/* 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 "serverobject.h" #include "content_sao.h" #include "nodedef.h" #include "content_mapnode.h" // For content_mapnode_get_new_name #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 "biome.h" #include "mapgen_v7.h" /////////////////// Mapgen V7 perlin noise default values NoiseParams nparams_v7_def_terrain_base = {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6}; NoiseParams nparams_v7_def_terrain_alt = {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6}; NoiseParams nparams_v7_def_terrain_mod = {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6}; NoiseParams nparams_v7_def_terrain_persist = {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6}; NoiseParams nparams_v7_def_height_select = {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69}; NoiseParams nparams_v7_def_ridge = {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75}; /* NoiseParams nparams_v6_def_beach = {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50}; NoiseParams nparams_v6_def_cave = {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50}; NoiseParams nparams_v6_def_humidity = {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66}; NoiseParams nparams_v6_def_trees = {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; NoiseParams nparams_v6_def_apple_trees = {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45}; */ /////////////////////////////////////////////////////////////////////////////// MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *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->csize = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE; this->ystride = csize.X; //////fix this this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; this->ridge_heightmap = new s16[csize.X * csize.Z]; // Terrain 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_mod = new Noise(¶ms->np_terrain_mod, 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_ridge = new Noise(¶ms->np_ridge, 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); } MapgenV7::~MapgenV7() { delete noise_terrain_base; delete noise_terrain_mod; delete noise_terrain_persist; delete noise_height_select; delete noise_terrain_alt; delete noise_ridge; delete noise_heat; delete noise_humidity; delete[] ridge_heightmap; delete[] heightmap; delete[] biomemap; } int MapgenV7::getGroundLevelAtPoint(v2s16 p) { s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y); float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed); float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed); Biome *b = bmgr->getBiome(heat, humidity, groundlevel); s16 y = groundlevel; if (y > water_level) { int iters = 1024; // don't even bother iterating more than 1024 times.. while (iters--) { float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed); if (ridgenoise * (float)(y * y) < 15.0) break; y--; } } return y + b->top_depth; } void MapgenV7::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); 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); blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()! // Make some noise calculateNoise(); // Calculate height map s16 stone_surface_max_y = calcHeightMap(); // 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); 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"); generateTerrain(); carveRidges(); generateCaves(stone_surface_max_y); addTopNodes(); if (flags & MG_DUNGEONS) { DungeonGen dgen(ndef, data->seed, water_level); dgen.generate(vm, blockseed, full_node_min, full_node_max); } for (size_t i = 0; i != emerge->ores.size(); i++) { Ore *ore = emerge->ores[i]; ore->placeOre(this, blockseed + i, node_min, node_max); } //printf("makeChunk: %dms\n", t.stop()); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE); //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); this->generating = false; } void MapgenV7::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y; int z = node_min.Z; noise_terrain_mod->perlinMap2D(x, z); noise_height_select->perlinMap2D(x, z); noise_height_select->transformNoiseMap(); noise_terrain_persist->perlinMap2D(x, z); float *persistmap = noise_terrain_persist->result; for (int i = 0; i != csize.X * csize.Z; i++) persistmap[i] = abs(persistmap[i]); noise_terrain_base->perlinMap2DModulated(x, z, persistmap); noise_terrain_base->transformNoiseMap(); noise_terrain_alt->perlinMap2DModulated(x, z, persistmap); noise_terrain_alt->transformNoiseMap(); noise_ridge->perlinMap3D(x, y, z); noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); //printf("calculateNoise: %dus\n", t.stop()); } Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed); float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed); s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); return bmgr->getBiome(heat, humidity, groundlevel); } float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed); float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed); float persist = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed)); noise_terrain_base->np->persist = persist; float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed); float height_base = terrain_base * terrain_mod; noise_terrain_alt->np->persist = persist; float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed); return (height_base * hselect) + (height_alt * (1.0 - hselect)); } float MapgenV7::baseTerrainLevelFromMap(int index) { float terrain_mod = noise_terrain_mod->result[index]; float hselect = noise_height_select->result[index]; float terrain_base = noise_terrain_base->result[index]; float height_base = terrain_base * terrain_mod; float height_alt = noise_terrain_alt->result[index]; return (height_base * hselect) + (height_alt * (1.0 - hselect)); } #if 0 // Crap code to test log rivers as a proof-of-concept. Didn't work out too well. void MapgenV7::carveRivers() { MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone); u32 index = 0; int river_depth = 4; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { float terrain_mod = noise_terrain_mod->result[index]; NoiseParams *np = noise_terrain_river->np; np->persist = noise_terrain_persist->result[index]; float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); float height = terrain_river * (1 - abs(terrain_mod)) * noise_terrain_river->np->scale; height = log(height * height); //log(h^3) is pretty interesting for terrain s16 y = heightmap[index]; if (height < 1.0 && y > river_depth && y - river_depth >= node_min.Y && y <= node_max.Y) { for (s16 ry = y; ry != y - river_depth; ry--) { u32 vi = vm->m_area.index(x, ry, z); vm->m_data[vi] = n_air; } u32 vi = vm->m_area.index(x, y - river_depth, z); vm->m_data[vi] = n_water_source; } } } #endif int MapgenV7::calcHeightMap() { int stone_surface_max_y = -MAP_GENERATION_LIMIT; 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++) { float surface_height = baseTerrainLevelFromMap(index); s16 surface_y = (s16)surface_height; heightmap[index] = surface_y; ridge_heightmap[index] = surface_y; if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; } return stone_surface_max_y; } void MapgenV7::generateTerrain() { MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone); 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++) { s16 surface_y = heightmap[index]; Biome *biome = bmgr->biomes[biomemap[index]]; u32 i = vm->m_area.index(x, node_min.Y, z); for (s16 y = node_min.Y; y <= node_max.Y; y++) { if (vm->m_data[i].getContent() == CONTENT_IGNORE) { if (y <= surface_y) { vm->m_data[i] = (y > water_level + biome->filler_height) ? MapNode(biome->c_filler) : n_stone; } else if (y <= water_level) { vm->m_data[i] = n_water_source; } else { vm->m_data[i] = n_air; } } vm->m_area.add_y(em, i, 1); } } } void MapgenV7::carveRidges() { if (node_max.Y <= water_level) return; MapNode n_air(CONTENT_AIR); 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 vi = vm->m_area.index(node_min.X, y, z); for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) { // Removing this check will create huge underwater caverns, // which are interesting but not desirable for gameplay if (y <= water_level) continue; if (noise_ridge->result[index] * (float)(y * y) < 15.0) continue; int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary if (y < ridge_heightmap[j]) ridge_heightmap[j] = y - 1; vm->m_data[vi] = n_air; } } } /* void MapgenV7::testBiomes() { u32 index = 0; for (s16 z = node_min.Z; z <= node_min.Z; z++) for (s16 x = node_min.X; x <= node_min.X; x++) {; Biome *b = bmgr->getBiome(heat, humidity, 0); } // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes // clear out y space for it first with air // use absolute positioning, each chunk will be a +1 height }*/ void MapgenV7::addTopNodes() { v3s16 em = vm->m_area.getExtent(); s16 ntopnodes; 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]]; //////////////////// First, add top nodes below the ridge s16 y = ridge_heightmap[index]; // This cutoff is good enough, but not perfect. // It will cut off potentially placed top nodes at chunk boundaries if (y < node_min.Y) continue; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } // N.B. It is necessary to search downward since range_heightmap[i] // might not be the actual height, just the lowest part in the chunk // where a ridge had been carved u32 i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1 && y >= water_level) { ridge_heightmap[index] = y; //update ridgeheight ntopnodes = biome->top_depth; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } //////////////////// Now, add top nodes on top of the ridge y = heightmap[index]; if (y > node_max.Y) { y = node_max.Y; // Let's see if we can still go downward anyway u32 vi = vm->m_area.index(x, y, z); content_t c = vm->m_data[vi].getContent(); if (ndef->get(c).walkable) continue; } i = vm->m_area.index(x, y, z); for (; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (ndef->get(c).walkable) break; vm->m_area.add_y(em, i, -1); } if (y != node_min.Y - 1) { ntopnodes = biome->top_depth; // Let's see if we've already added it... if (y == ridge_heightmap[index] + ntopnodes - 1) continue; for (; y <= node_max.Y && ntopnodes; y++) { ntopnodes--; vm->m_data[i] = MapNode(biome->c_top); vm->m_area.add_y(em, i, 1); } // If dirt, grow grass on it. if (y > water_level - 10 && vm->m_data[i].getContent() == CONTENT_AIR) { vm->m_area.add_y(em, i, -1); if (vm->m_data[i].getContent() == c_dirt) vm->m_data[i] = MapNode(c_dirt_with_grass); } } } } #include "mapgen_v6.h" void MapgenV7::generateCaves(int max_stone_y) { PseudoRandom ps(blockseed + 21343); int volume_nodes = (node_max.X - node_min.X + 1) * (node_max.Y - node_min.Y + 1) * (node_max.Z - node_min.Z + 1); float cave_amount = NoisePerlin2D(&nparams_v6_def_cave, node_min.X, node_min.Y, seed); u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000; for (u32 i = 0; i < caves_count; i++) { CaveV7 cave(this, &ps, false); cave.makeCave(node_min, node_max, max_stone_y); } u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1; for (u32 i = 0; i < bruises_count; i++) { CaveV7 cave(this, &ps, true); cave.makeCave(node_min, node_max, max_stone_y); } }