From 3c6b2ffb10e053ad0b585347275034c4d889530d Mon Sep 17 00:00:00 2001 From: Duane Robertson Date: Wed, 13 Jan 2016 21:57:02 -0600 Subject: [PATCH] Add Valleys mapgen. --- build/android/jni/Android.mk | 1 + builtin/settingtypes.txt | 78 +++ minetest.conf.example | 41 ++ src/CMakeLists.txt | 1 + src/emerge.cpp | 2 + src/mapgen_valleys.cpp | 983 +++++++++++++++++++++++++++++++++++ src/mapgen_valleys.h | 194 +++++++ 7 files changed, 1300 insertions(+) create mode 100644 src/mapgen_valleys.cpp create mode 100644 src/mapgen_valleys.h diff --git a/build/android/jni/Android.mk b/build/android/jni/Android.mk index 435dfa3b..ff9d9ec4 100644 --- a/build/android/jni/Android.mk +++ b/build/android/jni/Android.mk @@ -179,6 +179,7 @@ LOCAL_SRC_FILES := \ jni/src/mapgen_v5.cpp \ jni/src/mapgen_v6.cpp \ jni/src/mapgen_v7.cpp \ + jni/src/mapgen_valleys.cpp \ jni/src/mapnode.cpp \ jni/src/mapsector.cpp \ jni/src/mesh.cpp \ diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 06d47380..833890a3 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -1033,6 +1033,84 @@ mgfractal_np_filler_depth (Mapgen fractal filler depth noise parameters) noise_p mgfractal_np_cave1 (Mapgen fractal cave1 noise parameters) noise_params 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0 mgfractal_np_cave2 (Mapgen fractal cave2 noise parameters) noise_params 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0 +# Mapgen Valleys parameters +[***Mapgen Valleys] + +# General parameters +[****General] + +# Map generation attributes specific to Mapgen Valleys. +# 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. +# "altitude_chill" makes higher elevations colder, which may cause biome issues. +# "fast" produces softer terrain, more quickly +# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes. +# "rugged" and "cliffs" do nothing unless "fast" is enabled +mg_valleys_spflags (Valleys C Flags) flags altitude_chill,cliffs,humid_rivers,nofast,rugged altitude_chill,noaltitude_chill,cliffs,nocliffs,fast,nofast,humid_rivers,nohumid_rivers,rugged,norugged + +# The altitude at which temperature drops by 20C +mg_valleys_altitude_chill (Altitude Chill) int 90 + +# Average humidity +mg_valleys_humidity (Humidity) int 50 + +# The highest humidity around rivers in otherwise dry areas +mg_valleys_humidity_break_point (Humidity Break) int 65 + +# Maximum altitude where lava can emerge +mg_valleys_lava_max_height (Lava Height) int 0 + +# Maximum altitude where water occurs in caves (and tends to fall out) +mg_valleys_cave_water_max_height (Cave Water Height) int 31000 + +# How deep to make rivers +mg_valleys_river_depth (River Depth) int 4 + +# How wide to make rivers +mg_valleys_river_size (River Size) int 5 + +# Average temperature +mg_valleys_temperature (Temperature) int 50 + +# How often water occurs in caves (0-10) +mg_valleys_water_features (Water Features) int 3 + +# Noise parameters +[****Noises] + +# Cliff noise +mg_valleys_np_cliffs (Cliffs) noise_params 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0 + +# Mountain corrugation +mg_valleys_np_corr (Corrugation) noise_params 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0 + +# The depth of dirt or other filler +mg_valleys_np_filler_depth (Filler Depth) noise_params 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 + +# River noise -- rivers occur close to zero +mg_valleys_np_rivers (River Noise) noise_params 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 + +# Caves and tunnels form at the intersection of the two noises +mg_valleys_np_simple_caves_1 (Simple Caves #1) noise_params 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0 + +# Caves and tunnels form at the intersection of the two noises +mg_valleys_np_simple_caves_2 (Simple Caves #2) noise_params 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0 + +# Base terrain height +mg_valleys_np_terrain_height (Terrain Height) noise_params -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 + +# Raises terrain to make valleys around the rivers +mg_valleys_np_valley_depth (Valley Depth) noise_params 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0 + +# Slope and fill work together to modify the heights +mg_valleys_np_inter_valley_fill (Valley Fill) noise_params 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 + +# Amplifies the valleys +mg_valleys_np_valley_profile (Valley Profile) noise_params 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 + +# Slope and fill work together to modify the heights +mg_valleys_np_inter_valley_slope (Valley Slope) noise_params 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0 + [*Security] # Prevent mods from doing insecure things like running shell commands. diff --git a/minetest.conf.example b/minetest.conf.example index bea9b4ac..b95b32ee 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -1313,6 +1313,47 @@ # type: noise_params # mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0 +#### Mapgen Valleys + +#mg_valleys_spflags = altitude_chill,cliffs,humid_rivers,nofast,rugged +# "altitude_chill" makes higher elevations colder, which may cause biome issues. +# "fast" produces softer terrain, more quickly +# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes. +# "rugged" and "cliffs" do nothing unless "fast" is enabled +# +#mg_valleys_altitude_chill = 90 # the altitude at which temperature drops by 20C +#mg_valleys_cave_water_max_height = 31000 # max altitude of water in caves +#mg_valleys_humidity = 50 # the average humidity +#mg_valleys_humidity_break_point = 65 # The highest humidity around rivers in otherwise dry areas +#mg_valleys_lava_max_height = 0 # maximum altitude of lava +#mg_valleys_river_depth = 4 # how deep to make rivers +#mg_valleys_river_size = 5 # how wide to make rivers +#mg_valleys_temperature = 50 # the average temperature +#mg_valleys_water_features = 3 # how often water occurs in caves (0-10) +# +#mg_valleys_np_cliffs = 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0 +#mg_valleys_np_corr = 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0 +#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 +# +# River noise -- rivers occur close to zero +#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 +# +#mg_valleys_np_simple_caves_1 = 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0 +#mg_valleys_np_simple_caves_2 = 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0 +# +# Base terrain height +#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 +# +# Raises terrain to make valleys around the rivers +#mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0 +# +# Slope and fill work together to modify the heights +#mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 +#mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0 +# +# Amplifies the valleys +#mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 + ## Security # Prevent mods from doing insecure things like running shell commands. diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 6256a850..0b84ff85 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -388,6 +388,7 @@ set(common_SRCS mapgen_v5.cpp mapgen_v6.cpp mapgen_v7.cpp + mapgen_valleys.cpp mapnode.cpp mapsector.cpp mg_biome.cpp diff --git a/src/emerge.cpp b/src/emerge.cpp index 157be2e6..b188a7f4 100644 --- a/src/emerge.cpp +++ b/src/emerge.cpp @@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen_v5.h" #include "mapgen_v6.h" #include "mapgen_v7.h" +#include "mapgen_valleys.h" #include "mapgen_singlenode.h" #include "mg_biome.h" #include "mg_ore.h" @@ -108,6 +109,7 @@ MapgenDesc g_reg_mapgens[] = { {"v7", new MapgenFactoryV7, true}, {"flat", new MapgenFactoryFlat, true}, {"fractal", new MapgenFactoryFractal, true}, + {"valleys", new MapgenFactoryValleys, true}, {"singlenode", new MapgenFactorySinglenode, false}, }; diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp new file mode 100644 index 00000000..c14ceb51 --- /dev/null +++ b/src/mapgen_valleys.cpp @@ -0,0 +1,983 @@ +/* +Minetest Valleys C +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +Copyright (C) 2010-2015 paramat, Matt Gregory +Copyright (C) 2016 Duane Robertson + +Based on Valleys Mapgen by Gael de Sailly + (https://forum.minetest.net/viewtopic.php?f=9&t=11430) +and mapgen_v7 by kwolekr and paramat. + +Licensing changed by permission of Gael de Sailly. + +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 "settings.h" // For g_settings +#include "emerge.h" +#include "dungeongen.h" +#include "treegen.h" +#include "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" +#include "mapgen_valleys.h" + +//#undef NDEBUG +//#include "assert.h" + +//#include "util/timetaker.h" +//#include "profiler.h" + + +//static Profiler mapgen_prof; +//Profiler *mapgen_profiler = &mapgen_prof; + +static FlagDesc flagdesc_mapgen_valleys[] = { + {"altitude_chill", MG_VALLEYS_ALT_CHILL}, + {"cliffs", MG_VALLEYS_CLIFFS}, + {"fast", MG_VALLEYS_FAST}, + {"humid_rivers", MG_VALLEYS_HUMID_RIVERS}, + {"rugged", MG_VALLEYS_RUGGED}, + {NULL, 0} +}; + +/////////////////////////////////////////////////////////////////////////////// + + +MapgenValleys::MapgenValleys(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; + + MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams; + this->spflags = sp->spflags; + + this->cliff_terrain = (spflags & MG_VALLEYS_CLIFFS); + this->fast_terrain = (spflags & MG_VALLEYS_FAST); + this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS); + this->rugged_terrain = (spflags & MG_VALLEYS_RUGGED); + this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL); + + this->altitude_chill = sp->altitude_chill; + this->cave_water_max_height = sp->cave_water_max_height; + this->humidity_adjust = sp->humidity - 50.f; + this->humidity_break_point = sp->humidity_break_point; + this->lava_max_height = sp->lava_max_height; + this->river_depth = sp->river_depth + 1.f; + this->river_size = sp->river_size / 100.f; + this->temperature_adjust = sp->temperature - 50.f; + this->water_features = MYMAX(1, MYMIN(11, 11 - sp->water_features)); + + //// 2D Terrain noise + noise_cliffs = new Noise(&sp->np_cliffs, seed, csize.X, csize.Z); + noise_corr = new Noise(&sp->np_corr, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); + noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z); + noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z); + noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z); + noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z); + noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z); + + if (this->fast_terrain) + noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z); + + //// 3D Terrain noise + noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z); + noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z); + + if (!this->fast_terrain) + noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); + + //// Biome noise + noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); + noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); + noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); + noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + + //// Resolve nodes to be used + INodeDefManager *ndef = emerge->ndef; + + c_cobble = ndef->getId("mapgen_cobble"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_dirt = ndef->getId("mapgen_dirt"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_river_water_source = ndef->getId("mapgen_river_water_source"); + c_sand = ndef->getId("mapgen_sand"); + c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); + c_sandstone = ndef->getId("mapgen_sandstone"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); + c_stone = ndef->getId("mapgen_stone"); + c_water_source = ndef->getId("mapgen_water_source"); + + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_river_water_source == CONTENT_IGNORE) + c_river_water_source = c_water_source; + if (c_sand == CONTENT_IGNORE) + c_sand = c_stone; + if (c_sandstonebrick == CONTENT_IGNORE) + c_sandstonebrick = c_sandstone; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_sandstonebrick == CONTENT_IGNORE) + c_stair_sandstonebrick = c_sandstone; +} + + +MapgenValleys::~MapgenValleys() +{ + delete noise_cliffs; + delete noise_corr; + delete noise_filler_depth; + delete noise_heat; + delete noise_heat_blend; + delete noise_humidity; + delete noise_humidity_blend; + delete noise_inter_valley_fill; + delete noise_inter_valley_slope; + delete noise_rivers; + delete noise_simple_caves_1; + delete noise_simple_caves_2; + delete noise_terrain_height; + delete noise_valley_depth; + delete noise_valley_profile; + + delete[] heightmap; + delete[] biomemap; +} + + +MapgenValleysParams::MapgenValleysParams() +{ + spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED + | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL; + + altitude_chill = 90; // The altitude at which temperature drops by 20C. + // Water in caves will never be higher than this. + cave_water_max_height = MAX_MAP_GENERATION_LIMIT; + humidity = 50; + // the maximum humidity around rivers in otherwise dry areas + humidity_break_point = 65; + lava_max_height = 0; // Lava will never be higher than this. + river_depth = 4; // How deep to carve river channels. + river_size = 5; // How wide to make rivers. + temperature = 50; + water_features = 3; // How often water will occur in caves. + + np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f); + np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f); + np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f); + np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f); + np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f); + np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f); + np_simple_caves_1 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), -8402, 3, 0.5f, 2.f); + np_simple_caves_2 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), 3944, 3, 0.5f, 2.f); + np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f); + np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f); + np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f); + } + + +void MapgenValleysParams::readParams(const Settings *settings) +{ + settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys); + + settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill); + settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height); + settings->getS16NoEx("mg_valleys_humidity", humidity); + settings->getS16NoEx("mg_valleys_humidity_break_point", humidity_break_point); + settings->getS16NoEx("mg_valleys_lava_max_height", lava_max_height); + settings->getU16NoEx("mg_valleys_river_depth", river_depth); + settings->getU16NoEx("mg_valleys_river_size", river_size); + settings->getS16NoEx("mg_valleys_temperature", temperature); + settings->getU16NoEx("mg_valleys_water_features", water_features); + + settings->getNoiseParams("mg_valleys_np_cliffs", np_cliffs); + settings->getNoiseParams("mg_valleys_np_corr", np_corr); + settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill); + settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope); + settings->getNoiseParams("mg_valleys_np_rivers", np_rivers); + settings->getNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1); + settings->getNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2); + settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height); + settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth); + settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile); +} + + +void MapgenValleysParams::writeParams(Settings *settings) const +{ + settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX); + + settings->setU16("mg_valleys_altitude_chill", altitude_chill); + settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height); + settings->setS16("mg_valleys_humidity", humidity); + settings->setS16("mg_valleys_humidity_break_point", humidity_break_point); + settings->setS16("mg_valleys_lava_max_height", lava_max_height); + settings->setU16("mg_valleys_river_depth", river_depth); + settings->setU16("mg_valleys_river_size", river_size); + settings->setS16("mg_valleys_temperature", temperature); + settings->setU16("mg_valleys_water_features", water_features); + + settings->setNoiseParams("mg_valleys_np_cliffs", np_cliffs); + settings->setNoiseParams("mg_valleys_np_corr", np_corr); + settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill); + settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope); + settings->setNoiseParams("mg_valleys_np_rivers", np_rivers); + settings->setNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1); + settings->setNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2); + settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height); + settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth); + settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile); +} + + +/////////////////////////////////////// + + +void MapgenValleys::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 noise maps and base terrain height. + calculateNoise(); + + // Generate base terrain with initial heightmaps + s16 stone_surface_max_y = generateTerrain(); + + // Create biomemap at heightmap surface + bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap); + + // Actually place the biome-specific nodes + MgStoneType stone_type = generateBiomes(heatmap, humidmap); + + // Cave creation. + if (flags & MG_CAVES) + generateSimpleCaves(stone_surface_max_y); + + // Dungeon creation + if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (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.f; + 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.f; + 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.f; + 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 + 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(); + + //TimeTaker tll("liquid_lighting"); + + 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); + + //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); + //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); + + this->generating = false; +} + + +// Populate the noise tables and do most of the +// calculation necessary to determine terrain height. +void MapgenValleys::calculateNoise() +{ + //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); + + int x = node_min.X; + int y = node_min.Y - 1; + int z = node_min.Z; + + //TimeTaker tcn("actualNoise"); + + noise_filler_depth->perlinMap2D(x, z); + noise_heat_blend->perlinMap2D(x, z); + noise_heat->perlinMap2D(x, z); + noise_humidity_blend->perlinMap2D(x, z); + noise_humidity->perlinMap2D(x, z); + noise_inter_valley_slope->perlinMap2D(x, z); + noise_rivers->perlinMap2D(x, z); + noise_terrain_height->perlinMap2D(x, z); + noise_valley_depth->perlinMap2D(x, z); + noise_valley_profile->perlinMap2D(x, z); + + if (fast_terrain) { + // Make this 2D for speed, if requested. + noise_inter_valley_fill->perlinMap2D(x, z); + + if (cliff_terrain) + noise_cliffs->perlinMap2D(x, z); + if (rugged_terrain) + noise_corr->perlinMap2D(x, z); + } else { + noise_inter_valley_fill->perlinMap3D(x, y, z); + } + + if (flags & MG_CAVES) { + noise_simple_caves_1->perlinMap3D(x, y, z); + noise_simple_caves_2->perlinMap3D(x, y, z); + } + + //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); + + for (s32 index = 0; index < csize.X * csize.Z; index++) { + noise_heat->result[index] += noise_heat_blend->result[index]; + noise_heat->result[index] += temperature_adjust; + noise_humidity->result[index] += noise_humidity_blend->result[index]; + } + + TerrainNoise tn; + + u32 index = 0; + for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) + for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { + // The parameters that we actually need to generate terrain + // are passed by address (and the return value). + tn.terrain_height = noise_terrain_height->result[index]; + // River noise is replaced with base terrain, which + // is basically the height of the water table. + tn.rivers = &noise_rivers->result[index]; + // Valley depth noise is replaced with the valley + // number that represents the height of terrain + // over rivers and is used to determine about + // how close a river is for humidity calculation. + tn.valley = &noise_valley_depth->result[index]; + tn.valley_profile = noise_valley_profile->result[index]; + // Slope noise is replaced by the calculated slope + // which is used to get terrain height in the slow + // method, to create sharper mountains. + tn.slope = &noise_inter_valley_slope->result[index]; + tn.inter_valley_fill = noise_inter_valley_fill->result[index]; + tn.cliffs = noise_cliffs->result[index]; + tn.corr = noise_corr->result[index]; + + // This is the actual terrain height. + float mount = terrainLevelFromNoise(&tn); + noise_terrain_height->result[index] = mount; + + if (fast_terrain) { + // Assign humidity adjusted by water proximity. + // I can't think of a reason why a mod would expect base humidity + // from noise or at any altitude other than ground level. + noise_humidity->result[index] = humidityByTerrain( + noise_humidity->result[index], + mount, + noise_rivers->result[index], + noise_valley_depth->result[index]); + + // Assign heat adjusted by altitude. See humidity, above. + if (use_altitude_chill && mount > 0.f) + noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill); + } + } + + heatmap = noise_heat->result; + humidmap = noise_humidity->result; +} + + +// This keeps us from having to maintain two similar sets of +// complicated code to determine ground level. +float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) +{ + float inter_valley_slope = *tn->slope; + + // The square function changes the behaviour of this noise: + // very often small, and sometimes very high. + float valley_d = pow(*tn->valley, 2); + + // valley_d is here because terrain is generally higher where valleys + // are deep (mountains). base represents the height of the + // rivers, most of the surface is above. + float base = tn->terrain_height + valley_d; + + // "river" represents the distance from the river, in arbitrary units. + float river = fabs(*tn->rivers) - river_size; + + // Use the curve of the function 1−exp(−(x/a)²) to model valleys. + // Making "a" vary (0 < a ≤ 1) changes the shape of the valleys. + // Try it with a geometry software ! + // (here x = "river" and a = valley_profile). + // "valley" represents the height of the terrain, from the rivers. + *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2))); + + // approximate height of the terrain at this point + float mount = base + *tn->valley; + + *tn->slope *= *tn->valley; + + // Rivers are placed where "river" is negative, so where the original + // noise value is close to zero. + // Base ground is returned as rivers since it's basically the water table. + *tn->rivers = base; + if (river < 0.f) { + // Use the the function −sqrt(1−x²) which models a circle. + float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2))); + + // base - depth : height of the bottom of the river + // water_level - 2 : don't make rivers below 2 nodes under the surface + u16 min_bottom = 2; + if (!fast_terrain) + min_bottom = 6; + mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount); + + // Slope has no influence on rivers. + *tn->slope = 0.f; + } + + if (fast_terrain) { + // The penultimate step builds up the heights, but we reduce it + // occasionally to create cliffs. + float delta = sin(tn->inter_valley_fill) * *tn->slope; + if (cliff_terrain && tn->cliffs >= 0.2f) + mount += delta * 0.66f; + else + mount += delta; + + // Use yet another noise to make the heights look more rugged. + if (rugged_terrain + && mount > water_level + && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f) + mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr)); + } + + return mount; +} + + +// This avoids duplicating the code in terrainLevelFromNoise, adding +// only the final step of terrain generation without a noise map. +float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) +{ + float mount = terrainLevelFromNoise(tn); + + if (!fast_terrain) { + for (s16 y = round(mount); y <= round(mount) + 1000; y++) { + float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); + + if (fill * *tn->slope <= y - mount) { + mount = fmax(y - 1, mount); + break; + } + } + } + + return mount; +} + + +float MapgenValleys::humidityByTerrain( + float humidity_base, + float mount, + float rivers, + float valley) +{ + // Although the original valleys adjusts humidity by distance + // from seawater, this causes problems with the default biomes. + // Adjust only by freshwater proximity. + float humidity = humidity_base + humidity_adjust; + + if (humid_rivers && mount > water_level) { + // Offset to make everything average the same. + humidity -= (humidity_break_point - humidity_adjust) / 3.f; + + // This method is from the original lua. + float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f)); + // This adds humidity next to rivers and lakes. + float river_water = pow(0.5f, fmax(valley / 12.f, 0.f)); + // Combine the two. + float water = water_table + (1.f - water_table) * river_water; + humidity = fmax(humidity, (humidity_break_point * water)); + } + + return humidity; +} + + +inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p) +{ + // Base terrain calculation + return terrainLevelAtPoint(p.X, p.Y); +} + + +float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) +{ + TerrainNoise tn; + + float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); + float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); + float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); + + tn.x = x; + tn.z = z; + tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); + tn.rivers = &rivers; + tn.valley = &valley; + tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); + tn.slope = &inter_valley_slope; + tn.inter_valley_fill = 0.f; + tn.cliffs = 0.f; + tn.corr = 0.f; + + if (fast_terrain) { + tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed); + + if (cliff_terrain) + tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed); + if (rugged_terrain) + tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed); + } + + return adjustedTerrainLevelFromNoise(&tn); +} + + +int MapgenValleys::generateTerrain() +{ + MapNode n_air(CONTENT_AIR); + MapNode n_river_water(c_river_water_source); + MapNode n_sand(c_sand); + MapNode n_stone(c_stone); + MapNode n_water(c_water_source); + + v3s16 em = vm->m_area.getExtent(); + s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index_2d = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { + s16 river_y = round(noise_rivers->result[index_2d]); + s16 surface_y = round(noise_terrain_height->result[index_2d]); + float slope = noise_inter_valley_slope->result[index_2d]; + + heightmap[index_2d] = surface_y; + + if (surface_y > surface_max_y) + surface_max_y = surface_y; + + u32 index_3d = 0; + if (!fast_terrain) + index_3d = (z - node_min.Z) * zstride + (x - node_min.X); + + u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); + + // Mapgens concern themselves with stone and water. + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { + float fill = 0.f; + if (!fast_terrain) + fill = noise_inter_valley_fill->result[index_3d]; + + if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { + bool river = (river_y > surface_y); + + if (river && y == surface_y) { + // river bottom + vm->m_data[index_data] = n_sand; + } else if ((fast_terrain || river) && y <= surface_y) { + // ground + vm->m_data[index_data] = n_stone; + } else if (river && y < river_y) { + // river + vm->m_data[index_data] = n_river_water; + } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) { + // ground (slow method) + vm->m_data[index_data] = n_stone; + heightmap[index_2d] = surface_max_y = y; + } else if (y <= water_level) { + // sea + vm->m_data[index_data] = n_water; + } else { + vm->m_data[index_data] = n_air; + } + } + + vm->m_area.add_y(em, index_data, 1); + if (!fast_terrain) + index_3d += ystride; + } + + if (!fast_terrain) { + // Assign the humidity adjusted by water proximity. + noise_humidity->result[index_2d] = humidityByTerrain( + noise_humidity->result[index_2d], + surface_max_y, + noise_rivers->result[index_2d], + noise_valley_depth->result[index_2d]); + + // Assign the heat adjusted by altitude. See humidity, above. + if (use_altitude_chill && surface_max_y > 0) + noise_heat->result[index_2d] + *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill); + } + } + + return surface_max_y; +} + + +MgStoneType MapgenValleys::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 || c == c_river_water_source) + && (air_above || !biome))) { + // Both heat and humidity have already been adjusted for altitude. + 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.f); + 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 + || c_below == c_river_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 == c_river_water_source) { + vm->m_data[vi] = MapNode(biome->c_river_water); + nplaced = U16_MAX; // Sand was already placed under rivers. + 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 MapgenValleys::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 MapgenValleys::generateSimpleCaves(s16 max_stone_y) +{ + PseudoRandom ps(blockseed + 72202); + + MapNode n_air(CONTENT_AIR); + MapNode n_dirt(c_dirt); + MapNode n_lava(c_lava_source); + MapNode n_water(c_river_water_source); + + v3s16 em = vm->m_area.getExtent(); + + s16 base_water_chance = 0; + if (water_features < 11) + base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000)); + + if (max_stone_y >= node_min.Y) { + u32 index_2d = 0; + u32 index_3d = 0; + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { + bool air_above = false; + //bool underground = false; + u32 index_data = vm->m_area.index(x, node_max.Y + 1, z); + + index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X); + + // Dig caves on down loop to check for air above. + for (s16 y = node_max.Y + 1; + y >= node_min.Y - 1; + y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) { + float terrain = noise_terrain_height->result[index_2d]; + + // Saves some time and prevents removing above ground nodes. + if (y > terrain + 1) { + air_above = true; + continue; + } + + content_t c = vm->m_data[index_data].getContent(); + bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f); + bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f); + + // River water is (foolishly) not set as ground content + // in the default game. This can produce strange results + // when a cave undercuts a river. However, that's not for + // the mapgen to correct. Fix it in lua. + + if (c == CONTENT_AIR) { + air_above = true; + } else if (n1 && n2 && ndef->get(c).is_ground_content) { + // When both n's are true, we're in a cave. + vm->m_data[index_data] = n_air; + air_above = true; + } else if (air_above + && (c == c_stone || c == c_sandstone || c == c_desert_stone)) { + // At the cave floor + s16 sr = ps.next() & 1023; + u32 j = index_data; + vm->m_area.add_y(em, j, 1); + + if (sr > (terrain - y) * 25) { + // Put dirt in caves near the surface. + Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]); + vm->m_data[index_data] = MapNode(biome->c_filler); + } else { + s16 lava_chance = 0; + + if (y <= lava_max_height && c == c_stone) { + // Lava spawns increase with depth. + lava_chance = ceil((lava_max_height - y + 1) / 10000); + + if (sr < lava_chance) + vm->m_data[j] = n_lava; + } + + if (base_water_chance > 0 && y <= cave_water_max_height) { + s16 water_chance = base_water_chance + - (abs(y - water_level) / (water_features * 1000)); + + // Waterfalls may get out of control above ground. + sr -= lava_chance; + // If sr < 0 then we should have already placed lava -- + // don't immediately dump water on it. + if (sr >= 0 && sr < water_chance) + vm->m_data[j] = n_water; + } + } + + air_above = false; + } + + // If we're not in a cave, there's no open space. + if (!(n1 && n2)) + air_above = false; + } + } + } +} diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h new file mode 100644 index 00000000..9c08b16d --- /dev/null +++ b/src/mapgen_valleys.h @@ -0,0 +1,194 @@ +/* +Minetest Valleys C +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +Copyright (C) 2010-2015 paramat, Matt Gregory +Copyright (C) 2016 Duane Robertson + +Based on Valleys Mapgen by Gael de Sailly + (https://forum.minetest.net/viewtopic.php?f=9&t=11430) +and mapgen_v7 by kwolekr and paramat. + +Licensing changed by permission of Gael de Sailly. + +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_VALLEYS_HEADER +#define MAPGEN_VALLEYS_HEADER + +#include "mapgen.h" + +/////////////////// Mapgen Valleys flags +#define MG_VALLEYS_ALT_CHILL 0x01 +#define MG_VALLEYS_CLIFFS 0x02 +#define MG_VALLEYS_FAST 0x04 +#define MG_VALLEYS_HUMID_RIVERS 0x08 +#define MG_VALLEYS_RUGGED 0x10 + +class BiomeManager; + +// Global profiler +//class Profiler; +//extern Profiler *mapgen_profiler; + + +struct MapgenValleysParams : public MapgenSpecificParams { + u32 spflags; + + u16 altitude_chill; + s16 cave_water_max_height; + s16 humidity; + s16 humidity_break_point; + s16 lava_max_height; + u16 river_depth; + u16 river_size; + s16 temperature; + u16 water_features; + + NoiseParams np_biome_heat; + NoiseParams np_biome_heat_blend; + NoiseParams np_biome_humidity; + NoiseParams np_biome_humidity_blend; + NoiseParams np_cliffs; + NoiseParams np_corr; + NoiseParams np_filler_depth; + NoiseParams np_inter_valley_fill; + NoiseParams np_inter_valley_slope; + NoiseParams np_rivers; + NoiseParams np_simple_caves_1; + NoiseParams np_simple_caves_2; + NoiseParams np_terrain_height; + NoiseParams np_valley_depth; + NoiseParams np_valley_profile; + + MapgenValleysParams(); + ~MapgenValleysParams() {} + + void readParams(const Settings *settings); + void writeParams(Settings *settings) const; +}; + +struct TerrainNoise { + s16 x; + s16 z; + float terrain_height; + float *rivers; + float *valley; + float valley_profile; + float *slope; + float inter_valley_fill; + float cliffs; + float corr; +}; + +class MapgenValleys : public Mapgen { +public: + + MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge); + ~MapgenValleys(); + + virtual void makeChunk(BlockMakeData *data); + inline int getGroundLevelAtPoint(v2s16 p); + +private: + EmergeManager *m_emerge; + BiomeManager *bmgr; + + int ystride; + int zstride; + + u32 spflags; + bool cliff_terrain; + bool fast_terrain; + bool rugged_terrain; + bool humid_rivers; + bool use_altitude_chill; + + v3s16 node_min; + v3s16 node_max; + v3s16 full_node_min; + v3s16 full_node_max; + + Noise *noise_filler_depth; + + Noise *noise_cliffs; + Noise *noise_corr; + Noise *noise_heat; + Noise *noise_heat_blend; + Noise *noise_humidity; + Noise *noise_humidity_blend; + Noise *noise_inter_valley_fill; + Noise *noise_inter_valley_slope; + Noise *noise_rivers; + Noise *noise_simple_caves_1; + Noise *noise_simple_caves_2; + Noise *noise_terrain_height; + Noise *noise_valley_depth; + Noise *noise_valley_profile; + + float altitude_chill; + float cave_water_max_height; + float humidity_adjust; + float humidity_break_point; + float lava_max_height; + float river_depth; + float river_size; + float temperature_adjust; + s16 water_features; + + content_t c_cobble; + content_t c_desert_stone; + content_t c_dirt; + content_t c_ice; + content_t c_lava_source; + content_t c_mossycobble; + content_t c_river_water_source; + content_t c_sand; + content_t c_sandstone; + content_t c_sandstonebrick; + content_t c_stair_cobble; + content_t c_stair_sandstonebrick; + content_t c_stone; + content_t c_water_source; + + float terrainLevelAtPoint(s16 x, s16 z); + + void calculateNoise(); + + virtual int generateTerrain(); + float terrainLevelFromNoise(TerrainNoise *tn); + float adjustedTerrainLevelFromNoise(TerrainNoise *tn); + + float humidityByTerrain(float humidity_base, float mount, float rivers, float valley); + + MgStoneType generateBiomes(float *heat_map, float *humidity_map); + void dustTopNodes(); + + void generateSimpleCaves(s16 max_stone_y); +}; + +struct MapgenFactoryValleys : public MapgenFactory { + Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) + { + return new MapgenValleys(mgid, params, emerge); + }; + + MapgenSpecificParams *createMapgenParams() + { + return new MapgenValleysParams(); + }; +}; + +#endif