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+/*
+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(&params->np_filler_depth, seed, csize.X, csize.Z);
+ noise_factor = new Noise(&params->np_factor, seed, csize.X, csize.Z);
+ noise_height = new Noise(&params->np_height, seed, csize.X, csize.Z);
+
+ // 3D terrain noise
+ // 1-up 1-down overgeneration
+ noise_ground = new Noise(&params->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;
+}