diff options
Diffstat (limited to 'src/mapgen_v5.cpp')
-rw-r--r-- | src/mapgen_v5.cpp | 197 |
1 files changed, 121 insertions, 76 deletions
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 5b842a99e..b98acb928 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -1,6 +1,7 @@ /* Minetest -Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +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 @@ -27,6 +28,7 @@ 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" // For TimeTaker #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" @@ -36,7 +38,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v5.h" -#include "util/directiontables.h" FlagDesc flagdesc_mapgen_v5[] = { @@ -53,7 +54,8 @@ MapgenV5::MapgenV5(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 + 2); + // 1-down overgeneration + this->zstride_1d = csize.X * (csize.Y + 1); this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; @@ -61,7 +63,9 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) this->humidmap = NULL; MapgenV5Params *sp = (MapgenV5Params *)params->sparams; - this->spflags = sp->spflags; + + this->spflags = sp->spflags; + this->cave_width = sp->cave_width; // Terrain noise noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); @@ -69,9 +73,11 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z); // 3D terrain noise - 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); + // 1-up 1-down overgeneration noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z); + // 1-down overgeneraion + noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); + noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); // Biome noise noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); @@ -129,7 +135,8 @@ MapgenV5::~MapgenV5() MapgenV5Params::MapgenV5Params() { - spflags = 0; + spflags = 0; + cave_width = 0.125; np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0); @@ -146,7 +153,8 @@ MapgenV5Params::MapgenV5Params() void MapgenV5Params::readParams(const Settings *settings) { - settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); + settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); + settings->getFloatNoEx("mgv5_cave_width", cave_width); settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv5_np_factor", np_factor); @@ -159,7 +167,8 @@ void MapgenV5Params::readParams(const Settings *settings) void MapgenV5Params::writeParams(Settings *settings) const { - settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1); + settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX); + settings->setFloat("mgv5_cave_width", cave_width); settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv5_np_factor", np_factor); @@ -170,7 +179,7 @@ void MapgenV5Params::writeParams(Settings *settings) const } -int MapgenV5::getGroundLevelAtPoint(v2s16 p) +int MapgenV5::getSpawnLevelAtPoint(v2s16 p) { //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); @@ -181,23 +190,25 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); - s16 search_top = water_level + 15; - s16 search_base = water_level; - - s16 level = -31000; - for (s16 y = search_top; y >= search_base; y--) { + for (s16 y = 128; y >= -128; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); - if (n_ground * f > y - h) { - if (y >= search_top - 7) - break; - else - level = y; - break; + + if (n_ground * f > y - h) { // If solid + // If either top 2 nodes of search are solid this is inside a + // mountain or floatland with possibly no space for the player to spawn. + if (y >= 127) { + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + } else { // Ground below at least 2 nodes of empty space + if (y <= water_level || y > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + else + return y; + } } } //printf("getGroundLevelAtPoint: %dus\n", t.stop()); - return level; + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found } @@ -213,9 +224,9 @@ void MapgenV5::makeChunk(BlockMakeData *data) data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); - generating = true; - vm = data->vmanip; - ndef = data->nodedef; + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; @@ -293,7 +304,8 @@ void MapgenV5::makeChunk(BlockMakeData *data) } // 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); @@ -319,18 +331,16 @@ void MapgenV5::makeChunk(BlockMakeData *data) void MapgenV5::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); - int x = node_min.X; - int y = node_min.Y - 1; - int z = node_min.Z; + s16 x = node_min.X; + s16 y = node_min.Y - 1; + s16 z = node_min.Z; noise_factor->perlinMap2D(x, z); noise_height->perlinMap2D(x, z); noise_ground->perlinMap3D(x, y, z); - if (flags & MG_CAVES) { - noise_cave1->perlinMap3D(x, y, z); - noise_cave2->perlinMap3D(x, y, z); - } + // Cave noises are calculated in generateCaves() + // only if solid terrain is present in mapchunk noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); @@ -374,9 +384,9 @@ int MapgenV5::generateBaseTerrain() 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++) { - if (vm->m_data[i].getContent() != CONTENT_IGNORE) + u32 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) { + if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; @@ -388,11 +398,11 @@ int MapgenV5::generateBaseTerrain() if (noise_ground->result[index] * f < y - h) { if (y <= water_level) - vm->m_data[i] = MapNode(c_water_source); + vm->m_data[vi] = MapNode(c_water_source); else - vm->m_data[i] = MapNode(CONTENT_AIR); + vm->m_data[vi] = MapNode(CONTENT_AIR); } else { - vm->m_data[i] = MapNode(c_stone); + vm->m_data[vi] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } @@ -428,7 +438,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) // 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; + u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[vi].getContent(); @@ -465,7 +475,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) // 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; + nplaced = U16_MAX; if (nplaced < depth_top) { vm->m_data[vi] = MapNode(biome->c_top); @@ -490,7 +500,7 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) air_above = true; water_above = false; } else { // Possible various nodes overgenerated from neighbouring mapchunks - nplaced = (u16)-1; // Disable top/filler placement + nplaced = U16_MAX; // Disable top/filler placement air_above = false; water_above = false; } @@ -503,40 +513,6 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map) } -void MapgenV5::generateCaves(int max_stone_y) -{ - if (max_stone_y >= node_min.Y) { - u32 index = 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++) { - float d1 = contour(noise_cave1->result[index]); - float d2 = contour(noise_cave2->result[index]); - if (d1*d2 > 0.125) { - content_t c = vm->m_data[i].getContent(); - if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) - continue; - - vm->m_data[i] = MapNode(CONTENT_AIR); - } - } - } - } - - if (node_max.Y > LARGE_CAVE_DEPTH) - return; - - 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++) { - CaveV5 cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); - } -} - - void MapgenV5::dustTopNodes() { if (node_max.Y < water_level) @@ -585,3 +561,72 @@ void MapgenV5::dustTopNodes() } } } + + +void MapgenV5::generateCaves(int max_stone_y) +{ + if (max_stone_y < node_min.Y) + return; + + noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + + v3s16 em = vm->m_area.getExtent(); + u32 index2d = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { + bool column_is_open = false; // Is column open to overground + bool is_tunnel = false; // Is tunnel or tunnel floor + // Indexes at column top (node_max.Y) + u32 vi = vm->m_area.index(x, node_max.Y, z); + u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + + (x - node_min.X); + // Biome of column + Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]); + + // Don't excavate the overgenerated stone at node_max.Y + 1, + // this creates a 'roof' over the tunnel, preventing light in + // tunnels at mapchunk borders when generating mapchunks upwards. + // This 'roof' is removed when the mapchunk above is generated. + for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, + index3d -= ystride, + vm->m_area.add_y(em, vi, -1)) { + + content_t c = vm->m_data[vi].getContent(); + if (c == CONTENT_AIR || c == biome->c_water_top || + c == biome->c_water) { + column_is_open = true; + continue; + } + // Ground + float d1 = contour(noise_cave1->result[index3d]); + float d2 = contour(noise_cave2->result[index3d]); + + if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { + // In tunnel and ground content, excavate + vm->m_data[vi] = MapNode(CONTENT_AIR); + is_tunnel = true; + } else { + // Not in tunnel or not ground content + if (is_tunnel && column_is_open && + (c == biome->c_filler || c == biome->c_stone)) + // Tunnel entrance floor + vm->m_data[vi] = MapNode(biome->c_top); + + column_is_open = false; + is_tunnel = false; + } + } + } + + if (node_max.Y > MGV5_LARGE_CAVE_DEPTH) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = ps.range(0, 2); + for (u32 i = 0; i < bruises_count; i++) { + CaveV5 cave(this, &ps); + cave.makeCave(node_min, node_max, max_stone_y); + } +} |