#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
-#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
FlagDesc flagdesc_mapgen_v7[] = {
- {"mountains", MGV7_MOUNTAINS},
- {"ridges", MGV7_RIDGES},
- {NULL, 0}
+ {"mountains", MGV7_MOUNTAINS},
+ {"ridges", MGV7_RIDGES},
+ {"floatlands", MGV7_FLOATLANDS},
+ {"caverns", MGV7_CAVERNS},
+ {NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
-MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
-
- this->spflags = sp->spflags;
- this->cave_width = sp->cave_width;
-
- //// Terrain noise
- noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
- noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
- noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
- noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
- noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
-
- //// 3d terrain noise
- // 1-up 1-down overgeneration
- noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
- noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
-
- MapgenBasic::np_cave1 = sp->np_cave1;
- MapgenBasic::np_cave2 = sp->np_cave2;
+ this->spflags = params->spflags;
+ this->cave_width = params->cave_width;
+ this->float_mount_density = params->float_mount_density;
+ this->float_mount_height = params->float_mount_height;
+ this->floatland_level = params->floatland_level;
+ this->shadow_limit = params->shadow_limit;
+ this->cavern_limit = params->cavern_limit;
+ this->cavern_taper = params->cavern_taper;
+ this->cavern_threshold = params->cavern_threshold;
+
+ // 2D noise
+ noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_MOUNTAINS)
+ noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
+
+ if (spflags & MGV7_FLOATLANDS) {
+ noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
+ noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
+ // 3D noise, 1-up 1-down overgeneration
+ noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
+ }
+ // 3D noise, 1 up, 1 down overgeneration
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+ // 3D noise, 1 down overgeneration
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
}
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
+ delete noise_terrain_alt;
delete noise_terrain_persist;
delete noise_height_select;
- delete noise_terrain_alt;
delete noise_filler_depth;
- delete noise_mount_height;
- delete noise_ridge_uwater;
- delete noise_mountain;
- delete noise_ridge;
+
+ if (spflags & MGV7_MOUNTAINS)
+ delete noise_mount_height;
+
+ if (spflags & MGV7_FLOATLANDS) {
+ delete noise_floatland_base;
+ delete noise_float_base_height;
+ }
+
+ if (spflags & MGV7_RIDGES) {
+ delete noise_ridge_uwater;
+ delete noise_ridge;
+ }
+
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
+ delete noise_mountain;
}
MapgenV7Params::MapgenV7Params()
{
- spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
- cave_width = 0.3;
-
- np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
- np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
- np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
- np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
- np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
- np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
- np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
- np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
- np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
- np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
+ spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
+ cave_width = 0.09;
+ float_mount_density = 0.6;
+ float_mount_height = 128.0;
+ floatland_level = 1280;
+ shadow_limit = 1024;
+ cavern_limit = -256;
+ cavern_taper = 256;
+ cavern_threshold = 0.7;
+
+ np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
+ np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
+ np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
+ np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
+ np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
+ np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
+ np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
+ np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
+ np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
+ np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
void MapgenV7Params::readParams(const Settings *settings)
{
- settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
- settings->getFloatNoEx("mgv7_cave_width", cave_width);
-
- settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
- settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
- settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
- settings->getNoiseParams("mgv7_np_height_select", np_height_select);
- settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
- settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
- settings->getNoiseParams("mgv7_np_mountain", np_mountain);
- settings->getNoiseParams("mgv7_np_ridge", np_ridge);
- settings->getNoiseParams("mgv7_np_cave1", np_cave1);
- settings->getNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
+ settings->getFloatNoEx("mgv7_cave_width", cave_width);
+ settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
+ settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
+ settings->getS16NoEx("mgv7_floatland_level", floatland_level);
+ settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
+ settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
+ settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
+ settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
+
+ settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->getNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
+ settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+ settings->getNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->getNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->getNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->getNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv7_np_cave2", np_cave2);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
- settings->setFloat("mgv7_cave_width", cave_width);
-
- settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
- settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
- settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
- settings->setNoiseParams("mgv7_np_height_select", np_height_select);
- settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
- settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
- settings->setNoiseParams("mgv7_np_mountain", np_mountain);
- settings->setNoiseParams("mgv7_np_ridge", np_ridge);
- settings->setNoiseParams("mgv7_np_cave1", np_cave1);
- settings->setNoiseParams("mgv7_np_cave2", np_cave2);
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
+ settings->setFloat("mgv7_cave_width", cave_width);
+ settings->setFloat("mgv7_float_mount_density", float_mount_density);
+ settings->setFloat("mgv7_float_mount_height", float_mount_height);
+ settings->setS16("mgv7_floatland_level", floatland_level);
+ settings->setS16("mgv7_shadow_limit", shadow_limit);
+ settings->setS16("mgv7_cavern_limit", cavern_limit);
+ settings->setS16("mgv7_cavern_taper", cavern_taper);
+ settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
+
+ settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
+ settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
+ settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
+ settings->setNoiseParams("mgv7_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
+ settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
+ settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
+ settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
+ settings->setNoiseParams("mgv7_np_mountain", np_mountain);
+ settings->setNoiseParams("mgv7_np_ridge", np_ridge);
+ settings->setNoiseParams("mgv7_np_cavern", np_cavern);
+ settings->setNoiseParams("mgv7_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv7_np_cave2", np_cave2);
}
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
- // Ridge/river terrain calculation
- float width = 0.2;
- float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
- // if inside a river this is an unsuitable spawn point
- if (fabs(uwatern) <= width)
- return MAX_MAP_GENERATION_LIMIT;
+ // If enabled, check if inside a river
+ if (spflags & MGV7_RIDGES) {
+ float width = 0.2;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ if (fabs(uwatern) <= width)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ }
+
+ // If mountains are disabled, terrain level is base terrain level
+ // Avoids spawn on non-existant mountain terrain
+ if (!(spflags & MGV7_MOUNTAINS)) {
+ if (y <= water_level || y > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return y;
+ }
// Mountain terrain calculation
int iters = 128;
while (iters--) {
- if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
+ if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
if (y <= water_level || y > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
y++;
}
- // Unsuitable spawn point, no ground surface found
+ // Unsuitable spawn point, no mountain surface found
return MAX_MAP_GENERATION_LIMIT;
}
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes();
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y, water_level);
+ // Generate caverns, tunnels and classic caves
+ if (flags & MG_CAVES) {
+ bool has_cavern = false;
+ // Generate caverns
+ if (spflags & MGV7_CAVERNS)
+ has_cavern = generateCaverns(stone_surface_max_y);
+ // Generate tunnels and classic caves
+ if (has_cavern)
+ // Disable classic caves in this mapchunk by setting
+ // 'large cave depth' to world base. Avoids excessive liquid in
+ // large caverns and floating blobs of overgenerated liquid.
+ generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ else
+ generateCaves(stone_surface_max_y, water_level);
+ }
+ // Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
//printf("makeChunk: %dms\n", t.stop());
+ // Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+ // Calculate lighting
+ // Limit floatland shadow
+ bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
+ node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
+
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
- full_node_min, full_node_max);
+ full_node_min, full_node_max, propagate_shadow);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
}
+bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
+{
+ // Make rim 2 nodes thick to match floatland base terrain
+ float density_gradient = (y >= floatland_level) ?
+ -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
+ -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
+
+ float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
+
+ return floatn + density_gradient >= 0.0f;
+}
+
+
+void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
+{
+ // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+ s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
+ s16 base_max = MAX_MAP_GENERATION_LIMIT;
+
+ float n_base = noise_floatland_base->result[idx_xz];
+ if (n_base > 0.0f) {
+ float n_base_height = noise_float_base_height->result[idx_xz];
+ float amp = n_base * n_base_height;
+ float ridge = n_base_height / 3.0f;
+ base_min = floatland_level - amp / 1.5f;
+
+ if (amp > ridge * 2.0f) {
+ // Lake bed
+ base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
+ } else {
+ // Hills and ridges
+ float diff = fabs(amp - ridge) / ridge;
+ // Smooth ridges using the 'smoothstep function'
+ float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
+ base_max = floatland_level + ridge - smooth_diff * ridge;
+ }
+ }
+
+ *float_base_min = base_min;
+ *float_base_max = base_max;
+}
+
+
int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
- if (spflags & MGV7_MOUNTAINS) {
+ if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ }
+
+ if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
}
+ if (spflags & MGV7_FLOATLANDS) {
+ noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
+ noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
+ }
+
//// Place nodes
v3s16 em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
-
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
+ // Get extent of floatland base terrain
+ // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
+ s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
+ s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
+ if (spflags & MGV7_FLOATLANDS)
+ floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
+
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ ((y >= float_base_min && y <= float_base_max) ||
+ getFloatlandMountainFromMap(index3d, index2d, y))) {
+ vm->m_data[vi] = n_stone; // Floatland terrain
+ stone_surface_max_y = node_max.Y;
} else if (y <= water_level) {
- vm->m_data[vi] = n_water;
+ vm->m_data[vi] = n_water; // Ground level water
+ } else if ((spflags & MGV7_FLOATLANDS) &&
+ (y >= float_base_max && y <= floatland_level)) {
+ vm->m_data[vi] = n_water; // Floatland water
} else {
vm->m_data[vi] = n_air;
}
void MapgenV7::generateRidgeTerrain()
{
- if (node_max.Y < water_level - 16)
+ if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
return;
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);