X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v7.cpp;h=53f385b5396a8ab8f6e2cd6a24084cafbb881404;hb=ee9a442ecc26f2623a1b085344d37636342973eb;hp=be7212e0e0d40c21ebf5fc28be6a24057e87a521;hpb=74d8b341bc7df3a24710c3b14d39530026516686;p=minetest.git diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index be7212e0e..53f385b53 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) 2013-2016 kwolekr, Ryan Kwolek +Copyright (C) 2014-2017 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 @@ -27,12 +28,11 @@ 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 "emerge.h" #include "dungeongen.h" #include "cavegen.h" -#include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" @@ -40,184 +40,227 @@ with this program; if not, write to the Free Software Foundation, Inc., FlagDesc flagdesc_mapgen_v7[] = { - {"mountains", MGV7_MOUNTAINS}, - {"ridges", MGV7_RIDGES}, - {NULL, 0} + {"mountains", MGV7_MOUNTAINS}, + {"ridges", MGV7_RIDGES}, + {"floatlands", MGV7_FLOATLANDS}, + {"caverns", MGV7_CAVERNS}, + {"biomerepeat", MGV7_BIOMEREPEAT}, + {NULL, 0} }; + /////////////////////////////////////////////////////////////////////////////// -MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *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; - 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]; - - MapgenV7Params *sp = (MapgenV7Params *)params->sparams; - this->spflags = sp->spflags; - - //// Terrain noise - noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z); - noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z); - noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z); - noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z); - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z); - 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 + 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); - - //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - - 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; + 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; + 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; + + // 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; + + // 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); + } + + 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); + } + // 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; } MapgenV7::~MapgenV7() { delete noise_terrain_base; + delete noise_terrain_alt; delete noise_terrain_persist; delete noise_height_select; - delete noise_terrain_alt; delete noise_filler_depth; - delete noise_mount_height; - delete noise_ridge_uwater; - delete noise_mountain; - delete noise_ridge; - delete noise_cave1; - delete noise_cave2; - - delete noise_heat; - delete noise_humidity; - - delete[] ridge_heightmap; - delete[] heightmap; - delete[] biomemap; + + if (spflags & MGV7_MOUNTAINS) + delete noise_mount_height; + + if (spflags & MGV7_FLOATLANDS) { + delete noise_floatland_base; + delete noise_float_base_height; + } + + if (spflags & MGV7_RIDGES) { + delete noise_ridge_uwater; + delete noise_ridge; + } + + if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) + delete noise_mountain; } -MapgenV7Params::MapgenV7Params() +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) { - spflags = MGV7_MOUNTAINS | MGV7_RIDGES; - - 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(const Settings *settings) { - settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); - - 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_cave1", np_cave1); - settings->getNoiseParams("mgv7_np_cave2", np_cave2); + 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->getS16NoEx("mgv7_floatland_level", floatland_level); + settings->getS16NoEx("mgv7_shadow_limit", shadow_limit); + settings->getS16NoEx("mgv7_cavern_limit", cavern_limit); + settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); + settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); + + 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); } void MapgenV7Params::writeParams(Settings *settings) const { - settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, (u32)-1); - - 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_cave1", np_cave1); - settings->setNoiseParams("mgv7_np_cave2", np_cave2); + 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->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->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); } -/////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -int MapgenV7::getGroundLevelAtPoint(v2s16 p) +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; + if (fabs(uwatern) <= width) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + } + + // Terrain noise 'offset' is the average level of that terrain. + // At least 50% of terrain will be below the higher of base and alt terrain + // '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, + noise_terrain_base->np.offset), + water_level + 16); // Base terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); - // Ridge/river terrain calculation - float width = 0.2; - float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; - // actually computing the depth of the ridge is much more expensive; - // if inside a river, simply guess - if (fabs(uwatern) <= width) - return water_level - 10; - - // Mountain terrain calculation - int iters = 128; // don't even bother iterating more than 128 times.. - while (iters--) { - //current point would have been air - if (!getMountainTerrainAtPoint(p.X, y, p.Y)) - return y; + // If mountains are disabled, terrain level is base terrain level. + // 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 + + // y + 2 because y is surface level and due to biome 'dust' + return y + 2; + } + + // Search upwards for first node without mountain terrain + int iters = 256; + 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 + // y + 1 due to biome 'dust' + return y + 1; + } y++; + iters--; } - return y; + // Unsuitable spawn point + return MAX_MAP_GENERATION_LIMIT; } @@ -227,11 +270,11 @@ void MapgenV7::makeChunk(BlockMakeData *data) 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; @@ -247,84 +290,75 @@ void MapgenV7::makeChunk(BlockMakeData *data) blockseed = getBlockSeed2(full_node_min, seed); - // Make some noise - calculateNoise(); + // Get zero level for biomes and decorations + // Optionally repeat surface biomes in floatlands + s16 biome_zero_level = ((spflags & MGV7_FLOATLANDS) && + (spflags & MGV7_BIOMEREPEAT) && node_max.Y >= shadow_limit) ? + floatland_level - 1 : water_level - 1; - // Generate base terrain, mountains, and ridges with initial heightmaps + // 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 + if (spflags & MGV7_RIDGES) + generateRidgeTerrain(); + // Create heightmap updateHeightmap(node_min, node_max); - // 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 - 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)) { - 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; - } + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); + MgStoneType mgstone_type; + content_t biome_stone; + generateBiomes(&mgstone_type, &biome_stone, water_level - 1); + + // Generate caverns, tunnels and classic caves + if (flags & MG_CAVES) { + bool near_cavern = false; + // Generate caverns + if (spflags & MGV7_CAVERNS) + near_cavern = generateCaverns(stone_surface_max_y); + // Generate tunnels and classic caves + if (near_cavern) + // Disable classic 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); + else + generateCaves(stone_surface_max_y, large_cave_depth); } + // Generate dungeons + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); + // 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, biome_zero_level); // Generate the registered ores - m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + m_emerge->oremgr->placeAllOres(this, blockseed, + node_min, node_max, water_level - 1); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); + // 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); + if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), - full_node_min, full_node_max); + 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); @@ -333,55 +367,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) } -void MapgenV7::calculateNoise() -{ - //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; - - noise_terrain_persist->perlinMap2D(x, z); - float *persistmap = noise_terrain_persist->result; - - noise_terrain_base->perlinMap2D(x, z, persistmap); - noise_terrain_alt->perlinMap2D(x, z, persistmap); - noise_height_select->perlinMap2D(x, z); - - if (flags & MG_CAVES) { - noise_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); - } - - if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { - noise_ridge->perlinMap3D(x, y, z); - noise_ridge_uwater->perlinMap2D(x, z); - } - - if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) { - noise_mountain->perlinMap3D(x, y, z); - noise_mount_height->perlinMap2D(x, z); - } - - if (node_max.Y >= BIOMEGEN_BASE_V7) { - noise_filler_depth->perlinMap2D(x, z); - noise_heat->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); - } - //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); - 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); @@ -414,150 +400,164 @@ 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 mnt_h_n = + MYMAX(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 * mnt_h_n >= (float)y; + + return mnt_n + density_gradient >= 0.0; } -bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) +bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) { - float mounthn = noise_mount_height->result[idx_xz]; + float mounthn = MYMAX(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 * mounthn >= (float)y; -} - -#if 0 -void MapgenV7::carveRivers() { - MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); - MapNode n_stone(c_stone); - u32 index = 0; + return mountn + density_gradient >= 0.0; +} - int river_depth = 4; - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - float terrain_mod = noise_terrain_mod->result[index]; - NoiseParams *np = noise_terrain_river->np; - np.persist = noise_terrain_persist->result[index]; - float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); - float height = terrain_river * (1 - abs(terrain_mod)) * - noise_terrain_river->np.scale; - height = log(height * height); //log(h^3) is pretty interesting for terrain +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) ? + -pow((float)(y - floatland_level) / float_mount_height, 0.75f) : + -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f); - s16 y = heightmap[index]; - if (height < 1.0 && y > river_depth && - y - river_depth >= node_min.Y && y <= node_max.Y) { + float floatn = noise_mountain->result[idx_xyz] + float_mount_density; - for (s16 ry = y; ry != y - river_depth; ry--) { - u32 vi = vm->m_area.index(x, ry, z); - vm->m_data[vi] = n_air; - } - - u32 vi = vm->m_area.index(x, y - river_depth, z); - vm->m_data[vi] = n_water_source; - } - } + return floatn + density_gradient >= 0.0f; } -#endif -int MapgenV7::generateTerrain() +void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz) { - int ymax = generateBaseTerrain(); - - if (spflags & MGV7_MOUNTAINS) - ymax = generateMountainTerrain(ymax); - - if (spflags & MGV7_RIDGES) - generateRidgeTerrain(); + // '+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 = 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; + } + } - return ymax; + *float_base_min = base_min; + *float_base_max = base_max; } -int MapgenV7::generateBaseTerrain() +int MapgenV7::generateTerrain() { 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(); - 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++) { - float surface_height = baseTerrainLevelFromMap(index); - s16 surface_y = (s16)surface_height; + //// Calculate noise for terrain generation + noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z); + float *persistmap = noise_terrain_persist->result; - heightmap[index] = surface_y; - ridge_heightmap[index] = surface_y; + noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap); + noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); + noise_height_select->perlinMap2D(node_min.X, node_min.Z); - if (surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; + if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) { + noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + } - 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; - else if (y <= water_level) - vm->m_data[i] = n_water; - else - vm->m_data[i] = n_air; - } - vm->m_area.add_y(em, i, 1); - } + if (spflags & MGV7_MOUNTAINS) { + noise_mount_height->perlinMap2D(node_min.X, node_min.Z); } - return stone_surface_max_y; -} + 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); + } + //// Place nodes + const v3s16 &em = vm->m_area.getExtent(); + s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index2d = 0; -int MapgenV7::generateMountainTerrain(int ymax) -{ - if (node_max.Y < 0) - return ymax; + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { + s16 surface_y = baseTerrainLevelFromMap(index2d); + if (surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; - MapNode n_stone(c_stone); - u32 j = 0; + // 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); - 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++) { - int index = (z - node_min.Z) * csize.X + (x - node_min.X); - content_t c = vm->m_data[vi].getContent(); + u32 vi = vm->m_area.index(x, node_min.Y - 1, z); + u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); - if (getMountainTerrainFromMap(j, index, y) - && (c == CONTENT_AIR || c == c_water_source)) { - vm->m_data[vi] = n_stone; - if (y > ymax) - ymax = y; + 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; + } } - - vi++; - j++; + vm->m_area.add_y(em, vi, 1); + index3d += ystride; } } - return ymax; + return stone_surface_max_y; } void MapgenV7::generateRidgeTerrain() { - if (node_max.Y < water_level) + if (node_max.Y < water_level - 16 || + ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit)) return; + noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); + MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; - float width = 0.2; // TODO: figure out acceptable perlin noise values + float width = 0.2; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { @@ -565,9 +565,6 @@ void MapgenV7::generateRidgeTerrain() 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 - 16) - continue; - float uwatern = noise_ridge_uwater->result[j] * 2; if (fabs(uwatern) > width) continue; @@ -580,163 +577,83 @@ void MapgenV7::generateRidgeTerrain() if (nridge + width_mod * height_mod < 0.6) continue; - if (y < ridge_heightmap[j]) - ridge_heightmap[j] = y - 1; - vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } -MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) -{ - if (node_max.Y < BIOMEGEN_BASE_V7) - return STONE; +//////////////////////////////////////////////////////////////////////////////// +//// Code Boneyard +//// +//// Much of the stuff here has potential to become useful again at some point +//// in the future, but we don't want it to get lost or forgotten in version +//// control. +//// - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - MgStoneType stone_type = STONE; +#if 0 +int MapgenV7::generateMountainTerrain(s16 ymax) +{ + MapNode n_stone(c_stone); + u32 j = 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 = 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)-1; - - for (s16 y = node_max.Y; y >= node_min.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(); - // 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) { - 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); - } - - 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)-1; // Disable top/filler placement - air_above = false; - water_above = false; + if (getMountainTerrainFromMap(j, index, y) + && (c == CONTENT_AIR || c == c_water_source)) { + vm->m_data[vi] = n_stone; + if (y > ymax) + ymax = y; } - vm->m_area.add_y(em, vi, -1); + vi++; + j++; } } - return stone_type; + return ymax; } +#endif -void MapgenV7::dustTopNodes() -{ - if (node_max.Y < water_level) - return; - - v3s16 em = vm->m_area.getExtent(); +#if 0 +void MapgenV7::carveRivers() { + MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); + MapNode n_stone(c_stone); u32 index = 0; + int river_depth = 4; + 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; - } + float terrain_mod = noise_terrain_mod->result[index]; + NoiseParams *np = noise_terrain_river->np; + np.persist = noise_terrain_persist->result[index]; + float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); + float height = terrain_river * (1 - abs(terrain_mod)) * + noise_terrain_river->np.scale; + height = log(height * height); //log(h^3) is pretty interesting for terrain - 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; + s16 y = heightmap[index]; + if (height < 1.0 && y > river_depth && + y - river_depth >= node_min.Y && y <= node_max.Y) { - vm->m_area.add_y(em, vi, -1); - } + for (s16 ry = y; ry != y - river_depth; ry--) { + u32 vi = vm->m_area.index(x, ry, z); + vm->m_data[vi] = n_air; + } - 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); + u32 vi = vm->m_area.index(x, y - river_depth, z); + vm->m_data[vi] = n_water_source; } } } +#endif #if 0 @@ -833,46 +750,3 @@ void MapgenV7::addTopNodes() } } #endif - - -void MapgenV7::generateCaves(int max_stone_y) -{ - if (max_stone_y >= node_min.Y) { - u32 index = 0; - u32 index2d = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) { - for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { - u32 i = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; - x++, i++, index++, index2d++) { - float d1 = contour(noise_cave1->result[index]); - float d2 = contour(noise_cave2->result[index]); - if (d1 * d2 > 0.3) { - Biome *biome = (Biome *)bmgr-> - getRaw(biomemap[index2d]); - content_t c = vm->m_data[i].getContent(); - if (!ndef->get(c).is_ground_content || - c == CONTENT_AIR || - (y <= water_level && - c != biome->c_stone && - c != c_stone)) - continue; - - vm->m_data[i] = MapNode(CONTENT_AIR); - } - } - index2d -= ystride; - } - index2d += ystride; - } - } - - PseudoRandom ps(blockseed + 21343); - 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); - } -} -