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Mapgen: Remove calculateNoise from most mapgens
[dragonfireclient.git] / src / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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 "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
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_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_flat.h"
41
42
43 FlagDesc flagdesc_mapgen_flat[] = {
44         {"lakes", MGFLAT_LAKES},
45         {"hills", MGFLAT_HILLS},
46         {NULL,    0}
47 };
48
49 ///////////////////////////////////////////////////////////////////////////////////////
50
51
52 MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
53         : MapgenBasic(mapgenid, params, emerge)
54 {
55         this->m_emerge = emerge;
56         this->bmgr     = emerge->biomemgr;
57
58         //// amount of elements to skip for the next index
59         //// for noise/height/biome maps (not vmanip)
60         this->ystride = csize.X;
61
62         this->heightmap = new s16[csize.X * csize.Z];
63
64         MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
65
66         this->spflags          = sp->spflags;
67         this->ground_level     = sp->ground_level;
68         this->large_cave_depth = sp->large_cave_depth;
69         this->cave_width       = sp->cave_width;
70         this->lake_threshold   = sp->lake_threshold;
71         this->lake_steepness   = sp->lake_steepness;
72         this->hill_threshold   = sp->hill_threshold;
73         this->hill_steepness   = sp->hill_steepness;
74
75         //// 2D noise
76         noise_terrain      = new Noise(&sp->np_terrain,      seed, csize.X, csize.Z);
77         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
78
79         MapgenBasic::np_cave1 = sp->np_cave1;
80         MapgenBasic::np_cave2 = sp->np_cave2;
81
82         //// Initialize biome generator
83         biomegen = emerge->biomemgr->createBiomeGen(
84                 BIOMEGEN_ORIGINAL, params->bparams, csize);
85         biomemap = biomegen->biomemap;
86
87         //// Resolve nodes to be used
88         c_stone                = ndef->getId("mapgen_stone");
89         c_water_source         = ndef->getId("mapgen_water_source");
90         c_lava_source          = ndef->getId("mapgen_lava_source");
91         c_desert_stone         = ndef->getId("mapgen_desert_stone");
92         c_ice                  = ndef->getId("mapgen_ice");
93         c_sandstone            = ndef->getId("mapgen_sandstone");
94
95         c_cobble               = ndef->getId("mapgen_cobble");
96         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
97         c_mossycobble          = ndef->getId("mapgen_mossycobble");
98         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
99         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
100
101         if (c_ice == CONTENT_IGNORE)
102                 c_ice = CONTENT_AIR;
103         if (c_mossycobble == CONTENT_IGNORE)
104                 c_mossycobble = c_cobble;
105         if (c_stair_cobble == CONTENT_IGNORE)
106                 c_stair_cobble = c_cobble;
107         if (c_sandstonebrick == CONTENT_IGNORE)
108                 c_sandstonebrick = c_sandstone;
109         if (c_stair_sandstonebrick == CONTENT_IGNORE)
110                 c_stair_sandstonebrick = c_sandstone;
111 }
112
113
114 MapgenFlat::~MapgenFlat()
115 {
116         delete noise_terrain;
117         delete noise_filler_depth;
118
119         delete biomegen;
120
121         delete[] heightmap;
122 }
123
124
125 MapgenFlatParams::MapgenFlatParams()
126 {
127         spflags          = 0;
128         ground_level     = 8;
129         large_cave_depth = -33;
130         cave_width       = 0.3;
131         lake_threshold   = -0.45;
132         lake_steepness   = 48.0;
133         hill_threshold   = 0.45;
134         hill_steepness   = 64.0;
135
136         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
137         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
138         np_cave1        = NoiseParams(0, 12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
139         np_cave2        = NoiseParams(0, 12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
140 }
141
142
143 void MapgenFlatParams::readParams(const Settings *settings)
144 {
145         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
146         settings->getS16NoEx("mgflat_ground_level",     ground_level);
147         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
148         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
149         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
150         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
151         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
152         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
153
154         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
155         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
156         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
157         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
158 }
159
160
161 void MapgenFlatParams::writeParams(Settings *settings) const
162 {
163         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
164         settings->setS16("mgflat_ground_level",     ground_level);
165         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
166         settings->setFloat("mgflat_cave_width",     cave_width);
167         settings->setFloat("mgflat_lake_threshold", lake_threshold);
168         settings->setFloat("mgflat_lake_steepness", lake_steepness);
169         settings->setFloat("mgflat_hill_threshold", hill_threshold);
170         settings->setFloat("mgflat_hill_steepness", hill_steepness);
171
172         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
173         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
174         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
175         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
176 }
177
178
179 /////////////////////////////////////////////////////////////////
180
181
182 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
183 {
184         s16 level_at_point = ground_level;
185         float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
186
187         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
188                 level_at_point = ground_level -
189                         (lake_threshold - n_terrain) * lake_steepness;
190         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
191                 level_at_point = ground_level +
192                         (n_terrain - hill_threshold) * hill_steepness;
193         }
194
195         if (ground_level < water_level)  // Ocean world, allow spawn in water
196                 return MYMAX(level_at_point, water_level);
197         else if (level_at_point > water_level)
198                 return level_at_point;  // Spawn on land
199         else
200                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
201 }
202
203
204 void MapgenFlat::makeChunk(BlockMakeData *data)
205 {
206         // Pre-conditions
207         assert(data->vmanip);
208         assert(data->nodedef);
209         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
210                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
211                 data->blockpos_requested.Z >= data->blockpos_min.Z);
212         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
213                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
214                 data->blockpos_requested.Z <= data->blockpos_max.Z);
215
216         this->generating = true;
217         this->vm   = data->vmanip;
218         this->ndef = data->nodedef;
219         //TimeTaker t("makeChunk");
220
221         v3s16 blockpos_min = data->blockpos_min;
222         v3s16 blockpos_max = data->blockpos_max;
223         node_min = blockpos_min * MAP_BLOCKSIZE;
224         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
225         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
226         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
227
228         blockseed = getBlockSeed2(full_node_min, seed);
229
230         // Generate base terrain, mountains, and ridges with initial heightmaps
231         s16 stone_surface_max_y = generateTerrain();
232
233         // Create heightmap
234         updateHeightmap(node_min, node_max);
235
236         // Init biome generator, place biome-specific nodes, and build biomemap
237         biomegen->calcBiomeNoise(node_min);
238         biomegen->getBiomes(heightmap);
239         MgStoneType stone_type = generateBiomes();
240
241         if (flags & MG_CAVES)
242                 generateCaves(stone_surface_max_y, large_cave_depth);
243
244         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
245                 DungeonParams dp;
246
247                 dp.np_rarity  = nparams_dungeon_rarity;
248                 dp.np_density = nparams_dungeon_density;
249                 dp.np_wetness = nparams_dungeon_wetness;
250                 dp.c_water    = c_water_source;
251                 if (stone_type == MGSTONE_STONE) {
252                         dp.c_cobble = c_cobble;
253                         dp.c_moss   = c_mossycobble;
254                         dp.c_stair  = c_stair_cobble;
255
256                         dp.diagonal_dirs = false;
257                         dp.mossratio     = 3.0;
258                         dp.holesize      = v3s16(1, 2, 1);
259                         dp.roomsize      = v3s16(0, 0, 0);
260                         dp.notifytype    = GENNOTIFY_DUNGEON;
261                 } else if (stone_type == MGSTONE_DESERT_STONE) {
262                         dp.c_cobble = c_desert_stone;
263                         dp.c_moss   = c_desert_stone;
264                         dp.c_stair  = c_desert_stone;
265
266                         dp.diagonal_dirs = true;
267                         dp.mossratio     = 0.0;
268                         dp.holesize      = v3s16(2, 3, 2);
269                         dp.roomsize      = v3s16(2, 5, 2);
270                         dp.notifytype    = GENNOTIFY_TEMPLE;
271                 } else if (stone_type == MGSTONE_SANDSTONE) {
272                         dp.c_cobble = c_sandstonebrick;
273                         dp.c_moss   = c_sandstonebrick;
274                         dp.c_stair  = c_sandstonebrick;
275
276                         dp.diagonal_dirs = false;
277                         dp.mossratio     = 0.0;
278                         dp.holesize      = v3s16(2, 2, 2);
279                         dp.roomsize      = v3s16(2, 0, 2);
280                         dp.notifytype    = GENNOTIFY_DUNGEON;
281                 }
282
283                 DungeonGen dgen(this, &dp);
284                 dgen.generate(blockseed, full_node_min, full_node_max);
285         }
286
287         // Generate the registered decorations
288         if (flags & MG_DECORATIONS)
289                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
290
291         // Generate the registered ores
292         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
293
294         // Sprinkle some dust on top after everything else was generated
295         dustTopNodes();
296
297         //printf("makeChunk: %dms\n", t.stop());
298
299         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
300
301         if (flags & MG_LIGHT)
302                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
303                         full_node_min, full_node_max);
304
305         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
306         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
307
308         this->generating = false;
309 }
310
311
312 s16 MapgenFlat::generateTerrain()
313 {
314         MapNode n_air(CONTENT_AIR);
315         MapNode n_stone(c_stone);
316         MapNode n_water(c_water_source);
317
318         v3s16 em = vm->m_area.getExtent();
319         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
320         u32 ni2d = 0;
321
322         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
323         if (use_noise)
324                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
325
326         for (s16 z = node_min.Z; z <= node_max.Z; z++)
327         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
328                 s16 stone_level = ground_level;
329                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
330
331                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
332                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
333                         stone_level = ground_level - depress;
334                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
335                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
336                         stone_level = ground_level + rise;
337                 }
338
339                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
340                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
341                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
342                                 if (y <= stone_level) {
343                                         vm->m_data[vi] = n_stone;
344                                         if (y > stone_surface_max_y)
345                                                 stone_surface_max_y = y;
346                                 } else if (y <= water_level) {
347                                         vm->m_data[vi] = n_water;
348                                 } else {
349                                         vm->m_data[vi] = n_air;
350                                 }
351                         }
352                         vm->m_area.add_y(em, vi, 1);
353                 }
354         }
355
356         return stone_surface_max_y;
357 }