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Mapgen: Deduplicate common constructor code
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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 "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
41
42
43 FlagDesc flagdesc_mapgen_flat[] = {
44         {"lakes", MGFLAT_LAKES},
45         {"hills", MGFLAT_HILLS},
46         {NULL,    0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : MapgenBasic(mapgenid, params, emerge)
54 {
55         MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
56
57         this->spflags          = sp->spflags;
58         this->ground_level     = sp->ground_level;
59         this->large_cave_depth = sp->large_cave_depth;
60         this->cave_width       = sp->cave_width;
61         this->lake_threshold   = sp->lake_threshold;
62         this->lake_steepness   = sp->lake_steepness;
63         this->hill_threshold   = sp->hill_threshold;
64         this->hill_steepness   = sp->hill_steepness;
65
66         //// 2D noise
67         noise_terrain      = new Noise(&sp->np_terrain,      seed, csize.X, csize.Z);
68         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69
70         MapgenBasic::np_cave1 = sp->np_cave1;
71         MapgenBasic::np_cave2 = sp->np_cave2;
72
73         // Content used for dungeon generation
74         c_cobble               = ndef->getId("mapgen_cobble");
75         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
76         c_mossycobble          = ndef->getId("mapgen_mossycobble");
77         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
78         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
79
80         // Fall back to more basic content if not defined
81         if (c_mossycobble == CONTENT_IGNORE)
82                 c_mossycobble = c_cobble;
83         if (c_stair_cobble == CONTENT_IGNORE)
84                 c_stair_cobble = c_cobble;
85         if (c_sandstonebrick == CONTENT_IGNORE)
86                 c_sandstonebrick = c_sandstone;
87         if (c_stair_sandstonebrick == CONTENT_IGNORE)
88                 c_stair_sandstonebrick = c_sandstone;
89 }
90
91
92 MapgenFlat::~MapgenFlat()
93 {
94         delete noise_terrain;
95         delete noise_filler_depth;
96 }
97
98
99 MapgenFlatParams::MapgenFlatParams()
100 {
101         spflags          = 0;
102         ground_level     = 8;
103         large_cave_depth = -33;
104         cave_width       = 0.3;
105         lake_threshold   = -0.45;
106         lake_steepness   = 48.0;
107         hill_threshold   = 0.45;
108         hill_steepness   = 64.0;
109
110         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
111         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
112         np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
113         np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
114 }
115
116
117 void MapgenFlatParams::readParams(const Settings *settings)
118 {
119         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
120         settings->getS16NoEx("mgflat_ground_level",     ground_level);
121         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
122         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
123         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
124         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
125         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
126         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
127
128         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
129         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
130         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
131         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
132 }
133
134
135 void MapgenFlatParams::writeParams(Settings *settings) const
136 {
137         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
138         settings->setS16("mgflat_ground_level",     ground_level);
139         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
140         settings->setFloat("mgflat_cave_width",     cave_width);
141         settings->setFloat("mgflat_lake_threshold", lake_threshold);
142         settings->setFloat("mgflat_lake_steepness", lake_steepness);
143         settings->setFloat("mgflat_hill_threshold", hill_threshold);
144         settings->setFloat("mgflat_hill_steepness", hill_steepness);
145
146         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
147         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
148         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
149         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
150 }
151
152
153 /////////////////////////////////////////////////////////////////
154
155
156 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
157 {
158         s16 level_at_point = ground_level;
159         float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
160
161         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
162                 level_at_point = ground_level -
163                         (lake_threshold - n_terrain) * lake_steepness;
164         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
165                 level_at_point = ground_level +
166                         (n_terrain - hill_threshold) * hill_steepness;
167         }
168
169         if (ground_level < water_level)  // Ocean world, allow spawn in water
170                 return MYMAX(level_at_point, water_level);
171         else if (level_at_point > water_level)
172                 return level_at_point;  // Spawn on land
173         else
174                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
175 }
176
177
178 void MapgenFlat::makeChunk(BlockMakeData *data)
179 {
180         // Pre-conditions
181         assert(data->vmanip);
182         assert(data->nodedef);
183         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
184                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
185                 data->blockpos_requested.Z >= data->blockpos_min.Z);
186         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
187                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
188                 data->blockpos_requested.Z <= data->blockpos_max.Z);
189
190         this->generating = true;
191         this->vm   = data->vmanip;
192         this->ndef = data->nodedef;
193         //TimeTaker t("makeChunk");
194
195         v3s16 blockpos_min = data->blockpos_min;
196         v3s16 blockpos_max = data->blockpos_max;
197         node_min = blockpos_min * MAP_BLOCKSIZE;
198         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
199         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
200         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
201
202         blockseed = getBlockSeed2(full_node_min, seed);
203
204         // Generate base terrain, mountains, and ridges with initial heightmaps
205         s16 stone_surface_max_y = generateTerrain();
206
207         // Create heightmap
208         updateHeightmap(node_min, node_max);
209
210         // Init biome generator, place biome-specific nodes, and build biomemap
211         biomegen->calcBiomeNoise(node_min);
212         biomegen->getBiomes(heightmap);
213         MgStoneType stone_type = generateBiomes();
214
215         if (flags & MG_CAVES)
216                 generateCaves(stone_surface_max_y, large_cave_depth);
217
218         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
219                 DungeonParams dp;
220
221                 dp.np_rarity  = nparams_dungeon_rarity;
222                 dp.np_density = nparams_dungeon_density;
223                 dp.np_wetness = nparams_dungeon_wetness;
224                 dp.c_water    = c_water_source;
225                 if (stone_type == MGSTONE_STONE) {
226                         dp.c_cobble = c_cobble;
227                         dp.c_moss   = c_mossycobble;
228                         dp.c_stair  = c_stair_cobble;
229
230                         dp.diagonal_dirs = false;
231                         dp.mossratio     = 3.0;
232                         dp.holesize      = v3s16(1, 2, 1);
233                         dp.roomsize      = v3s16(0, 0, 0);
234                         dp.notifytype    = GENNOTIFY_DUNGEON;
235                 } else if (stone_type == MGSTONE_DESERT_STONE) {
236                         dp.c_cobble = c_desert_stone;
237                         dp.c_moss   = c_desert_stone;
238                         dp.c_stair  = c_desert_stone;
239
240                         dp.diagonal_dirs = true;
241                         dp.mossratio     = 0.0;
242                         dp.holesize      = v3s16(2, 3, 2);
243                         dp.roomsize      = v3s16(2, 5, 2);
244                         dp.notifytype    = GENNOTIFY_TEMPLE;
245                 } else if (stone_type == MGSTONE_SANDSTONE) {
246                         dp.c_cobble = c_sandstonebrick;
247                         dp.c_moss   = c_sandstonebrick;
248                         dp.c_stair  = c_sandstonebrick;
249
250                         dp.diagonal_dirs = false;
251                         dp.mossratio     = 0.0;
252                         dp.holesize      = v3s16(2, 2, 2);
253                         dp.roomsize      = v3s16(2, 0, 2);
254                         dp.notifytype    = GENNOTIFY_DUNGEON;
255                 }
256
257                 DungeonGen dgen(this, &dp);
258                 dgen.generate(blockseed, full_node_min, full_node_max);
259         }
260
261         // Generate the registered decorations
262         if (flags & MG_DECORATIONS)
263                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
264
265         // Generate the registered ores
266         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
267
268         // Sprinkle some dust on top after everything else was generated
269         dustTopNodes();
270
271         //printf("makeChunk: %dms\n", t.stop());
272
273         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
274
275         if (flags & MG_LIGHT)
276                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
277                         full_node_min, full_node_max);
278
279         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
280         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
281
282         this->generating = false;
283 }
284
285
286 s16 MapgenFlat::generateTerrain()
287 {
288         MapNode n_air(CONTENT_AIR);
289         MapNode n_stone(c_stone);
290         MapNode n_water(c_water_source);
291
292         v3s16 em = vm->m_area.getExtent();
293         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
294         u32 ni2d = 0;
295
296         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
297         if (use_noise)
298                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
299
300         for (s16 z = node_min.Z; z <= node_max.Z; z++)
301         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
302                 s16 stone_level = ground_level;
303                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
304
305                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
306                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
307                         stone_level = ground_level - depress;
308                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
309                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
310                         stone_level = ground_level + rise;
311                 }
312
313                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
314                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
315                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
316                                 if (y <= stone_level) {
317                                         vm->m_data[vi] = n_stone;
318                                         if (y > stone_surface_max_y)
319                                                 stone_surface_max_y = y;
320                                 } else if (y <= water_level) {
321                                         vm->m_data[vi] = n_water;
322                                 } else {
323                                         vm->m_data[vi] = n_air;
324                                 }
325                         }
326                         vm->m_area.add_y(em, vi, 1);
327                 }
328         }
329
330         return stone_surface_max_y;
331 }