/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
-#include "profiler.h"
+//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
-#include "util/directiontables.h"
FlagDesc flagdesc_mapgen_v5[] = {
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
+ this->heatmap = NULL;
+ this->humidmap = NULL;
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
this->spflags = sp->spflags;
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
- noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
- noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
- c_stone = ndef->getId("mapgen_stone");
- c_dirt = ndef->getId("mapgen_dirt");
- c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
- c_sand = ndef->getId("mapgen_sand");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_gravel = ndef->getId("mapgen_gravel");
- c_cobble = ndef->getId("mapgen_cobble");
- c_ice = ndef->getId("default:ice");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_sandbrick = ndef->getId("mapgen_sandstonebrick");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+ c_stone = ndef->getId("mapgen_stone");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_ice = ndef->getId("mapgen_ice");
+ c_sandstone = ndef->getId("mapgen_sandstone");
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
- if (c_sandbrick == CONTENT_IGNORE)
- c_sandbrick = c_desert_stone;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
- if (c_stair_sandstone == CONTENT_IGNORE)
- c_stair_sandstone = c_sandbrick;
+ if (c_sandstonebrick == CONTENT_IGNORE)
+ c_sandstonebrick = c_sandstone;
+ if (c_stair_sandstonebrick == CONTENT_IGNORE)
+ c_stair_sandstonebrick = c_sandstone;
}
delete noise_heat;
delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
delete[] heightmap;
delete[] biomemap;
void MapgenV5Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
+ settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv5_np_factor", np_factor);
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
- float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+ float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
- s16 search_top = water_level + 15;
- s16 search_base = water_level;
+ s16 search_start = 128; // Only bother searching this range, actual
+ s16 search_end = -128; // ground level is rarely higher or lower.
- s16 level = -31000;
- for (s16 y = search_top; y >= search_base; y--) {
+ for (s16 y = search_start; y >= search_end; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
+ // If solid
if (n_ground * f > y - h) {
- if (y >= search_top - 7)
- break;
+ // If either top 2 nodes of search are solid this is inside a
+ // mountain or floatland with no space for the player to spawn.
+ if (y >= search_start - 1)
+ return MAX_MAP_GENERATION_LIMIT;
else
- level = y;
- break;
+ return y; // Ground below at least 2 nodes of space
}
}
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
- return level;
+ return -MAX_MAP_GENERATION_LIMIT;
}
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
- generating = true;
- vm = data->vmanip;
- ndef = data->nodedef;
+ this->generating = true;
+ this->vm = data->vmanip;
+ this->ndef = data->nodedef;
//TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
- bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
+ MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
dp.np_rarity = nparams_dungeon_rarity;
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
- dp.c_water = c_water_source;
- if (desert_stone) {
- dp.c_cobble = c_sandbrick;
- dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
- dp.c_stair = c_stair_sandstone;
+ dp.c_water = c_water_source;
+ if (stone_type == STONE) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.0;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ } else if (stone_type == DESERT_STONE) {
+ dp.c_cobble = c_desert_stone;
+ dp.c_moss = c_desert_stone;
+ dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else {
- dp.c_cobble = c_cobble;
- dp.c_moss = c_mossycobble;
- dp.c_stair = c_stair_cobble;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else if (stone_type == SANDSTONE) {
+ dp.c_cobble = c_sandstonebrick;
+ dp.c_moss = c_sandstonebrick;
+ dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
- dp.mossratio = 3.0;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- dp.notifytype = GENNOTIFY_DUNGEON;
+ dp.mossratio = 0.0;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
}
// Generate the registered decorations
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
noise_cave2->perlinMap3D(x, y, z);
}
- if (node_max.Y >= water_level) {
- noise_filler_depth->perlinMap2D(x, z);
- noise_heat->perlinMap2D(x, z);
- noise_humidity->perlinMap2D(x, z);
+ noise_filler_depth->perlinMap2D(x, z);
+ noise_heat->perlinMap2D(x, z);
+ noise_humidity->perlinMap2D(x, z);
+ noise_heat_blend->perlinMap2D(x, z);
+ noise_humidity_blend->perlinMap2D(x, z);
+
+ for (s32 i = 0; i < csize.X * csize.Z; i++) {
+ noise_heat->result[i] += noise_heat_blend->result[i];
+ noise_humidity->result[i] += noise_humidity_blend->result[i];
}
+ heatmap = noise_heat->result;
+ humidmap = noise_humidity->result;
//printf("calculateNoise: %dus\n", t.stop());
}
{
u32 index = 0;
u32 index2d = 0;
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
+ int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
for (s16 z=node_min.Z; z<=node_max.Z; z++) {
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
}
-bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
+MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{
- if (node_max.Y < water_level)
- return false;
-
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
- bool desert_stone = false;
+ MgStoneType stone_type = STONE;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
- s16 dfiller = 0;
- s16 y0_top = 0;
- s16 y0_filler = 0;
- s16 depth_water_top = 0;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u32 vi = vm->m_area.index(x, node_max.Y, z);
- s16 nplaced = 0;
- u32 i = vm->m_area.index(x, node_max.Y, z);
+ // Check node at base of mapchunk above, either a node of a previously
+ // generated mapchunk or if not, a node of overgenerated base terrain.
+ content_t c_above = vm->m_data[vi + em.X].getContent();
+ bool air_above = c_above == CONTENT_AIR;
+ bool water_above = c_above == c_water_source;
- content_t c_above = vm->m_data[i + em.X].getContent();
- bool have_air = c_above == CONTENT_AIR;
+ // If there is air or water above enable top/filler placement, otherwise force
+ // nplaced to stone level by setting a number exceeding any possible filler depth.
+ u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[i].getContent();
-
- if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
- biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
- dfiller = biome->depth_filler + noise_filler_depth->result[index];
- y0_top = biome->depth_top;
- y0_filler = biome->depth_top + dfiller;
+ content_t c = vm->m_data[vi].getContent();
+
+ // Biome is recalculated each time an upper surface is detected while
+ // working down a column. The selected biome then remains in effect for
+ // all nodes below until the next surface and biome recalculation.
+ // Biome is recalculated:
+ // 1. At the surface of stone below air or water.
+ // 2. At the surface of water below air.
+ // 3. When stone or water is detected but biome has not yet been calculated.
+ if ((c == c_stone && (air_above || water_above || !biome)) ||
+ (c == c_water_source && (air_above || !biome))) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ depth_top = biome->depth_top;
+ base_filler = MYMAX(depth_top + biome->depth_filler
+ + noise_filler_depth->result[index], 0);
depth_water_top = biome->depth_water_top;
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
- desert_stone = true;
+ stone_type = DESERT_STONE;
+ else if (biome->c_stone == c_sandstone)
+ stone_type = SANDSTONE;
}
- if (c == c_stone && have_air) {
- content_t c_below = vm->m_data[i - em.X].getContent();
-
- if (c_below != CONTENT_AIR) {
- if (nplaced < y0_top) {
- vm->m_data[i] = MapNode(biome->c_top);
- nplaced++;
- } else if (nplaced < y0_filler && nplaced >= y0_top) {
- vm->m_data[i] = MapNode(biome->c_filler);
- nplaced++;
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
- } else {
- have_air = false;
- nplaced = 0;
- }
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
+ if (c == c_stone) {
+ content_t c_below = vm->m_data[vi - em.X].getContent();
+
+ // If the node below isn't solid, make this node stone, so that
+ // any top/filler nodes above are structurally supported.
+ // This is done by aborting the cycle of top/filler placement
+ // immediately by forcing nplaced to stone level.
+ if (c_below == CONTENT_AIR || c_below == c_water_source)
+ nplaced = U16_MAX;
+
+ if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ vm->m_data[vi] = MapNode(biome->c_stone);
}
- } else if (c == c_stone) {
- have_air = false;
- nplaced = 0;
- vm->m_data[i] = MapNode(biome->c_stone);
+
+ air_above = false;
+ water_above = false;
} else if (c == c_water_source) {
- have_air = true;
- nplaced = 0;
- if (y > water_level - depth_water_top)
- vm->m_data[i] = MapNode(biome->c_water_top);
- else
- vm->m_data[i] = MapNode(biome->c_water);
+ vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
+ biome->c_water_top : biome->c_water);
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = false;
+ water_above = true;
} else if (c == CONTENT_AIR) {
- have_air = true;
- nplaced = 0;
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = true;
+ water_above = false;
+ } else { // Possible various nodes overgenerated from neighbouring mapchunks
+ nplaced = U16_MAX; // Disable top/filler placement
+ air_above = false;
+ water_above = false;
}
- vm->m_area.add_y(em, i, -1);
+ vm->m_area.add_y(em, vi, -1);
}
}
- return desert_stone;
+ return stone_type;
}
void MapgenV5::generateCaves(int max_stone_y)
{
- u32 index = 0;
- u32 index2d = 0;
+ if (max_stone_y >= node_min.Y) {
+ u32 index = 0;
- 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 i = vm->m_area.index(node_min.X, y, z);
- for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
- content_t c = vm->m_data[i].getContent();
- if (c == CONTENT_AIR
- || (y <= water_level
- && c != biome->c_stone
- && c != c_stone))
- continue;
-
+ for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
- if (d1*d2 > 0.125)
+ if (d1 * d2 > 0.125f) {
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+ continue;
+
vm->m_data[i] = MapNode(CONTENT_AIR);
+ }
}
- index2d -= ystride;
}
- index2d += ystride;
}
- if (node_max.Y > LARGE_CAVE_DEPTH)
+ if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
return;
PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
+ u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
}
-