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_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
54 : MapgenBasic(mapgenid, params, emerge)
56 this->spflags = params->spflags;
57 this->cave_width = params->cave_width;
60 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
61 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
62 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
63 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
64 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
65 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
66 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
69 // 1-up 1-down overgeneration
70 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
71 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
73 MapgenBasic::np_cave1 = params->np_cave1;
74 MapgenBasic::np_cave2 = params->np_cave2;
80 delete noise_terrain_base;
81 delete noise_terrain_persist;
82 delete noise_height_select;
83 delete noise_terrain_alt;
84 delete noise_filler_depth;
85 delete noise_mount_height;
86 delete noise_ridge_uwater;
87 delete noise_mountain;
92 MapgenV7Params::MapgenV7Params()
94 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
97 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
98 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
99 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
100 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
101 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
102 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
103 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
104 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
105 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
106 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
107 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
111 void MapgenV7Params::readParams(const Settings *settings)
113 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
114 settings->getFloatNoEx("mgv7_cave_width", cave_width);
116 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
117 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
118 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
119 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
120 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
121 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
122 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
123 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
124 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
125 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
126 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
130 void MapgenV7Params::writeParams(Settings *settings) const
132 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
133 settings->setFloat("mgv7_cave_width", cave_width);
135 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
136 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
137 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
138 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
139 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
140 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
141 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
142 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
143 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
144 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
145 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
149 ///////////////////////////////////////////////////////////////////////////////
152 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
154 // Base terrain calculation
155 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
157 // Ridge/river terrain calculation
159 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
160 // if inside a river this is an unsuitable spawn point
161 if (fabs(uwatern) <= width)
162 return MAX_MAP_GENERATION_LIMIT;
164 // Mountain terrain calculation
167 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
168 if (y <= water_level || y > water_level + 16)
169 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
176 // Unsuitable spawn point, no ground surface found
177 return MAX_MAP_GENERATION_LIMIT;
181 void MapgenV7::makeChunk(BlockMakeData *data)
184 assert(data->vmanip);
185 assert(data->nodedef);
186 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
187 data->blockpos_requested.Y >= data->blockpos_min.Y &&
188 data->blockpos_requested.Z >= data->blockpos_min.Z);
189 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
190 data->blockpos_requested.Y <= data->blockpos_max.Y &&
191 data->blockpos_requested.Z <= data->blockpos_max.Z);
193 this->generating = true;
194 this->vm = data->vmanip;
195 this->ndef = data->nodedef;
196 //TimeTaker t("makeChunk");
198 v3s16 blockpos_min = data->blockpos_min;
199 v3s16 blockpos_max = data->blockpos_max;
200 node_min = blockpos_min * MAP_BLOCKSIZE;
201 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
202 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
203 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
205 blockseed = getBlockSeed2(full_node_min, seed);
207 // Generate base and mountain terrain
208 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
209 s16 stone_surface_max_y = generateTerrain();
212 if (spflags & MGV7_RIDGES)
213 generateRidgeTerrain();
216 updateHeightmap(node_min, node_max);
218 // Init biome generator, place biome-specific nodes, and build biomemap
219 biomegen->calcBiomeNoise(node_min);
220 MgStoneType stone_type = generateBiomes();
222 if (flags & MG_CAVES)
223 generateCaves(stone_surface_max_y, water_level);
225 if (flags & MG_DUNGEONS)
226 generateDungeons(stone_surface_max_y, stone_type);
228 // Generate the registered decorations
229 if (flags & MG_DECORATIONS)
230 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
232 // Generate the registered ores
233 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
235 // Sprinkle some dust on top after everything else was generated
238 //printf("makeChunk: %dms\n", t.stop());
240 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
242 if (flags & MG_LIGHT)
243 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
244 full_node_min, full_node_max);
246 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
247 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
249 this->generating = false;
253 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
255 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
256 hselect = rangelim(hselect, 0.0, 1.0);
258 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
260 noise_terrain_base->np.persist = persist;
261 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
263 noise_terrain_alt->np.persist = persist;
264 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
266 if (height_alt > height_base)
269 return (height_base * hselect) + (height_alt * (1.0 - hselect));
273 float MapgenV7::baseTerrainLevelFromMap(int index)
275 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
276 float height_base = noise_terrain_base->result[index];
277 float height_alt = noise_terrain_alt->result[index];
279 if (height_alt > height_base)
282 return (height_base * hselect) + (height_alt * (1.0 - hselect));
286 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
288 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
289 float density_gradient = -((float)y / mnt_h_n);
290 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
292 return mnt_n + density_gradient >= 0.0;
296 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
298 float mounthn = noise_mount_height->result[idx_xz];
299 float density_gradient = -((float)y / mounthn);
300 float mountn = noise_mountain->result[idx_xyz];
302 return mountn + density_gradient >= 0.0;
306 int MapgenV7::generateTerrain()
308 MapNode n_air(CONTENT_AIR);
309 MapNode n_stone(c_stone);
310 MapNode n_water(c_water_source);
312 //// Calculate noise for terrain generation
313 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
314 float *persistmap = noise_terrain_persist->result;
316 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
317 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
318 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
320 if (spflags & MGV7_MOUNTAINS) {
321 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
322 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
326 v3s16 em = vm->m_area.getExtent();
327 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
330 for (s16 z = node_min.Z; z <= node_max.Z; z++)
331 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
332 s16 surface_y = baseTerrainLevelFromMap(index2d);
334 if (surface_y > stone_surface_max_y)
335 stone_surface_max_y = surface_y;
337 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
338 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
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 <= surface_y) {
343 vm->m_data[vi] = n_stone; // Base terrain
344 } else if ((spflags & MGV7_MOUNTAINS) &&
345 getMountainTerrainFromMap(index3d, index2d, y)) {
346 vm->m_data[vi] = n_stone; // Mountain terrain
347 if (y > stone_surface_max_y)
348 stone_surface_max_y = y;
349 } else if (y <= water_level) {
350 vm->m_data[vi] = n_water;
352 vm->m_data[vi] = n_air;
355 vm->m_area.add_y(em, vi, 1);
360 return stone_surface_max_y;
364 void MapgenV7::generateRidgeTerrain()
366 if (node_max.Y < water_level - 16)
369 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
370 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
372 MapNode n_water(c_water_source);
373 MapNode n_air(CONTENT_AIR);
377 for (s16 z = node_min.Z; z <= node_max.Z; z++)
378 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
379 u32 vi = vm->m_area.index(node_min.X, y, z);
380 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
381 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
383 float uwatern = noise_ridge_uwater->result[j] * 2;
384 if (fabs(uwatern) > width)
387 float altitude = y - water_level;
388 float height_mod = (altitude + 17) / 2.5;
389 float width_mod = width - fabs(uwatern);
390 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
392 if (nridge + width_mod * height_mod < 0.6)
395 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
401 ////////////////////////////////////////////////////////////////////////////////
404 //// Much of the stuff here has potential to become useful again at some point
405 //// in the future, but we don't want it to get lost or forgotten in version
410 int MapgenV7::generateMountainTerrain(s16 ymax)
412 MapNode n_stone(c_stone);
415 for (s16 z = node_min.Z; z <= node_max.Z; z++)
416 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
417 u32 vi = vm->m_area.index(node_min.X, y, z);
418 for (s16 x = node_min.X; x <= node_max.X; x++) {
419 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
420 content_t c = vm->m_data[vi].getContent();
422 if (getMountainTerrainFromMap(j, index, y)
423 && (c == CONTENT_AIR || c == c_water_source)) {
424 vm->m_data[vi] = n_stone;
440 void MapgenV7::carveRivers() {
441 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
442 MapNode n_stone(c_stone);
447 for (s16 z = node_min.Z; z <= node_max.Z; z++)
448 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
449 float terrain_mod = noise_terrain_mod->result[index];
450 NoiseParams *np = noise_terrain_river->np;
451 np.persist = noise_terrain_persist->result[index];
452 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
453 float height = terrain_river * (1 - abs(terrain_mod)) *
454 noise_terrain_river->np.scale;
455 height = log(height * height); //log(h^3) is pretty interesting for terrain
457 s16 y = heightmap[index];
458 if (height < 1.0 && y > river_depth &&
459 y - river_depth >= node_min.Y && y <= node_max.Y) {
461 for (s16 ry = y; ry != y - river_depth; ry--) {
462 u32 vi = vm->m_area.index(x, ry, z);
463 vm->m_data[vi] = n_air;
466 u32 vi = vm->m_area.index(x, y - river_depth, z);
467 vm->m_data[vi] = n_water_source;
475 void MapgenV7::addTopNodes()
477 v3s16 em = vm->m_area.getExtent();
481 for (s16 z = node_min.Z; z <= node_max.Z; z++)
482 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
483 Biome *biome = bmgr->biomes[biomemap[index]];
485 //////////////////// First, add top nodes below the ridge
486 s16 y = ridge_heightmap[index];
488 // This cutoff is good enough, but not perfect.
489 // It will cut off potentially placed top nodes at chunk boundaries
492 if (y > node_max.Y) {
493 y = node_max.Y; // Let's see if we can still go downward anyway
494 u32 vi = vm->m_area.index(x, y, z);
495 content_t c = vm->m_data[vi].getContent();
496 if (ndef->get(c).walkable)
500 // N.B. It is necessary to search downward since ridge_heightmap[i]
501 // might not be the actual height, just the lowest part in the chunk
502 // where a ridge had been carved
503 u32 i = vm->m_area.index(x, y, z);
504 for (; y >= node_min.Y; y--) {
505 content_t c = vm->m_data[i].getContent();
506 if (ndef->get(c).walkable)
508 vm->m_area.add_y(em, i, -1);
511 if (y != node_min.Y - 1 && y >= water_level) {
512 ridge_heightmap[index] = y; //update ridgeheight
513 ntopnodes = biome->top_depth;
514 for (; y <= node_max.Y && ntopnodes; y++) {
516 vm->m_data[i] = MapNode(biome->c_top);
517 vm->m_area.add_y(em, i, 1);
519 // If dirt, grow grass on it.
520 if (y > water_level - 10 &&
521 vm->m_data[i].getContent() == CONTENT_AIR) {
522 vm->m_area.add_y(em, i, -1);
523 if (vm->m_data[i].getContent() == c_dirt)
524 vm->m_data[i] = MapNode(c_dirt_with_grass);
528 //////////////////// Now, add top nodes on top of the ridge
529 y = heightmap[index];
530 if (y > node_max.Y) {
531 y = node_max.Y; // Let's see if we can still go downward anyway
532 u32 vi = vm->m_area.index(x, y, z);
533 content_t c = vm->m_data[vi].getContent();
534 if (ndef->get(c).walkable)
538 i = vm->m_area.index(x, y, z);
539 for (; y >= node_min.Y; y--) {
540 content_t c = vm->m_data[i].getContent();
541 if (ndef->get(c).walkable)
543 vm->m_area.add_y(em, i, -1);
546 if (y != node_min.Y - 1) {
547 ntopnodes = biome->top_depth;
548 // Let's see if we've already added it...
549 if (y == ridge_heightmap[index] + ntopnodes - 1)
552 for (; y <= node_max.Y && ntopnodes; y++) {
554 vm->m_data[i] = MapNode(biome->c_top);
555 vm->m_area.add_y(em, i, 1);
557 // If dirt, grow grass on it.
558 if (y > water_level - 10 &&
559 vm->m_data[i].getContent() == CONTENT_AIR) {
560 vm->m_area.add_y(em, i, -1);
561 if (vm->m_data[i].getContent() == c_dirt)
562 vm->m_data[i] = MapNode(c_dirt_with_grass);