X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapgen_v7.cpp;h=92f3f49c4458002b080b2aee3ad420b4c9392d75;hb=fe994946b7fabdb6f3cc7d11ec6ee1a27f7f5c20;hp=6daa5fc6abbaac2138d19a0d3fd2795f89203ad3;hpb=d00e8bd31a185a4000807de6d21eccce9f86671e;p=minetest.git diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 6daa5fc6a..92f3f49c4 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -24,132 +24,226 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapblock.h" #include "mapnode.h" #include "map.h" -//#include "serverobject.h" #include "content_sao.h" #include "nodedef.h" -#include "content_mapnode.h" // For content_mapnode_get_new_name #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" #include "treegen.h" -#include "biome.h" +#include "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" #include "mapgen_v7.h" -/////////////////// Mapgen V7 perlin noise default values -NoiseParams nparams_v7_def_terrain_base = - {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6}; -NoiseParams nparams_v7_def_terrain_alt = - {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6}; -NoiseParams nparams_v7_def_terrain_mod = - {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6}; -NoiseParams nparams_v7_def_terrain_persist = - {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6}; -NoiseParams nparams_v7_def_height_select = - {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69}; -NoiseParams nparams_v7_def_ridge = - {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75}; -/* -NoiseParams nparams_v6_def_beach = - {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50}; -NoiseParams nparams_v6_def_cave = - {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50}; -NoiseParams nparams_v6_def_humidity = - {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66}; -NoiseParams nparams_v6_def_trees = - {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; -NoiseParams nparams_v6_def_apple_trees = - {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45}; -*/ +FlagDesc flagdesc_mapgen_v7[] = { + {"mountains", MGV7_MOUNTAINS}, + {"ridges", MGV7_RIDGES}, + {NULL, 0} +}; + /////////////////////////////////////////////////////////////////////////////// -MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) { - this->generating = false; - this->id = mapgenid; - this->emerge = emerge; - this->bmgr = emerge->biomedef; +MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + this->m_emerge = emerge; + this->bmgr = emerge->biomemgr; - this->seed = (int)params->seed; - this->water_level = params->water_level; - this->flags = params->flags; - this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; - this->ystride = csize.X; //////fix this + //// 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->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]; - // Terrain 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_mod = new Noise(¶ms->np_terrain_mod, 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_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y, csize.Z); - - // Biome noise - noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z); - noise_humidity = new Noise(bmgr->np_humidity, seed, 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); + 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_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_mod; 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 noise_heat_blend; + delete noise_humidity_blend; + delete[] ridge_heightmap; delete[] heightmap; delete[] biomemap; } -int MapgenV7::getGroundLevelAtPoint(v2s16 p) { - s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y); - float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed); - float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed); - Biome *b = bmgr->getBiome(heat, humidity, groundlevel); - - s16 y = groundlevel; - if (y > water_level) { - int iters = 1024; // don't even bother iterating more than 1024 times.. - while (iters--) { - float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed); - if (ridgenoise * (float)(y * y) < 15.0) - break; - y--; - } +MapgenV7Params::MapgenV7Params() +{ + spflags = MGV7_MOUNTAINS | MGV7_RIDGES; + + 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(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); +} + + +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); +} + + +/////////////////////////////////////// + + +int MapgenV7::getGroundLevelAtPoint(v2s16 p) +{ + // 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; + + y++; } - return y + b->top_depth; + return y; } -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; + this->vm = data->vmanip; this->ndef = data->nodedef; //TimeTaker t("makeChunk"); - + v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; @@ -157,51 +251,87 @@ 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 = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()! + blockseed = getBlockSeed2(full_node_min, seed); // Make some noise calculateNoise(); - // Calculate height map - s16 stone_surface_max_y = calcHeightMap(); - - // Calculate biomes - BiomeNoiseInput binput; - binput.mapsize = v2s16(csize.X, csize.Z); - binput.heat_map = noise_heat->result; - binput.humidity_map = noise_humidity->result; - binput.height_map = heightmap; - bmgr->calcBiomes(&binput, biomemap); - - 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"); - - generateTerrain(); - carveRidges(); - - generateCaves(stone_surface_max_y); - addTopNodes(); - - if (flags & MG_DUNGEONS) { - DungeonGen dgen(ndef, data->seed, water_level); - dgen.generate(vm, blockseed, full_node_min, full_node_max); - } + // Generate base terrain, mountains, and ridges with initial heightmaps + s16 stone_surface_max_y = generateTerrain(); + + // 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; + } - for (size_t i = 0; i != emerge->ores.size(); i++) { - Ore *ore = emerge->ores[i]; - ore->placeOre(this, blockseed + i, node_min, node_max); + 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); + + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + + // Sprinkle some dust on top after everything else was generated + dustTopNodes(); + //printf("makeChunk: %dms\n", t.stop()); - + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); - - calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, - node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); + + if (flags & MG_LIGHT) + 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); @@ -209,102 +339,141 @@ 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 y = node_min.Y - 1; int z = node_min.Z; - - noise_terrain_mod->perlinMap2D(x, z); - - noise_height_select->perlinMap2D(x, z); - noise_height_select->transformNoiseMap(); - + noise_terrain_persist->perlinMap2D(x, z); float *persistmap = noise_terrain_persist->result; - for (int i = 0; i != csize.X * csize.Z; i++) - persistmap[i] = abs(persistmap[i]); - - noise_terrain_base->perlinMap2DModulated(x, z, persistmap); - noise_terrain_base->transformNoiseMap(); - - noise_terrain_alt->perlinMap2DModulated(x, z, persistmap); - noise_terrain_alt->transformNoiseMap(); - - noise_ridge->perlinMap3D(x, y, z); - + + 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); + } + + // Mountain noises are calculated in generateMountainTerrain() + + 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(bmgr->np_heat, p.X, p.Z, seed); - float humidity = NoisePerlin2D(bmgr->np_humidity, 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(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); -float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { - float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed); - float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed); - float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed)); + noise_terrain_base->np.persist = persist; + float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); - noise_terrain_base->np->persist = persist; - float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed); - float height_base = terrain_base * terrain_mod; + noise_terrain_alt->np.persist = persist; + float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); - noise_terrain_alt->np->persist = persist; - float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed); + if (height_alt > height_base) + return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } -float MapgenV7::baseTerrainLevelFromMap(int index) { - float terrain_mod = noise_terrain_mod->result[index]; - float hselect = noise_height_select->result[index]; - float terrain_base = noise_terrain_base->result[index]; - float height_base = terrain_base * terrain_mod; - float height_alt = noise_terrain_alt->result[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]; + + if (height_alt > height_base) + return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } +bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z) +{ + float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed); + float density_gradient = -((float)y / mnt_h_n); + float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); + + return mnt_n + density_gradient >= 0.0; +} + + +bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) +{ + float mounthn = noise_mount_height->result[idx_xz]; + float density_gradient = -((float)y / mounthn); + float mountn = noise_mountain->result[idx_xyz]; + + return mountn + density_gradient >= 0.0; +} + + #if 0 -// Crap code to test log rivers as a proof-of-concept. Didn't work out too well. 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++) { float terrain_mod = noise_terrain_mod->result[index]; NoiseParams *np = noise_terrain_river->np; - np->persist = noise_terrain_persist->result[index]; + 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; + noise_terrain_river->np.scale; height = log(height * height); //log(h^3) is pretty interesting for terrain - + s16 y = heightmap[index]; if (height < 1.0 && y > river_depth && y - river_depth >= node_min.Y && y <= node_max.Y) { - + 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; } @@ -313,99 +482,288 @@ void MapgenV7::carveRivers() { #endif -int MapgenV7::calcHeightMap() { - int stone_surface_max_y = -MAP_GENERATION_LIMIT; - 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; - - heightmap[index] = surface_y; - ridge_heightmap[index] = surface_y; - - if (surface_y > stone_surface_max_y) - stone_surface_max_y = surface_y; - } - +int MapgenV7::generateTerrain() +{ + s16 stone_surface_min_y; + s16 stone_surface_max_y; + + 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 stone_surface_max_y; } -void MapgenV7::generateTerrain() { - MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); +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); 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++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - s16 surface_y = heightmap[index]; - Biome *biome = bmgr->biomes[biomemap[index]]; - - u32 i = vm->m_area.index(x, node_min.Y, z); - for (s16 y = node_min.Y; y <= node_max.Y; y++) { + float surface_height = baseTerrainLevelFromMap(index); + s16 surface_y = (s16)surface_height; + + heightmap[index] = surface_y; + ridge_heightmap[index] = 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 - 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] = (y > water_level + biome->filler_height) ? - MapNode(biome->c_filler) : n_stone; - } else if (y <= water_level) { - vm->m_data[i] = n_water_source; - } else { + 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); } } + + *stone_surface_min_y = surface_min_y; + *stone_surface_max_y = surface_max_y; } -void MapgenV7::carveRidges() { - if (node_max.Y <= water_level) +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 - 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) + && (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() +{ + 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; // 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++) { - // Removing this check will create huge underwater caverns, - // which are interesting but not desirable for gameplay - if (y <= water_level) + int j = (z - node_min.Z) * csize.X + (x - node_min.X); + + if (heightmap[j] < water_level - 16) continue; - - if (noise_ridge->result[index] * (float)(y * y) < 15.0) + + float uwatern = noise_ridge_uwater->result[j] * 2; + if (fabs(uwatern) > width) + continue; + + 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; - int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary if (y < ridge_heightmap[j]) - ridge_heightmap[j] = y - 1; + ridge_heightmap[j] = y - 1; - vm->m_data[vi] = n_air; + vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } -/* -void MapgenV7::testBiomes() { + +MgStoneType MapgenV7::generateBiomes(float *heat_map, float *humidity_map) +{ + v3s16 em = vm->m_area.getExtent(); u32 index = 0; - - for (s16 z = node_min.Z; z <= node_min.Z; z++) - for (s16 x = node_min.X; x <= node_min.X; x++) {; - Biome *b = bmgr->getBiome(heat, humidity, 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)-1; + + 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 = 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; + } + + vm->m_area.add_y(em, vi, -1); + } } - // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes - // clear out y space for it first with air - // use absolute positioning, each chunk will be a +1 height -}*/ + return stone_type; +} + + +void MapgenV7::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; -void MapgenV7::addTopNodes() { + 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); + } + } +} + + +#if 0 +void MapgenV7::addTopNodes() +{ v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; u32 index = 0; @@ -413,10 +771,10 @@ void MapgenV7::addTopNodes() { 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 = bmgr->biomes[biomemap[index]]; - + //////////////////// First, add top nodes below the ridge s16 y = ridge_heightmap[index]; - + // This cutoff is good enough, but not perfect. // It will cut off potentially placed top nodes at chunk boundaries if (y < node_min.Y) @@ -428,8 +786,8 @@ void MapgenV7::addTopNodes() { if (ndef->get(c).walkable) continue; } - - // N.B. It is necessary to search downward since range_heightmap[i] + + // N.B. It is necessary to search downward since ridge_heightmap[i] // might not be the actual height, just the lowest part in the chunk // where a ridge had been carved u32 i = vm->m_area.index(x, y, z); @@ -456,7 +814,7 @@ void MapgenV7::addTopNodes() { vm->m_data[i] = MapNode(c_dirt_with_grass); } } - + //////////////////// Now, add top nodes on top of the ridge y = heightmap[index]; if (y > node_max.Y) { @@ -496,27 +854,35 @@ void MapgenV7::addTopNodes() { } } } +#endif -#include "mapgen_v6.h" -void MapgenV7::generateCaves(int max_stone_y) { - PseudoRandom ps(blockseed + 21343); +void MapgenV7::generateCaves(s16 max_stone_y) +{ + if (max_stone_y >= node_min.Y) { + u32 index = 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_v6_def_cave, - node_min.X, node_min.Y, seed); + 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++) { + float d1 = contour(noise_cave1->result[index]); + float d2 = contour(noise_cave2->result[index]); + if (d1 * d2 > 0.3) { + content_t c = vm->m_data[i].getContent(); + if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) + 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); + vm->m_data[i] = MapNode(CONTENT_AIR); + } + } + } } - 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(1, 4) == 1) ? ps.range(1, 2) : 0; 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); - } + } }