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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
52         : MapgenBasic(mapgenid, params, emerge)
53 {
54         this->spflags          = params->spflags;
55         this->ground_level     = params->ground_level;
56         this->large_cave_depth = params->large_cave_depth;
57         this->cave_width       = params->cave_width;
58         this->lake_threshold   = params->lake_threshold;
59         this->lake_steepness   = params->lake_steepness;
60         this->hill_threshold   = params->hill_threshold;
61         this->hill_steepness   = params->hill_steepness;
62
63         //// 2D noise
64         noise_terrain      = new Noise(&params->np_terrain,      seed, csize.X, csize.Z);
65         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
66
67         MapgenBasic::np_cave1 = params->np_cave1;
68         MapgenBasic::np_cave2 = params->np_cave2;
69 }
70
71
72 MapgenFlat::~MapgenFlat()
73 {
74         delete noise_terrain;
75         delete noise_filler_depth;
76 }
77
78
79 MapgenFlatParams::MapgenFlatParams()
80 {
81         spflags          = 0;
82         ground_level     = 8;
83         large_cave_depth = -33;
84         cave_width       = 0.09;
85         lake_threshold   = -0.45;
86         lake_steepness   = 48.0;
87         hill_threshold   = 0.45;
88         hill_steepness   = 64.0;
89
90         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
91         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
92         np_cave1        = NoiseParams(0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
93         np_cave2        = NoiseParams(0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
94 }
95
96
97 void MapgenFlatParams::readParams(const Settings *settings)
98 {
99         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
100         settings->getS16NoEx("mgflat_ground_level",     ground_level);
101         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
102         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
103         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
104         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
105         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
106         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
107
108         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
109         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
110         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
111         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
112 }
113
114
115 void MapgenFlatParams::writeParams(Settings *settings) const
116 {
117         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
118         settings->setS16("mgflat_ground_level",     ground_level);
119         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
120         settings->setFloat("mgflat_cave_width",     cave_width);
121         settings->setFloat("mgflat_lake_threshold", lake_threshold);
122         settings->setFloat("mgflat_lake_steepness", lake_steepness);
123         settings->setFloat("mgflat_hill_threshold", hill_threshold);
124         settings->setFloat("mgflat_hill_steepness", hill_steepness);
125
126         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
127         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
128         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
129         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
130 }
131
132
133 /////////////////////////////////////////////////////////////////
134
135
136 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
137 {
138         s16 level_at_point = ground_level;
139         float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
140
141         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
142                 level_at_point = ground_level -
143                         (lake_threshold - n_terrain) * lake_steepness;
144         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
145                 level_at_point = ground_level +
146                         (n_terrain - hill_threshold) * hill_steepness;
147         }
148
149         if (ground_level < water_level)  // Ocean world, allow spawn in water
150                 return MYMAX(level_at_point, water_level);
151         else if (level_at_point > water_level)
152                 return level_at_point;  // Spawn on land
153         else
154                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
155 }
156
157
158 void MapgenFlat::makeChunk(BlockMakeData *data)
159 {
160         // Pre-conditions
161         assert(data->vmanip);
162         assert(data->nodedef);
163         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
164                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
165                 data->blockpos_requested.Z >= data->blockpos_min.Z);
166         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
167                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
168                 data->blockpos_requested.Z <= data->blockpos_max.Z);
169
170         this->generating = true;
171         this->vm   = data->vmanip;
172         this->ndef = data->nodedef;
173         //TimeTaker t("makeChunk");
174
175         v3s16 blockpos_min = data->blockpos_min;
176         v3s16 blockpos_max = data->blockpos_max;
177         node_min = blockpos_min * MAP_BLOCKSIZE;
178         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
179         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
180         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
181
182         blockseed = getBlockSeed2(full_node_min, seed);
183
184         // Generate base terrain, mountains, and ridges with initial heightmaps
185         s16 stone_surface_max_y = generateTerrain();
186
187         // Create heightmap
188         updateHeightmap(node_min, node_max);
189
190         // Init biome generator, place biome-specific nodes, and build biomemap
191         biomegen->calcBiomeNoise(node_min);
192         MgStoneType stone_type = generateBiomes();
193
194         if (flags & MG_CAVES)
195                 generateCaves(stone_surface_max_y, large_cave_depth);
196
197         if (flags & MG_DUNGEONS)
198                 generateDungeons(stone_surface_max_y, stone_type);
199
200         // Generate the registered decorations
201         if (flags & MG_DECORATIONS)
202                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
203
204         // Generate the registered ores
205         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
206
207         // Sprinkle some dust on top after everything else was generated
208         dustTopNodes();
209
210         //printf("makeChunk: %dms\n", t.stop());
211
212         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
213
214         if (flags & MG_LIGHT)
215                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
216                         full_node_min, full_node_max);
217
218         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
219         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
220
221         this->generating = false;
222 }
223
224
225 s16 MapgenFlat::generateTerrain()
226 {
227         MapNode n_air(CONTENT_AIR);
228         MapNode n_stone(c_stone);
229         MapNode n_water(c_water_source);
230
231         v3s16 em = vm->m_area.getExtent();
232         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
233         u32 ni2d = 0;
234
235         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
236         if (use_noise)
237                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
238
239         for (s16 z = node_min.Z; z <= node_max.Z; z++)
240         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
241                 s16 stone_level = ground_level;
242                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
243
244                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
245                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
246                         stone_level = ground_level - depress;
247                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
248                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
249                         stone_level = ground_level + rise;
250                 }
251
252                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
253                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
254                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
255                                 if (y <= stone_level) {
256                                         vm->m_data[vi] = n_stone;
257                                         if (y > stone_surface_max_y)
258                                                 stone_surface_max_y = y;
259                                 } else if (y <= water_level) {
260                                         vm->m_data[vi] = n_water;
261                                 } else {
262                                         vm->m_data[vi] = n_air;
263                                 }
264                         }
265                         vm->m_area.add_y(em, vi, 1);
266                 }
267         }
268
269         return stone_surface_max_y;
270 }