/* Minetest Copyright (C) 2010-2016 paramat, Matt Gregory Copyright (C) 2010-2016 kwolekr, Ryan Kwolek Copyright (C) 2017 vlapsley, Vaughan Lapsley 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 #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; }