3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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.
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.
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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
43 FlagDesc flagdesc_mapgen_flat[] = {
44 {"lakes", MGFLAT_LAKES},
45 {"hills", MGFLAT_HILLS},
49 ///////////////////////////////////////////////////////////////////////////////////////
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 : MapgenBasic(mapgenid, params, emerge)
55 this->m_emerge = emerge;
56 this->bmgr = emerge->biomemgr;
58 //// amount of elements to skip for the next index
59 //// for noise/height/biome maps (not vmanip)
60 this->ystride = csize.X;
62 this->heightmap = new s16[csize.X * csize.Z];
64 MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
66 this->spflags = sp->spflags;
67 this->ground_level = sp->ground_level;
68 this->large_cave_depth = sp->large_cave_depth;
69 this->cave_width = sp->cave_width;
70 this->lake_threshold = sp->lake_threshold;
71 this->lake_steepness = sp->lake_steepness;
72 this->hill_threshold = sp->hill_threshold;
73 this->hill_steepness = sp->hill_steepness;
76 noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
77 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
79 MapgenBasic::np_cave1 = sp->np_cave1;
80 MapgenBasic::np_cave2 = sp->np_cave2;
82 //// Initialize biome generator
83 biomegen = emerge->biomemgr->createBiomeGen(
84 BIOMEGEN_ORIGINAL, params->bparams, csize);
85 biomemap = biomegen->biomemap;
87 //// Resolve nodes to be used
88 c_stone = ndef->getId("mapgen_stone");
89 c_water_source = ndef->getId("mapgen_water_source");
90 c_lava_source = ndef->getId("mapgen_lava_source");
91 c_desert_stone = ndef->getId("mapgen_desert_stone");
92 c_ice = ndef->getId("mapgen_ice");
93 c_sandstone = ndef->getId("mapgen_sandstone");
95 c_cobble = ndef->getId("mapgen_cobble");
96 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
97 c_mossycobble = ndef->getId("mapgen_mossycobble");
98 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
99 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
101 if (c_ice == CONTENT_IGNORE)
103 if (c_mossycobble == CONTENT_IGNORE)
104 c_mossycobble = c_cobble;
105 if (c_stair_cobble == CONTENT_IGNORE)
106 c_stair_cobble = c_cobble;
107 if (c_sandstonebrick == CONTENT_IGNORE)
108 c_sandstonebrick = c_sandstone;
109 if (c_stair_sandstonebrick == CONTENT_IGNORE)
110 c_stair_sandstonebrick = c_sandstone;
114 MapgenFlat::~MapgenFlat()
116 delete noise_terrain;
117 delete noise_filler_depth;
125 MapgenFlatParams::MapgenFlatParams()
129 large_cave_depth = -33;
131 lake_threshold = -0.45;
132 lake_steepness = 48.0;
133 hill_threshold = 0.45;
134 hill_steepness = 64.0;
136 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
137 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
138 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
139 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
143 void MapgenFlatParams::readParams(const Settings *settings)
145 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
146 settings->getS16NoEx("mgflat_ground_level", ground_level);
147 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
148 settings->getFloatNoEx("mgflat_cave_width", cave_width);
149 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
150 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
151 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
152 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
154 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
155 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
156 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
157 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
161 void MapgenFlatParams::writeParams(Settings *settings) const
163 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
164 settings->setS16("mgflat_ground_level", ground_level);
165 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
166 settings->setFloat("mgflat_cave_width", cave_width);
167 settings->setFloat("mgflat_lake_threshold", lake_threshold);
168 settings->setFloat("mgflat_lake_steepness", lake_steepness);
169 settings->setFloat("mgflat_hill_threshold", hill_threshold);
170 settings->setFloat("mgflat_hill_steepness", hill_steepness);
172 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
173 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
174 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
175 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
179 /////////////////////////////////////////////////////////////////
182 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
184 s16 level_at_point = ground_level;
185 float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
187 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
188 level_at_point = ground_level -
189 (lake_threshold - n_terrain) * lake_steepness;
190 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
191 level_at_point = ground_level +
192 (n_terrain - hill_threshold) * hill_steepness;
195 if (ground_level < water_level) // Ocean world, allow spawn in water
196 return MYMAX(level_at_point, water_level);
197 else if (level_at_point > water_level)
198 return level_at_point; // Spawn on land
200 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
204 void MapgenFlat::makeChunk(BlockMakeData *data)
207 assert(data->vmanip);
208 assert(data->nodedef);
209 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
210 data->blockpos_requested.Y >= data->blockpos_min.Y &&
211 data->blockpos_requested.Z >= data->blockpos_min.Z);
212 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
213 data->blockpos_requested.Y <= data->blockpos_max.Y &&
214 data->blockpos_requested.Z <= data->blockpos_max.Z);
216 this->generating = true;
217 this->vm = data->vmanip;
218 this->ndef = data->nodedef;
219 //TimeTaker t("makeChunk");
221 v3s16 blockpos_min = data->blockpos_min;
222 v3s16 blockpos_max = data->blockpos_max;
223 node_min = blockpos_min * MAP_BLOCKSIZE;
224 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
225 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
226 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
228 blockseed = getBlockSeed2(full_node_min, seed);
230 // Generate base terrain, mountains, and ridges with initial heightmaps
231 s16 stone_surface_max_y = generateTerrain();
234 updateHeightmap(node_min, node_max);
236 // Init biome generator, place biome-specific nodes, and build biomemap
237 biomegen->calcBiomeNoise(node_min);
238 biomegen->getBiomes(heightmap);
239 MgStoneType stone_type = generateBiomes();
241 if (flags & MG_CAVES)
242 generateCaves(stone_surface_max_y, large_cave_depth);
244 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
247 dp.np_rarity = nparams_dungeon_rarity;
248 dp.np_density = nparams_dungeon_density;
249 dp.np_wetness = nparams_dungeon_wetness;
250 dp.c_water = c_water_source;
251 if (stone_type == MGSTONE_STONE) {
252 dp.c_cobble = c_cobble;
253 dp.c_moss = c_mossycobble;
254 dp.c_stair = c_stair_cobble;
256 dp.diagonal_dirs = false;
258 dp.holesize = v3s16(1, 2, 1);
259 dp.roomsize = v3s16(0, 0, 0);
260 dp.notifytype = GENNOTIFY_DUNGEON;
261 } else if (stone_type == MGSTONE_DESERT_STONE) {
262 dp.c_cobble = c_desert_stone;
263 dp.c_moss = c_desert_stone;
264 dp.c_stair = c_desert_stone;
266 dp.diagonal_dirs = true;
268 dp.holesize = v3s16(2, 3, 2);
269 dp.roomsize = v3s16(2, 5, 2);
270 dp.notifytype = GENNOTIFY_TEMPLE;
271 } else if (stone_type == MGSTONE_SANDSTONE) {
272 dp.c_cobble = c_sandstonebrick;
273 dp.c_moss = c_sandstonebrick;
274 dp.c_stair = c_sandstonebrick;
276 dp.diagonal_dirs = false;
278 dp.holesize = v3s16(2, 2, 2);
279 dp.roomsize = v3s16(2, 0, 2);
280 dp.notifytype = GENNOTIFY_DUNGEON;
283 DungeonGen dgen(this, &dp);
284 dgen.generate(blockseed, full_node_min, full_node_max);
287 // Generate the registered decorations
288 if (flags & MG_DECORATIONS)
289 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
291 // Generate the registered ores
292 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
294 // Sprinkle some dust on top after everything else was generated
297 //printf("makeChunk: %dms\n", t.stop());
299 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
301 if (flags & MG_LIGHT)
302 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
303 full_node_min, full_node_max);
305 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
306 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
308 this->generating = false;
312 s16 MapgenFlat::generateTerrain()
314 MapNode n_air(CONTENT_AIR);
315 MapNode n_stone(c_stone);
316 MapNode n_water(c_water_source);
318 v3s16 em = vm->m_area.getExtent();
319 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
322 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
324 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
326 for (s16 z = node_min.Z; z <= node_max.Z; z++)
327 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
328 s16 stone_level = ground_level;
329 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
331 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
332 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
333 stone_level = ground_level - depress;
334 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
335 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
336 stone_level = ground_level + rise;
339 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
340 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
341 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
342 if (y <= stone_level) {
343 vm->m_data[vi] = n_stone;
344 if (y > stone_surface_max_y)
345 stone_surface_max_y = y;
346 } else if (y <= water_level) {
347 vm->m_data[vi] = n_water;
349 vm->m_data[vi] = n_air;
352 vm->m_area.add_y(em, vi, 1);
356 return stone_surface_max_y;