/* Minetest Copyright (C) 2013-2016 kwolekr, Ryan Kwolek Copyright (C) 2014-2017 paramat 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 3.0 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_v7p.h" FlagDesc flagdesc_mapgen_v7p[] = { {"mountains", MGV7P_MOUNTAINS}, {"ridges", MGV7P_RIDGES}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenV7P::MapgenV7P(int mapgenid, MapgenV7PParams *params, EmergeManager *emerge) : MapgenBasic(mapgenid, params, emerge) { spflags = params->spflags; // Average of mgv6 small caves count small_caves_count = 6 * csize.X * csize.Z * MAP_BLOCKSIZE / 50000; // Highest level of bedrock bedrock_level = water_level - 64; // 2D noise noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); if (spflags & MGV7P_MOUNTAINS) { noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Z); } if (spflags & MGV7P_RIDGES) { noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Z); } // Resolve additional nodes c_bedrock = ndef->getId("mapgen_bedrock"); } MapgenV7P::~MapgenV7P() { delete noise_terrain_base; delete noise_terrain_alt; delete noise_terrain_persist; delete noise_height_select; delete noise_filler_depth; if (spflags & MGV7P_MOUNTAINS) { delete noise_mount_height; delete noise_mountain; } if (spflags & MGV7P_RIDGES) { delete noise_ridge_uwater; delete noise_ridge; } } MapgenV7PParams::MapgenV7PParams() { spflags = MGV7P_MOUNTAINS | MGV7P_RIDGES; np_terrain_base = NoiseParams(4, 35, v3f(600, 600, 600), 82341, 5, 0.6, 2.0); np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0); np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0); np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0); np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0); np_mount_height = NoiseParams(128, 56, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0); np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0); np_mountain = NoiseParams(-0.6, 1, v3f(250, 250, 250), 5333, 5, 0.63, 2.0); np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); } void MapgenV7PParams::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv7p_spflags", spflags, flagdesc_mapgen_v7p); settings->getNoiseParams("mgv7p_np_terrain_base", np_terrain_base); settings->getNoiseParams("mgv7p_np_terrain_alt", np_terrain_alt); settings->getNoiseParams("mgv7p_np_terrain_persist", np_terrain_persist); settings->getNoiseParams("mgv7p_np_height_select", np_height_select); settings->getNoiseParams("mgv7p_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv7p_np_mount_height", np_mount_height); settings->getNoiseParams("mgv7p_np_ridge_uwater", np_ridge_uwater); settings->getNoiseParams("mgv7p_np_mountain", np_mountain); settings->getNoiseParams("mgv7p_np_ridge", np_ridge); } void MapgenV7PParams::writeParams(Settings *settings) const { settings->setFlagStr("mgv7p_spflags", spflags, flagdesc_mapgen_v7p, U32_MAX); settings->setNoiseParams("mgv7p_np_terrain_base", np_terrain_base); settings->setNoiseParams("mgv7p_np_terrain_alt", np_terrain_alt); settings->setNoiseParams("mgv7p_np_terrain_persist", np_terrain_persist); settings->setNoiseParams("mgv7p_np_height_select", np_height_select); settings->setNoiseParams("mgv7p_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv7p_np_mount_height", np_mount_height); settings->setNoiseParams("mgv7p_np_ridge_uwater", np_ridge_uwater); settings->setNoiseParams("mgv7p_np_mountain", np_mountain); settings->setNoiseParams("mgv7p_np_ridge", np_ridge); } /////////////////////////////////////////////////////////////////////////////// int MapgenV7P::getSpawnLevelAtPoint(v2s16 p) { // If enabled, first check if inside a river if (spflags & MGV7P_RIDGES) { float width = 0.2; float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; if (fabs(uwatern) <= width) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } // Base/mountain terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); if (spflags & MGV7P_MOUNTAINS) y = MYMAX(mountainLevelAtPoint(p.X, p.Y), y); if (y <= water_level || y > water_level + 16) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return y + 2; // +2 because surface is at y and due to biome 'dust' } void MapgenV7P::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; 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); if (node_max.Y <= bedrock_level) { // Only generate bedrock generateBedrock(); } else { // Generate base and mountain terrain s16 stone_surface_max_y = generateTerrain(); // Generate rivers if (spflags & MGV7P_RIDGES) generateRidgeTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap biomegen->calcBiomeNoise(node_min); MgStoneType stone_type = generateBiomes(); // Generate mgv6 caves but not deep into bedrock if (flags & MG_CAVES) generateCaves(stone_surface_max_y, water_level); // Generate dungeons if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y, stone_type); // 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(); // Update liquids 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, true); this->generating = false; } float MapgenV7P::baseTerrainLevelAtPoint(s16 x, s16 z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); hselect = rangelim(hselect, 0.0, 1.0); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); noise_terrain_alt->np.persist = persist; float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } float MapgenV7P::baseTerrainLevelFromMap(int index) { float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0); float height_base = noise_terrain_base->result[index]; float height_alt = noise_terrain_alt->result[index]; if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } float MapgenV7P::mountainLevelAtPoint(s16 x, s16 z) { float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed); float mnt_n = NoisePerlin2D(&noise_mountain->np, x, z, seed); return mnt_n * mnt_h_n; } float MapgenV7P::mountainLevelFromMap(int idx_xz) { float mounthn = noise_mount_height->result[idx_xz]; float mountn = noise_mountain->result[idx_xz]; return mountn * mounthn; } void MapgenV7P::generateBedrock() { MapNode n_bedrock(c_bedrock); 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++) { if (vm->m_data[vi].getContent() == CONTENT_IGNORE) vm->m_data[vi] = n_bedrock; } } } int MapgenV7P::generateTerrain() { MapNode n_stone(c_stone); MapNode n_bedrock(c_bedrock); MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); //// Calculate noise for terrain generation noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z); float *persistmap = noise_terrain_persist->result; noise_terrain_base ->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_terrain_alt ->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_height_select->perlinMap2D(node_min.X, node_min.Z); if (spflags & MGV7P_MOUNTAINS) { noise_mount_height->perlinMap2D(node_min.X, node_min.Z); noise_mountain ->perlinMap2D(node_min.X, node_min.Z); } //// Place nodes const v3s16 &em = vm->m_area.getExtent(); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { s16 surface_y = baseTerrainLevelFromMap(index2d); if (spflags & MGV7P_MOUNTAINS) surface_y = MYMAX(mountainLevelFromMap(index2d), surface_y); if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; 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 <= surface_y) { if (y <= bedrock_level) vm->m_data[vi] = n_bedrock; // Bedrock else vm->m_data[vi] = n_stone; // Base and mountain terrain } else if (y <= water_level) { vm->m_data[vi] = n_water; // Water } else { vm->m_data[vi] = n_air; // Air } } vm->m_area.add_y(em, vi, 1); } } return stone_surface_max_y; } void MapgenV7P::generateRidgeTerrain() { if (node_max.Y < water_level - 16) return; noise_ridge ->perlinMap2D(node_min.X, node_min.Z); noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); float width = 0.2; 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++) { int index2d = (z - node_min.Z) * csize.X + (x - node_min.X); float uwatern = noise_ridge_uwater->result[index2d] * 2; if (fabs(uwatern) > width) continue; float altitude = y - water_level; float height_mod = (altitude + 17) / 2.5; float width_mod = width - fabs(uwatern); float nridge = noise_ridge->result[index2d] * MYMAX(altitude, 0) / 7.0; if (nridge + width_mod * height_mod < 0.6) continue; vm->m_data[vi] = (y > water_level) ? n_air : n_water; } } } void MapgenV7P::generateCaves(s16 max_stone_y, s16 large_cave_depth) { if (max_stone_y < node_min.Y) return; PseudoRandom ps(blockseed + 21343); PseudoRandom ps2(blockseed + 1032); u32 large_caves_count = (node_max.Y <= large_cave_depth) ? ps.range(0, 2) : 0; for (u32 i = 0; i < small_caves_count + large_caves_count; i++) { CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source); bool large_cave = (i >= small_caves_count); cave.makeCave(vm, node_min, node_max, &ps, &ps2, large_cave, max_stone_y, heightmap); } }