Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 : #include "mapgen.h"
21 : #include "voxel.h"
22 : #include "noise.h"
23 : #include "mapblock.h"
24 : #include "mapnode.h"
25 : #include "map.h"
26 : //#include "serverobject.h"
27 : #include "content_sao.h"
28 : #include "nodedef.h"
29 : #include "content_mapnode.h" // For content_mapnode_get_new_name
30 : #include "voxelalgorithms.h"
31 : #include "profiler.h"
32 : #include "settings.h" // For g_settings
33 : #include "emerge.h"
34 : #include "dungeongen.h"
35 : #include "cavegen.h"
36 : #include "treegen.h"
37 : #include "mg_ore.h"
38 : #include "mg_decoration.h"
39 : #include "mapgen_v6.h"
40 :
41 : FlagDesc flagdesc_mapgen_v6[] = {
42 : {"jungles", MGV6_JUNGLES},
43 : {"biomeblend", MGV6_BIOMEBLEND},
44 : {"mudflow", MGV6_MUDFLOW},
45 : {"snowbiomes", MGV6_SNOWBIOMES},
46 : {NULL, 0}
47 : };
48 :
49 : ///////////////////////////////////////////////////////////////////////////////
50 :
51 :
52 0 : MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53 0 : : Mapgen(mapgenid, params, emerge)
54 : {
55 0 : this->m_emerge = emerge;
56 0 : this->ystride = csize.X; //////fix this
57 :
58 0 : this->heightmap = new s16[csize.X * csize.Z];
59 :
60 0 : MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
61 0 : this->spflags = sp->spflags;
62 0 : this->freq_desert = sp->freq_desert;
63 0 : this->freq_beach = sp->freq_beach;
64 :
65 0 : np_cave = &sp->np_cave;
66 0 : np_humidity = &sp->np_humidity;
67 0 : np_trees = &sp->np_trees;
68 0 : np_apple_trees = &sp->np_apple_trees;
69 :
70 : //// Create noise objects
71 0 : noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Y);
72 0 : noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
73 0 : noise_steepness = new Noise(&sp->np_steepness, seed, csize.X, csize.Y);
74 0 : noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Y);
75 0 : noise_mud = new Noise(&sp->np_mud, seed, csize.X, csize.Y);
76 0 : noise_beach = new Noise(&sp->np_beach, seed, csize.X, csize.Y);
77 : noise_biome = new Noise(&sp->np_biome, seed,
78 0 : csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
79 : noise_humidity = new Noise(&sp->np_humidity, seed,
80 0 : csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
81 :
82 : //// Resolve nodes to be used
83 0 : INodeDefManager *ndef = emerge->ndef;
84 :
85 0 : c_stone = ndef->getId("mapgen_stone");
86 0 : c_dirt = ndef->getId("mapgen_dirt");
87 0 : c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
88 0 : c_sand = ndef->getId("mapgen_sand");
89 0 : c_water_source = ndef->getId("mapgen_water_source");
90 0 : c_lava_source = ndef->getId("mapgen_lava_source");
91 0 : c_gravel = ndef->getId("mapgen_gravel");
92 0 : c_desert_stone = ndef->getId("mapgen_desert_stone");
93 0 : c_desert_sand = ndef->getId("mapgen_desert_sand");
94 0 : c_dirt_with_snow = ndef->getId("mapgen_dirt_with_snow");
95 0 : c_snow = ndef->getId("mapgen_snow");
96 0 : c_snowblock = ndef->getId("mapgen_snowblock");
97 0 : c_ice = ndef->getId("mapgen_ice");
98 :
99 0 : c_cobble = ndef->getId("mapgen_cobble");
100 0 : c_stair_cobble = ndef->getId("mapgen_stair_cobble");
101 0 : c_mossycobble = ndef->getId("mapgen_mossycobble");
102 :
103 0 : if (c_desert_sand == CONTENT_IGNORE)
104 0 : c_desert_sand = c_sand;
105 0 : if (c_desert_stone == CONTENT_IGNORE)
106 0 : c_desert_stone = c_stone;
107 0 : if (c_mossycobble == CONTENT_IGNORE)
108 0 : c_mossycobble = c_cobble;
109 0 : if (c_stair_cobble == CONTENT_IGNORE)
110 0 : c_stair_cobble = c_cobble;
111 0 : }
112 :
113 :
114 0 : MapgenV6::~MapgenV6()
115 : {
116 0 : delete noise_terrain_base;
117 0 : delete noise_terrain_higher;
118 0 : delete noise_steepness;
119 0 : delete noise_height_select;
120 0 : delete noise_mud;
121 0 : delete noise_beach;
122 0 : delete noise_biome;
123 0 : delete noise_humidity;
124 :
125 0 : delete[] heightmap;
126 0 : }
127 :
128 :
129 0 : MapgenV6Params::MapgenV6Params()
130 : {
131 0 : spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
132 0 : freq_desert = 0.45;
133 0 : freq_beach = 0.15;
134 :
135 0 : np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
136 0 : np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
137 0 : np_steepness = NoiseParams(0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
138 0 : np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
139 0 : np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
140 0 : np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
141 0 : np_biome = NoiseParams(0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0);
142 0 : np_cave = NoiseParams(6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0);
143 0 : np_humidity = NoiseParams(0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0);
144 0 : np_trees = NoiseParams(0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0);
145 0 : np_apple_trees = NoiseParams(0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
146 0 : }
147 :
148 :
149 0 : void MapgenV6Params::readParams(const Settings *settings)
150 : {
151 0 : settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
152 0 : settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
153 0 : settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
154 :
155 0 : settings->getNoiseParams("mgv6_np_terrain_base", np_terrain_base);
156 0 : settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
157 0 : settings->getNoiseParams("mgv6_np_steepness", np_steepness);
158 0 : settings->getNoiseParams("mgv6_np_height_select", np_height_select);
159 0 : settings->getNoiseParams("mgv6_np_mud", np_mud);
160 0 : settings->getNoiseParams("mgv6_np_beach", np_beach);
161 0 : settings->getNoiseParams("mgv6_np_biome", np_biome);
162 0 : settings->getNoiseParams("mgv6_np_cave", np_cave);
163 0 : settings->getNoiseParams("mgv6_np_humidity", np_humidity);
164 0 : settings->getNoiseParams("mgv6_np_trees", np_trees);
165 0 : settings->getNoiseParams("mgv6_np_apple_trees", np_apple_trees);
166 0 : }
167 :
168 :
169 0 : void MapgenV6Params::writeParams(Settings *settings) const
170 : {
171 0 : settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
172 0 : settings->setFloat("mgv6_freq_desert", freq_desert);
173 0 : settings->setFloat("mgv6_freq_beach", freq_beach);
174 :
175 0 : settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
176 0 : settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
177 0 : settings->setNoiseParams("mgv6_np_steepness", np_steepness);
178 0 : settings->setNoiseParams("mgv6_np_height_select", np_height_select);
179 0 : settings->setNoiseParams("mgv6_np_mud", np_mud);
180 0 : settings->setNoiseParams("mgv6_np_beach", np_beach);
181 0 : settings->setNoiseParams("mgv6_np_biome", np_biome);
182 0 : settings->setNoiseParams("mgv6_np_cave", np_cave);
183 0 : settings->setNoiseParams("mgv6_np_humidity", np_humidity);
184 0 : settings->setNoiseParams("mgv6_np_trees", np_trees);
185 0 : settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
186 0 : }
187 :
188 :
189 : //////////////////////// Some helper functions for the map generator
190 :
191 :
192 : // Returns Y one under area minimum if not found
193 0 : s16 MapgenV6::find_stone_level(v2s16 p2d)
194 : {
195 0 : v3s16 em = vm->m_area.getExtent();
196 0 : s16 y_nodes_max = vm->m_area.MaxEdge.Y;
197 0 : s16 y_nodes_min = vm->m_area.MinEdge.Y;
198 0 : u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
199 : s16 y;
200 :
201 0 : for (y = y_nodes_max; y >= y_nodes_min; y--) {
202 0 : content_t c = vm->m_data[i].getContent();
203 0 : if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
204 : break;
205 :
206 0 : vm->m_area.add_y(em, i, -1);
207 : }
208 0 : return (y >= y_nodes_min) ? y : y_nodes_min - 1;
209 : }
210 :
211 :
212 : // Required by mapgen.h
213 0 : bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
214 : {
215 : /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
216 : seed, v2s16(blockpos.X, blockpos.Z));*/
217 : // Nah, this is just a heuristic, just return something
218 0 : s16 minimum_groundlevel = water_level;
219 :
220 0 : if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
221 0 : return true;
222 : else
223 0 : return false;
224 : }
225 :
226 :
227 : //////////////////////// Base terrain height functions
228 :
229 0 : float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
230 : float steepness, float height_select)
231 : {
232 0 : float base = 1 + terrain_base;
233 0 : float higher = 1 + terrain_higher;
234 :
235 : // Limit higher ground level to at least base
236 0 : if(higher < base)
237 0 : higher = base;
238 :
239 : // Steepness factor of cliffs
240 0 : float b = steepness;
241 0 : b = rangelim(b, 0.0, 1000.0);
242 0 : b = 5 * b * b * b * b * b * b * b;
243 0 : b = rangelim(b, 0.5, 1000.0);
244 :
245 : // Values 1.5...100 give quite horrible looking slopes
246 0 : if (b > 1.5 && b < 100.0)
247 0 : b = (b < 10.0) ? 1.5 : 100.0;
248 :
249 0 : float a_off = -0.20; // Offset to more low
250 0 : float a = 0.5 + b * (a_off + height_select);
251 0 : a = rangelim(a, 0.0, 1.0); // Limit
252 :
253 0 : return base * (1.0 - a) + higher * a;
254 : }
255 :
256 :
257 0 : float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
258 : {
259 0 : if (flags & MG_FLAT)
260 0 : return water_level;
261 :
262 0 : float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
263 0 : p.X, 0.5, p.Y, 0.5, seed);
264 0 : float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
265 0 : p.X, 0.5, p.Y, 0.5, seed);
266 0 : float steepness = NoisePerlin2D_PO(&noise_steepness->np,
267 0 : p.X, 0.5, p.Y, 0.5, seed);
268 0 : float height_select = NoisePerlin2D_PO(&noise_height_select->np,
269 0 : p.X, 0.5, p.Y, 0.5, seed);
270 :
271 : return baseTerrainLevel(terrain_base, terrain_higher,
272 0 : steepness, height_select);
273 : }
274 :
275 :
276 0 : float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
277 : {
278 0 : int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
279 0 : return baseTerrainLevelFromMap(index);
280 : }
281 :
282 :
283 0 : float MapgenV6::baseTerrainLevelFromMap(int index)
284 : {
285 0 : if (flags & MG_FLAT)
286 0 : return water_level;
287 :
288 0 : float terrain_base = noise_terrain_base->result[index];
289 0 : float terrain_higher = noise_terrain_higher->result[index];
290 0 : float steepness = noise_steepness->result[index];
291 0 : float height_select = noise_height_select->result[index];
292 :
293 : return baseTerrainLevel(terrain_base, terrain_higher,
294 0 : steepness, height_select);
295 : }
296 :
297 :
298 0 : s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
299 : {
300 0 : return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
301 : }
302 :
303 :
304 0 : int MapgenV6::getGroundLevelAtPoint(v2s16 p)
305 : {
306 0 : return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
307 : }
308 :
309 :
310 : //////////////////////// Noise functions
311 :
312 0 : float MapgenV6::getMudAmount(v2s16 p)
313 : {
314 0 : int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
315 0 : return getMudAmount(index);
316 : }
317 :
318 :
319 0 : bool MapgenV6::getHaveBeach(v2s16 p)
320 : {
321 0 : int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
322 0 : return getHaveBeach(index);
323 : }
324 :
325 :
326 0 : BiomeV6Type MapgenV6::getBiome(v2s16 p)
327 : {
328 0 : int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
329 0 : + (p.X - full_node_min.X);
330 0 : return getBiome(index, p);
331 : }
332 :
333 :
334 0 : float MapgenV6::getHumidity(v2s16 p)
335 : {
336 : /*double noise = noise2d_perlin(
337 : 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
338 : seed+72384, 4, 0.66);
339 : noise = (noise + 1.0)/2.0;*/
340 :
341 0 : int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
342 0 : + (p.X - full_node_min.X);
343 0 : float noise = noise_humidity->result[index];
344 :
345 0 : if (noise < 0.0)
346 0 : noise = 0.0;
347 0 : if (noise > 1.0)
348 0 : noise = 1.0;
349 0 : return noise;
350 : }
351 :
352 :
353 0 : float MapgenV6::getTreeAmount(v2s16 p)
354 : {
355 : /*double noise = noise2d_perlin(
356 : 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
357 : seed+2, 4, 0.66);*/
358 :
359 0 : float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
360 0 : float zeroval = -0.39;
361 0 : if (noise < zeroval)
362 0 : return 0;
363 : else
364 0 : return 0.04 * (noise - zeroval) / (1.0 - zeroval);
365 : }
366 :
367 :
368 0 : bool MapgenV6::getHaveAppleTree(v2s16 p)
369 : {
370 : /*is_apple_tree = noise2d_perlin(
371 : 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
372 : data->seed+342902, 3, 0.45) > 0.2;*/
373 :
374 0 : float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
375 :
376 0 : return noise > 0.2;
377 : }
378 :
379 :
380 0 : float MapgenV6::getMudAmount(int index)
381 : {
382 0 : if (flags & MG_FLAT)
383 0 : return AVERAGE_MUD_AMOUNT;
384 :
385 : /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
386 : 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
387 : seed+91013, 3, 0.55));*/
388 :
389 0 : return noise_mud->result[index];
390 : }
391 :
392 :
393 0 : bool MapgenV6::getHaveBeach(int index)
394 : {
395 : // Determine whether to have sand here
396 : /*double sandnoise = noise2d_perlin(
397 : 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
398 : seed+59420, 3, 0.50);*/
399 :
400 0 : float sandnoise = noise_beach->result[index];
401 0 : return (sandnoise > freq_beach);
402 : }
403 :
404 :
405 0 : BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
406 : {
407 : // Just do something very simple as for now
408 : /*double d = noise2d_perlin(
409 : 0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
410 : seed+9130, 3, 0.50);*/
411 :
412 0 : float d = noise_biome->result[index];
413 0 : float h = noise_humidity->result[index];
414 :
415 0 : if (spflags & MGV6_SNOWBIOMES) {
416 0 : float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
417 :
418 0 : if (d > FREQ_HOT + blend) {
419 0 : if (h > FREQ_JUNGLE + blend)
420 0 : return BT_JUNGLE;
421 : else
422 0 : return BT_DESERT;
423 0 : } else if (d < FREQ_SNOW + blend) {
424 0 : if (h > FREQ_TAIGA + blend)
425 0 : return BT_TAIGA;
426 : else
427 0 : return BT_TUNDRA;
428 : } else {
429 0 : return BT_NORMAL;
430 : }
431 : } else {
432 0 : if (d > freq_desert)
433 0 : return BT_DESERT;
434 :
435 0 : if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
436 0 : ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
437 0 : return BT_DESERT;
438 :
439 0 : if ((spflags & MGV6_JUNGLES) && h > 0.75)
440 0 : return BT_JUNGLE;
441 : else
442 0 : return BT_NORMAL;
443 : }
444 : }
445 :
446 :
447 0 : u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
448 : {
449 0 : s32 x = p.X, y = p.Y, z = p.Z;
450 0 : return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
451 : }
452 :
453 :
454 : //////////////////////// Map generator
455 :
456 0 : void MapgenV6::makeChunk(BlockMakeData *data)
457 : {
458 : // Pre-conditions
459 : assert(data->vmanip);
460 : assert(data->nodedef);
461 : assert(data->blockpos_requested.X >= data->blockpos_min.X &&
462 : data->blockpos_requested.Y >= data->blockpos_min.Y &&
463 : data->blockpos_requested.Z >= data->blockpos_min.Z);
464 : assert(data->blockpos_requested.X <= data->blockpos_max.X &&
465 : data->blockpos_requested.Y <= data->blockpos_max.Y &&
466 : data->blockpos_requested.Z <= data->blockpos_max.Z);
467 :
468 0 : this->generating = true;
469 0 : this->vm = data->vmanip;
470 0 : this->ndef = data->nodedef;
471 :
472 : // Hack: use minimum block coords for old code that assumes a single block
473 0 : v3s16 blockpos_min = data->blockpos_min;
474 0 : v3s16 blockpos_max = data->blockpos_max;
475 :
476 : // Area of central chunk
477 0 : node_min = blockpos_min * MAP_BLOCKSIZE;
478 0 : node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
479 :
480 : // Full allocated area
481 0 : full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
482 0 : full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
483 :
484 0 : central_area_size = node_max - node_min + v3s16(1, 1, 1);
485 : assert(central_area_size.X == central_area_size.Z);
486 :
487 0 : int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
488 0 : * (blockpos_max.Y - blockpos_min.Y + 1)
489 0 : * (blockpos_max.Z - blockpos_max.Z + 1);
490 :
491 : volume_nodes = volume_blocks *
492 0 : MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
493 :
494 : // Create a block-specific seed
495 0 : blockseed = get_blockseed(data->seed, full_node_min);
496 :
497 : // Make some noise
498 0 : calculateNoise();
499 :
500 : // Maximum height of the stone surface and obstacles.
501 : // This is used to guide the cave generation
502 : s16 stone_surface_max_y;
503 :
504 : // Generate general ground level to full area
505 0 : stone_surface_max_y = generateGround();
506 :
507 : // Create initial heightmap to limit caves
508 0 : updateHeightmap(node_min, node_max);
509 :
510 0 : const s16 max_spread_amount = MAP_BLOCKSIZE;
511 : // Limit dirt flow area by 1 because mud is flown into neighbors.
512 0 : s16 mudflow_minpos = -max_spread_amount + 1;
513 0 : s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
514 :
515 : // Loop this part, it will make stuff look older and newer nicely
516 0 : const u32 age_loops = 2;
517 0 : for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
518 : // Make caves (this code is relatively horrible)
519 0 : if (flags & MG_CAVES)
520 0 : generateCaves(stone_surface_max_y);
521 :
522 : // Add mud to the central chunk
523 0 : addMud();
524 :
525 : // Flow mud away from steep edges
526 0 : if (spflags & MGV6_MUDFLOW)
527 0 : flowMud(mudflow_minpos, mudflow_maxpos);
528 :
529 : }
530 :
531 : // Update heightmap after mudflow
532 0 : updateHeightmap(node_min, node_max);
533 :
534 : // Add dungeons
535 0 : if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
536 0 : DungeonParams dp;
537 :
538 0 : dp.np_rarity = nparams_dungeon_rarity;
539 0 : dp.np_density = nparams_dungeon_density;
540 0 : dp.np_wetness = nparams_dungeon_wetness;
541 0 : dp.c_water = c_water_source;
542 0 : if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
543 0 : dp.c_cobble = c_desert_stone;
544 0 : dp.c_moss = c_desert_stone;
545 0 : dp.c_stair = c_desert_stone;
546 :
547 0 : dp.diagonal_dirs = true;
548 0 : dp.mossratio = 0.0;
549 0 : dp.holesize = v3s16(2, 3, 2);
550 0 : dp.roomsize = v3s16(2, 5, 2);
551 0 : dp.notifytype = GENNOTIFY_TEMPLE;
552 : } else {
553 0 : dp.c_cobble = c_cobble;
554 0 : dp.c_moss = c_mossycobble;
555 0 : dp.c_stair = c_stair_cobble;
556 :
557 0 : dp.diagonal_dirs = false;
558 0 : dp.mossratio = 3.0;
559 0 : dp.holesize = v3s16(1, 2, 1);
560 0 : dp.roomsize = v3s16(0, 0, 0);
561 0 : dp.notifytype = GENNOTIFY_DUNGEON;
562 : }
563 :
564 0 : DungeonGen dgen(this, &dp);
565 0 : dgen.generate(blockseed, full_node_min, full_node_max);
566 : }
567 :
568 : // Add top and bottom side of water to transforming_liquid queue
569 0 : updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
570 :
571 : // Add surface nodes
572 0 : growGrass();
573 :
574 : // Generate some trees, and add grass, if a jungle
575 0 : if (flags & MG_TREES)
576 0 : placeTreesAndJungleGrass();
577 :
578 : // Generate the registered decorations
579 0 : m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
580 :
581 : // Generate the registered ores
582 0 : m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
583 :
584 : // Calculate lighting
585 0 : if (flags & MG_LIGHT)
586 0 : calcLighting(node_min, node_max);
587 :
588 0 : this->generating = false;
589 0 : }
590 :
591 :
592 0 : void MapgenV6::calculateNoise()
593 : {
594 0 : int x = node_min.X;
595 0 : int z = node_min.Z;
596 0 : int fx = full_node_min.X;
597 0 : int fz = full_node_min.Z;
598 :
599 0 : if (!(flags & MG_FLAT)) {
600 0 : noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
601 0 : noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
602 0 : noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
603 0 : noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
604 0 : noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
605 : }
606 :
607 0 : noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
608 :
609 0 : noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
610 0 : noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
611 : // Humidity map does not need range limiting 0 to 1,
612 : // only humidity at point does
613 0 : }
614 :
615 :
616 0 : int MapgenV6::generateGround()
617 : {
618 : //TimeTaker timer1("Generating ground level");
619 0 : MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
620 0 : MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
621 0 : MapNode n_ice(c_ice);
622 0 : int stone_surface_max_y = -MAP_GENERATION_LIMIT;
623 :
624 0 : u32 index = 0;
625 0 : for (s16 z = node_min.Z; z <= node_max.Z; z++)
626 0 : for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
627 : // Surface height
628 0 : s16 surface_y = (s16)baseTerrainLevelFromMap(index);
629 :
630 : // Log it
631 0 : if (surface_y > stone_surface_max_y)
632 0 : stone_surface_max_y = surface_y;
633 :
634 0 : BiomeV6Type bt = getBiome(v2s16(x, z));
635 :
636 : // Fill ground with stone
637 0 : v3s16 em = vm->m_area.getExtent();
638 0 : u32 i = vm->m_area.index(x, node_min.Y, z);
639 0 : for (s16 y = node_min.Y; y <= node_max.Y; y++) {
640 0 : if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
641 0 : if (y <= surface_y) {
642 0 : vm->m_data[i] = (y >= DESERT_STONE_BASE
643 0 : && bt == BT_DESERT) ?
644 0 : n_desert_stone : n_stone;
645 0 : } else if (y <= water_level) {
646 0 : vm->m_data[i] = (y >= ICE_BASE
647 0 : && bt == BT_TUNDRA) ?
648 0 : n_ice : n_water_source;
649 : } else {
650 0 : vm->m_data[i] = n_air;
651 : }
652 : }
653 0 : vm->m_area.add_y(em, i, 1);
654 : }
655 : }
656 :
657 0 : return stone_surface_max_y;
658 : }
659 :
660 :
661 0 : void MapgenV6::addMud()
662 : {
663 : // 15ms @cs=8
664 : //TimeTaker timer1("add mud");
665 0 : MapNode n_dirt(c_dirt), n_gravel(c_gravel);
666 0 : MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
667 0 : MapNode addnode;
668 :
669 0 : u32 index = 0;
670 0 : for (s16 z = node_min.Z; z <= node_max.Z; z++)
671 0 : for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
672 : // Randomize mud amount
673 0 : s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
674 :
675 : // Find ground level
676 0 : s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
677 :
678 : // Handle area not found
679 0 : if (surface_y == vm->m_area.MinEdge.Y - 1)
680 0 : continue;
681 :
682 0 : BiomeV6Type bt = getBiome(v2s16(x, z));
683 0 : addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
684 :
685 0 : if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
686 0 : addnode = n_sand;
687 0 : } else if (mud_add_amount <= 0) {
688 0 : mud_add_amount = 1 - mud_add_amount;
689 0 : addnode = n_gravel;
690 0 : } else if (bt != BT_DESERT && getHaveBeach(index) &&
691 0 : surface_y + mud_add_amount <= water_level + 2) {
692 0 : addnode = n_sand;
693 : }
694 :
695 0 : if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
696 0 : mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
697 :
698 : /* If topmost node is grass, change it to mud. It might be if it was
699 : // flown to there from a neighboring chunk and then converted.
700 : u32 i = vm->m_area.index(x, surface_y, z);
701 : if (vm->m_data[i].getContent() == c_dirt_with_grass)
702 : vm->m_data[i] = n_dirt;*/
703 :
704 : // Add mud on ground
705 0 : s16 mudcount = 0;
706 0 : v3s16 em = vm->m_area.getExtent();
707 0 : s16 y_start = surface_y + 1;
708 0 : u32 i = vm->m_area.index(x, y_start, z);
709 0 : for (s16 y = y_start; y <= node_max.Y; y++) {
710 0 : if (mudcount >= mud_add_amount)
711 0 : break;
712 :
713 0 : vm->m_data[i] = addnode;
714 0 : mudcount++;
715 :
716 0 : vm->m_area.add_y(em, i, 1);
717 : }
718 : }
719 0 : }
720 :
721 :
722 0 : void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
723 : {
724 : // 340ms @cs=8
725 : //TimeTaker timer1("flow mud");
726 :
727 : // Iterate a few times
728 0 : for (s16 k = 0; k < 3; k++) {
729 0 : for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
730 0 : for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
731 : // Invert coordinates every 2nd iteration
732 0 : if (k % 2 == 0) {
733 0 : x = mudflow_maxpos - (x - mudflow_minpos);
734 0 : z = mudflow_maxpos - (z - mudflow_minpos);
735 : }
736 :
737 : // Node position in 2d
738 0 : v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
739 :
740 0 : v3s16 em = vm->m_area.getExtent();
741 0 : u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
742 0 : s16 y = node_max.Y;
743 :
744 0 : while (y >= node_min.Y) {
745 :
746 0 : for (;; y--) {
747 0 : MapNode *n = NULL;
748 : // Find mud
749 0 : for (; y >= node_min.Y; y--) {
750 0 : n = &vm->m_data[i];
751 0 : if (n->getContent() == c_dirt ||
752 0 : n->getContent() == c_dirt_with_grass ||
753 0 : n->getContent() == c_gravel)
754 0 : break;
755 :
756 0 : vm->m_area.add_y(em, i, -1);
757 : }
758 :
759 : // Stop if out of area
760 : //if(vmanip.m_area.contains(i) == false)
761 0 : if (y < node_min.Y)
762 0 : break;
763 :
764 0 : if (n->getContent() == c_dirt ||
765 0 : n->getContent() == c_dirt_with_grass) {
766 : // Make it exactly mud
767 0 : n->setContent(c_dirt);
768 :
769 : // Don't flow it if the stuff under it is not mud
770 : {
771 0 : u32 i2 = i;
772 0 : vm->m_area.add_y(em, i2, -1);
773 : // Cancel if out of area
774 0 : if (vm->m_area.contains(i2) == false)
775 0 : continue;
776 0 : MapNode *n2 = &vm->m_data[i2];
777 0 : if (n2->getContent() != c_dirt &&
778 0 : n2->getContent() != c_dirt_with_grass)
779 0 : continue;
780 : }
781 : }
782 :
783 : v3s16 dirs4[4] = {
784 : v3s16(0, 0, 1), // back
785 : v3s16(1, 0, 0), // right
786 : v3s16(0, 0, -1), // front
787 : v3s16(-1, 0, 0), // left
788 0 : };
789 :
790 : // Check that upper is air or doesn't exist.
791 : // Cancel dropping if upper keeps it in place
792 0 : u32 i3 = i;
793 0 : vm->m_area.add_y(em, i3, 1);
794 0 : if (vm->m_area.contains(i3) == true &&
795 0 : ndef->get(vm->m_data[i3]).walkable)
796 0 : continue;
797 :
798 : // Drop mud on side
799 0 : for(u32 di = 0; di < 4; di++) {
800 0 : v3s16 dirp = dirs4[di];
801 0 : u32 i2 = i;
802 : // Move to side
803 0 : vm->m_area.add_p(em, i2, dirp);
804 : // Fail if out of area
805 0 : if (vm->m_area.contains(i2) == false)
806 0 : continue;
807 : // Check that side is air
808 0 : MapNode *n2 = &vm->m_data[i2];
809 0 : if (ndef->get(*n2).walkable)
810 0 : continue;
811 : // Check that under side is air
812 0 : vm->m_area.add_y(em, i2, -1);
813 0 : if (vm->m_area.contains(i2) == false)
814 0 : continue;
815 0 : n2 = &vm->m_data[i2];
816 0 : if (ndef->get(*n2).walkable)
817 0 : continue;
818 : // Loop further down until not air
819 0 : bool dropped_to_unknown = false;
820 0 : do {
821 0 : vm->m_area.add_y(em, i2, -1);
822 0 : n2 = &vm->m_data[i2];
823 : // if out of known area
824 0 : if(vm->m_area.contains(i2) == false ||
825 0 : n2->getContent() == CONTENT_IGNORE) {
826 0 : dropped_to_unknown = true;
827 0 : break;
828 : }
829 0 : } while (ndef->get(*n2).walkable == false);
830 : // Loop one up so that we're in air
831 0 : vm->m_area.add_y(em, i2, 1);
832 0 : n2 = &vm->m_data[i2];
833 :
834 0 : bool old_is_water = (n->getContent() == c_water_source);
835 : // Move mud to new place
836 0 : if (!dropped_to_unknown) {
837 0 : *n2 = *n;
838 : // Set old place to be air (or water)
839 0 : if(old_is_water)
840 0 : *n = MapNode(c_water_source);
841 : else
842 0 : *n = MapNode(CONTENT_AIR);
843 : }
844 :
845 : // Done
846 0 : break;
847 : }
848 : }
849 : }
850 : }
851 : }
852 0 : }
853 :
854 :
855 0 : void MapgenV6::placeTreesAndJungleGrass()
856 : {
857 : //TimeTaker t("placeTrees");
858 0 : if (node_max.Y < water_level)
859 0 : return;
860 :
861 0 : PseudoRandom grassrandom(blockseed + 53);
862 0 : content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
863 : // if we don't have junglegrass, don't place cignore... that's bad
864 0 : if (c_junglegrass == CONTENT_IGNORE)
865 0 : c_junglegrass = CONTENT_AIR;
866 0 : MapNode n_junglegrass(c_junglegrass);
867 0 : v3s16 em = vm->m_area.getExtent();
868 :
869 : // Divide area into parts
870 0 : s16 div = 8;
871 0 : s16 sidelen = central_area_size.X / div;
872 0 : double area = sidelen * sidelen;
873 :
874 : // N.B. We must add jungle grass first, since tree leaves will
875 : // obstruct the ground, giving us a false ground level
876 0 : for (s16 z0 = 0; z0 < div; z0++)
877 0 : for (s16 x0 = 0; x0 < div; x0++) {
878 : // Center position of part of division
879 : v2s16 p2d_center(
880 0 : node_min.X + sidelen / 2 + sidelen * x0,
881 0 : node_min.Z + sidelen / 2 + sidelen * z0
882 0 : );
883 : // Minimum edge of part of division
884 : v2s16 p2d_min(
885 0 : node_min.X + sidelen * x0,
886 0 : node_min.Z + sidelen * z0
887 0 : );
888 : // Maximum edge of part of division
889 : v2s16 p2d_max(
890 0 : node_min.X + sidelen + sidelen * x0 - 1,
891 0 : node_min.Z + sidelen + sidelen * z0 - 1
892 0 : );
893 :
894 : // Get biome at center position of part of division
895 0 : BiomeV6Type bt = getBiome(p2d_center);
896 :
897 : // Amount of trees
898 : u32 tree_count;
899 0 : if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
900 0 : tree_count = area * getTreeAmount(p2d_center);
901 0 : if (bt == BT_JUNGLE)
902 0 : tree_count *= 4;
903 : } else {
904 0 : tree_count = 0;
905 : }
906 :
907 : // Add jungle grass
908 0 : if (bt == BT_JUNGLE) {
909 0 : float humidity = getHumidity(p2d_center);
910 0 : u32 grass_count = 5 * humidity * tree_count;
911 0 : for (u32 i = 0; i < grass_count; i++) {
912 0 : s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
913 0 : s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
914 0 : int mapindex = central_area_size.X * (z - node_min.Z)
915 0 : + (x - node_min.X);
916 0 : s16 y = heightmap[mapindex];
917 0 : if (y < water_level)
918 0 : continue;
919 :
920 0 : u32 vi = vm->m_area.index(x, y, z);
921 : // place on dirt_with_grass, since we know it is exposed to sunlight
922 0 : if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
923 0 : vm->m_area.add_y(em, vi, 1);
924 0 : vm->m_data[vi] = n_junglegrass;
925 : }
926 : }
927 : }
928 :
929 : // Put trees in random places on part of division
930 0 : for (u32 i = 0; i < tree_count; i++) {
931 0 : s16 x = myrand_range(p2d_min.X, p2d_max.X);
932 0 : s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
933 0 : int mapindex = central_area_size.X * (z - node_min.Z)
934 0 : + (x - node_min.X);
935 0 : s16 y = heightmap[mapindex];
936 : // Don't make a tree under water level
937 : // Don't make a tree so high that it doesn't fit
938 0 : if (y < water_level || y > node_max.Y - 6)
939 0 : continue;
940 :
941 0 : v3s16 p(x, y, z);
942 : // Trees grow only on mud and grass and snowblock
943 : {
944 0 : u32 i = vm->m_area.index(p);
945 0 : content_t c = vm->m_data[i].getContent();
946 0 : if (c != c_dirt &&
947 0 : c != c_dirt_with_grass &&
948 0 : c != c_dirt_with_snow &&
949 0 : c != c_snowblock)
950 0 : continue;
951 : }
952 0 : p.Y++;
953 :
954 : // Make a tree
955 0 : if (bt == BT_JUNGLE) {
956 0 : treegen::make_jungletree(*vm, p, ndef, myrand());
957 0 : } else if (bt == BT_TAIGA) {
958 0 : treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
959 0 : } else if (bt == BT_NORMAL) {
960 0 : bool is_apple_tree = (myrand_range(0, 3) == 0) &&
961 0 : getHaveAppleTree(v2s16(x, z));
962 0 : treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
963 : }
964 : }
965 : }
966 : //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
967 : }
968 :
969 :
970 0 : void MapgenV6::growGrass() // Add surface nodes
971 : {
972 0 : MapNode n_dirt_with_grass(c_dirt_with_grass);
973 0 : MapNode n_dirt_with_snow(c_dirt_with_snow);
974 0 : MapNode n_snowblock(c_snowblock);
975 0 : MapNode n_snow(c_snow);
976 0 : v3s16 em = vm->m_area.getExtent();
977 :
978 0 : u32 index = 0;
979 0 : for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
980 0 : for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
981 : // Find the lowest surface to which enough light ends up to make
982 : // grass grow. Basically just wait until not air and not leaves.
983 0 : s16 surface_y = 0;
984 : {
985 0 : u32 i = vm->m_area.index(x, node_max.Y, z);
986 : s16 y;
987 : // Go to ground level
988 0 : for (y = node_max.Y; y >= full_node_min.Y; y--) {
989 0 : MapNode &n = vm->m_data[i];
990 0 : if (ndef->get(n).param_type != CPT_LIGHT ||
991 0 : ndef->get(n).liquid_type != LIQUID_NONE ||
992 0 : n.getContent() == c_ice)
993 0 : break;
994 0 : vm->m_area.add_y(em, i, -1);
995 : }
996 0 : surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
997 : }
998 :
999 0 : BiomeV6Type bt = getBiome(index, v2s16(x, z));
1000 0 : u32 i = vm->m_area.index(x, surface_y, z);
1001 0 : content_t c = vm->m_data[i].getContent();
1002 0 : if (surface_y >= water_level - 20) {
1003 0 : if (bt == BT_TAIGA && c == c_dirt) {
1004 0 : vm->m_data[i] = n_snowblock;
1005 0 : vm->m_area.add_y(em, i, -1);
1006 0 : vm->m_data[i] = n_dirt_with_snow;
1007 0 : } else if (bt == BT_TUNDRA) {
1008 0 : if (c == c_dirt) {
1009 0 : vm->m_data[i] = n_dirt_with_snow;
1010 0 : } else if (c == c_stone && surface_y < node_max.Y) {
1011 0 : vm->m_area.add_y(em, i, 1);
1012 0 : vm->m_data[i] = n_snow;
1013 : }
1014 0 : } else if (c == c_dirt) {
1015 0 : vm->m_data[i] = n_dirt_with_grass;
1016 : }
1017 : }
1018 : }
1019 0 : }
1020 :
1021 :
1022 0 : void MapgenV6::generateCaves(int max_stone_y)
1023 : {
1024 0 : float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
1025 0 : int volume_nodes = (node_max.X - node_min.X + 1) *
1026 0 : (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
1027 0 : cave_amount = MYMAX(0.0, cave_amount);
1028 0 : u32 caves_count = cave_amount * volume_nodes / 50000;
1029 0 : u32 bruises_count = 1;
1030 0 : PseudoRandom ps(blockseed + 21343);
1031 0 : PseudoRandom ps2(blockseed + 1032);
1032 :
1033 0 : if (ps.range(1, 6) == 1)
1034 0 : bruises_count = ps.range(0, ps.range(0, 2));
1035 :
1036 0 : if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
1037 0 : caves_count /= 3;
1038 0 : bruises_count /= 3;
1039 : }
1040 :
1041 0 : for (u32 i = 0; i < caves_count + bruises_count; i++) {
1042 0 : bool large_cave = (i >= caves_count);
1043 0 : CaveV6 cave(this, &ps, &ps2, large_cave);
1044 :
1045 0 : cave.makeCave(node_min, node_max, max_stone_y);
1046 : }
1047 3 : }
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