X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v7.cpp;h=24867623cec11b551ce329d9f8016e89ded8a473;hb=2607b97b4f2b41767d7a010e9376d3e7f578cb71;hp=2f55964d815dbf8cdcc5221226901e94bb41b435;hpb=173e1f6014dd975bdb737dfeecb87bfdf60b3cce;p=dragonfireclient.git diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 2f55964d8..24867623c 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -1,6 +1,7 @@ /* Minetest -Copyright (C) 2010-2013 kwolekr, Ryan Kwolek +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +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 @@ -27,9 +28,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #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 "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" @@ -46,6 +46,7 @@ FlagDesc flagdesc_mapgen_v7[] = { {NULL, 0} }; + /////////////////////////////////////////////////////////////////////////////// @@ -58,10 +59,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) //// amount of elements to skip for the next index //// for noise/height/biome maps (not vmanip) this->ystride = csize.X; - this->zstride = csize.X * csize.Y; + 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; @@ -77,29 +80,48 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z); //// 3d terrain noise - noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z); - noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z); + noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); + noise_ridge = new Noise(&sp->np_ridge, 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); //// 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_ice = ndef->getId("default:ice"); + 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; } -MapgenV7::~MapgenV7() { +MapgenV7::~MapgenV7() +{ delete noise_terrain_base; delete noise_terrain_persist; delete noise_height_select; @@ -109,9 +131,13 @@ MapgenV7::~MapgenV7() { delete noise_ridge_uwater; delete noise_mountain; delete noise_ridge; + delete noise_cave1; + delete noise_cave2; delete noise_heat; delete noise_humidity; + delete noise_heat_blend; + delete noise_humidity_blend; delete[] ridge_heightmap; delete[] heightmap; @@ -119,22 +145,26 @@ MapgenV7::~MapgenV7() { } -MapgenV7Params::MapgenV7Params() { +MapgenV7Params::MapgenV7Params() +{ spflags = MGV7_MOUNTAINS | MGV7_RIDGES; - np_terrain_base = NoiseParams(4, 70, v3f(300, 300, 300), 82341, 6, 0.7, 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(-0.5, 1, v3f(250, 250, 250), 4213, 5, 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(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0); - np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0); - np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0); - np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 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(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, 0.63, 2.0); + np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 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::readParams(Settings *settings) { +void MapgenV7Params::readParams(const Settings *settings) +{ settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); @@ -146,11 +176,14 @@ void MapgenV7Params::readParams(Settings *settings) { 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_cave1", np_cave1); + settings->getNoiseParams("mgv7_np_cave2", np_cave2); } -void MapgenV7Params::writeParams(Settings *settings) { - settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1); +void MapgenV7Params::writeParams(Settings *settings) const +{ + 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); @@ -161,47 +194,54 @@ void MapgenV7Params::writeParams(Settings *settings) { 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_cave1", np_cave1); + settings->setNoiseParams("mgv7_np_cave2", np_cave2); } /////////////////////////////////////// -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 = 0.3; + 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 (uwatern >= -width && uwatern <= width) - return water_level - 10; + // if inside a river this is an unsuitable spawn point + if (fabs(uwatern) <= width) + 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; } -void MapgenV7::makeChunk(BlockMakeData *data) { +void MapgenV7::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; @@ -215,7 +255,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) { full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); - blockseed = m_emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()! + blockseed = getBlockSeed2(full_node_min, seed); // Make some noise calculateNoise(); @@ -223,25 +263,65 @@ void MapgenV7::makeChunk(BlockMakeData *data) { // Generate base terrain, mountains, and ridges with initial heightmaps s16 stone_surface_max_y = generateTerrain(); + // Create heightmap updateHeightmap(node_min, node_max); - // Calculate biomes + // Create biomemap at heightmap surface bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, noise_humidity->result, heightmap, biomemap); - // Actually place the biome-specific nodes and what not - generateBiomes(); + // Actually place the biome-specific nodes + MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); if (flags & MG_CAVES) generateCaves(stone_surface_max_y); - if (flags & MG_DUNGEONS) { - DungeonGen dgen(this, NULL); + 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; + } + + DungeonGen dgen(this, &dp); dgen.generate(blockseed, full_node_min, full_node_max); } // 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); @@ -254,8 +334,9 @@ void MapgenV7::makeChunk(BlockMakeData *data) { updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) - calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); + calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), + full_node_min, full_node_max); + //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); @@ -263,54 +344,66 @@ void MapgenV7::makeChunk(BlockMakeData *data) { } -void MapgenV7::calculateNoise() { +void MapgenV7::calculateNoise() +{ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y; - int z = node_min.Z; + s16 x = node_min.X; + s16 y = node_min.Y - 1; + s16 z = node_min.Z; - noise_height_select->perlinMap2D(x, z); noise_terrain_persist->perlinMap2D(x, z); float *persistmap = noise_terrain_persist->result; - for (int i = 0; i != csize.X * csize.Z; i++) - persistmap[i] = rangelim(persistmap[i], 0.4, 0.9); noise_terrain_base->perlinMap2D(x, z, persistmap); noise_terrain_alt->perlinMap2D(x, z, persistmap); - noise_filler_depth->perlinMap2D(x, z); - - if (spflags & MGV7_MOUNTAINS) { - noise_mountain->perlinMap3D(x, y, z); - noise_mount_height->perlinMap2D(x, z); - } + noise_height_select->perlinMap2D(x, z); - if (spflags & MGV7_RIDGES) { + if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { noise_ridge->perlinMap3D(x, y, z); noise_ridge_uwater->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); +Biome *MapgenV7::getBiomeAtPoint(v3s16 p) +{ + 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); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); - persist = rangelim(persist, 0.4, 0.9); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); @@ -325,7 +418,8 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { } -float MapgenV7::baseTerrainLevelFromMap(int index) { +float MapgenV7::baseTerrainLevelFromMap(int index) +{ float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); float height_base = noise_terrain_base->result[index]; float height_alt = noise_terrain_alt->result[index]; @@ -337,19 +431,23 @@ float MapgenV7::baseTerrainLevelFromMap(int index) { } -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 height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0)); + float density_gradient = -((float)y / mnt_h_n); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); - return mnt_n + height_modifier >= 0.6; + 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 height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0)); - return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6); + float density_gradient = -((float)y / mounthn); + float mountn = noise_mountain->result[idx_xyz]; + + return mountn + density_gradient >= 0.0; } @@ -388,26 +486,32 @@ void MapgenV7::carveRivers() { #endif -int MapgenV7::generateTerrain() { - int ymax = generateBaseTerrain(); +int MapgenV7::generateTerrain() +{ + s16 stone_surface_min_y; + s16 stone_surface_max_y; - if (spflags & MGV7_MOUNTAINS) - generateMountainTerrain(); + generateBaseTerrain(&stone_surface_min_y, &stone_surface_max_y); + + 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++) @@ -418,78 +522,89 @@ int MapgenV7::generateBaseTerrain() { 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; + + if (surface_y > surface_max_y) + surface_max_y = surface_y; - u32 i = vm->m_area.index(x, node_min.Y, z); - for (s16 y = node_min.Y; y <= node_max.Y; y++) { - if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + 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[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; } -void MapgenV7::generateMountainTerrain() { - if (node_max.Y <= water_level) - return; +int MapgenV7::generateMountainTerrain(s16 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; for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y; y <= node_max.Y; y++) { + 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++) { int index = (z - node_min.Z) * csize.X + (x - node_min.X); + content_t c = vm->m_data[vi].getContent(); - if (getMountainTerrainFromMap(j, index, y)) + if (getMountainTerrainFromMap(j, index, y) + && (c == CONTENT_AIR || c == c_water_source)) { vm->m_data[vi] = n_stone; + if (y > ymax) + ymax = y; + } vi++; j++; } } + + return ymax; } -void MapgenV7::generateRidgeTerrain() { +void MapgenV7::generateRidgeTerrain() +{ + if (node_max.Y < water_level) + return; + MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; + float width = 0.2; for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y; y <= node_max.Y; y++) { + 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); - if (heightmap[j] < water_level - 4) + if (heightmap[j] < water_level - 16) continue; - float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1; - //widthn = rangelim(widthn, -0.05, 0.5); - - float width = 0.3; // TODO: figure out acceptable perlin noise values float uwatern = noise_ridge_uwater->result[j] * 2; - if (uwatern < -width || uwatern > width) + if (fabs(uwatern) > width) continue; - float height_mod = (float)(y + 17) / 2.5; - float width_mod = (width - fabs(uwatern)); - float nridge = noise_ridge->result[index] * (float)y / 7.0; - - if (y < water_level) - nridge = -fabs(nridge) * 3.0 * widthn * 0.3; + float altitude = y - water_level; + float height_mod = (altitude + 17) / 2.5; + float width_mod = width - fabs(uwatern); + float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0; if (nridge + width_mod * height_mod < 0.6) continue; @@ -503,107 +618,138 @@ void MapgenV7::generateRidgeTerrain() { } -void MapgenV7::generateBiomes() { - if (node_max.Y < water_level) - return; - - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); - +MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) +{ 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 = (Biome *)bmgr->get(biomemap[index]); - s16 dfiller = biome->depth_filler + noise_filler_depth->result[index]; - s16 y0_top = biome->depth_top; - s16 y0_filler = biome->depth_top + dfiller; - - s16 nplaced = 0; - u32 i = vm->m_area.index(x, node_max.Y, z); - - content_t c_above = vm->m_data[i + em.X].getContent(); - bool have_air = c_above == CONTENT_AIR; + 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[i].getContent(); + content_t c = vm->m_data[vi].getContent(); - // It could be the case that the elevation is equal to the chunk - // boundary, but the chunk above has not been generated yet - if (y == node_max.Y && c_above == CONTENT_IGNORE && - y == heightmap[index] && c == c_stone) { - int j = (z - node_min.Z) * zstride + - (y - node_min.Y) * ystride + - (x - node_min.X); - have_air = !getMountainTerrainFromMap(j, index, y); + // 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) + 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) { - // A hack to prevent dirt_with_grass from being - // placed below water. TODO: fix later - content_t c_place = ((y < water_level) && - (biome->c_top == c_dirt_with_grass)) ? - c_dirt : biome->c_top; - vm->m_data[i] = MapNode(c_place); - 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; - 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 stone_type; } -void MapgenV7::dustTopNodes() { +void MapgenV7::dustTopNodes() +{ + if (node_max.Y < water_level) + return; + v3s16 em = vm->m_area.getExtent(); u32 index = 0; - if (water_level > node_max.Y) - return; - 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->get(biomemap[index]); + Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]); if (biome->c_dust == CONTENT_IGNORE) continue; - s16 y = node_max.Y; - u32 vi = vm->m_area.index(x, y, z); - for (; y >= node_min.Y; y--) { + 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; @@ -611,15 +757,7 @@ void MapgenV7::dustTopNodes() { } content_t c = vm->m_data[vi].getContent(); - if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) { - if (y < node_min.Y) - continue; - - vm->m_data[vi] = MapNode(biome->c_dust_water); - } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) { - if (y == node_max.Y) - continue; - + 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); } @@ -628,7 +766,8 @@ void MapgenV7::dustTopNodes() { #if 0 -void MapgenV7::addTopNodes() { +void MapgenV7::addTopNodes() +{ v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; u32 index = 0; @@ -722,26 +861,61 @@ void MapgenV7::addTopNodes() { #endif -NoiseParams nparams_v7_def_cave(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0); +void MapgenV7::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); -void MapgenV7::generateCaves(int max_stone_y) { - PseudoRandom ps(blockseed + 21343); + v3s16 em = vm->m_area.getExtent(); + u32 index2d = 0; - int volume_nodes = (node_max.X - node_min.X + 1) * - (node_max.Y - node_min.Y + 1) * - (node_max.Z - node_min.Z + 1); - float cave_amount = NoisePerlin2D(&nparams_v7_def_cave, - node_min.X, node_min.Y, seed); + 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)) { + // 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. + if (y > node_max.Y) + continue; - u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000; - for (u32 i = 0; i < caves_count; i++) { - CaveV7 cave(this, &ps, false); - cave.makeCave(node_min, node_max, max_stone_y); + 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; + } + } } - u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1; + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = ps.range(0, 2); for (u32 i = 0; i < bruises_count; i++) { - CaveV7 cave(this, &ps, true); + CaveV7 cave(this, &ps); cave.makeCave(node_min, node_max, max_stone_y); } }