X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v7.cpp;h=41e35cb00ae95c3a6d8919c2bfa67d0f3c0db42e;hb=522acf920fbeb034b1636df68a3db282bf823d00;hp=923f85a0fa96e3e4e57fc5026226798b2166d238;hpb=ced6d20295a8263757d57c02a07ffcb66688a163;p=minetest.git diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 923f85a0f..41e35cb00 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -29,7 +29,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "voxelalgorithms.h" #include "profiler.h" #include "settings.h" // For g_settings -#include "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" @@ -58,14 +57,12 @@ 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->ridge_heightmap = new s16[csize.X * csize.Z]; - initHeightMap(this->heightmap, csize.X * csize.Z); - MapgenV7Params *sp = (MapgenV7Params *)params->sparams; this->spflags = sp->spflags; @@ -79,10 +76,10 @@ 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_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z); - noise_cave2 = new Noise(&sp->np_cave2, 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); @@ -91,15 +88,29 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) //// 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; } @@ -130,21 +141,21 @@ 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(-0.6, 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_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_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 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(-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_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_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); } -void MapgenV7Params::readParams(Settings *settings) +void MapgenV7Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); @@ -162,7 +173,7 @@ void MapgenV7Params::readParams(Settings *settings) } -void MapgenV7Params::writeParams(Settings *settings) +void MapgenV7Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1); @@ -250,13 +261,51 @@ void MapgenV7::makeChunk(BlockMakeData *data) noise_humidity->result, heightmap, biomemap); // Actually place the biome-specific nodes - generateBiomes(noise_heat->result, noise_humidity->result); + MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result); if (flags & MG_CAVES) generateCaves(stone_surface_max_y); if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { - DungeonGen dgen(this, NULL); + 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); } @@ -274,7 +323,9 @@ void MapgenV7::makeChunk(BlockMakeData *data) updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) - calcLighting(node_min, node_max); + 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); @@ -286,7 +337,7 @@ void MapgenV7::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; - int y = node_min.Y; + int y = node_min.Y - 1; int z = node_min.Z; noise_terrain_persist->perlinMap2D(x, z); @@ -311,7 +362,7 @@ void MapgenV7::calculateNoise() noise_mount_height->perlinMap2D(x, z); } - if (node_max.Y >= water_level) { + if (node_max.Y >= BIOMEGEN_BASE_V7) { noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); @@ -449,8 +500,8 @@ int MapgenV7::generateBaseTerrain() if (surface_y > stone_surface_max_y) stone_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++) { + u32 i = 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 (y <= surface_y) vm->m_data[i] = n_stone; @@ -476,7 +527,7 @@ int MapgenV7::generateMountainTerrain(int ymax) 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); @@ -509,7 +560,7 @@ void MapgenV7::generateRidgeTerrain() float width = 0.2; // TODO: figure out acceptable perlin noise values 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); @@ -538,95 +589,96 @@ void MapgenV7::generateRidgeTerrain() } -void MapgenV7::generateBiomes(float *heat_map, float *humidity_map) +MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) { - if (node_max.Y < water_level) - return; - - MapNode n_air(CONTENT_AIR); - MapNode n_stone(c_stone); - MapNode n_water(c_water_source); + if (node_max.Y < BIOMEGEN_BASE_V7) + return STONE; 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; - 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; - content_t c_above = vm->m_data[i + em.X].getContent(); - bool have_air = c_above == CONTENT_AIR; + // If there is air above enable top/filler placement, otherwise force nplaced to + // stone level by setting a number that will exceed any possible filler depth. + u16 nplaced = (air_above) ? 0 : (u16)-1; for (s16 y = node_max.Y; y >= node_min.Y; y--) { - content_t c = vm->m_data[i].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); - } + content_t c = vm->m_data[vi].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; + // Biome is only (re)calculated for each stone/water upper surface found + // below air while working downwards. The chosen biome then remains in + // effect for all nodes below until the next biome recalculation. + // Biome is (re)calculated when a stone/water node is either: detected + // below an air node, or, is at column top and might be underground + // or underwater and therefore might not be below air. + if (c != CONTENT_AIR && (y == node_max.Y || air_above)) { + 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) { - 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)-1; + + 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; } 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; // Biome is not recalculated underwater } else if (c == CONTENT_AIR) { - have_air = true; - nplaced = 0; + nplaced = 0; // Enable top/filler placement for next surface + air_above = true; // Biome will be recalculated at next surface + } else { // Possible various nodes overgenerated from neighbouring mapchunks + nplaced = (u16)-1; // Disable top/filler placement + air_above = false; } - vm->m_area.add_y(em, i, -1); + vm->m_area.add_y(em, vi, -1); } } + + return stone_type; } @@ -640,14 +692,31 @@ void MapgenV7::dustTopNodes() 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; @@ -655,10 +724,7 @@ void MapgenV7::dustTopNodes() } content_t c = vm->m_data[vi].getContent(); - 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); } @@ -769,20 +835,25 @@ void MapgenV7::generateCaves(int max_stone_y) u32 index2d = 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 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->get(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; - float d1 = contour(noise_cave1->result[index]); float d2 = contour(noise_cave2->result[index]); - if (d1 * d2 > 0.3) + 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; } @@ -791,7 +862,7 @@ void MapgenV7::generateCaves(int max_stone_y) } PseudoRandom ps(blockseed + 21343); - u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0; + u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0; for (u32 i = 0; i < bruises_count; i++) { CaveV7 cave(this, &ps); cave.makeCave(node_min, node_max, max_stone_y);