51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
-FlagDesc flagdesc_mapgen_v5[] = {{"caverns", MGV5_CAVERNS}, {NULL, 0}};
-MapgenV5::MapgenV5(MapgenV5Params *params, EmergeParams *emerge) :
- MapgenBasic(MAPGEN_V5, params, emerge)
+FlagDesc flagdesc_mapgen_v5[] = {
+ {"caverns", MGV5_CAVERNS},
+ {NULL, 0}
+};
+
+
+MapgenV5::MapgenV5(MapgenV5Params *params, EmergeParams *emerge)
+ : MapgenBasic(MAPGEN_V5, params, emerge)
{
- spflags = params->spflags;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
- cavern_limit = params->cavern_limit;
- cavern_taper = params->cavern_taper;
- cavern_threshold = params->cavern_threshold;
- dungeon_ymin = params->dungeon_ymin;
- dungeon_ymax = params->dungeon_ymax;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
+ dungeon_ymin = params->dungeon_ymin;
+ dungeon_ymax = params->dungeon_ymax;
// Terrain noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
- noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
+ noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
+ noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
// 1-up 1-down overgeneration
noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// 1 down overgeneration
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
}
+
MapgenV5::~MapgenV5()
{
delete noise_filler_depth;
delete noise_ground;
}
-MapgenV5Params::MapgenV5Params() :
- np_filler_depth(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
- np_factor(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
- np_height(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
- np_ground(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
- np_cave1(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
- np_dungeons(0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
+
+MapgenV5Params::MapgenV5Params():
+ np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
+ np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
+ np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
+ np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
+ np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
+
void MapgenV5Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
- settings->getFloatNoEx("mgv5_cave_width", cave_width);
- settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
- settings->getU16NoEx("mgv5_small_cave_num_min", small_cave_num_min);
- settings->getU16NoEx("mgv5_small_cave_num_max", small_cave_num_max);
- settings->getU16NoEx("mgv5_large_cave_num_min", large_cave_num_min);
- settings->getU16NoEx("mgv5_large_cave_num_max", large_cave_num_max);
+ settings->getFloatNoEx("mgv5_cave_width", cave_width);
+ settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
+ settings->getU16NoEx("mgv5_small_cave_num_min", small_cave_num_min);
+ settings->getU16NoEx("mgv5_small_cave_num_max", small_cave_num_max);
+ settings->getU16NoEx("mgv5_large_cave_num_min", large_cave_num_min);
+ settings->getU16NoEx("mgv5_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgv5_large_cave_flooded", large_cave_flooded);
- settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
- settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
- settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
- settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
- settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
+ settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
+ settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
+ settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
+ settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
+ settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgv5_np_factor", np_factor);
- settings->getNoiseParams("mgv5_np_height", np_height);
- settings->getNoiseParams("mgv5_np_ground", np_ground);
- settings->getNoiseParams("mgv5_np_cave1", np_cave1);
- settings->getNoiseParams("mgv5_np_cave2", np_cave2);
- settings->getNoiseParams("mgv5_np_cavern", np_cavern);
- settings->getNoiseParams("mgv5_np_dungeons", np_dungeons);
+ settings->getNoiseParams("mgv5_np_factor", np_factor);
+ settings->getNoiseParams("mgv5_np_height", np_height);
+ settings->getNoiseParams("mgv5_np_ground", np_ground);
+ settings->getNoiseParams("mgv5_np_cave1", np_cave1);
+ settings->getNoiseParams("mgv5_np_cave2", np_cave2);
+ settings->getNoiseParams("mgv5_np_cavern", np_cavern);
+ settings->getNoiseParams("mgv5_np_dungeons", np_dungeons);
}
+
void MapgenV5Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5);
- settings->setFloat("mgv5_cave_width", cave_width);
- settings->setS16("mgv5_large_cave_depth", large_cave_depth);
- settings->setU16("mgv5_small_cave_num_min", small_cave_num_min);
- settings->setU16("mgv5_small_cave_num_max", small_cave_num_max);
- settings->setU16("mgv5_large_cave_num_min", large_cave_num_min);
- settings->setU16("mgv5_large_cave_num_max", large_cave_num_max);
+ settings->setFloat("mgv5_cave_width", cave_width);
+ settings->setS16("mgv5_large_cave_depth", large_cave_depth);
+ settings->setU16("mgv5_small_cave_num_min", small_cave_num_min);
+ settings->setU16("mgv5_small_cave_num_max", small_cave_num_max);
+ settings->setU16("mgv5_large_cave_num_min", large_cave_num_min);
+ settings->setU16("mgv5_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv5_large_cave_flooded", large_cave_flooded);
- settings->setS16("mgv5_cavern_limit", cavern_limit);
- settings->setS16("mgv5_cavern_taper", cavern_taper);
- settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
- settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
- settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
+ settings->setS16("mgv5_cavern_limit", cavern_limit);
+ settings->setS16("mgv5_cavern_taper", cavern_taper);
+ settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
+ settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
+ settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgv5_np_factor", np_factor);
- settings->setNoiseParams("mgv5_np_height", np_height);
- settings->setNoiseParams("mgv5_np_ground", np_ground);
- settings->setNoiseParams("mgv5_np_cave1", np_cave1);
- settings->setNoiseParams("mgv5_np_cave2", np_cave2);
- settings->setNoiseParams("mgv5_np_cavern", np_cavern);
- settings->setNoiseParams("mgv5_np_dungeons", np_dungeons);
+ settings->setNoiseParams("mgv5_np_factor", np_factor);
+ settings->setNoiseParams("mgv5_np_height", np_height);
+ settings->setNoiseParams("mgv5_np_ground", np_ground);
+ settings->setNoiseParams("mgv5_np_cave1", np_cave1);
+ settings->setNoiseParams("mgv5_np_cave2", np_cave2);
+ settings->setNoiseParams("mgv5_np_cavern", np_cavern);
+ settings->setNoiseParams("mgv5_np_dungeons", np_dungeons);
}
+
void MapgenV5Params::setDefaultSettings(Settings *settings)
{
settings->setDefault("mgv5_spflags", flagdesc_mapgen_v5, MGV5_CAVERNS);
}
+
/////////////////////////////////////////////////////////////////
+
int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
{
for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
- if (n_ground * f > y - h) { // If solid
+ if (n_ground * f > y - h) { // If solid
if (y < water_level || y > max_spawn_y)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface and due to biome 'dust' nodes.
return y + 2;
return MAX_MAP_GENERATION_LIMIT;
}
+
void MapgenV5::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
- this->vm = data->vmanip;
+ this->vm = data->vmanip;
this->ndef = data->nodedef;
- // TimeTaker t("makeChunk");
+ //TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
- generateCavesRandomWalk(
- stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ generateCavesRandomWalk(stone_surface_max_y,
+ -MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
if (flags & MG_BIOMES)
dustTopNodes();
- // printf("makeChunk: %dms\n", t.stop());
+ //printf("makeChunk: %dms\n", t.stop());
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
if (flags & MG_LIGHT) {
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
- full_node_min, full_node_max);
+ full_node_min, full_node_max);
}
this->generating = false;
}
+
int MapgenV5::generateBaseTerrain()
{
u32 index = 0;
noise_height->perlinMap2D(node_min.X, node_min.Z);
noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- for (s16 z = node_min.Z; z <= node_max.Z; z++) {
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+ for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X;
- x++, vi++, index++, index2d++) {
+ for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;