X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen%2Fmapgen_v7.cpp;h=82556cc4f5468d4c62a242a5fe9d2a8816da3caa;hb=5146086a64d5eeb480948d612a008a2ec81455d4;hp=c83a5105dcd42ed20d7298f8cec5ec6d93656360;hpb=746ca41f58e356b0fbeeca1b43b7061ad1e1c02d;p=dragonfireclient.git diff --git a/src/mapgen/mapgen_v7.cpp b/src/mapgen/mapgen_v7.cpp index c83a5105d..82556cc4f 100644 --- a/src/mapgen/mapgen_v7.cpp +++ b/src/mapgen/mapgen_v7.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2013-2018 kwolekr, Ryan Kwolek -Copyright (C) 2014-2018 paramat +Copyright (C) 2013-2019 kwolekr, Ryan Kwolek +Copyright (C) 2014-2019 paramat 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 @@ -26,9 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapblock.h" #include "mapnode.h" #include "map.h" -#include "content_sao.h" #include "nodedef.h" #include "voxelalgorithms.h" +//#include "profiler.h" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" @@ -48,59 +48,64 @@ FlagDesc flagdesc_mapgen_v7[] = { }; -/////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// -MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) - : MapgenBasic(mapgenid, params, emerge) +MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge) + : MapgenBasic(MAPGEN_V7, params, emerge) { - spflags = params->spflags; - mount_zero_level = params->mount_zero_level; - cave_width = params->cave_width; - large_cave_depth = params->large_cave_depth; - lava_depth = params->lava_depth; - float_mount_density = params->float_mount_density; - float_mount_exponent = params->float_mount_exponent; - floatland_level = params->floatland_level; - shadow_limit = params->shadow_limit; - 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; - - // This is to avoid a divide-by-zero. - // Parameter will be saved to map_meta.txt in limited form. - params->float_mount_height = MYMAX(params->float_mount_height, 1.0f); - float_mount_height = params->float_mount_height; + spflags = params->spflags; + mount_zero_level = params->mount_zero_level; + + 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; // 2D noise - noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); - noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); - noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); - noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); - - if (spflags & MGV7_MOUNTAINS) - noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); - - if (spflags & MGV7_FLOATLANDS) { - noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z); - noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z); + noise_terrain_base = + new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); + noise_terrain_alt = + new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); + noise_terrain_persist = + new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); + noise_height_select = + new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); + noise_filler_depth = + new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + + if (spflags & MGV7_MOUNTAINS) { + // 2D noise + noise_mount_height = + new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); + // 3D noise, 1 up, 1 down overgeneration + noise_mountain = + new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); } if (spflags & MGV7_RIDGES) { - noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); - // 3D noise, 1-up 1-down overgeneration - noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); + // 2D noise + noise_ridge_uwater = + new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); + // 3D noise, 1 up, 1 down overgeneration + noise_ridge = + new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); } - // 3D noise, 1 up, 1 down overgeneration - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) - noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); + // 3D noise, 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; + // 3D noise + MapgenBasic::np_dungeons = params->np_dungeons; } @@ -112,124 +117,121 @@ MapgenV7::~MapgenV7() delete noise_height_select; delete noise_filler_depth; - if (spflags & MGV7_MOUNTAINS) + if (spflags & MGV7_MOUNTAINS) { delete noise_mount_height; - - if (spflags & MGV7_FLOATLANDS) { - delete noise_floatland_base; - delete noise_float_base_height; + delete noise_mountain; } if (spflags & MGV7_RIDGES) { delete noise_ridge_uwater; delete noise_ridge; } - - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) - delete noise_mountain; } MapgenV7Params::MapgenV7Params(): - np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0), - np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0), - np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0), - np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0), - np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), - np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0), - np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), - np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0), - np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0), - np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0), - np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0), - np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0), - 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_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0), + np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0), + np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0), + np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0), + np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), + np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0), + np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), + np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0), + np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0), + np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0), + np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), + np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), + np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0) { } void MapgenV7Params::readParams(const Settings *settings) { - settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); + settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level); settings->getFloatNoEx("mgv7_cave_width", cave_width); settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth); - settings->getS16NoEx("mgv7_lava_depth", lava_depth); - settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density); - settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height); - settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent); - settings->getS16NoEx("mgv7_floatland_level", floatland_level); - settings->getS16NoEx("mgv7_shadow_limit", shadow_limit); + settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min); + settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max); + settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min); + settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max); + settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded); settings->getS16NoEx("mgv7_cavern_limit", cavern_limit); settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax); - settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->getNoiseParams("mgv7_np_height_select", np_height_select); - settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base); - settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height); - settings->getNoiseParams("mgv7_np_mountain", np_mountain); - settings->getNoiseParams("mgv7_np_ridge", np_ridge); - settings->getNoiseParams("mgv7_np_cavern", np_cavern); - settings->getNoiseParams("mgv7_np_cave1", np_cave1); - settings->getNoiseParams("mgv7_np_cave2", np_cave2); + settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->getNoiseParams("mgv7_np_height_select", np_height_select); + settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->getNoiseParams("mgv7_np_mountain", np_mountain); + settings->getNoiseParams("mgv7_np_ridge", np_ridge); + settings->getNoiseParams("mgv7_np_cavern", np_cavern); + settings->getNoiseParams("mgv7_np_cave1", np_cave1); + settings->getNoiseParams("mgv7_np_cave2", np_cave2); + settings->getNoiseParams("mgv7_np_dungeons", np_dungeons); } void MapgenV7Params::writeParams(Settings *settings) const { - settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX); - settings->setS16("mgv7_mount_zero_level", mount_zero_level); - settings->setFloat("mgv7_cave_width", cave_width); - settings->setS16("mgv7_large_cave_depth", large_cave_depth); - settings->setS16("mgv7_lava_depth", lava_depth); - settings->setFloat("mgv7_float_mount_density", float_mount_density); - settings->setFloat("mgv7_float_mount_height", float_mount_height); - settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent); - settings->setS16("mgv7_floatland_level", floatland_level); - settings->setS16("mgv7_shadow_limit", shadow_limit); - settings->setS16("mgv7_cavern_limit", cavern_limit); - settings->setS16("mgv7_cavern_taper", cavern_taper); - settings->setFloat("mgv7_cavern_threshold", cavern_threshold); - settings->setS16("mgv7_dungeon_ymin", dungeon_ymin); - settings->setS16("mgv7_dungeon_ymax", dungeon_ymax); - - settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); - settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); - settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); - settings->setNoiseParams("mgv7_np_height_select", np_height_select); - settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); - settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); - settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); - settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base); - settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height); - settings->setNoiseParams("mgv7_np_mountain", np_mountain); - settings->setNoiseParams("mgv7_np_ridge", np_ridge); - settings->setNoiseParams("mgv7_np_cavern", np_cavern); - settings->setNoiseParams("mgv7_np_cave1", np_cave1); - settings->setNoiseParams("mgv7_np_cave2", np_cave2); + settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7); + settings->setS16("mgv7_mount_zero_level", mount_zero_level); + settings->setFloat("mgv7_cave_width", cave_width); + settings->setS16("mgv7_large_cave_depth", large_cave_depth); + settings->setU16("mgv7_small_cave_num_min", small_cave_num_min); + settings->setU16("mgv7_small_cave_num_max", small_cave_num_max); + settings->setU16("mgv7_large_cave_num_min", large_cave_num_min); + settings->setU16("mgv7_large_cave_num_max", large_cave_num_max); + settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded); + settings->setS16("mgv7_cavern_limit", cavern_limit); + settings->setS16("mgv7_cavern_taper", cavern_taper); + settings->setFloat("mgv7_cavern_threshold", cavern_threshold); + settings->setS16("mgv7_dungeon_ymin", dungeon_ymin); + settings->setS16("mgv7_dungeon_ymax", dungeon_ymax); + + settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); + settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); + settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); + settings->setNoiseParams("mgv7_np_height_select", np_height_select); + settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); + settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); + settings->setNoiseParams("mgv7_np_mountain", np_mountain); + settings->setNoiseParams("mgv7_np_ridge", np_ridge); + settings->setNoiseParams("mgv7_np_cavern", np_cavern); + settings->setNoiseParams("mgv7_np_cave1", np_cave1); + settings->setNoiseParams("mgv7_np_cave2", np_cave2); + settings->setNoiseParams("mgv7_np_dungeons", np_dungeons); } -/////////////////////////////////////////////////////////////////////////////// +void MapgenV7Params::setDefaultSettings(Settings *settings) +{ + settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7, + MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS); +} + + +//////////////////////////////////////////////////////////////////////////////// int MapgenV7::getSpawnLevelAtPoint(v2s16 p) { // If rivers are enabled, first check if in a river if (spflags & MGV7_RIDGES) { - float width = 0.2; - float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; + float width = 0.2f; + float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * + 2.0f; if (std::fabs(uwatern) <= width) - return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } // Terrain noise 'offset' is the average level of that terrain. @@ -237,7 +239,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p) // 'offset's. // Raising the maximum spawn level above 'water_level + 16' is necessary // for when terrain 'offset's are set much higher than water_level. - s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset, + s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset, noise_terrain_base->np.offset), water_level + 16); // Base terrain calculation @@ -247,7 +249,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p) // Avoids mid-air spawn where mountain terrain would have been. if (!(spflags & MGV7_MOUNTAINS)) { 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 level and due to biome 'dust' return y + 2; @@ -258,7 +260,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p) while (iters > 0 && y <= max_spawn_y) { if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { 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 + 1 due to biome 'dust' return y + 1; @@ -284,10 +286,11 @@ void MapgenV7::makeChunk(BlockMakeData *data) data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); + //TimeTaker t("makeChunk"); + this->generating = true; - this->vm = data->vmanip; + this->vm = data->vmanip; this->ndef = data->nodedef; - //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; @@ -299,7 +302,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); // Generate base and mountain terrain - // An initial heightmap is no longer created here for use in generateRidgeTerrain() s16 stone_surface_max_y = generateTerrain(); // Generate rivers @@ -310,65 +312,71 @@ void MapgenV7::makeChunk(BlockMakeData *data) updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap - biomegen->calcBiomeNoise(node_min); - generateBiomes(); + if (flags & MG_BIOMES) { + biomegen->calcBiomeNoise(node_min); + generateBiomes(); + } - // Generate caverns, tunnels and classic caves + // Generate tunnels, caverns and large randomwalk caves if (flags & MG_CAVES) { - bool near_cavern = false; + // Generate tunnels first as caverns confuse them + generateCavesNoiseIntersection(stone_surface_max_y); + // Generate caverns + bool near_cavern = false; if (spflags & MGV7_CAVERNS) - near_cavern = generateCaverns(stone_surface_max_y); - // Generate tunnels and classic caves + near_cavern = generateCavernsNoise(stone_surface_max_y); + + // Generate large randomwalk caves if (near_cavern) - // Disable classic caves in this mapchunk by setting + // 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. - generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); + generateCavesRandomWalk(stone_surface_max_y, + -MAX_MAP_GENERATION_LIMIT); else - generateCaves(stone_surface_max_y, large_cave_depth); + generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); } + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + // Generate dungeons - if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin && - full_node_max.Y <= dungeon_ymax) + if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y); // Generate the registered decorations 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); - // Sprinkle some dust on top after everything else was generated - dustTopNodes(); - - //printf("makeChunk: %dms\n", t.stop()); + if (flags & MG_BIOMES) + dustTopNodes(); // Update liquids updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting - // Limit floatland shadow - bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) && - node_min.Y <= shadow_limit && node_max.Y >= shadow_limit); + // TODO disable in and just below floatlands + bool propagate_shadow = true; if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max, propagate_shadow); - //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); - this->generating = false; + + //printf("makeChunk: %lums\n", t.stop()); } +//////////////////////////////////////////////////////////////////////////////// + + float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); - hselect = rangelim(hselect, 0.0, 1.0); + hselect = rangelim(hselect, 0.0f, 1.0f); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); @@ -381,87 +389,41 @@ float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) if (height_alt > height_base) return height_alt; - return (height_base * hselect) + (height_alt * (1.0 - hselect)); + return (height_base * hselect) + (height_alt * (1.0f - hselect)); } float MapgenV7::baseTerrainLevelFromMap(int index) { - float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); + float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f); float height_base = noise_terrain_base->result[index]; - float height_alt = noise_terrain_alt->result[index]; + float height_alt = noise_terrain_alt->result[index]; if (height_alt > height_base) return height_alt; - return (height_base * hselect) + (height_alt * (1.0 - hselect)); + return (height_base * hselect) + (height_alt * (1.0f - hselect)); } bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z) { float mnt_h_n = - MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f); + std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f); float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); - return mnt_n + density_gradient >= 0.0; + return mnt_n + density_gradient >= 0.0f; } bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) { - float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f); + float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f); float density_gradient = -((float)(y - mount_zero_level) / mounthn); float mountn = noise_mountain->result[idx_xyz]; - return mountn + density_gradient >= 0.0; -} - - -bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y) -{ - // Make rim 2 nodes thick to match floatland base terrain - float density_gradient = (y >= floatland_level) ? - -std::pow((float)(y - floatland_level) / float_mount_height, - float_mount_exponent) : - -std::pow((float)(floatland_level - 1 - y) / float_mount_height, - float_mount_exponent); - - float floatn = noise_mountain->result[idx_xyz] + float_mount_density; - - return floatn + density_gradient >= 0.0f; -} - - -void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz) -{ - // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT - s16 base_min = MAX_MAP_GENERATION_LIMIT + 1; - s16 base_max = MAX_MAP_GENERATION_LIMIT; - - float n_base = noise_floatland_base->result[idx_xz]; - if (n_base > 0.0f) { - float n_base_height = - MYMAX(noise_float_base_height->result[idx_xz], 1.0f); - float amp = n_base * n_base_height; - float ridge = n_base_height / 3.0f; - base_min = floatland_level - amp / 1.5f; - - if (amp > ridge * 2.0f) { - // Lake bed - base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f; - } else { - // Hills and ridges - float diff = std::fabs(amp - ridge) / ridge; - // Smooth ridges using the 'smoothstep function' - float smooth_diff = diff * diff * (3.0f - 2.0f * diff); - base_max = floatland_level + ridge - smooth_diff * ridge; - } - } - - *float_base_min = base_min; - *float_base_max = base_max; + return mountn + density_gradient >= 0.0f; } @@ -479,17 +441,9 @@ int MapgenV7::generateTerrain() noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_height_select->perlinMap2D(node_min.X, node_min.Z); - if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) { - noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - } - if (spflags & MGV7_MOUNTAINS) { noise_mount_height->perlinMap2D(node_min.X, node_min.Z); - } - - if (spflags & MGV7_FLOATLANDS) { - noise_floatland_base->perlinMap2D(node_min.X, node_min.Z); - noise_float_base_height->perlinMap2D(node_min.X, node_min.Z); + noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); } //// Place nodes @@ -503,41 +457,28 @@ int MapgenV7::generateTerrain() if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; - // Get extent of floatland base terrain - // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT - s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1; - s16 float_base_max = MAX_MAP_GENERATION_LIMIT; - if (spflags & MGV7_FLOATLANDS) - floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d); - u32 vi = vm->m_area.index(x, node_min.Y - 1, z); u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); - for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { - if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { - if (y <= surface_y) { - vm->m_data[vi] = n_stone; // Base terrain - } else if ((spflags & MGV7_MOUNTAINS) && - getMountainTerrainFromMap(index3d, index2d, y)) { - vm->m_data[vi] = n_stone; // Mountain terrain - if (y > stone_surface_max_y) - stone_surface_max_y = y; - } else if ((spflags & MGV7_FLOATLANDS) && - ((y >= float_base_min && y <= float_base_max) || - getFloatlandMountainFromMap(index3d, index2d, y))) { - vm->m_data[vi] = n_stone; // Floatland terrain - stone_surface_max_y = node_max.Y; - } else if (y <= water_level) { - vm->m_data[vi] = n_water; // Ground level water - } else if ((spflags & MGV7_FLOATLANDS) && - (y >= float_base_max && y <= floatland_level)) { - vm->m_data[vi] = n_water; // Floatland water - } else { - vm->m_data[vi] = n_air; - } + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; + y++, + index3d += ystride, + VoxelArea::add_y(em, vi, 1)) { + if (vm->m_data[vi].getContent() != CONTENT_IGNORE) + continue; + + if (y <= surface_y) { + vm->m_data[vi] = n_stone; // Base terrain + } else if ((spflags & MGV7_MOUNTAINS) && + getMountainTerrainFromMap(index3d, index2d, y)) { + vm->m_data[vi] = n_stone; // Mountain terrain + if (y > stone_surface_max_y) + stone_surface_max_y = y; + } else if (y <= water_level) { + vm->m_data[vi] = n_water; + } else { + vm->m_data[vi] = n_air; } - VoxelArea::add_y(em, vi, 1); - index3d += ystride; } } @@ -547,8 +488,8 @@ int MapgenV7::generateTerrain() void MapgenV7::generateRidgeTerrain() { - if (node_max.Y < water_level - 16 || - ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit)) + // TODO disable river canyons in floatlands + if (node_max.Y < water_level - 16) return; noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); @@ -556,25 +497,29 @@ void MapgenV7::generateRidgeTerrain() MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); - u32 index = 0; - float width = 0.2; + u32 index3d = 0; + float width = 0.2f; 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++, index++, vi++) { - int j = (z - node_min.Z) * csize.X + (x - node_min.X); - - float uwatern = noise_ridge_uwater->result[j] * 2; + for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) { + u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X); + float uwatern = noise_ridge_uwater->result[index2d] * 2.0f; if (std::fabs(uwatern) > width) continue; + // Optimises, but also avoids removing nodes placed by mods in + // 'on-generated', when generating outside mapchunk. + content_t c = vm->m_data[vi].getContent(); + if (c != c_stone) + continue; float altitude = y - water_level; - float height_mod = (altitude + 17) / 2.5; - float width_mod = width - std::fabs(uwatern); - float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0; - - if (nridge + width_mod * height_mod < 0.6) + float height_mod = (altitude + 17.0f) / 2.5f; + float width_mod = width - std::fabs(uwatern); + float nridge = noise_ridge->result[index3d] * + std::fmax(altitude, 0.0f) / 7.0f; + if (nridge + width_mod * height_mod < 0.6f) continue; vm->m_data[vi] = (y > water_level) ? n_air : n_water;