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-rw-r--r--build/android/jni/Android.mk1
-rw-r--r--builtin/settingtypes.txt41
-rw-r--r--minetest.conf.example54
-rw-r--r--src/CMakeLists.txt1
-rw-r--r--src/emerge.cpp2
-rw-r--r--src/mapgen_flat.cpp581
-rw-r--r--src/mapgen_flat.h125
7 files changed, 803 insertions, 2 deletions
diff --git a/build/android/jni/Android.mk b/build/android/jni/Android.mk
index 324e1666b..b8fd9db78 100644
--- a/build/android/jni/Android.mk
+++ b/build/android/jni/Android.mk
@@ -173,6 +173,7 @@ LOCAL_SRC_FILES := \
jni/src/mapblock.cpp \
jni/src/mapblock_mesh.cpp \
jni/src/mapgen.cpp \
+ jni/src/mapgen_flat.cpp \
jni/src/mapgen_fractal.cpp \
jni/src/mapgen_singlenode.cpp \
jni/src/mapgen_v5.cpp \
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 3c44ea664..8ac6ab6da 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -812,7 +812,7 @@ liquid_update (Liquid update tick) float 1.0
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
-mg_name (Mapgen name) enum v6 v5,v6,v7,fractal,singlenode
+mg_name (Mapgen name) enum v6 v5,v6,v7,flat,fractal,singlenode
# Water surface level of the world.
water_level (Water level) int 1
@@ -928,6 +928,45 @@ mgv7_np_ridge (Mapgen v7 ridge noise parameters) noise_params 0, 1, (100, 100, 1
mgv7_np_cave1 (Mapgen v7 cave1 noise parameters) noise_params 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
mgv7_np_cave2 (Mapgen v7 cave2 noise parameters) noise_params 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
+[***Mapgen flat]
+
+# Map generation attributes specific to Mapgen flat.
+# Occasional lakes and hills added to the flat world.
+# Flags that are not specified in the flag string are not modified from the default.
+# Flags starting with "no" are used to explicitly disable them.
+mgflat_spflags (Mapgen flat flags) flags nolakes,nohills lakes,hills,nolakes,nohills
+
+# Y of flat ground.
+mgflat_ground_level (Mapgen flat ground level) int 8
+
+# Y of upper limit of large pseudorandom caves.
+mgflat_large_cave_depth (Mapgen flat large cave depth) int -33
+
+# Terrain noise threshold for lakes.
+# Controls proportion of world area covered by lakes.
+# Adjust towards 0.0 for a larger proportion.
+mgflat_lake_threshold (Mapgen flat lake threshold) float -0.45
+
+# Controls steepness/depth of lake depressions.
+mgflat_lake_steepness (Mapgen flat lake steepness) float 48.0
+
+# Terrain noise threshold for hills.
+# Controls proportion of world area covered by hills.
+# Adjust towards 0.0 for a larger proportion.
+mgflat_hill_threshold (Mapgen flat hill threshold) float 0.45
+
+# Controls steepness/height of hills.
+mgflat_hill_steepness (Mapgen flat hill steepness) float 64.0
+
+# Determines terrain shape.
+# The 3 numbers in brackets control the scale of the
+# terrain, the 3 numbers should be identical.
+mgflat_np_terrain (Mapgen flat terrain noise parameters) noise_params 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0
+
+mgflat_np_filler_depth (Mapgen flat filler depth noise parameters) noise_params 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
+mgflat_np_cave1 (Mapgen flat cave1 noise parameters) noise_params 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0
+mgflat_np_cave2 (Mapgen flat cave2 noise parameters) noise_params 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
+
[***Mapgen fractal]
# Map generation attributes specific to Mapgen fractal.
diff --git a/minetest.conf.example b/minetest.conf.example
index f590aefaf..10b090beb 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -1000,7 +1000,7 @@
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
-# type: enum values: v5, v6, v7, fractal, singlenode
+# type: enum values: v5, v6, v7, flat, fractal, singlenode
# mg_name = v6
# Water surface level of the world.
@@ -1179,6 +1179,58 @@
# type: noise_params
# mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
+#### Mapgen flat
+
+# Map generation attributes specific to Mapgen flat.
+# Occasional lakes and hills added to the flat world.
+# Flags that are not specified in the flag string are not modified from the default.
+# Flags starting with "no" are used to explicitly disable them.
+# type: flags possible values: lakes, hills, nolakes, nohills
+# mgflat_spflags = nolakes,nohills
+
+# Y of flat ground.
+# type: int
+# mgflat_ground_level = 8
+
+# Y of upper limit of large pseudorandom caves.
+# type: int
+# mgflat_large_cave_depth = -33
+
+# Terrain noise threshold for lakes.
+# Controls proportion of world area covered by lakes.
+# Adjust towards 0.0 for a larger proportion.
+# type: float
+# mgflat_lake_threshold = -0.45
+
+# Controls steepness/depth of lake depressions.
+# type: float
+# mgflat_lake_steepness = 48.0
+
+# Terrain noise threshold for hills.
+# Controls proportion of world area covered by hills.
+# Adjust towards 0.0 for a larger proportion.
+# type: float
+# mgflat_hill_threshold = 0.45
+
+# Controls steepness/height of hills.
+# type: float
+# mgflat_hill_steepness = 64.0
+
+# Determines terrain shape.
+# The 3 numbers in brackets control the scale of the
+# terrain, the 3 numbers should be identical.
+# type: noise_params
+# mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0
+
+# type: noise_params
+# mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
+
+# type: noise_params
+# mgflat_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0
+
+# type: noise_params
+# mgflat_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
+
#### Mapgen fractal
# Map generation attributes specific to Mapgen fractal.
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 55f5d4ad8..dfbd2f5d8 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -367,6 +367,7 @@ set(common_SRCS
map.cpp
mapblock.cpp
mapgen.cpp
+ mapgen_flat.cpp
mapgen_fractal.cpp
mapgen_singlenode.cpp
mapgen_v5.cpp
diff --git a/src/emerge.cpp b/src/emerge.cpp
index 392a9d81e..a60f67ac5 100644
--- a/src/emerge.cpp
+++ b/src/emerge.cpp
@@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "map.h"
#include "mapblock.h"
+#include "mapgen_flat.h"
#include "mapgen_fractal.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
@@ -105,6 +106,7 @@ MapgenDesc g_reg_mapgens[] = {
{"v5", new MapgenFactoryV5, true},
{"v6", new MapgenFactoryV6, true},
{"v7", new MapgenFactoryV7, true},
+ {"flat", new MapgenFactoryFlat, false},
{"fractal", new MapgenFactoryFractal, false},
{"singlenode", new MapgenFactorySinglenode, false},
};
diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp
new file mode 100644
index 000000000..7a8fe18a6
--- /dev/null
+++ b/src/mapgen_flat.cpp
@@ -0,0 +1,581 @@
+/*
+Minetest
+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
+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 "treegen.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, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
+
+ //// 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->heatmap = NULL;
+ this->humidmap = NULL;
+
+ MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
+ this->spflags = sp->spflags;
+
+ this->ground_level = sp->ground_level;
+ this->large_cave_depth = sp->large_cave_depth;
+ this->lake_threshold = sp->lake_threshold;
+ this->lake_steepness = sp->lake_steepness;
+ this->hill_threshold = sp->hill_threshold;
+ this->hill_steepness = sp->hill_steepness;
+
+ //// 2D noise
+ noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+
+ //// 3D 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);
+
+ //// Biome noise
+ noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
+ noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(&params->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;
+}
+
+
+MapgenFlat::~MapgenFlat()
+{
+ delete noise_terrain;
+ delete noise_filler_depth;
+ delete noise_cave1;
+ delete noise_cave2;
+
+ delete noise_heat;
+ delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
+
+ delete[] heightmap;
+ delete[] biomemap;
+}
+
+
+MapgenFlatParams::MapgenFlatParams()
+{
+ spflags = 0;
+
+ ground_level = 8;
+ large_cave_depth = -33;
+ lake_threshold = -0.45;
+ lake_steepness = 48.0;
+ hill_threshold = 0.45;
+ hill_steepness = 64.0;
+
+ np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
+ np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 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->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->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::getGroundLevelAtPoint(v2s16 p)
+{
+ float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
+ if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
+ s16 depress = (lake_threshold - n_terrain) * lake_steepness;
+ return ground_level - depress;
+ } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
+ s16 rise = (n_terrain - hill_threshold) * hill_steepness;
+ return ground_level + rise;
+ } else {
+ return ground_level;
+ }
+}
+
+
+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);
+
+ // Make some noise
+ calculateNoise();
+
+ // 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;
+ }
+
+ 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);
+
+ 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;
+}
+
+
+void MapgenFlat::calculateNoise()
+{
+ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+ int x = node_min.X;
+ int y = node_min.Y - 1;
+ int z = node_min.Z;
+
+ if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+ noise_terrain->perlinMap2D(x, z);
+
+ noise_filler_depth->perlinMap2D(x, z);
+
+ if (flags & MG_CAVES) {
+ noise_cave1->perlinMap3D(x, y, z);
+ noise_cave2->perlinMap3D(x, y, 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());
+}
+
+
+s16 MapgenFlat::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ v3s16 em = vm->m_area.getExtent();
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 ni2d = 0;
+
+ 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 = 0.0f;
+
+ if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
+ n_terrain = noise_terrain->result[ni2d];
+
+ 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;
+}
+
+
+MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
+{
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 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_MAX;
+
+
+ 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_MAX;
+
+ 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_MAX; // Disable top/filler placement
+ air_above = false;
+ water_above = false;
+ }
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+ }
+
+ return stone_type;
+}
+
+
+void MapgenFlat::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;
+
+ 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);
+ }
+ }
+}
+
+
+void MapgenFlat::generateCaves(s16 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 vi = vm->m_area.index(node_min.X, y, z);
+ for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
+ float d1 = contour(noise_cave1->result[index]);
+ float d2 = contour(noise_cave2->result[index]);
+ if (d1 * d2 > 0.4f) {
+ content_t c = vm->m_data[vi].getContent();
+ if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+ continue;
+
+ vm->m_data[vi] = 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);
+ }
+}
diff --git a/src/mapgen_flat.h b/src/mapgen_flat.h
new file mode 100644
index 000000000..0e15df781
--- /dev/null
+++ b/src/mapgen_flat.h
@@ -0,0 +1,125 @@
+/*
+Minetest
+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
+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.
+*/
+
+#ifndef MAPGEN_FLAT_HEADER
+#define MAPGEN_FLAT_HEADER
+
+#include "mapgen.h"
+
+/////// Mapgen Flat flags
+#define MGFLAT_LAKES 0x01
+#define MGFLAT_HILLS 0x02
+
+class BiomeManager;
+
+extern FlagDesc flagdesc_mapgen_flat[];
+
+
+struct MapgenFlatParams : public MapgenSpecificParams {
+ u32 spflags;
+
+ s16 ground_level;
+ s16 large_cave_depth;
+ float lake_threshold;
+ float lake_steepness;
+ float hill_threshold;
+ float hill_steepness;
+
+ NoiseParams np_terrain;
+ NoiseParams np_filler_depth;
+ NoiseParams np_cave1;
+ NoiseParams np_cave2;
+
+ MapgenFlatParams();
+ ~MapgenFlatParams() {}
+
+ void readParams(const Settings *settings);
+ void writeParams(Settings *settings) const;
+};
+
+class MapgenFlat : public Mapgen {
+public:
+ EmergeManager *m_emerge;
+ BiomeManager *bmgr;
+
+ int ystride;
+ int zstride;
+ u32 spflags;
+
+ v3s16 node_min;
+ v3s16 node_max;
+ v3s16 full_node_min;
+ v3s16 full_node_max;
+
+ s16 ground_level;
+ s16 large_cave_depth;
+ float lake_threshold;
+ float lake_steepness;
+ float hill_threshold;
+ float hill_steepness;
+
+ Noise *noise_terrain;
+ Noise *noise_filler_depth;
+ Noise *noise_cave1;
+ Noise *noise_cave2;
+
+ Noise *noise_heat;
+ Noise *noise_humidity;
+ Noise *noise_heat_blend;
+ Noise *noise_humidity_blend;
+
+ content_t c_stone;
+ content_t c_water_source;
+ content_t c_lava_source;
+ content_t c_desert_stone;
+ content_t c_ice;
+ content_t c_sandstone;
+
+ content_t c_cobble;
+ content_t c_stair_cobble;
+ content_t c_mossycobble;
+ content_t c_sandstonebrick;
+ content_t c_stair_sandstonebrick;
+
+ MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge);
+ ~MapgenFlat();
+
+ virtual void makeChunk(BlockMakeData *data);
+ int getGroundLevelAtPoint(v2s16 p);
+ void calculateNoise();
+ s16 generateTerrain();
+ MgStoneType generateBiomes(float *heat_map, float *humidity_map);
+ void dustTopNodes();
+ void generateCaves(s16 max_stone_y);
+};
+
+struct MapgenFactoryFlat : public MapgenFactory {
+ Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge)
+ {
+ return new MapgenFlat(mgid, params, emerge);
+ };
+
+ MapgenSpecificParams *createMapgenParams()
+ {
+ return new MapgenFlatParams();
+ };
+};
+
+#endif