minetest/src/mapgen_flat.cpp
paramat f8408398f5 Cavegen: Wider tunnels in mgflat, mgfractal, mgvalleys
As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
2016-12-14 06:28:45 +00:00

272 lines
8.8 KiB
C++

/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
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" // For TimeTaker
#include "settings.h" // For g_settings
#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_flat.h"
FlagDesc flagdesc_mapgen_flat[] = {
{"lakes", MGFLAT_LAKES},
{"hills", MGFLAT_HILLS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////////////
MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
this->spflags = params->spflags;
this->ground_level = params->ground_level;
this->large_cave_depth = params->large_cave_depth;
this->cave_width = params->cave_width;
this->lake_threshold = params->lake_threshold;
this->lake_steepness = params->lake_steepness;
this->hill_threshold = params->hill_threshold;
this->hill_steepness = params->hill_steepness;
//// 2D noise
noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
}
MapgenFlat::~MapgenFlat()
{
delete noise_terrain;
delete noise_filler_depth;
}
MapgenFlatParams::MapgenFlatParams()
{
spflags = 0;
ground_level = 8;
large_cave_depth = -33;
cave_width = 0.09;
lake_threshold = -0.45;
lake_steepness = 48.0;
hill_threshold = 0.45;
hill_steepness = 64.0;
np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
void MapgenFlatParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
settings->getS16NoEx("mgflat_ground_level", ground_level);
settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
settings->getFloatNoEx("mgflat_cave_width", cave_width);
settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
settings->getNoiseParams("mgflat_np_terrain", np_terrain);
settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgflat_np_cave1", np_cave1);
settings->getNoiseParams("mgflat_np_cave2", np_cave2);
}
void MapgenFlatParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
settings->setS16("mgflat_ground_level", ground_level);
settings->setS16("mgflat_large_cave_depth", large_cave_depth);
settings->setFloat("mgflat_cave_width", cave_width);
settings->setFloat("mgflat_lake_threshold", lake_threshold);
settings->setFloat("mgflat_lake_steepness", lake_steepness);
settings->setFloat("mgflat_hill_threshold", hill_threshold);
settings->setFloat("mgflat_hill_steepness", hill_steepness);
settings->setNoiseParams("mgflat_np_terrain", np_terrain);
settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgflat_np_cave1", np_cave1);
settings->setNoiseParams("mgflat_np_cave2", np_cave2);
}
/////////////////////////////////////////////////////////////////
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = ground_level;
float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
level_at_point = ground_level -
(lake_threshold - n_terrain) * lake_steepness;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
level_at_point = ground_level +
(n_terrain - hill_threshold) * hill_steepness;
}
if (ground_level < water_level) // Ocean world, allow spawn in water
return MYMAX(level_at_point, water_level);
else if (level_at_point > water_level)
return level_at_point; // Spawn on land
else
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
void MapgenFlat::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;
//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 = getBlockSeed2(full_node_min, seed);
// Generate base terrain, mountains, and ridges with initial heightmaps
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 stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
// 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();
//printf("makeChunk: %dms\n", t.stop());
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
s16 MapgenFlat::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 ni2d = 0;
bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
if (use_noise)
noise_terrain->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
s16 stone_level = ground_level;
float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
s16 depress = (lake_threshold - n_terrain) * lake_steepness;
stone_level = ground_level - depress;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
s16 rise = (n_terrain - hill_threshold) * hill_steepness;
stone_level = ground_level + rise;
}
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= stone_level) {
vm->m_data[vi] = n_stone;
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
}
vm->m_area.add_y(em, vi, 1);
}
}
return stone_surface_max_y;
}