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- /*
- Minetest
- Copyright (C) 2014-2018 paramat
- Copyright (C) 2014-2018 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 "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(MapgenV5Params *params, EmergeParams *emerge)
- : MapgenBasic(MAPGEN_V5, params, emerge)
- {
- spflags = params->spflags;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
- small_cave_num_min = params->small_cave_num_min;
- small_cave_num_max = params->small_cave_num_max;
- large_cave_num_min = params->large_cave_num_min;
- large_cave_num_max = params->large_cave_num_max;
- large_cave_flooded = params->large_cave_flooded;
- cavern_limit = params->cavern_limit;
- cavern_taper = params->cavern_taper;
- cavern_threshold = params->cavern_threshold;
- dungeon_ymin = params->dungeon_ymin;
- dungeon_ymax = params->dungeon_ymax;
- // 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;
- MapgenBasic::np_dungeons = params->np_dungeons;
- }
- 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(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),
- np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 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->getU16NoEx("mgv5_small_cave_num_min", small_cave_num_min);
- settings->getU16NoEx("mgv5_small_cave_num_max", small_cave_num_max);
- settings->getU16NoEx("mgv5_large_cave_num_min", large_cave_num_min);
- settings->getU16NoEx("mgv5_large_cave_num_max", large_cave_num_max);
- settings->getFloatNoEx("mgv5_large_cave_flooded", large_cave_flooded);
- settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
- settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
- settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
- settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
- settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
- 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);
- settings->getNoiseParams("mgv5_np_dungeons", np_dungeons);
- }
- void MapgenV5Params::writeParams(Settings *settings) const
- {
- settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5);
- settings->setFloat("mgv5_cave_width", cave_width);
- settings->setS16("mgv5_large_cave_depth", large_cave_depth);
- settings->setU16("mgv5_small_cave_num_min", small_cave_num_min);
- settings->setU16("mgv5_small_cave_num_max", small_cave_num_max);
- settings->setU16("mgv5_large_cave_num_min", large_cave_num_min);
- settings->setU16("mgv5_large_cave_num_max", large_cave_num_max);
- settings->setFloat("mgv5_large_cave_flooded", large_cave_flooded);
- settings->setS16("mgv5_cavern_limit", cavern_limit);
- settings->setS16("mgv5_cavern_taper", cavern_taper);
- settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
- settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
- settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
- 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);
- settings->setNoiseParams("mgv5_np_dungeons", np_dungeons);
- }
- void MapgenV5Params::setDefaultSettings(Settings *settings)
- {
- settings->setDefault("mgv5_spflags", flagdesc_mapgen_v5, MGV5_CAVERNS);
- }
- /////////////////////////////////////////////////////////////////
- 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);
- 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
- if (flags & MG_BIOMES) {
- biomegen->calcBiomeNoise(node_min);
- generateBiomes();
- }
- // Generate tunnels, caverns and large randomwalk caves
- if (flags & MG_CAVES) {
- // Generate tunnels first as caverns confuse them
- generateCavesNoiseIntersection(stone_surface_max_y);
- // Generate caverns
- bool near_cavern = false;
- if (spflags & MGV5_CAVERNS)
- near_cavern = generateCavernsNoise(stone_surface_max_y);
- // Generate large randomwalk caves
- if (near_cavern)
- // Disable large randomwalk caves in this mapchunk by setting
- // 'large cave depth' to world base. Avoids excessive liquid in
- // large caverns and floating blobs of overgenerated liquid.
- generateCavesRandomWalk(stone_surface_max_y,
- -MAX_MAP_GENERATION_LIMIT);
- else
- generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
- }
- // Generate the registered ores
- if (flags & MG_ORES)
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
- // Generate dungeons and desert temples
- if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y);
- // Generate the registered decorations
- if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Sprinkle some dust on top after everything else was generated
- if (flags & MG_BIOMES)
- 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;
- }
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