]> git.lizzy.rs Git - dragonfireclient.git/blob - src/mapgen/mapgen_flat.cpp
Hacked Client
[dragonfireclient.git] / src / mapgen / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
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.
10
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.
15
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.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_flat.h"
40
41
42 FlagDesc flagdesc_mapgen_flat[] = {
43         {"lakes", MGFLAT_LAKES},
44         {"hills", MGFLAT_HILLS},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
52         : MapgenBasic(MAPGEN_FLAT, params, emerge)
53 {
54         spflags            = params->spflags;
55         ground_level       = params->ground_level;
56         large_cave_depth   = params->large_cave_depth;
57         small_cave_num_min = params->small_cave_num_min;
58         small_cave_num_max = params->small_cave_num_max;
59         large_cave_num_min = params->large_cave_num_min;
60         large_cave_num_max = params->large_cave_num_max;
61         large_cave_flooded = params->large_cave_flooded;
62         cave_width         = params->cave_width;
63         lake_threshold     = params->lake_threshold;
64         lake_steepness     = params->lake_steepness;
65         hill_threshold     = params->hill_threshold;
66         hill_steepness     = params->hill_steepness;
67         dungeon_ymin       = params->dungeon_ymin;
68         dungeon_ymax       = params->dungeon_ymax;
69
70         // 2D noise
71         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
72
73         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
74                 noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
75         // 3D noise
76         MapgenBasic::np_cave1    = params->np_cave1;
77         MapgenBasic::np_cave2    = params->np_cave2;
78         MapgenBasic::np_dungeons = params->np_dungeons;
79 }
80
81
82 MapgenFlat::~MapgenFlat()
83 {
84         delete noise_filler_depth;
85
86         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
87                 delete noise_terrain;
88 }
89
90
91 MapgenFlatParams::MapgenFlatParams():
92         np_terrain      (0,   1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0),
93         np_filler_depth (0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0),
94         np_cave1        (0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0),
95         np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0),
96         np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,     2, 0.8, 2.0)
97 {
98 }
99
100
101 void MapgenFlatParams::readParams(const Settings *settings)
102 {
103         settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
104         settings->getS16NoEx("mgflat_ground_level",         ground_level);
105         settings->getS16NoEx("mgflat_large_cave_depth",     large_cave_depth);
106         settings->getU16NoEx("mgflat_small_cave_num_min",   small_cave_num_min);
107         settings->getU16NoEx("mgflat_small_cave_num_max",   small_cave_num_max);
108         settings->getU16NoEx("mgflat_large_cave_num_min",   large_cave_num_min);
109         settings->getU16NoEx("mgflat_large_cave_num_max",   large_cave_num_max);
110         settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
111         settings->getFloatNoEx("mgflat_cave_width",         cave_width);
112         settings->getFloatNoEx("mgflat_lake_threshold",     lake_threshold);
113         settings->getFloatNoEx("mgflat_lake_steepness",     lake_steepness);
114         settings->getFloatNoEx("mgflat_hill_threshold",     hill_threshold);
115         settings->getFloatNoEx("mgflat_hill_steepness",     hill_steepness);
116         settings->getS16NoEx("mgflat_dungeon_ymin",         dungeon_ymin);
117         settings->getS16NoEx("mgflat_dungeon_ymax",         dungeon_ymax);
118
119         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
120         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
121         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
122         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
123         settings->getNoiseParams("mgflat_np_dungeons",     np_dungeons);
124 }
125
126
127 void MapgenFlatParams::writeParams(Settings *settings) const
128 {
129         settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat);
130         settings->setS16("mgflat_ground_level",         ground_level);
131         settings->setS16("mgflat_large_cave_depth",     large_cave_depth);
132         settings->setU16("mgflat_small_cave_num_min",   small_cave_num_min);
133         settings->setU16("mgflat_small_cave_num_max",   small_cave_num_max);
134         settings->setU16("mgflat_large_cave_num_min",   large_cave_num_min);
135         settings->setU16("mgflat_large_cave_num_max",   large_cave_num_max);
136         settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
137         settings->setFloat("mgflat_cave_width",         cave_width);
138         settings->setFloat("mgflat_lake_threshold",     lake_threshold);
139         settings->setFloat("mgflat_lake_steepness",     lake_steepness);
140         settings->setFloat("mgflat_hill_threshold",     hill_threshold);
141         settings->setFloat("mgflat_hill_steepness",     hill_steepness);
142         settings->setS16("mgflat_dungeon_ymin",         dungeon_ymin);
143         settings->setS16("mgflat_dungeon_ymax",         dungeon_ymax);
144
145         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
146         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
147         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
148         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
149         settings->setNoiseParams("mgflat_np_dungeons",     np_dungeons);
150 }
151
152
153 void MapgenFlatParams::setDefaultSettings(Settings *settings)
154 {
155         settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0);
156 }
157
158
159 /////////////////////////////////////////////////////////////////
160
161
162 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
163 {
164         s16 stone_level = ground_level;
165         float n_terrain = 
166                 ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
167                 NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
168                 0.0f;
169
170         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
171                 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
172                 stone_level = ground_level - depress;
173         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
174                 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
175                 stone_level = ground_level + rise;
176         }
177
178         if (ground_level < water_level)
179                 // Ocean world, may not have islands so allow spawn in water
180                 return MYMAX(stone_level + 2, water_level);
181
182         if (stone_level >= water_level)
183                 // Spawn on land
184                 // + 2 not + 1, to spawn above biome 'dust' nodes
185                 return stone_level + 2;
186
187         // Unsuitable spawn point
188         return MAX_MAP_GENERATION_LIMIT;
189 }
190
191
192 void MapgenFlat::makeChunk(BlockMakeData *data)
193 {
194         // Pre-conditions
195         assert(data->vmanip);
196         assert(data->nodedef);
197         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
198                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
199                 data->blockpos_requested.Z >= data->blockpos_min.Z);
200         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
201                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
202                 data->blockpos_requested.Z <= data->blockpos_max.Z);
203
204         this->generating = true;
205         this->vm   = data->vmanip;
206         this->ndef = data->nodedef;
207         //TimeTaker t("makeChunk");
208
209         v3s16 blockpos_min = data->blockpos_min;
210         v3s16 blockpos_max = data->blockpos_max;
211         node_min = blockpos_min * MAP_BLOCKSIZE;
212         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
213         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
214         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
215
216         blockseed = getBlockSeed2(full_node_min, seed);
217
218         // Generate base terrain, mountains, and ridges with initial heightmaps
219         s16 stone_surface_max_y = generateTerrain();
220
221         // Create heightmap
222         updateHeightmap(node_min, node_max);
223
224         // Init biome generator, place biome-specific nodes, and build biomemap
225         if (flags & MG_BIOMES) {
226                 biomegen->calcBiomeNoise(node_min);
227                 generateBiomes();
228         }
229
230         if (flags & MG_CAVES) {
231                 // Generate tunnels
232                 generateCavesNoiseIntersection(stone_surface_max_y);
233                 // Generate large randomwalk caves
234                 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
235         }
236
237         // Generate the registered ores
238         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
239
240         if (flags & MG_DUNGEONS)
241                 generateDungeons(stone_surface_max_y);
242
243         // Generate the registered decorations
244         if (flags & MG_DECORATIONS)
245                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
246
247         // Sprinkle some dust on top after everything else was generated
248         if (flags & MG_BIOMES)
249                 dustTopNodes();
250
251         //printf("makeChunk: %dms\n", t.stop());
252
253         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
254
255         if (flags & MG_LIGHT)
256                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
257                         full_node_min, full_node_max);
258
259         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
260         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
261
262         this->generating = false;
263 }
264
265
266 s16 MapgenFlat::generateTerrain()
267 {
268         MapNode n_air(CONTENT_AIR);
269         MapNode n_stone(c_stone);
270         MapNode n_water(c_water_source);
271
272         const v3s16 &em = vm->m_area.getExtent();
273         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
274         u32 ni2d = 0;
275
276         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
277         if (use_noise)
278                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
279
280         for (s16 z = node_min.Z; z <= node_max.Z; z++)
281         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
282                 s16 stone_level = ground_level;
283                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
284
285                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
286                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
287                         stone_level = ground_level - depress;
288                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
289                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
290                         stone_level = ground_level + rise;
291                 }
292
293                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
294                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
295                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
296                                 if (y <= stone_level) {
297                                         vm->m_data[vi] = n_stone;
298                                         if (y > stone_surface_max_y)
299                                                 stone_surface_max_y = y;
300                                 } else if (y <= water_level) {
301                                         vm->m_data[vi] = n_water;
302                                 } else {
303                                         vm->m_data[vi] = n_air;
304                                 }
305                         }
306                         VoxelArea::add_y(em, vi, 1);
307                 }
308         }
309
310         return stone_surface_max_y;
311 }