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- /*
- Minetest
- Copyright (C) 2010-2016 paramat, Matt Gregory
- Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
- Copyright (C) 2017 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
- 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 <cmath>
- #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_carpathian.h"
- FlagDesc flagdesc_mapgen_carpathian[] = {
- {"caverns", MGCARPATHIAN_CAVERNS},
- {NULL, 0}
- };
- ///////////////////////////////////////////////////////////////////////////////
- MapgenCarpathian::MapgenCarpathian(
- int mapgenid, MapgenCarpathianParams *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;
- grad_wl = 1 - water_level;
- //// 2D Terrain noise
- noise_base = new Noise(¶ms->np_base, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- noise_height1 = new Noise(¶ms->np_height1, seed, csize.X, csize.Z);
- noise_height2 = new Noise(¶ms->np_height2, seed, csize.X, csize.Z);
- noise_height3 = new Noise(¶ms->np_height3, seed, csize.X, csize.Z);
- noise_height4 = new Noise(¶ms->np_height4, seed, csize.X, csize.Z);
- noise_hills_terrain = new Noise(¶ms->np_hills_terrain, seed, csize.X, csize.Z);
- noise_ridge_terrain = new Noise(¶ms->np_ridge_terrain, seed, csize.X, csize.Z);
- noise_step_terrain = new Noise(¶ms->np_step_terrain, seed, csize.X, csize.Z);
- noise_hills = new Noise(¶ms->np_hills, seed, csize.X, csize.Z);
- noise_ridge_mnt = new Noise(¶ms->np_ridge_mnt, seed, csize.X, csize.Z);
- noise_step_mnt = new Noise(¶ms->np_step_mnt, seed, csize.X, csize.Z);
- //// 3D terrain noise
- // 1 up 1 down overgeneration
- noise_mnt_var = new Noise(¶ms->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
- //// Cave noise
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
- }
- MapgenCarpathian::~MapgenCarpathian()
- {
- delete noise_base;
- delete noise_filler_depth;
- delete noise_height1;
- delete noise_height2;
- delete noise_height3;
- delete noise_height4;
- delete noise_hills_terrain;
- delete noise_ridge_terrain;
- delete noise_step_terrain;
- delete noise_hills;
- delete noise_ridge_mnt;
- delete noise_step_mnt;
- delete noise_mnt_var;
- }
- MapgenCarpathianParams::MapgenCarpathianParams():
- np_base (12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5),
- np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
- np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
- np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
- np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
- np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
- np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
- np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
- np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
- np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
- np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
- np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
- np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
- {
- }
- void MapgenCarpathianParams::readParams(const Settings *settings)
- {
- settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
- settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
- settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
- settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
- settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
- settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
- settings->getNoiseParams("mgcarpathian_np_base", np_base);
- settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
- settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
- settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
- settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
- settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
- settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
- settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
- settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
- settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
- settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
- settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
- settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
- settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
- settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
- }
- void MapgenCarpathianParams::writeParams(Settings *settings) const
- {
- settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
- settings->setFloat("mgcarpathian_cave_width", cave_width);
- settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
- settings->setS16("mgcarpathian_lava_depth", lava_depth);
- settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
- settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
- settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
- settings->setNoiseParams("mgcarpathian_np_base", np_base);
- settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
- settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
- settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
- settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
- settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
- settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
- settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
- settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
- settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
- settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
- settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
- settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
- settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
- settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Lerp function
- inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
- {
- return noise1 + mod * (noise2 - noise1);
- }
- // Steps function
- float MapgenCarpathian::getSteps(float noise)
- {
- float w = 0.5f;
- float k = floor(noise / w);
- float f = (noise - k * w) / w;
- float s = std::fmin(2.f * f, 1.f);
- return (k + s) * w;
- }
- ///////////////////////////////////////////////////////////////////////////////
- void MapgenCarpathian::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);
- // Create a block-specific seed
- blockseed = getBlockSeed2(full_node_min, seed);
- // Generate terrain
- s16 stone_surface_max_y = generateTerrain();
- // 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 has_cavern = false;
- // Generate caverns
- if (spflags & MGCARPATHIAN_CAVERNS)
- has_cavern = generateCaverns(stone_surface_max_y);
- // Generate tunnels and classic caves
- if (has_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
- 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();
- // 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);
- }
- this->generating = false;
- }
- ///////////////////////////////////////////////////////////////////////////////
- int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
- {
- s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
- if (level_at_point <= water_level || level_at_point > water_level + 32)
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
- return level_at_point;
- }
- float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
- {
- float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
- float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
- float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
- float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
- float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
- float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
- float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
- float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
- float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
- float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
- float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
- int height = -MAX_MAP_GENERATION_LIMIT;
- for (s16 y = 1; y <= 30; y++) {
- float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
- // Gradient & shallow seabed
- s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
- // Hill/Mountain height (hilliness)
- float hill1 = getLerp(height1, height2, mnt_var);
- float hill2 = getLerp(height3, height4, mnt_var);
- float hill3 = getLerp(height3, height2, mnt_var);
- float hill4 = getLerp(height1, height4, mnt_var);
- float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
- // Rolling hills
- float hill_mnt = hilliness * pow(n_hills, 2.f);
- float hills = pow(hter, 3.f) * hill_mnt;
- // Ridged mountains
- float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
- float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
- // Step (terraced) mountains
- float step_mnt = hilliness * getSteps(n_step_mnt);
- float step_mountains = pow(ster, 3.f) * step_mnt;
- // Final terrain level
- float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
- if (y > surface_level && height < 0)
- height = y;
- }
- return height;
- }
- ///////////////////////////////////////////////////////////////////////////////
- int MapgenCarpathian::generateTerrain()
- {
- MapNode mn_air(CONTENT_AIR);
- MapNode mn_stone(c_stone);
- MapNode mn_water(c_water_source);
- s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
- u32 index2d = 0;
- u32 index3d = 0;
- // Calculate noise for terrain generation
- noise_base->perlinMap2D(node_min.X, node_min.Z);
- noise_height1->perlinMap2D(node_min.X, node_min.Z);
- noise_height2->perlinMap2D(node_min.X, node_min.Z);
- noise_height3->perlinMap2D(node_min.X, node_min.Z);
- noise_height4->perlinMap2D(node_min.X, node_min.Z);
- noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
- noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
- noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
- noise_hills->perlinMap2D(node_min.X, node_min.Z);
- noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
- noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
- noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- //// Place nodes
- 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++, index2d++, index3d++) {
- if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- // Base terrain
- float ground = noise_base->result[index2d];
- // Gradient & shallow seabed
- s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
- // Hill/Mountain height (hilliness)
- float height1 = noise_height1->result[index2d];
- float height2 = noise_height2->result[index2d];
- float height3 = noise_height3->result[index2d];
- float height4 = noise_height4->result[index2d];
- float mnt_var = noise_mnt_var->result[index3d];
- // Combine height noises and apply 3D variation
- float hill1 = getLerp(height1, height2, mnt_var);
- float hill2 = getLerp(height3, height4, mnt_var);
- float hill3 = getLerp(height3, height2, mnt_var);
- float hill4 = getLerp(height1, height4, mnt_var);
- // 'hilliness' determines whether hills/mountains are
- // small or large
- float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
- // Rolling hills
- float hter = noise_hills_terrain->result[index2d];
- float n_hills = noise_hills->result[index2d];
- float hill_mnt = hilliness * pow(n_hills, 2.f);
- float hills = pow(fabs(hter), 3.f) * hill_mnt;
- // Ridged mountains
- float rter = noise_ridge_terrain->result[index2d];
- float n_ridge_mnt = noise_ridge_mnt->result[index2d];
- float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
- float ridged_mountains = pow(fabs(rter), 3.f) * ridge_mnt;
- // Step (terraced) mountains
- float ster = noise_step_terrain->result[index2d];
- float n_step_mnt = noise_step_mnt->result[index2d];
- float step_mnt = hilliness * getSteps(n_step_mnt);
- float step_mountains = pow(fabs(ster), 3.f) * step_mnt;
- // Final terrain level
- float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
- if (y < surface_level) {
- vm->m_data[vi] = mn_stone; // Stone
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if (y <= water_level) {
- vm->m_data[vi] = mn_water; // Sea water
- } else {
- vm->m_data[vi] = mn_air; // Air
- }
- }
- index2d -= ystride;
- }
- index2d += ystride;
- }
- return stone_surface_max_y;
- }
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