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Diffstat (limited to 'src/mapgen/mapgen_v5.cpp')
-rw-r--r-- | src/mapgen/mapgen_v5.cpp | 295 |
1 files changed, 295 insertions, 0 deletions
diff --git a/src/mapgen/mapgen_v5.cpp b/src/mapgen/mapgen_v5.cpp new file mode 100644 index 000000000..5f5487288 --- /dev/null +++ b/src/mapgen/mapgen_v5.cpp @@ -0,0 +1,295 @@ +/* +Minetest +Copyright (C) 2014-2017 paramat +Copyright (C) 2014-2016 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_v5.h" + + +FlagDesc flagdesc_mapgen_v5[] = { + {"caverns", MGV5_CAVERNS}, + {NULL, 0} +}; + + +MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) +{ + spflags = params->spflags; + cave_width = params->cave_width; + large_cave_depth = params->large_cave_depth; + lava_depth = params->lava_depth; + cavern_limit = params->cavern_limit; + cavern_taper = params->cavern_taper; + 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(): + np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0), + np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0), + np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0), + np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED), + np_cave1 (0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0), + np_cave2 (0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0), + np_cavern (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_large_cave_depth", large_cave_depth); + settings->getS16NoEx("mgv5_lava_depth", lava_depth); + 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_large_cave_depth", large_cave_depth); + settings->setS16("mgv5_lava_depth", lava_depth); + 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) +{ + + 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); + + // noise_height 'offset' is the average level of terrain. At least 50% of + // terrain will be below this. + // Raising the maximum spawn level above 'water_level + 16' is necessary + // for when noise_height 'offset' is set much higher than water_level. + s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16); + + // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open + // space above spawn position. Avoids spawning in possibly sealed voids. + for (s16 y = max_spawn_y + 128; y >= water_level; y--) { + float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); + + if (n_ground * f > y - h) { // If solid + if (y < water_level || y > max_spawn_y) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + + // y + 2 because y is surface and due to biome 'dust' nodes. + return y + 2; + } + } + // Unsuitable spawn position, no ground found + return MAX_MAP_GENERATION_LIMIT; +} + + +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 mgstone_type; + content_t biome_stone; + generateBiomes(&mgstone_type, &biome_stone); + + // 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, large_cave_depth); + } + + // Generate dungeons and desert temples + 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()); + + // 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; +} |