming_liquid queue
293 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
295 // Calculate lighting
296 if (flags & MG_LIGHT) {
297 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
298 full_node_min, full_node_max);
301 this->generating = false;
305 void MapgenV5::calculateNoise()
307 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
309 int y = node_min.Y - 1;
312 noise_factor->perlinMap2D(x, z);
313 noise_height->perlinMap2D(x, z);
314 noise_ground->perlinMap3D(x, y, z);
316 if (flags & MG_CAVES) {
317 noise_cave1->perlinMap3D(x, y, z);
318 noise_cave2->perlinMap3D(x, y, z);
321 if (node_max.Y >= water_level) {
322 noise_filler_depth->perlinMap2D(x, z);
323 noise_heat->perlinMap2D(x, z);
324 noise_humidity->perlinMap2D(x, z);
327 //printf("calculateNoise: %dus\n", t.stop());
331 //bool is_cave(u32 index) {
332 // double d1 = contour(noise_cave1->result[index]);
333 // double d2 = contour(noise_cave2->result[index]);
334 // return d1*d2 > CAVE_NOISE_THRESHOLD;
337 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
338 // double f = 0.55 + noise_factor->result[index2d];
343 // double h = WATER_LEVEL + 10 * noise_height->result[index2d];
344 // return (noise_ground->result[index] * f > (double)p.Y - h);
348 int MapgenV5::generateBaseTerrain()
352 int stone_surface_max_y = -MAP_GENERATION_LIMIT;
354 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
355 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
356 u32 i = vm->m_area.index(node_min.X, y, z);
357 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
358 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
361 float f = 0.55 + noise_factor->result[index2d];
366 float h = noise_height->result[index2d];
368 if (noise_ground->result[index] * f < y - h) {
369 if (y <= water_level)
370 vm->m_data[i] = MapNode(c_water_source);
372 vm->m_data[i] = MapNode(CONTENT_AIR);
374 vm->m_data[i] = MapNode(c_stone);
375 if (y > stone_surface_max_y)
376 stone_surface_max_y = y;
384 return stone_surface_max_y;
388 bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
390 if (node_max.Y < water_level)
393 v3s16 em = vm->m_area.getExtent();
395 bool desert_stone = false;
397 for (s16 z = node_min.Z; z <= node_max.Z; z++)
398 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
403 s16 depth_water_top = 0;
406 u32 i = vm->m_area.index(x, node_max.Y, z);
408 content_t c_above = vm->m_data[i + em.X].getContent();
409 bool have_air = c_above == CONTENT_AIR;
411 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
412 content_t c = vm->m_data[i].getContent();
414 if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
415 (y == node_max.Y || have_air)) {
416 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
417 dfiller = biome->depth_filler + noise_filler_depth->result[index];
418 y0_top = biome->depth_top;
419 y0_filler = biome->depth_top + dfiller;
420 depth_water_top = biome->depth_water_top;
422 if (biome->c_stone == c_desert_stone)
426 if (c == c_stone && have_air) {
427 content_t c_below = vm->m_data[i - em.X].getContent();
429 if (c_below != CONTENT_AIR && c_below != c_water_source) {
430 if (nplaced < y0_top) {
431 vm->m_data[i] = MapNode(biome->c_top);
433 } else if (nplaced < y0_filler && nplaced >= y0_top) {
434 vm->m_data[i] = MapNode(biome->c_filler);
436 } else if (c == c_stone) {
439 vm->m_data[i] = MapNode(biome->c_stone);
444 } else if (c == c_stone) {
447 vm->m_data[i] = MapNode(biome->c_stone);
449 } else if (c == c_stone) {
452 vm->m_data[i] = MapNode(biome->c_stone);
453 } else if (c == c_water_source) {
456 if (y > water_level - depth_water_top)
457 vm->m_data[i] = MapNode(biome->c_water_top);
459 vm->m_data[i] = MapNode(biome->c_water);
460 } else if (c == CONTENT_AIR) {
465 vm->m_area.add_y(em, i, -1);
473 void MapgenV5::generateCaves(int max_stone_y)
478 for (s16 z=node_min.Z; z<=node_max.Z; z++) {
479 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
480 u32 i = vm->m_area.index(node_min.X, y, z);
481 for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
482 float d1 = contour(noise_cave1->result[index]);
483 float d2 = contour(noise_cave2->result[index]);
485 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
486 content_t c = vm->m_data[i].getContent();
487 if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
489 c != biome->c_stone &&
493 vm->m_data[i] = MapNode(CONTENT_AIR);
501 if (node_max.Y > LARGE_CAVE_DEPTH)
504 PseudoRandom ps(blockseed + 21343);
505 u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
506 for (u32 i = 0; i < bruises_count; i++) {
507 CaveV5 cave(this, &ps);
508 cave.makeCave(node_min, node_max, max_stone_y);
513 void MapgenV5::dustTopNodes()
515 if (node_max.Y < water_level)
518 v3s16 em = vm->m_area.getExtent();
521 for (s16 z = node_min.Z; z <= node_max.Z; z++)
522 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
523 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
525 if (biome->c_dust == CONTENT_IGNORE)
528 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
529 content_t c_full_max = vm->m_data[vi].getContent();
532 if (c_full_max == CONTENT_AIR) {
533 y_start = full_node_max.Y - 1;
534 } else if (c_full_max == CONTENT_IGNORE) {
535 vi = vm->m_area.index(x, node_max.Y + 1, z);
536 content_t c_max = vm->m_data[vi].getContent();
538 if (c_max == CONTENT_AIR)
539 y_start = node_max.Y;
546 vi = vm->m_area.index(x, y_start, z);
547 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
548 if (vm->m_data[vi].getContent() != CONTENT_AIR)
551 vm->m_area.add_y(em, vi, -1);
554 content_t c = vm->m_data[vi].getContent();
555 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
556 vm->m_area.add_y(em, vi, 1);
557 vm->m_data[vi] = MapNode(biome->c_dust);