/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 "profiler.h" #include "settings.h" // For g_settings #include "main.h" // For g_profiler #include "emerge.h" #include "dungeongen.h" #include "cavegen.h" #include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v5.h" #include "util/directiontables.h" FlagDesc flagdesc_mapgen_v5[] = { //{"blobs", MGV5_BLOBS}, {NULL, 0} }; MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) { this->generating = false; this->id = mapgenid; this->emerge = emerge_; this->bmgr = emerge->biomedef; this->seed = (int)params->seed; this->water_level = params->water_level; this->flags = params->flags; this->gennotify = emerge->gennotify; this->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; // 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; this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; MapgenV5Params *sp = (MapgenV5Params *)params->sparams; // Terrain noise noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z); noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z); // 3D terrain noise noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y, csize.Z); noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y, csize.Z); noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y, csize.Z); noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z); noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y, csize.Z); // Biome noise noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z); noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z); //// Resolve nodes to be used INodeDefManager *ndef = emerge->ndef; c_stone = ndef->getId("mapgen_stone"); c_dirt = ndef->getId("mapgen_dirt"); c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass"); c_sand = ndef->getId("mapgen_sand"); c_water_source = ndef->getId("mapgen_water_source"); c_lava_source = ndef->getId("mapgen_lava_source"); c_gravel = ndef->getId("mapgen_gravel"); c_cobble = ndef->getId("mapgen_cobble"); c_ice = ndef->getId("default:ice"); c_mossycobble = ndef->getId("mapgen_mossycobble"); c_sandbrick = ndef->getId("mapgen_sandstonebrick"); c_stair_cobble = ndef->getId("mapgen_stair_cobble"); c_stair_sandstone = ndef->getId("mapgen_stair_sandstone"); if (c_ice == CONTENT_IGNORE) c_ice = CONTENT_AIR; if (c_mossycobble == CONTENT_IGNORE) c_mossycobble = c_cobble; if (c_sandbrick == CONTENT_IGNORE) c_sandbrick = c_desert_stone; if (c_stair_cobble == CONTENT_IGNORE) c_stair_cobble = c_cobble; if (c_stair_sandstone == CONTENT_IGNORE) c_stair_sandstone = c_sandbrick; } MapgenV5::~MapgenV5() { delete noise_filler_depth; delete noise_factor; delete noise_height; delete noise_cave1; delete noise_cave2; delete noise_ground; delete noise_crumble; delete noise_wetness; delete noise_heat; delete noise_humidity; delete[] heightmap; delete[] biomemap; } MapgenV5Params::MapgenV5Params() { //spflags = MGV5_BLOBS; spflags = 0; np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7); np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45); np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5); np_cave1 = NoiseParams(0, 7.5, v3f(50, 50, 50), 52534, 4, 0.5); np_cave2 = NoiseParams(0, 7.5, v3f(50, 50, 50), 10325, 4, 0.5); np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55); np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3); np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1); } // Scaling the output of the noise function affects the overdrive of the // contour function, which affects the shape of the output considerably. //#define CAVE_NOISE_SCALE 12.0 < original default //#define CAVE_NOISE_SCALE 10.0 //#define CAVE_NOISE_SCALE 7.5 < current default to compensate for new eased 3d noise //#define CAVE_NOISE_SCALE 5.0 //#define CAVE_NOISE_SCALE 1.0 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE) //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current default void MapgenV5Params::readParams(Settings *settings) { settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); 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_cave1", np_cave1); settings->getNoiseParams("mgv5_np_cave2", np_cave2); settings->getNoiseParams("mgv5_np_ground", np_ground); settings->getNoiseParams("mgv5_np_crumble", np_crumble); settings->getNoiseParams("mgv5_np_wetness", np_wetness); } void MapgenV5Params::writeParams(Settings *settings) { settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1); 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_cave1", np_cave1); settings->setNoiseParams("mgv5_np_cave2", np_cave2); settings->setNoiseParams("mgv5_np_ground", np_ground); settings->setNoiseParams("mgv5_np_crumble", np_crumble); settings->setNoiseParams("mgv5_np_wetness", np_wetness); } void MapgenV5::makeChunk(BlockMakeData *data) { 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); generating = true; vm = data->vmanip; 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 = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()! // Make some noise calculateNoise(); // Generate base terrain generateBaseTerrain(); updateHeightmap(node_min, node_max); // Generate underground dirt, sand, gravel and lava blobs //if (spflags & MGV5_BLOBS) { generateBlobs(); //} // Calculate biomes BiomeNoiseInput binput; binput.mapsize = v2s16(csize.X, csize.Z); binput.heat_map = noise_heat->result; binput.humidity_map = noise_humidity->result; binput.height_map = heightmap; bmgr->calcBiomes(&binput, biomemap); // Actually place the biome-specific nodes generateBiomes(); // Generate dungeons and desert temples if (flags & MG_DUNGEONS) { DungeonGen dgen(this, NULL); dgen.generate(blockseed, full_node_min, full_node_max); } // Generate the registered decorations for (size_t i = 0; i != emerge->decorations.size(); i++) { Decoration *deco = emerge->decorations[i]; deco->placeDeco(this, blockseed + i, node_min, node_max); } // Generate the registered ores for (unsigned int i = 0; i != emerge->ores.size(); i++) { Ore *ore = emerge->ores[i]; ore->placeOre(this, blockseed + i, node_min, node_max); } // Sprinkle some dust on top after everything else was generated 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(1, 0, 1) * MAP_BLOCKSIZE, node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); this->generating = false; } void MapgenV5::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y; int z = node_min.Z; noise_filler_depth->perlinMap2D(x, z); noise_factor->perlinMap2D(x, z); noise_height->perlinMap2D(x, z); noise_height->transformNoiseMap(); noise_cave1->perlinMap3D(x, y, z, true); noise_cave1->transformNoiseMap(); noise_cave2->perlinMap3D(x, y, z, true); noise_cave2->transformNoiseMap(); noise_ground->perlinMap3D(x, y, z, true); noise_ground->transformNoiseMap(); //if (spflags & MGV5_BLOBS) { noise_crumble->perlinMap3D(x, y, z, true); noise_wetness->perlinMap3D(x, y, z, false); //} noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); //printf("calculateNoise: %dus\n", t.stop()); } //bool is_cave(u32 index) { // double d1 = contour(noise_cave1->result[index]); // double d2 = contour(noise_cave2->result[index]); // return d1*d2 > CAVE_NOISE_THRESHOLD; //} //bool val_is_ground(v3s16 p, u32 index, u32 index2d) { // double f = 0.55 + noise_factor->result[index2d]; // if(f < 0.01) // f = 0.01; // else if(f >= 1.0) // f *= 1.6; // double h = WATER_LEVEL + 10 * noise_height->result[index2d]; // return (noise_ground->result[index] * f > (double)p.Y - h); //} // Make base ground level void MapgenV5::generateBaseTerrain() { u32 index = 0; u32 index2d = 0; for(s16 z=node_min.Z; z<=node_max.Z; z++) { for(s16 y=node_min.Y; y<=node_max.Y; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { if(vm->m_data[i].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 = water_level + noise_height->result[index2d]; float d1 = contour(noise_cave1->result[index]); float d2 = contour(noise_cave2->result[index]); if(noise_ground->result[index] * f < y - h) { if(y <= water_level) vm->m_data[i] = MapNode(c_water_source); else vm->m_data[i] = MapNode(CONTENT_AIR); } else if(d1*d2 > 0.2) { vm->m_data[i] = MapNode(CONTENT_AIR); } else { vm->m_data[i] = MapNode(c_stone); } } index2d = index2d - ystride; } index2d = index2d + ystride; } } // Add mud and sand and others underground (in place of stone) void MapgenV5::generateBlobs() { u32 index = 0; for(s16 z=node_min.Z; z<=node_max.Z; z++) { for(s16 y=node_min.Y; y<=node_max.Y; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) { content_t c = vm->m_data[i].getContent(); if(c != c_stone) continue; if(noise_crumble->result[index] > 1.3) { if(noise_wetness->result[index] > 0.0) vm->m_data[i] = MapNode(c_dirt); else vm->m_data[i] = MapNode(c_sand); } else if(noise_crumble->result[index] > 0.7) { if(noise_wetness->result[index] < -0.6) vm->m_data[i] = MapNode(c_gravel); } else if(noise_crumble->result[index] < -3.5 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) { vm->m_data[i] = MapNode(c_lava_source); } } } } } void MapgenV5::generateBiomes() { if (node_max.Y < water_level) return; MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); 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 = bmgr->biomes[biomemap[index]]; s16 dfiller = biome->depth_filler + noise_filler_depth->result[index]; s16 y0_top = biome->depth_top; s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller; s16 nplaced = 0; u32 i = vm->m_area.index(x, node_max.Y, z); content_t c_above = vm->m_data[i + em.X].getContent(); bool have_air = c_above == CONTENT_AIR; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if ((c == c_stone || c == c_dirt_with_grass || c == c_dirt || c == c_sand || c == c_lava_source || c == c_gravel) && have_air) { content_t c_below = vm->m_data[i - em.X].getContent(); if (c_below != CONTENT_AIR) { if (nplaced < y0_top) { // A hack to prevent dirt_with_grass from being // placed below water. TODO: fix later content_t c_place = ((y < water_level) && (biome->c_top == c_dirt_with_grass)) ? c_dirt : biome->c_top; vm->m_data[i] = MapNode(c_place); nplaced++; } else if (nplaced < y0_filler && nplaced >= y0_top) { vm->m_data[i] = MapNode(biome->c_filler); nplaced++; } else { have_air = false; nplaced = 0; } } } else if (c == c_water_source) { have_air = true; nplaced = 0; vm->m_data[i] = MapNode(biome->c_water); } else if (c == CONTENT_AIR) { have_air = true; nplaced = 0; } vm->m_area.add_y(em, i, -1); } } } void MapgenV5::dustTopNodes() { v3s16 em = vm->m_area.getExtent(); u32 index = 0; if (water_level > node_max.Y) return; 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 = bmgr->biomes[biomemap[index]]; if (biome->c_dust == CONTENT_IGNORE) continue; s16 y = node_max.Y; u32 vi = vm->m_area.index(x, y, z); for (; y >= node_min.Y; 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 (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) { if (y < node_min.Y) continue; vm->m_data[vi] = MapNode(biome->c_dust_water); } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) { if (y == node_max.Y) continue; vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = MapNode(biome->c_dust); } } }