X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_flat.cpp;h=604c79dd0b59b78107500fef2c36d44dcefad872;hb=ff73c7a5da6ab8ac0bb678ebf25b83e805397029;hp=cb9aa9a8b3d9f4cc6c99af993860a8bd42c5f01c;hpb=76f485647983ebd7eb4c3abbca0869d13f76920b;p=dragonfireclient.git diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp index cb9aa9a8b..604c79dd0 100644 --- a/src/mapgen_flat.cpp +++ b/src/mapgen_flat.cpp @@ -1,7 +1,7 @@ /* Minetest -Copyright (C) 2010-2015 kwolekr, Ryan Kwolek -Copyright (C) 2010-2015 paramat, Matt Gregory +Copyright (C) 2015-2017 paramat +Copyright (C) 2015-2016 kwolekr, Ryan Kwolek 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 @@ -33,7 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" -#include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" @@ -49,82 +48,35 @@ FlagDesc flagdesc_mapgen_flat[] = { /////////////////////////////////////////////////////////////////////////////////////// -MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) { - this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; - - //// amount of elements to skip for the next index - //// for noise/height/biome maps (not vmanip) - this->ystride = csize.X; - // 1-down overgeneration - this->zstride_1d = csize.X * (csize.Y + 1); - - this->heightmap = new s16[csize.X * csize.Z]; - - MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams; - - this->spflags = sp->spflags; - this->ground_level = sp->ground_level; - this->large_cave_depth = sp->large_cave_depth; - this->cave_width = sp->cave_width; - this->lake_threshold = sp->lake_threshold; - this->lake_steepness = sp->lake_steepness; - this->hill_threshold = sp->hill_threshold; - this->hill_steepness = sp->hill_steepness; - - //// 2D noise - noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - - //// 3D noise - // 1-down overgeneraion - noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); - noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); - - //// Initialize biome generator - biomegen = emerge->biomemgr->createBiomeGen( - BIOMEGEN_ORIGINAL, params->bparams, csize); - biomemap = biomegen->biomemap; - - //// Resolve nodes to be used - 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_stair_cobble == CONTENT_IGNORE) - c_stair_cobble = c_cobble; - if (c_sandstonebrick == CONTENT_IGNORE) - c_sandstonebrick = c_sandstone; - if (c_stair_sandstonebrick == CONTENT_IGNORE) - c_stair_sandstonebrick = c_sandstone; + this->spflags = params->spflags; + this->ground_level = params->ground_level; + this->large_cave_depth = params->large_cave_depth; + this->cave_width = params->cave_width; + this->lake_threshold = params->lake_threshold; + this->lake_steepness = params->lake_steepness; + this->hill_threshold = params->hill_threshold; + this->hill_steepness = params->hill_steepness; + + // 2D noise + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + + if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) + noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z); + // 3D noise + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; } MapgenFlat::~MapgenFlat() { - delete noise_terrain; delete noise_filler_depth; - delete noise_cave1; - delete noise_cave2; - - delete biomegen; - delete[] heightmap; + if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) + delete noise_terrain; } @@ -133,7 +85,7 @@ MapgenFlatParams::MapgenFlatParams() spflags = 0; ground_level = 8; large_cave_depth = -33; - cave_width = 0.3; + cave_width = 0.09; lake_threshold = -0.45; lake_steepness = 48.0; hill_threshold = 0.45; @@ -141,8 +93,8 @@ MapgenFlatParams::MapgenFlatParams() np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0); np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 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); + np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); } @@ -188,7 +140,9 @@ void MapgenFlatParams::writeParams(Settings *settings) const int MapgenFlat::getSpawnLevelAtPoint(v2s16 p) { s16 level_at_point = ground_level; - float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed); + float n_terrain = 0.0f; + if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) + n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed); if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) { level_at_point = ground_level - @@ -233,9 +187,6 @@ void MapgenFlat::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Make some noise - calculateNoise(); - // Generate base terrain, mountains, and ridges with initial heightmaps s16 stone_surface_max_y = generateTerrain(); @@ -244,54 +195,13 @@ void MapgenFlat::makeChunk(BlockMakeData *data) // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); - biomegen->getBiomes(heightmap); MgStoneType stone_type = generateBiomes(); if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); - - if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { - DungeonParams dp; - - 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 (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 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 = 0.0; - dp.holesize = v3s16(2, 2, 2); - dp.roomsize = v3s16(2, 0, 2); - dp.notifytype = GENNOTIFY_DUNGEON; - } + generateCaves(stone_surface_max_y, large_cave_depth); - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); - } + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations if (flags & MG_DECORATIONS) @@ -318,24 +228,6 @@ void MapgenFlat::makeChunk(BlockMakeData *data) } -void MapgenFlat::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - s16 x = node_min.X; - s16 z = node_min.Z; - - if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) - noise_terrain->perlinMap2D(x, z); - - // Cave noises are calculated in generateCaves() - // only if solid terrain is present in mapchunk - - noise_filler_depth->perlinMap2D(x, z); - - //printf("calculateNoise: %dus\n", t.stop()); -} - - s16 MapgenFlat::generateTerrain() { MapNode n_air(CONTENT_AIR); @@ -346,13 +238,14 @@ s16 MapgenFlat::generateTerrain() s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 ni2d = 0; + bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS); + if (use_noise) + noise_terrain->perlinMap2D(node_min.X, node_min.Z); + for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) { s16 stone_level = ground_level; - float n_terrain = 0.0f; - - if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) - n_terrain = noise_terrain->result[ni2d]; + float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f; if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) { s16 depress = (lake_threshold - n_terrain) * lake_steepness; @@ -381,220 +274,3 @@ s16 MapgenFlat::generateTerrain() return stone_surface_max_y; } - - -MgStoneType MapgenFlat::generateBiomes() -{ - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - 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; - u16 depth_top = 0; - u16 base_filler = 0; - u16 depth_water_top = 0; - u32 vi = 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; - - // 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[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 = biomegen->getBiomeAtIndex(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) - stone_type = DESERT_STONE; - else if (biome->c_stone == c_sandstone) - stone_type = SANDSTONE; - } - - 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); - } - - air_above = false; - water_above = false; - } else if (c == c_water_source) { - 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) { - 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, vi, -1); - } - } - - return stone_type; -} - - -void MapgenFlat::dustTopNodes() -{ - if (node_max.Y < water_level) - return; - - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - 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 = (Biome *)bmgr->getRaw(biomemap[index]); - - if (biome->c_dust == CONTENT_IGNORE) - continue; - - u32 vi = vm->m_area.index(x, full_node_max.Y, z); - content_t c_full_max = vm->m_data[vi].getContent(); - s16 y_start; - - if (c_full_max == CONTENT_AIR) { - y_start = full_node_max.Y - 1; - } else if (c_full_max == CONTENT_IGNORE) { - vi = vm->m_area.index(x, node_max.Y + 1, z); - content_t c_max = vm->m_data[vi].getContent(); - - if (c_max == CONTENT_AIR) - y_start = node_max.Y; - else - continue; - } else { - continue; - } - - vi = vm->m_area.index(x, y_start, z); - for (s16 y = y_start; y >= node_min.Y - 1; y--) { - if (vm->m_data[vi].getContent() != CONTENT_AIR) - break; - - vm->m_area.add_y(em, vi, -1); - } - - content_t c = vm->m_data[vi].getContent(); - if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { - vm->m_area.add_y(em, vi, 1); - vm->m_data[vi] = MapNode(biome->c_dust); - } - } -} - - -void MapgenFlat::generateCaves(s16 max_stone_y) -{ - 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 - bool is_tunnel = false; // Is tunnel or tunnel floor - u32 vi = vm->m_area.index(x, node_max.Y, z); - u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + - (x - node_min.X); - // Biome of column - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); - - // Don't excavate the overgenerated stone at node_max.Y + 1, - // this creates a 'roof' over the tunnel, preventing light in - // tunnels at mapchunk borders when generating mapchunks upwards. - // This 'roof' is removed when the mapchunk above is generated. - for (s16 y = node_max.Y; 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 > cave_width && ndef->get(c).is_ground_content) { - // In tunnel and ground content, excavate - vm->m_data[vi] = MapNode(CONTENT_AIR); - is_tunnel = true; - } else { - // Not in tunnel or not ground content - if (is_tunnel && 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; - is_tunnel = false; - } - } - } - - if (node_max.Y > large_cave_depth) - return; - - PseudoRandom ps(blockseed + 21343); - 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); - } -}