X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapgen_v5.cpp;h=9f189e25399b58f161992293ee15f9acee0dd8aa;hb=984e063374c032ed17764931fd00c19afb92ebb9;hp=10e9f5e65993b0147466546710f39721246408b3;hpb=7504cdcfbf1d4fffae93041878c5d66d035b019c;p=oweals%2Fminetest.git diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 10e9f5e65..9f189e253 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -38,7 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v5.h" -#include "util/directiontables.h" FlagDesc flagdesc_mapgen_v5[] = { @@ -46,67 +45,23 @@ FlagDesc flagdesc_mapgen_v5[] = { }; -MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) { - this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; - - // amount of elements to skip for the next index - // for noise/height/biome maps (not vmanip) - this->ystride = csize.X; - this->zstride = csize.X * (csize.Y + 2); - - this->biomemap = new u8[csize.X * csize.Z]; - this->heightmap = new s16[csize.X * csize.Z]; - this->heatmap = NULL; - this->humidmap = NULL; - - MapgenV5Params *sp = (MapgenV5Params *)params->sparams; - this->spflags = sp->spflags; + this->spflags = params->spflags; + this->cave_width = params->cave_width; // Terrain noise - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z); - noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z); + noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z); // 3D terrain noise - noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z); - noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z); - noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z); - - // Biome noise - noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); - noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); - noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); - noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); - - //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - - c_stone = ndef->getId("mapgen_stone"); - c_water_source = ndef->getId("mapgen_water_source"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_desert_stone = ndef->getId("mapgen_desert_stone"); - c_ice = ndef->getId("mapgen_ice"); - c_sandstone = ndef->getId("mapgen_sandstone"); - - c_cobble = ndef->getId("mapgen_cobble"); - c_stair_cobble = ndef->getId("mapgen_stair_cobble"); - c_mossycobble = ndef->getId("mapgen_mossycobble"); - c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); - c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); - - if (c_ice == CONTENT_IGNORE) - c_ice = CONTENT_AIR; - if (c_mossycobble == CONTENT_IGNORE) - c_mossycobble = c_cobble; - if (c_stair_cobble == CONTENT_IGNORE) - c_stair_cobble = c_cobble; - if (c_sandstonebrick == CONTENT_IGNORE) - c_sandstonebrick = c_sandstone; - if (c_stair_sandstonebrick == CONTENT_IGNORE) - c_stair_sandstonebrick = c_sandstone; + // 1-up 1-down overgeneration + noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z); + + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; } @@ -115,23 +70,14 @@ MapgenV5::~MapgenV5() delete noise_filler_depth; delete noise_factor; delete noise_height; - delete noise_cave1; - delete noise_cave2; delete noise_ground; - - delete noise_heat; - delete noise_humidity; - delete noise_heat_blend; - delete noise_humidity_blend; - - delete[] heightmap; - delete[] biomemap; } MapgenV5Params::MapgenV5Params() { - spflags = 0; + spflags = 0; + cave_width = 0.125; np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0); @@ -148,7 +94,8 @@ MapgenV5Params::MapgenV5Params() void MapgenV5Params::readParams(const Settings *settings) { - settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); + settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); + settings->getFloatNoEx("mgv5_cave_width", cave_width); settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv5_np_factor", np_factor); @@ -161,7 +108,8 @@ void MapgenV5Params::readParams(const Settings *settings) void MapgenV5Params::writeParams(Settings *settings) const { - settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX); + settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX); + settings->setFloat("mgv5_cave_width", cave_width); settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv5_np_factor", np_factor); @@ -172,7 +120,7 @@ void MapgenV5Params::writeParams(Settings *settings) const } -int MapgenV5::getGroundLevelAtPoint(v2s16 p) +int MapgenV5::getSpawnLevelAtPoint(v2s16 p) { //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); @@ -183,24 +131,25 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); - s16 search_start = 128; // Only bother searching this range, actual - s16 search_end = -128; // ground level is rarely higher or lower. - - for (s16 y = search_start; y >= search_end; y--) { + for (s16 y = 128; y >= -128; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); - // If solid - if (n_ground * f > y - h) { + + if (n_ground * f > y - h) { // If solid // If either top 2 nodes of search are solid this is inside a - // mountain or floatland with no space for the player to spawn. - if (y >= search_start - 1) - return MAX_MAP_GENERATION_LIMIT; - else - return y; // Ground below at least 2 nodes of space + // mountain or floatland with possibly no space for the player to spawn. + if (y >= 127) { + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + } else { // Ground below at least 2 nodes of empty space + if (y <= water_level || y > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + else + return y; + } } } //printf("getGroundLevelAtPoint: %dus\n", t.stop()); - return -MAX_MAP_GENERATION_LIMIT; + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found } @@ -216,9 +165,9 @@ void MapgenV5::makeChunk(BlockMakeData *data) data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); - generating = true; - vm = data->vmanip; - ndef = data->nodedef; + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; @@ -231,72 +180,27 @@ void MapgenV5::makeChunk(BlockMakeData *data) // Create a block-specific seed blockseed = getBlockSeed2(full_node_min, seed); - // Make some noise - calculateNoise(); - // Generate base terrain s16 stone_surface_max_y = generateBaseTerrain(); // Create heightmap updateHeightmap(node_min, node_max); - // Create biomemap at heightmap surface - bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, - noise_humidity->result, heightmap, biomemap); - - // Actually place the biome-specific nodes - MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); + MgStoneType stone_type = generateBiomes(); // Generate caves if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y)) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH); // Generate dungeons and desert temples - if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { - DungeonParams dp; - - dp.np_rarity = nparams_dungeon_rarity; - dp.np_density = nparams_dungeon_density; - dp.np_wetness = nparams_dungeon_wetness; - dp.c_water = c_water_source; - if (stone_type == STONE) { - dp.c_cobble = c_cobble; - dp.c_moss = c_mossycobble; - dp.c_stair = c_stair_cobble; - - dp.diagonal_dirs = false; - dp.mossratio = 3.0; - dp.holesize = v3s16(1, 2, 1); - dp.roomsize = v3s16(0, 0, 0); - dp.notifytype = GENNOTIFY_DUNGEON; - } else if (stone_type == DESERT_STONE) { - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; - - dp.diagonal_dirs = true; - dp.mossratio = 0.0; - dp.holesize = v3s16(2, 3, 2); - dp.roomsize = v3s16(2, 5, 2); - dp.notifytype = GENNOTIFY_TEMPLE; - } else if (stone_type == SANDSTONE) { - dp.c_cobble = c_sandstonebrick; - dp.c_moss = c_sandstonebrick; - dp.c_stair = c_sandstonebrick; - - dp.diagonal_dirs = false; - dp.mossratio = 0.0; - dp.holesize = v3s16(2, 2, 2); - dp.roomsize = v3s16(2, 0, 2); - dp.notifytype = GENNOTIFY_DUNGEON; - } - - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); - } + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations - m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); + 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); @@ -319,39 +223,6 @@ void MapgenV5::makeChunk(BlockMakeData *data) } -void MapgenV5::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; - - noise_factor->perlinMap2D(x, z); - noise_height->perlinMap2D(x, z); - noise_ground->perlinMap3D(x, y, z); - - if (flags & MG_CAVES) { - noise_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); - } - - noise_filler_depth->perlinMap2D(x, z); - noise_heat->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); - noise_heat_blend->perlinMap2D(x, z); - noise_humidity_blend->perlinMap2D(x, z); - - for (s32 i = 0; i < csize.X * csize.Z; i++) { - noise_heat->result[i] += noise_heat_blend->result[i]; - noise_humidity->result[i] += noise_humidity_blend->result[i]; - } - - heatmap = noise_heat->result; - humidmap = noise_humidity->result; - //printf("calculateNoise: %dus\n", t.stop()); -} - - //bool is_cave(u32 index) { // double d1 = contour(noise_cave1->result[index]); // double d2 = contour(noise_cave2->result[index]); @@ -375,11 +246,15 @@ int MapgenV5::generateBaseTerrain() u32 index2d = 0; int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; + noise_factor->perlinMap2D(node_min.X, node_min.Z); + noise_height->perlinMap2D(node_min.X, node_min.Z); + noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + for (s16 z=node_min.Z; z<=node_max.Z; z++) { for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { - u32 i = vm->m_area.index(node_min.X, y, z); - for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { - if (vm->m_data[i].getContent() != CONTENT_IGNORE) + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) { + if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; @@ -391,11 +266,11 @@ int MapgenV5::generateBaseTerrain() if (noise_ground->result[index] * f < y - h) { if (y <= water_level) - vm->m_data[i] = MapNode(c_water_source); + vm->m_data[vi] = MapNode(c_water_source); else - vm->m_data[i] = MapNode(CONTENT_AIR); + vm->m_data[vi] = MapNode(CONTENT_AIR); } else { - vm->m_data[i] = MapNode(c_stone); + vm->m_data[vi] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } @@ -407,184 +282,3 @@ int MapgenV5::generateBaseTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) -{ - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - MgStoneType stone_type = STONE; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = NULL; - u16 depth_top = 0; - u16 base_filler = 0; - u16 depth_water_top = 0; - u32 vi = vm->m_area.index(x, node_max.Y, z); - - // Check node at base of mapchunk above, either a node of a previously - // generated mapchunk or if not, a node of overgenerated base terrain. - content_t c_above = vm->m_data[vi + em.X].getContent(); - bool air_above = c_above == CONTENT_AIR; - bool water_above = c_above == c_water_source; - - // If there is air or water above enable top/filler placement, otherwise force - // nplaced to stone level by setting a number exceeding any possible filler depth. - u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; - - for (s16 y = node_max.Y; y >= node_min.Y; y--) { - content_t c = vm->m_data[vi].getContent(); - - // Biome is recalculated each time an upper surface is detected while - // working down a column. The selected biome then remains in effect for - // all nodes below until the next surface and biome recalculation. - // Biome is recalculated: - // 1. At the surface of stone below air or water. - // 2. At the surface of water below air. - // 3. When stone or water is detected but biome has not yet been calculated. - if ((c == c_stone && (air_above || water_above || !biome)) || - (c == c_water_source && (air_above || !biome))) { - biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top + biome->depth_filler - + noise_filler_depth->result[index], 0); - depth_water_top = biome->depth_water_top; - - // Detect stone type for dungeons during every biome calculation. - // This is more efficient than detecting per-node and will not - // miss any desert stone or sandstone biomes. - if (biome->c_stone == c_desert_stone) - stone_type = DESERT_STONE; - else if (biome->c_stone == c_sandstone) - stone_type = SANDSTONE; - } - - if (c == c_stone) { - content_t c_below = vm->m_data[vi - em.X].getContent(); - - // If the node below isn't solid, make this node stone, so that - // any top/filler nodes above are structurally supported. - // This is done by aborting the cycle of top/filler placement - // immediately by forcing nplaced to stone level. - if (c_below == CONTENT_AIR || c_below == c_water_source) - nplaced = U16_MAX; - - if (nplaced < depth_top) { - vm->m_data[vi] = MapNode(biome->c_top); - nplaced++; - } else if (nplaced < base_filler) { - vm->m_data[vi] = MapNode(biome->c_filler); - nplaced++; - } else { - vm->m_data[vi] = MapNode(biome->c_stone); - } - - air_above = false; - water_above = false; - } else if (c == c_water_source) { - vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ? - biome->c_water_top : biome->c_water); - nplaced = 0; // Enable top/filler placement for next surface - air_above = false; - water_above = true; - } else if (c == CONTENT_AIR) { - nplaced = 0; // Enable top/filler placement for next surface - air_above = true; - water_above = false; - } else { // Possible various nodes overgenerated from neighbouring mapchunks - nplaced = U16_MAX; // Disable top/filler placement - air_above = false; - water_above = false; - } - - vm->m_area.add_y(em, vi, -1); - } - } - - return stone_type; -} - - -void MapgenV5::generateCaves(int max_stone_y) -{ - if (max_stone_y >= node_min.Y) { - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { - u32 i = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) { - float d1 = contour(noise_cave1->result[index]); - float d2 = contour(noise_cave2->result[index]); - if (d1*d2 > 0.125) { - content_t c = vm->m_data[i].getContent(); - if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) - continue; - - vm->m_data[i] = MapNode(CONTENT_AIR); - } - } - } - } - - if (node_max.Y > MGV5_LARGE_CAVE_DEPTH) - return; - - PseudoRandom ps(blockseed + 21343); - u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0; - for (u32 i = 0; i < bruises_count; i++) { - CaveV5 cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); - } -} - - -void MapgenV5::dustTopNodes() -{ - if (node_max.Y < water_level) - return; - - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]); - - if (biome->c_dust == CONTENT_IGNORE) - continue; - - u32 vi = vm->m_area.index(x, full_node_max.Y, z); - content_t c_full_max = vm->m_data[vi].getContent(); - s16 y_start; - - if (c_full_max == CONTENT_AIR) { - y_start = full_node_max.Y - 1; - } else if (c_full_max == CONTENT_IGNORE) { - vi = vm->m_area.index(x, node_max.Y + 1, z); - content_t c_max = vm->m_data[vi].getContent(); - - if (c_max == CONTENT_AIR) - y_start = node_max.Y; - else - continue; - } else { - continue; - } - - vi = vm->m_area.index(x, y_start, z); - for (s16 y = y_start; y >= node_min.Y - 1; y--) { - if (vm->m_data[vi].getContent() != CONTENT_AIR) - break; - - vm->m_area.add_y(em, vi, -1); - } - - content_t c = vm->m_data[vi].getContent(); - if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { - vm->m_area.add_y(em, vi, 1); - vm->m_data[vi] = MapNode(biome->c_dust); - } - } -}