/* Minetest Copyright (C) 2014-2017 paramat Copyright (C) 2014-2016 kwolekr, Ryan Kwolek 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 "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" #include "cavegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v5.h" FlagDesc flagdesc_mapgen_v5[] = { {"caverns", MGV5_CAVERNS}, {NULL, 0} }; MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { this->spflags = params->spflags; this->cave_width = params->cave_width; this->cavern_limit = params->cavern_limit; this->cavern_taper = params->cavern_taper; this->cavern_threshold = params->cavern_threshold; // Terrain noise noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z); noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z); // 3D terrain noise // 1-up 1-down overgeneration noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z); // 1 down overgeneration MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; } MapgenV5::~MapgenV5() { delete noise_filler_depth; delete noise_factor; delete noise_height; delete noise_ground; } MapgenV5Params::MapgenV5Params() { spflags = MGV5_CAVERNS; cave_width = 0.125; cavern_limit = -256; cavern_taper = 256; cavern_threshold = 0.7; 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); np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0); np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED); np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0); np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0); } void MapgenV5Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); settings->getFloatNoEx("mgv5_cave_width", cave_width); settings->getS16NoEx("mgv5_cavern_limit", cavern_limit); settings->getS16NoEx("mgv5_cavern_taper", cavern_taper); settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold); settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv5_np_factor", np_factor); settings->getNoiseParams("mgv5_np_height", np_height); settings->getNoiseParams("mgv5_np_ground", np_ground); settings->getNoiseParams("mgv5_np_cave1", np_cave1); settings->getNoiseParams("mgv5_np_cave2", np_cave2); settings->getNoiseParams("mgv5_np_cavern", np_cavern); } void MapgenV5Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX); settings->setFloat("mgv5_cave_width", cave_width); settings->setS16("mgv5_cavern_limit", cavern_limit); settings->setS16("mgv5_cavern_taper", cavern_taper); settings->setFloat("mgv5_cavern_threshold", cavern_threshold); settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv5_np_factor", np_factor); settings->setNoiseParams("mgv5_np_height", np_height); settings->setNoiseParams("mgv5_np_ground", np_ground); settings->setNoiseParams("mgv5_np_cave1", np_cave1); settings->setNoiseParams("mgv5_np_cave2", np_cave2); settings->setNoiseParams("mgv5_np_cavern", np_cavern); } int MapgenV5::getSpawnLevelAtPoint(v2s16 p) { //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed); if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); 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 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 MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found } void MapgenV5::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); 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; 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); // Create a block-specific seed blockseed = getBlockSeed2(full_node_min, seed); // Generate base terrain s16 stone_surface_max_y = generateBaseTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); MgStoneType stone_type = generateBiomes(); // Generate caverns, tunnels and classic caves if (flags & MG_CAVES) { bool near_cavern = false; // Generate caverns if (spflags & MGV5_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, MGV5_LARGE_CAVE_DEPTH); } // Generate dungeons and desert temples if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations 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); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); // Add top and bottom side of water to transforming_liquid queue updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting if (flags & MG_LIGHT) { calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); } this->generating = false; } int MapgenV5::generateBaseTerrain() { u32 index = 0; u32 index2d = 0; int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; noise_factor->perlinMap2D(node_min.X, node_min.Z); noise_height->perlinMap2D(node_min.X, node_min.Z); noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); 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++, vi++, index++, index2d++) { if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = noise_height->result[index2d]; if (noise_ground->result[index] * f < y - h) { if (y <= water_level) vm->m_data[vi] = MapNode(c_water_source); else vm->m_data[vi] = MapNode(CONTENT_AIR); } else { vm->m_data[vi] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } } index2d -= ystride; } index2d += ystride; } return stone_surface_max_y; }