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1 /*
2 Minetest
3 Copyright (C) 2014-2018 paramat
4 Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 //#include "profiler.h" // For TimeTaker
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "mg_biome.h"
36 #include "mg_ore.h"
37 #include "mg_decoration.h"
38 #include "mapgen_v5.h"
39
40
41 FlagDesc flagdesc_mapgen_v5[] = {
42         {"caverns", MGV5_CAVERNS},
43         {NULL,      0}
44 };
45
46
47 MapgenV5::MapgenV5(MapgenV5Params *params, EmergeParams *emerge)
48         : MapgenBasic(MAPGEN_V5, params, emerge)
49 {
50         spflags            = params->spflags;
51         cave_width         = params->cave_width;
52         large_cave_depth   = params->large_cave_depth;
53         small_cave_num_min = params->small_cave_num_min;
54         small_cave_num_max = params->small_cave_num_max;
55         large_cave_num_min = params->large_cave_num_min;
56         large_cave_num_max = params->large_cave_num_max;
57         large_cave_flooded = params->large_cave_flooded;
58         cavern_limit       = params->cavern_limit;
59         cavern_taper       = params->cavern_taper;
60         cavern_threshold   = params->cavern_threshold;
61         dungeon_ymin       = params->dungeon_ymin;
62         dungeon_ymax       = params->dungeon_ymax;
63
64         // Terrain noise
65         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
66         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
67         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
68
69         // 3D terrain noise
70         // 1-up 1-down overgeneration
71         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
72         // 1 down overgeneration
73         MapgenBasic::np_cave1    = params->np_cave1;
74         MapgenBasic::np_cave2    = params->np_cave2;
75         MapgenBasic::np_cavern   = params->np_cavern;
76         MapgenBasic::np_dungeons = params->np_dungeons;
77 }
78
79
80 MapgenV5::~MapgenV5()
81 {
82         delete noise_filler_depth;
83         delete noise_factor;
84         delete noise_height;
85         delete noise_ground;
86 }
87
88
89 MapgenV5Params::MapgenV5Params():
90         np_filler_depth (0,   1,   v3f(150, 150, 150), 261,    4, 0.7,  2.0),
91         np_factor       (0,   1,   v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
92         np_height       (0,   10,  v3f(250, 250, 250), 84174,  4, 0.5,  2.0),
93         np_ground       (0,   40,  v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
94         np_cave1        (0,   12,  v3f(61,  61,  61),  52534,  3, 0.5,  2.0),
95         np_cave2        (0,   12,  v3f(67,  67,  67),  10325,  3, 0.5,  2.0),
96         np_cavern       (0,   1,   v3f(384, 128, 384), 723,    5, 0.63, 2.0),
97         np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,      2, 0.8,  2.0)
98 {
99 }
100
101
102 void MapgenV5Params::readParams(const Settings *settings)
103 {
104         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
105         settings->getFloatNoEx("mgv5_cave_width",         cave_width);
106         settings->getS16NoEx("mgv5_large_cave_depth",     large_cave_depth);
107         settings->getU16NoEx("mgv5_small_cave_num_min",   small_cave_num_min);
108         settings->getU16NoEx("mgv5_small_cave_num_max",   small_cave_num_max);
109         settings->getU16NoEx("mgv5_large_cave_num_min",   large_cave_num_min);
110         settings->getU16NoEx("mgv5_large_cave_num_max",   large_cave_num_max);
111         settings->getFloatNoEx("mgv5_large_cave_flooded", large_cave_flooded);
112         settings->getS16NoEx("mgv5_cavern_limit",         cavern_limit);
113         settings->getS16NoEx("mgv5_cavern_taper",         cavern_taper);
114         settings->getFloatNoEx("mgv5_cavern_threshold",   cavern_threshold);
115         settings->getS16NoEx("mgv5_dungeon_ymin",         dungeon_ymin);
116         settings->getS16NoEx("mgv5_dungeon_ymax",         dungeon_ymax);
117
118         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
119         settings->getNoiseParams("mgv5_np_factor",       np_factor);
120         settings->getNoiseParams("mgv5_np_height",       np_height);
121         settings->getNoiseParams("mgv5_np_ground",       np_ground);
122         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
123         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
124         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
125         settings->getNoiseParams("mgv5_np_dungeons",     np_dungeons);
126 }
127
128
129 void MapgenV5Params::writeParams(Settings *settings) const
130 {
131         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5);
132         settings->setFloat("mgv5_cave_width",         cave_width);
133         settings->setS16("mgv5_large_cave_depth",     large_cave_depth);
134         settings->setU16("mgv5_small_cave_num_min",   small_cave_num_min);
135         settings->setU16("mgv5_small_cave_num_max",   small_cave_num_max);
136         settings->setU16("mgv5_large_cave_num_min",   large_cave_num_min);
137         settings->setU16("mgv5_large_cave_num_max",   large_cave_num_max);
138         settings->setFloat("mgv5_large_cave_flooded", large_cave_flooded);
139         settings->setS16("mgv5_cavern_limit",         cavern_limit);
140         settings->setS16("mgv5_cavern_taper",         cavern_taper);
141         settings->setFloat("mgv5_cavern_threshold",   cavern_threshold);
142         settings->setS16("mgv5_dungeon_ymin",         dungeon_ymin);
143         settings->setS16("mgv5_dungeon_ymax",         dungeon_ymax);
144
145         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
146         settings->setNoiseParams("mgv5_np_factor",       np_factor);
147         settings->setNoiseParams("mgv5_np_height",       np_height);
148         settings->setNoiseParams("mgv5_np_ground",       np_ground);
149         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
150         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
151         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
152         settings->setNoiseParams("mgv5_np_dungeons",     np_dungeons);
153 }
154
155
156 void MapgenV5Params::setDefaultSettings(Settings *settings)
157 {
158         settings->setDefault("mgv5_spflags", flagdesc_mapgen_v5, MGV5_CAVERNS);
159 }
160
161
162 /////////////////////////////////////////////////////////////////
163
164
165 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
166 {
167
168         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
169         if (f < 0.01)
170                 f = 0.01;
171         else if (f >= 1.0)
172                 f *= 1.6;
173         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
174
175         // noise_height 'offset' is the average level of terrain. At least 50% of
176         // terrain will be below this.
177         // Raising the maximum spawn level above 'water_level + 16' is necessary
178         // for when noise_height 'offset' is set much higher than water_level.
179         s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
180
181         // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
182         // space above spawn position. Avoids spawning in possibly sealed voids.
183         for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
184                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
185
186                 if (n_ground * f > y - h) {  // If solid
187                         if (y < water_level || y > max_spawn_y)
188                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
189
190                         // y + 2 because y is surface and due to biome 'dust' nodes.
191                         return y + 2;
192                 }
193         }
194         // Unsuitable spawn position, no ground found
195         return MAX_MAP_GENERATION_LIMIT;
196 }
197
198
199 void MapgenV5::makeChunk(BlockMakeData *data)
200 {
201         // Pre-conditions
202         assert(data->vmanip);
203         assert(data->nodedef);
204
205         this->generating = true;
206         this->vm   = data->vmanip;
207         this->ndef = data->nodedef;
208         //TimeTaker t("makeChunk");
209
210         v3s16 blockpos_min = data->blockpos_min;
211         v3s16 blockpos_max = data->blockpos_max;
212         node_min = blockpos_min * MAP_BLOCKSIZE;
213         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
214         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
215         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
216
217         // Create a block-specific seed
218         blockseed = getBlockSeed2(full_node_min, seed);
219
220         // Generate base terrain
221         s16 stone_surface_max_y = generateBaseTerrain();
222
223         // Create heightmap
224         updateHeightmap(node_min, node_max);
225
226         // Init biome generator, place biome-specific nodes, and build biomemap
227         if (flags & MG_BIOMES) {
228                 biomegen->calcBiomeNoise(node_min);
229                 generateBiomes();
230         }
231
232         // Generate tunnels, caverns and large randomwalk caves
233         if (flags & MG_CAVES) {
234                 // Generate tunnels first as caverns confuse them
235                 generateCavesNoiseIntersection(stone_surface_max_y);
236
237                 // Generate caverns
238                 bool near_cavern = false;
239                 if (spflags & MGV5_CAVERNS)
240                         near_cavern = generateCavernsNoise(stone_surface_max_y);
241
242                 // Generate large randomwalk caves
243                 if (near_cavern)
244                         // Disable large randomwalk caves in this mapchunk by setting
245                         // 'large cave depth' to world base. Avoids excessive liquid in
246                         // large caverns and floating blobs of overgenerated liquid.
247                         generateCavesRandomWalk(stone_surface_max_y,
248                                 -MAX_MAP_GENERATION_LIMIT);
249                 else
250                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
251         }
252
253         // Generate the registered ores
254         if (flags & MG_ORES)
255                 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
256
257         // Generate dungeons and desert temples
258         if (flags & MG_DUNGEONS)
259                 generateDungeons(stone_surface_max_y);
260
261         // Generate the registered decorations
262         if (flags & MG_DECORATIONS)
263                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
264
265         // Sprinkle some dust on top after everything else was generated
266         if (flags & MG_BIOMES)
267                 dustTopNodes();
268
269         //printf("makeChunk: %dms\n", t.stop());
270
271         // Add top and bottom side of water to transforming_liquid queue
272         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
273
274         // Calculate lighting
275         if (flags & MG_LIGHT) {
276                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
277                         full_node_min, full_node_max);
278         }
279
280         this->generating = false;
281 }
282
283
284 int MapgenV5::generateBaseTerrain()
285 {
286         u32 index = 0;
287         u32 index2d = 0;
288         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
289
290         noise_factor->perlinMap2D(node_min.X, node_min.Z);
291         noise_height->perlinMap2D(node_min.X, node_min.Z);
292         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
293
294         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
295                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
296                         u32 vi = vm->m_area.index(node_min.X, y, z);
297                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
298                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
299                                         continue;
300
301                                 float f = 0.55 + noise_factor->result[index2d];
302                                 if (f < 0.01)
303                                         f = 0.01;
304                                 else if (f >= 1.0)
305                                         f *= 1.6;
306                                 float h = noise_height->result[index2d];
307
308                                 if (noise_ground->result[index] * f < y - h) {
309                                         if (y <= water_level)
310                                                 vm->m_data[vi] = MapNode(c_water_source);
311                                         else
312                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
313                                 } else {
314                                         vm->m_data[vi] = MapNode(c_stone);
315                                         if (y > stone_surface_max_y)
316                                                 stone_surface_max_y = y;
317                                 }
318                         }
319                         index2d -= ystride;
320                 }
321                 index2d += ystride;
322         }
323
324         return stone_surface_max_y;
325 }