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+/*
+Minetest
+Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+
+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
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#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 "settings.h" // For g_settings
+#include "main.h" // For g_profiler
+#include "emerge.h"
+#include "dungeongen.h"
+#include "treegen.h"
+#include "biome.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};
+*/
+///////////////////////////////////////////////////////////////////////////////
+
+
+MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
+ this->generating = false;
+ this->id = mapgenid;
+ this->emerge = emerge;
+ this->bmgr = emerge->biomedef;
+
+ 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
+
+ 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];
+
+ // Terrain noise
+ noise_terrain_base = new Noise(params->np_terrain_base, seed, csize.X, csize.Z);
+ noise_terrain_alt = new Noise(params->np_terrain_alt, seed, csize.X, csize.Z);
+ noise_terrain_mod = new Noise(params->np_terrain_mod, seed, csize.X, csize.Z);
+ noise_terrain_persist = new Noise(params->np_terrain_persist, seed, csize.X, csize.Z);
+ noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Z);
+ noise_ridge = new Noise(params->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);
+}
+
+
+MapgenV7::~MapgenV7() {
+ delete noise_terrain_base;
+ delete noise_terrain_mod;
+ delete noise_terrain_persist;
+ delete noise_height_select;
+ delete noise_terrain_alt;
+ delete noise_ridge;
+ delete noise_heat;
+ delete noise_humidity;
+
+ delete[] ridge_heightmap;
+ delete[] heightmap;
+ delete[] biomemap;
+}
+
+
+int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
+ return 20;
+}
+
+
+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);
+ 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);
+
+ this->generating = true;
+ this->vm = data->vmanip;
+ this->ndef = data->nodedef;
+ //TimeTaker t("makeChunk");
+
+ v3s16 blockpos_min = data->blockpos_min;
+ v3s16 blockpos_max = data->blockpos_max;
+ v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
+ v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
+ node_min = blockpos_min * MAP_BLOCKSIZE;
+ node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+ 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);
+
+ // 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");
+
+ generateTerrain();
+ carveRidges();
+
+ //carveRivers();
+ addTopNodes();
+ growGrass();
+
+ //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+
+ if (flags & MG_DUNGEONS) {
+ DungeonGen dgen(ndef, data->seed, water_level);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ }
+
+ for (size_t i = 0; i != emerge->ores.size(); i++) {
+ Ore *ore = emerge->ores[i];
+ ore->generate(this, blockseed + i, node_min, node_max);
+ }
+
+ //printf("makeChunk: %dms\n", t.stop());
+
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+ calcLighting(node_min, node_max);
+ //setLighting(node_min, node_max, 0xFF);
+
+ this->generating = false;
+}
+
+
+void MapgenV7::calculateNoise() {
+ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+ int x = node_min.X;
+ int y = node_min.Y;
+ 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_heat->perlinMap2D(x, z);
+
+ noise_humidity->perlinMap2D(x, z);
+
+ //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);
+ s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
+
+ return bmgr->getBiome(heat, humidity, groundlevel);
+}
+
+
+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 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);
+
+ 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];
+
+ return (height_base * hselect) + (height_alt * (1.0 - hselect));
+}
+
+
+#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];
+ 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
+
+ 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;
+ }
+ }
+}
+#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;
+ }
+
+ return stone_surface_max_y;
+}
+
+
+void MapgenV7::generateTerrain() {
+ MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
+ MapNode n_stone(c_stone);
+
+ 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++) {
+ 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++) {
+ 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 {
+ vm->m_data[i] = n_air;
+ }
+ }
+ vm->m_area.add_y(em, i, 1);
+ }
+ }
+}
+
+
+void MapgenV7::carveRidges() {
+ if (node_max.Y <= water_level)
+ return;
+
+ MapNode n_air(CONTENT_AIR);
+ u32 index = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 y = node_min.Y; y <= node_max.Y; 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)
+ continue;
+
+ if (noise_ridge->result[index] * (float)(y * y) < 15.0)
+ 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;
+
+ vm->m_data[vi] = n_air;
+ }
+ }
+}
+
+/*
+void MapgenV7::testBiomes() {
+ 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);
+ }
+ // 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
+}*/
+
+
+void MapgenV7::addTopNodes() {
+ v3s16 em = vm->m_area.getExtent();
+ s16 ntopnodes;
+ 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++) {
+ // 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)
+ continue;
+ if (y > node_max.Y) {
+ y = node_max.Y; // Let's see if we can still go downward anyway
+ u32 vi = vm->m_area.index(x, y, z);
+ if (vm->m_data[vi].getContent() != CONTENT_AIR)
+ continue;
+ }
+
+ // N.B. It is necessary to search downward since range_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);
+ for (; y >= node_min.Y; y--) {
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ break;
+ vm->m_area.add_y(em, i, -1);
+ }
+
+ Biome *biome = bmgr->biomes[biomemap[index]];
+
+ if (y != node_min.Y - 1) {
+ ridge_heightmap[index] = y; //update ridgeheight
+ ntopnodes = biome->top_depth;
+ for (; y <= node_max.Y && ntopnodes; y++) {
+ ntopnodes--;
+ vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_area.add_y(em, i, 1);
+ }
+ //heightmap[index] = y;
+ }
+
+ // Now, add top nodes on top of the ridge
+ y = heightmap[index];
+
+ i = vm->m_area.index(x, y, z);
+ for (; y >= node_min.Y; y--) {
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ break;
+ vm->m_area.add_y(em, i, -1);
+ }
+
+ if (y != node_min.Y - 1) {
+ ntopnodes = biome->top_depth;
+ // Let's see if we've already added it...
+ if (y == ridge_heightmap[index] + ntopnodes - 1)
+ continue;
+
+ for (; y <= node_max.Y && ntopnodes; y++) {
+ ntopnodes--;
+ vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_area.add_y(em, i, 1);
+ }
+ }
+ }
+}
+
+
+void MapgenV7::growGrass() {
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++) {
+ // Find the lowest surface to which enough light ends up to make
+ // grass grow. Basically just wait until not air and not leaves.
+ s16 surface_y = 0;
+ {
+ v3s16 em = vm->m_area.getExtent();
+ u32 i = vm->m_area.index(x, node_max.Y, z);
+ s16 y;
+ // Go to ground level
+ for (y = node_max.Y; y >= node_min.Y; y--) {
+ MapNode &n = vm->m_data[i];
+ if (ndef->get(n).param_type != CPT_LIGHT ||
+ ndef->get(n).liquid_type != LIQUID_NONE)
+ break;
+ vm->m_area.add_y(em, i, -1);
+ }
+ surface_y = (y >= node_min.Y) ? y : node_min.Y;
+ }
+
+ u32 i = vm->m_area.index(x, surface_y, z);
+ MapNode *n = &vm->m_data[i];
+ if (n->getContent() == c_dirt && surface_y >= water_level - 20)
+ n->setContent(c_dirt_with_grass);
+ }
+}