#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
-#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
///////////////////////////////////////////////////////////////////////////////////////
-MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
+MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeParams *emerge)
+ : MapgenBasic(MAPGEN_FLAT, params, emerge)
{
- spflags = params->spflags;
- ground_level = params->ground_level;
- large_cave_depth = params->large_cave_depth;
- lava_depth = params->lava_depth;
- cave_width = params->cave_width;
- lake_threshold = params->lake_threshold;
- lake_steepness = params->lake_steepness;
- hill_threshold = params->hill_threshold;
- hill_steepness = params->hill_steepness;
- dungeon_ymin = params->dungeon_ymin;
- dungeon_ymax = params->dungeon_ymax;
+ spflags = params->spflags;
+ ground_level = params->ground_level;
+ large_cave_depth = params->large_cave_depth;
+ small_cave_num_min = params->small_cave_num_min;
+ small_cave_num_max = params->small_cave_num_max;
+ large_cave_num_min = params->large_cave_num_min;
+ large_cave_num_max = params->large_cave_num_max;
+ large_cave_flooded = params->large_cave_flooded;
+ cave_width = params->cave_width;
+ lake_threshold = params->lake_threshold;
+ lake_steepness = params->lake_steepness;
+ hill_threshold = params->hill_threshold;
+ hill_steepness = params->hill_steepness;
+ dungeon_ymin = params->dungeon_ymin;
+ dungeon_ymax = params->dungeon_ymax;
// 2D noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
// 3D noise
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenFlatParams::MapgenFlatParams():
- np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
- np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
+ np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
+ np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenFlatParams::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
- settings->getS16NoEx("mgflat_ground_level", ground_level);
- settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgflat_lava_depth", lava_depth);
- settings->getFloatNoEx("mgflat_cave_width", cave_width);
- settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
- settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
- settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
- settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
- settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
- settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
+ settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
+ settings->getS16NoEx("mgflat_ground_level", ground_level);
+ settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
+ settings->getU16NoEx("mgflat_small_cave_num_min", small_cave_num_min);
+ settings->getU16NoEx("mgflat_small_cave_num_max", small_cave_num_max);
+ settings->getU16NoEx("mgflat_large_cave_num_min", large_cave_num_min);
+ settings->getU16NoEx("mgflat_large_cave_num_max", large_cave_num_max);
+ settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
+ settings->getFloatNoEx("mgflat_cave_width", cave_width);
+ settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
+ settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
+ settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
+ settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
+ settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
+ settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgflat_np_terrain", np_terrain);
settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgflat_np_cave1", np_cave1);
settings->getNoiseParams("mgflat_np_cave2", np_cave2);
+ settings->getNoiseParams("mgflat_np_dungeons", np_dungeons);
}
void MapgenFlatParams::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
- settings->setS16("mgflat_ground_level", ground_level);
- settings->setS16("mgflat_large_cave_depth", large_cave_depth);
- settings->setS16("mgflat_lava_depth", lava_depth);
- settings->setFloat("mgflat_cave_width", cave_width);
- settings->setFloat("mgflat_lake_threshold", lake_threshold);
- settings->setFloat("mgflat_lake_steepness", lake_steepness);
- settings->setFloat("mgflat_hill_threshold", hill_threshold);
- settings->setFloat("mgflat_hill_steepness", hill_steepness);
- settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
- settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
+ settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat);
+ settings->setS16("mgflat_ground_level", ground_level);
+ settings->setS16("mgflat_large_cave_depth", large_cave_depth);
+ settings->setU16("mgflat_small_cave_num_min", small_cave_num_min);
+ settings->setU16("mgflat_small_cave_num_max", small_cave_num_max);
+ settings->setU16("mgflat_large_cave_num_min", large_cave_num_min);
+ settings->setU16("mgflat_large_cave_num_max", large_cave_num_max);
+ settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
+ settings->setFloat("mgflat_cave_width", cave_width);
+ settings->setFloat("mgflat_lake_threshold", lake_threshold);
+ settings->setFloat("mgflat_lake_steepness", lake_steepness);
+ settings->setFloat("mgflat_hill_threshold", hill_threshold);
+ settings->setFloat("mgflat_hill_steepness", hill_steepness);
+ settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
+ settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgflat_np_terrain", np_terrain);
settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgflat_np_cave1", np_cave1);
settings->setNoiseParams("mgflat_np_cave2", np_cave2);
+ settings->setNoiseParams("mgflat_np_dungeons", np_dungeons);
+}
+
+
+void MapgenFlatParams::setDefaultSettings(Settings *settings)
+{
+ settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0);
}
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
- s16 level_at_point = ground_level;
- float n_terrain = 0.0f;
- if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
- n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+ s16 stone_level = ground_level;
+ float n_terrain =
+ ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
+ NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
+ 0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
- level_at_point = ground_level -
- (lake_threshold - n_terrain) * lake_steepness;
+ s16 depress = (lake_threshold - n_terrain) * lake_steepness;
+ stone_level = ground_level - depress;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
- level_at_point = ground_level +
- (n_terrain - hill_threshold) * hill_steepness;
+ s16 rise = (n_terrain - hill_threshold) * hill_steepness;
+ stone_level = ground_level + rise;
}
- if (ground_level < water_level) // Ocean world, allow spawn in water
- return MYMAX(level_at_point, water_level);
+ if (ground_level < water_level)
+ // Ocean world, may not have islands so allow spawn in water
+ return MYMAX(stone_level + 2, water_level);
- if (level_at_point > water_level)
- return level_at_point; // Spawn on land
+ if (stone_level >= water_level)
+ // Spawn on land
+ // + 2 not + 1, to spawn above biome 'dust' nodes
+ return stone_level + 2;
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT;
}
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
+ if (flags & MG_BIOMES) {
+ biomegen->calcBiomeNoise(node_min);
+ generateBiomes();
+ }
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
+ if (flags & MG_CAVES) {
+ // Generate tunnels
+ generateCavesNoiseIntersection(stone_surface_max_y);
+ // Generate large randomwalk caves
+ generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
+ }
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y, large_cave_depth);
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
- if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
- full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
-
// Sprinkle some dust on top after everything else was generated
- dustTopNodes();
+ if (flags & MG_BIOMES)
+ dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());
vm->m_data[vi] = n_air;
}
}
- vm->m_area.add_y(em, vi, 1);
+ VoxelArea::add_y(em, vi, 1);
}
}