/*
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"
{NULL, 0}
};
+
///////////////////////////////////////////////////////////////////////////////
this->ystride = csize.X;
this->zstride = csize.X * (csize.Y + 2);
- this->biomemap = new u8[csize.X * csize.Z];
- this->heightmap = new s16[csize.X * csize.Z];
+ this->biomemap = new u8[csize.X * csize.Z];
+ this->heightmap = new s16[csize.X * csize.Z];
+ this->heatmap = NULL;
+ this->humidmap = NULL;
this->ridge_heightmap = new s16[csize.X * csize.Z];
MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
noise_cave2 = new Noise(&sp->np_cave2, 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;
delete noise_heat;
delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
delete[] ridge_heightmap;
delete[] heightmap;
{
spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
- np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 6, 0.7, 2.0);
+ np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
- np_terrain_persist = NoiseParams(0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6, 2.0);
- np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.69, 2.0);
- np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
- np_mount_height = NoiseParams(184, 72, v3f(500, 500, 500), 72449, 4, 0.6, 2.0);
+ np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
+ np_height_select = NoiseParams(-12, 24, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
- np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0);
+ np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
- np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
- settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1);
+ settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
///////////////////////////////////////
-int MapgenV7::getGroundLevelAtPoint(v2s16 p)
+int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// Ridge/river terrain calculation
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
- // actually computing the depth of the ridge is much more expensive;
- // if inside a river, simply guess
+ // if inside a river this is an unsuitable spawn point
if (fabs(uwatern) <= width)
- return water_level - 10;
+ return MAX_MAP_GENERATION_LIMIT;
// Mountain terrain calculation
- int iters = 128; // don't even bother iterating more than 128 times..
+ int iters = 128;
while (iters--) {
- //current point would have been air
- if (!getMountainTerrainAtPoint(p.X, y, p.Y))
- return y;
-
+ if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
+ if (y <= water_level || y > water_level + 16)
+ return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
+ else
+ return y;
+ }
y++;
}
- return y;
+ // Unsuitable spawn point, no ground surface found
+ return MAX_MAP_GENERATION_LIMIT;
}
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;
}
// 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);
void MapgenV7::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- int x = node_min.X;
- int y = node_min.Y - 1;
- int z = node_min.Z;
+ s16 x = node_min.X;
+ s16 y = node_min.Y - 1;
+ s16 z = node_min.Z;
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_alt->perlinMap2D(x, z, persistmap);
noise_height_select->perlinMap2D(x, z);
- if (flags & MG_CAVES) {
- noise_cave1->perlinMap3D(x, y, z);
- noise_cave2->perlinMap3D(x, y, z);
- }
-
if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
- if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) {
- noise_mountain->perlinMap3D(x, y, z);
- noise_mount_height->perlinMap2D(x, z);
- }
+ // Cave noises are calculated in generateCaves()
+ // only if solid terrain is present in mapchunk
+
+ // Mountain noises are calculated in generateMountainTerrain()
+ // only if solid terrain surface dips into mapchunk
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());
}
Biome *MapgenV7::getBiomeAtPoint(v3s16 p)
{
- float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
+ float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed) +
+ NoisePerlin2D(&noise_heat_blend->np, p.X, p.Z, seed);
+ float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed) +
+ NoisePerlin2D(&noise_humidity_blend->np, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
}
//needs to be updated
-float MapgenV7::baseTerrainLevelAtPoint(int x, int z)
+float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
}
-bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z)
+bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
+ float density_gradient = -((float)y / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
- return mnt_n * mnt_h_n >= (float)y;
+
+ return mnt_n + density_gradient >= 0.0;
}
-bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y)
+bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = noise_mount_height->result[idx_xz];
+ float density_gradient = -((float)y / mounthn);
float mountn = noise_mountain->result[idx_xyz];
- return mountn * mounthn >= (float)y;
+
+ return mountn + density_gradient >= 0.0;
}
int MapgenV7::generateTerrain()
{
- int ymax = generateBaseTerrain();
+ s16 stone_surface_min_y;
+ s16 stone_surface_max_y;
+
+ generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y);
- if (spflags & MGV7_MOUNTAINS)
- ymax = generateMountainTerrain(ymax);
+ if ((spflags & MGV7_MOUNTAINS) && stone_surface_min_y < node_max.Y)
+ stone_surface_max_y = generateMountainTerrain(stone_surface_max_y);
if (spflags & MGV7_RIDGES)
generateRidgeTerrain();
- return ymax;
+ return stone_surface_max_y;
}
-int MapgenV7::generateBaseTerrain()
+void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_max_y)
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
- int stone_surface_max_y = -MAP_GENERATION_LIMIT;
v3s16 em = vm->m_area.getExtent();
+ s16 surface_min_y = MAX_MAP_GENERATION_LIMIT;
+ s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
heightmap[index] = surface_y;
ridge_heightmap[index] = surface_y;
- if (surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
+ if (surface_y < surface_min_y)
+ surface_min_y = surface_y;
- u32 i = vm->m_area.index(x, node_min.Y - 1, z);
+ if (surface_y > surface_max_y)
+ surface_max_y = surface_y;
+
+ u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+ if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y)
- vm->m_data[i] = n_stone;
+ vm->m_data[vi] = n_stone;
else if (y <= water_level)
- vm->m_data[i] = n_water;
+ vm->m_data[vi] = n_water;
else
- vm->m_data[i] = n_air;
+ vm->m_data[vi] = n_air;
}
- vm->m_area.add_y(em, i, 1);
+ vm->m_area.add_y(em, vi, 1);
}
}
- return stone_surface_max_y;
+ *stone_surface_min_y = surface_min_y;
+ *stone_surface_max_y = surface_max_y;
}
-int MapgenV7::generateMountainTerrain(int ymax)
+int MapgenV7::generateMountainTerrain(s16 ymax)
{
- if (node_max.Y < 0)
- return ymax;
+ noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
MapNode n_stone(c_stone);
u32 j = 0;
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
- float width = 0.2; // TODO: figure out acceptable perlin noise values
+ float width = 0.2;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
// 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)-1;
+ 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[vi].getContent();
// 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)-1;
+ nplaced = U16_MAX;
if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
- nplaced = (u16)-1; // Disable top/filler placement
+ nplaced = U16_MAX; // Disable top/filler placement
air_above = false;
water_above = false;
}
#endif
-void MapgenV7::generateCaves(int max_stone_y)
+void MapgenV7::generateCaves(s16 max_stone_y)
{
- if (max_stone_y >= node_min.Y) {
- u32 index = 0;
- u32 index2d = 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++) {
- 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++) {
- float d1 = contour(noise_cave1->result[index]);
- float d2 = contour(noise_cave2->result[index]);
- if (d1 * d2 > 0.3) {
- Biome *biome = (Biome *)bmgr->
- getRaw(biomemap[index2d]);
- content_t c = vm->m_data[i].getContent();
- if (!ndef->get(c).is_ground_content ||
- c == CONTENT_AIR ||
- (y <= water_level &&
- c != biome->c_stone &&
- c != c_stone))
- continue;
-
- vm->m_data[i] = MapNode(CONTENT_AIR);
- }
- }
- index2d -= ystride;
+ if (max_stone_y < node_min.Y)
+ return;
+
+ noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ bool column_is_open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+ (x - node_min.X);
+ // Biome of column
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+ for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+ y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ column_is_open = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+ if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ } else if (column_is_open &&
+ (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ column_is_open = false;
+ } else {
+ column_is_open = false;
}
- index2d += ystride;
}
}
PseudoRandom ps(blockseed + 21343);
- u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+ u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV7 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
-