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path: root/src/mapgen/mapgen_flat.cpp
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/*
Minetest
Copyright (C) 2015-2017 paramat
Copyright (C) 2015-2016 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 "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_flat.h"


FlagDesc flagdesc_mapgen_flat[] = {
	{"lakes", MGFLAT_LAKES},
	{"hills", MGFLAT_HILLS},
	{NULL,    0}
};

///////////////////////////////////////////////////////////////////////////////////////


MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
	: MapgenBasic(mapgenid, params, emerge)
{
	spflags          = params->spflags;
	ground_level     = params->ground_level;
	large_cave_depth = params->large_cave_depth;
	lava_depth       = params->lava_depth;
	cave_width       = params->cave_width;
	lake_threshold   = params->lake_threshold;
	lake_steepness   = params->lake_steepness;
	hill_threshold   = params->hill_threshold;
	hill_steepness   = params->hill_steepness;

	// 2D noise
	noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);

	if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
		noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
	// 3D noise
	MapgenBasic::np_cave1 = params->np_cave1;
	MapgenBasic::np_cave2 = params->np_cave2;
}


MapgenFlat::~MapgenFlat()
{
	delete noise_filler_depth;

	if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
		delete noise_terrain;
}


MapgenFlatParams::MapgenFlatParams():
	np_terrain      (0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0),
	np_filler_depth (0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 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)
{
}


void MapgenFlatParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
	settings->getS16NoEx("mgflat_ground_level",     ground_level);
	settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
	settings->getS16NoEx("mgflat_lava_depth",       lava_depth);
	settings->getFloatNoEx("mgflat_cave_width",     cave_width);
	settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
	settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
	settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
	settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);

	settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
	settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
	settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
}


void MapgenFlatParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
	settings->setS16("mgflat_ground_level",     ground_level);
	settings->setS16("mgflat_large_cave_depth", large_cave_depth);
	settings->setS16("mgflat_lava_depth",       lava_depth);
	settings->setFloat("mgflat_cave_width",     cave_width);
	settings->setFloat("mgflat_lake_threshold", lake_threshold);
	settings->setFloat("mgflat_lake_steepness", lake_steepness);
	settings->setFloat("mgflat_hill_threshold", hill_threshold);
	settings->setFloat("mgflat_hill_steepness", hill_steepness);

	settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
	settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
	settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
}


/////////////////////////////////////////////////////////////////


int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
	s16 level_at_point = ground_level;
	float n_terrain = 0.0f;
	if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
		n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);

	if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
		level_at_point = ground_level -
			(lake_threshold - n_terrain) * lake_steepness;
	} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
		level_at_point = ground_level +
			(n_terrain - hill_threshold) * hill_steepness;
	}

	if (ground_level < water_level)  // Ocean world, allow spawn in water
		return MYMAX(level_at_point, water_level);

	if (level_at_point > water_level)
		return level_at_point;  // Spawn on land

	return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
}


void MapgenFlat::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);

	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate base terrain, mountains, and ridges with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	biomegen->calcBiomeNoise(node_min);

	MgStoneType mgstone_type;
	content_t biome_stone;
	generateBiomes(&mgstone_type, &biome_stone);

	if (flags & MG_CAVES)
		generateCaves(stone_surface_max_y, large_cave_depth);

	if (flags & MG_DUNGEONS)
		generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);

	// 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());

	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	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);

	this->generating = false;
}


s16 MapgenFlat::generateTerrain()
{
	MapNode n_air(CONTENT_AIR);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);

	const v3s16 &em = vm->m_area.getExtent();
	s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 ni2d = 0;

	bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
	if (use_noise)
		noise_terrain->perlinMap2D(node_min.X, node_min.Z);

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
		s16 stone_level = ground_level;
		float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;

		if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
			s16 depress = (lake_threshold - n_terrain) * lake_steepness;
			stone_level = ground_level - depress;
		} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
			s16 rise = (n_terrain - hill_threshold) * hill_steepness;
		 	stone_level = ground_level + rise;
		}

		u32 vi = 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[vi].getContent() == CONTENT_IGNORE) {
				if (y <= stone_level) {
					vm->m_data[vi] = n_stone;
					if (y > stone_surface_max_y)
						stone_surface_max_y = y;
				} else if (y <= water_level) {
					vm->m_data[vi] = n_water;
				} else {
					vm->m_data[vi] = n_air;
				}
			}
			vm->m_area.add_y(em, vi, 1);
		}
	}

	return stone_surface_max_y;
}
pan class="hl opt">::SColor(255, 96, 134, 49)); #endif // Create the menu clouds if (!g_menucloudsmgr) g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager(); if (!g_menuclouds) g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand()); g_menuclouds->setHeight(100.0f); g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255)); scene::ICameraSceneNode* camera; camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100)); camera->setFarValue(10000); /* GUI stuff */ ChatBackend chat_backend; // If an error occurs, this is set to something by menu(). // It is then displayed before the menu shows on the next call to menu() std::string error_message; bool reconnect_requested = false; bool first_loop = true; /* Menu-game loop */ bool retval = true; bool *kill = porting::signal_handler_killstatus(); while (RenderingEngine::run() && !*kill && !g_gamecallback->shutdown_requested) { // Set the window caption const wchar_t *text = wgettext("Main Menu"); RenderingEngine::get_raw_device()-> setWindowCaption((utf8_to_wide(PROJECT_NAME_C) + L" " + utf8_to_wide(g_version_hash) + L" [" + text + L"]").c_str()); delete[] text; try { // This is used for catching disconnects RenderingEngine::get_gui_env()->clear(); /* We need some kind of a root node to be able to add custom gui elements directly on the screen. Otherwise they won't be automatically drawn. */ guiroot = RenderingEngine::get_gui_env()->addStaticText(L"", core::rect<s32>(0, 0, 10000, 10000)); bool game_has_run = launch_game(error_message, reconnect_requested, start_data, cmd_args); // Reset the reconnect_requested flag reconnect_requested = false; // If skip_main_menu, we only want to startup once if (skip_main_menu && !first_loop) break; first_loop = false; if (!game_has_run) { if (skip_main_menu) break; continue; } // Break out of menu-game loop to shut down cleanly if (!RenderingEngine::get_raw_device()->run() || *kill) { if (!g_settings_path.empty()) g_settings->updateConfigFile(g_settings_path.c_str()); break; } RenderingEngine::get_video_driver()->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map")); #ifdef HAVE_TOUCHSCREENGUI receiver->m_touchscreengui = new TouchScreenGUI(RenderingEngine::get_raw_device(), receiver); g_touchscreengui = receiver->m_touchscreengui; #endif the_game( kill, input, start_data, error_message, chat_backend, &reconnect_requested ); RenderingEngine::get_scene_manager()->clear(); #ifdef HAVE_TOUCHSCREENGUI delete g_touchscreengui; g_touchscreengui = NULL; receiver->m_touchscreengui = NULL; #endif } //try catch (con::PeerNotFoundException &e) { error_message = gettext("Connection error (timed out?)"); errorstream << error_message << std::endl; } #ifdef NDEBUG catch (std::exception &e) { std::string error_message = "Some exception: \""; error_message += e.what(); error_message += "\""; errorstream << error_message << std::endl; } #endif // If no main menu, show error and exit if (skip_main_menu) { if (!error_message.empty()) { verbosestream << "error_message = " << error_message << std::endl; retval = false; } break; } } // Menu-game loop g_menuclouds->drop(); g_menucloudsmgr->drop(); return retval; } void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args) { skip_main_menu = cmd_args.getFlag("go"); start_data.address = g_settings->get("address"); if (cmd_args.exists("address")) { // Join a remote server start_data.address = cmd_args.get("address"); start_data.world_path.clear(); start_data.name = g_settings->get("name"); } if (!start_data.world_path.empty()) { // Start a singleplayer instance start_data.address = ""; } if (cmd_args.exists("name")) start_data.name = cmd_args.get("name"); list_video_modes = cmd_args.getFlag("videomodes"); random_input = g_settings->getBool("random_input") || cmd_args.getFlag("random-input"); } bool ClientLauncher::init_engine() { receiver = new MyEventReceiver(); new RenderingEngine(receiver); return RenderingEngine::get_raw_device() != nullptr; } void ClientLauncher::init_input() { if (random_input) input = new RandomInputHandler(); else input = new RealInputHandler(receiver); if (g_settings->getBool("enable_joysticks")) { irr::core::array<irr::SJoystickInfo> infos; std::vector<irr::SJoystickInfo> joystick_infos; // Make sure this is called maximum once per // irrlicht device, otherwise it will give you // multiple events for the same joystick. if (RenderingEngine::get_raw_device()->activateJoysticks(infos)) { infostream << "Joystick support enabled" << std::endl; joystick_infos.reserve(infos.size()); for (u32 i = 0; i < infos.size(); i++) { joystick_infos.push_back(infos[i]); } input->joystick.onJoystickConnect(joystick_infos); } else { errorstream << "Could not activate joystick support." << std::endl; } } } bool ClientLauncher::launch_game(std::string &error_message, bool reconnect_requested, GameStartData &start_data, const Settings &cmd_args) { // Prepare and check the start data to launch a game std::string error_message_lua = error_message; error_message.clear(); if (cmd_args.exists("password")) start_data.password = cmd_args.get("password"); if (cmd_args.exists("password-file")) { std::ifstream passfile(cmd_args.get("password-file")); if (passfile.good()) { getline(passfile, start_data.password); } else { error_message = gettext("Provided password file " "failed to open: ") + cmd_args.get("password-file"); errorstream << error_message << std::endl; return false; } } // If a world was commanded, append and select it // This is provieded by "get_world_from_cmdline()", main.cpp if (!start_data.world_path.empty()) { auto &spec = start_data.world_spec; spec.path = start_data.world_path; spec.gameid = getWorldGameId(spec.path, true); spec.name = _("[--world parameter]"); if (spec.gameid.empty()) { // Create new spec.gameid = g_settings->get("default_game"); spec.name += " [new]"; } } /* Show the GUI menu */ std::string server_name, server_description; if (!skip_main_menu) { // Initialize menu data // TODO: Re-use existing structs (GameStartData) MainMenuData menudata; menudata.address = start_data.address; menudata.name = start_data.name; menudata.password = start_data.password; menudata.port = itos(start_data.socket_port); menudata.script_data.errormessage = error_message_lua; menudata.script_data.reconnect_requested = reconnect_requested; main_menu(&menudata); // Skip further loading if there was an exit signal. if (*porting::signal_handler_killstatus()) return false; if (!menudata.script_data.errormessage.empty()) { /* The calling function will pass this back into this function upon the * next iteration (if any) causing it to be displayed by the GUI */ error_message = menudata.script_data.errormessage; return false; } int newport = stoi(menudata.port); if (newport != 0) start_data.socket_port = newport; // Update world information using main menu data std::vector<WorldSpec> worldspecs = getAvailableWorlds(); int world_index = menudata.selected_world; if (world_index >= 0 && world_index < (int)worldspecs.size()) { g_settings->set("selected_world_path", worldspecs[world_index].path); start_data.world_spec = worldspecs[world_index]; } start_data.name = menudata.name; start_data.password = menudata.password; start_data.address = std::move(menudata.address); server_name = menudata.servername; server_description = menudata.serverdescription; start_data.local_server = !menudata.simple_singleplayer_mode && start_data.address.empty(); } else { start_data.local_server = !start_data.world_path.empty() && start_data.address.empty() && !start_data.name.empty(); } if (!RenderingEngine::run()) return false; if (!start_data.isSinglePlayer() && start_data.name.empty()) { error_message = gettext("Please choose a name!"); errorstream << error_message << std::endl; return false; } // If using simple singleplayer mode, override if (start_data.isSinglePlayer()) { start_data.name = "singleplayer"; start_data.password = ""; start_data.socket_port = myrand_range(49152, 65535); } else { g_settings->set("name", start_data.name); } if (start_data.name.length() > PLAYERNAME_SIZE - 1) { error_message = gettext("Player name too long."); start_data.name.resize(PLAYERNAME_SIZE); g_settings->set("name", start_data.name); return false; } auto &worldspec = start_data.world_spec; infostream << "Selected world: " << worldspec.name << " [" << worldspec.path << "]" << std::endl; if (start_data.address.empty()) { // For singleplayer and local server if (worldspec.path.empty()) { error_message = gettext("No world selected and no address " "provided. Nothing to do."); errorstream << error_message << std::endl; return false; } if (!fs::PathExists(worldspec.path)) { error_message = gettext("Provided world path doesn't exist: ") + worldspec.path; errorstream << error_message << std::endl; return false; } // Load gamespec for required game start_data.game_spec = findWorldSubgame(worldspec.path); if (!start_data.game_spec.isValid()) { error_message = gettext("Could not find or load game \"") + worldspec.gameid + "\""; errorstream << error_message << std::endl; return false; } if (porting::signal_handler_killstatus()) return true; if (!start_data.game_spec.isValid()) { error_message = gettext("Invalid gamespec."); error_message += " (world.gameid=" + worldspec.gameid + ")"; errorstream << error_message << std::endl; return false; } } start_data.world_path = start_data.world_spec.path; return true; } void ClientLauncher::main_menu(MainMenuData *menudata) { bool *kill = porting::signal_handler_killstatus(); video::IVideoDriver *driver = RenderingEngine::get_video_driver(); infostream << "Waiting for other menus" << std::endl; while (RenderingEngine::get_raw_device()->run() && !*kill) { if (!isMenuActive()) break; driver->beginScene(true, true, video::SColor(255, 128, 128, 128)); RenderingEngine::get_gui_env()->drawAll(); driver->endScene(); // On some computers framerate doesn't seem to be automatically limited sleep_ms(25); } infostream << "Waited for other menus" << std::endl; // Cursor can be non-visible when coming from the game #ifndef ANDROID RenderingEngine::get_raw_device()->getCursorControl()->setVisible(true); #endif