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1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "emerge.h"
33 #include "dungeongen.h"
34 #include "cavegen.h"
35 #include "treegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v5.h"
40 #include "util/directiontables.h"
41
42
43 FlagDesc flagdesc_mapgen_v5[] = {
44         {NULL,         0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49         : Mapgen(mapgenid, params, emerge)
50 {
51         this->m_emerge = emerge;
52         this->bmgr     = emerge->biomemgr;
53
54         // amount of elements to skip for the next index
55         // for noise/height/biome maps (not vmanip)
56         this->ystride = csize.X;
57         this->zstride = csize.X * (csize.Y + 2);
58
59         this->biomemap  = new u8[csize.X * csize.Z];
60         this->heightmap = new s16[csize.X * csize.Z];
61
62         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
63         this->spflags      = sp->spflags;
64
65         // Terrain noise
66         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
67         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
68         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
69
70         // 3D terrain noise
71         noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y + 2, csize.Z);
72         noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y + 2, csize.Z);
73         noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
74
75         // Biome noise
76         noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
77         noise_humidity     = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
78
79         //// Resolve nodes to be used
80         INodeDefManager *ndef = emerge->ndef;
81
82         c_stone           = ndef->getId("mapgen_stone");
83         c_dirt            = ndef->getId("mapgen_dirt");
84         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
85         c_sand            = ndef->getId("mapgen_sand");
86         c_water_source    = ndef->getId("mapgen_water_source");
87         c_lava_source     = ndef->getId("mapgen_lava_source");
88         c_gravel          = ndef->getId("mapgen_gravel");
89         c_cobble          = ndef->getId("mapgen_cobble");
90         c_ice             = ndef->getId("default:ice");
91         c_desert_stone    = ndef->getId("mapgen_desert_stone");
92         c_mossycobble     = ndef->getId("mapgen_mossycobble");
93         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
94         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
95         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
96         if (c_ice == CONTENT_IGNORE)
97                 c_ice = CONTENT_AIR;
98         if (c_mossycobble == CONTENT_IGNORE)
99                 c_mossycobble = c_cobble;
100         if (c_sandbrick == CONTENT_IGNORE)
101                 c_sandbrick = c_desert_stone;
102         if (c_stair_cobble == CONTENT_IGNORE)
103                 c_stair_cobble = c_cobble;
104         if (c_stair_sandstone == CONTENT_IGNORE)
105                 c_stair_sandstone = c_sandbrick;
106 }
107
108
109 MapgenV5::~MapgenV5()
110 {
111         delete noise_filler_depth;
112         delete noise_factor;
113         delete noise_height;
114         delete noise_cave1;
115         delete noise_cave2;
116         delete noise_ground;
117
118         delete noise_heat;
119         delete noise_humidity;
120
121         delete[] heightmap;
122         delete[] biomemap;
123 }
124
125
126 MapgenV5Params::MapgenV5Params()
127 {
128         spflags = 0;
129
130         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
131         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
132         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
133         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
134         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
135         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
136 }
137
138
139 //#define CAVE_NOISE_SCALE 12.0
140 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
141
142
143 void MapgenV5Params::readParams(const Settings *settings)
144 {
145         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
146
147         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
148         settings->getNoiseParams("mgv5_np_factor",       np_factor);
149         settings->getNoiseParams("mgv5_np_height",       np_height);
150         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
151         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
152         settings->getNoiseParams("mgv5_np_ground",       np_ground);
153 }
154
155
156 void MapgenV5Params::writeParams(Settings *settings) const
157 {
158         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
159
160         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
161         settings->setNoiseParams("mgv5_np_factor",       np_factor);
162         settings->setNoiseParams("mgv5_np_height",       np_height);
163         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
164         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
165         settings->setNoiseParams("mgv5_np_ground",       np_ground);
166 }
167
168
169 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
170 {
171         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
172
173         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
174         if (f < 0.01)
175                 f = 0.01;
176         else if (f >= 1.0)
177                 f *= 1.6;
178         float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
179
180         s16 search_top = water_level + 15;
181         s16 search_base = water_level;
182
183         s16 level = -31000;
184         for (s16 y = search_top; y >= search_base; y--) {
185                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
186                 if (n_ground * f > y - h) {
187                         if (y >= search_top - 7)
188                                 break;
189                         else
190                                 level = y;
191                                 break;
192                 }
193         }
194
195         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
196         return level;
197 }
198
199
200 void MapgenV5::makeChunk(BlockMakeData *data)
201 {
202         // Pre-conditions
203         assert(data->vmanip);
204         assert(data->nodedef);
205         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
206                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
207                 data->blockpos_requested.Z >= data->blockpos_min.Z);
208         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
209                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
210                 data->blockpos_requested.Z <= data->blockpos_max.Z);
211
212         generating = true;
213         vm   = data->vmanip;
214         ndef = data->nodedef;
215         //TimeTaker t("makeChunk");
216
217         v3s16 blockpos_min = data->blockpos_min;
218         v3s16 blockpos_max = data->blockpos_max;
219         node_min = blockpos_min * MAP_BLOCKSIZE;
220         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
222         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
223
224         // Create a block-specific seed
225         blockseed = getBlockSeed2(full_node_min, seed);
226
227         // Make some noise
228         calculateNoise();
229
230         // Generate base terrain
231         s16 stone_surface_max_y = generateBaseTerrain();
232
233         // Create heightmap
234         updateHeightmap(node_min, node_max);
235
236         // Create biomemap at heightmap surface
237         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
238                 noise_humidity->result, heightmap, biomemap);
239
240         // Actually place the biome-specific nodes
241         bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
242
243         // Generate caves
244         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
245                 generateCaves(stone_surface_max_y);
246
247         // Generate dungeons and desert temples
248         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
249                 DungeonParams dp;
250
251                 dp.np_rarity  = nparams_dungeon_rarity;
252                 dp.np_density = nparams_dungeon_density;
253                 dp.np_wetness = nparams_dungeon_wetness;
254                 dp.c_water = c_water_source;
255                 if (desert_stone) {
256                         dp.c_cobble  = c_sandbrick;
257                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
258                         dp.c_stair   = c_stair_sandstone;
259
260                         dp.diagonal_dirs = true;
261                         dp.mossratio  = 0.0;
262                         dp.holesize   = v3s16(2, 3, 2);
263                         dp.roomsize   = v3s16(2, 5, 2);
264                         dp.notifytype = GENNOTIFY_TEMPLE;
265                 } else {
266                         dp.c_cobble  = c_cobble;
267                         dp.c_moss    = c_mossycobble;
268                         dp.c_stair   = c_stair_cobble;
269
270                         dp.diagonal_dirs = false;
271                         dp.mossratio  = 3.0;
272                         dp.holesize   = v3s16(1, 2, 1);
273                         dp.roomsize   = v3s16(0, 0, 0);
274                         dp.notifytype = GENNOTIFY_DUNGEON;
275                 }
276
277                 DungeonGen dgen(this, &dp);
278                 dgen.generate(blockseed, full_node_min, full_node_max);
279         }
280
281         // Generate the registered decorations
282         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
283
284         // Generate the registered ores
285         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
286
287         // Sprinkle some dust on top after everything else was generated
288         dustTopNodes();
289
290         //printf("makeChunk: %dms\n", t.stop());
291
292         // Add top and bottom side of water to transforming_liquid queue
293         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
294
295         // Calculate lighting
296         if (flags & MG_LIGHT) {
297                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
298                         full_node_min, full_node_max);
299         }
300
301         this->generating = false;
302 }
303
304
305 void MapgenV5::calculateNoise()
306 {
307         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
308         int x = node_min.X;
309         int y = node_min.Y - 1;
310         int z = node_min.Z;
311
312         noise_factor->perlinMap2D(x, z);
313         noise_height->perlinMap2D(x, z);
314         noise_ground->perlinMap3D(x, y, z);
315
316         if (flags & MG_CAVES) {
317                 noise_cave1->perlinMap3D(x, y, z);
318                 noise_cave2->perlinMap3D(x, y, z);
319         }
320
321         if (node_max.Y >= water_level) {
322                 noise_filler_depth->perlinMap2D(x, z);
323                 noise_heat->perlinMap2D(x, z);
324                 noise_humidity->perlinMap2D(x, z);
325         }
326
327         //printf("calculateNoise: %dus\n", t.stop());
328 }
329
330
331 //bool is_cave(u32 index) {
332 //      double d1 = contour(noise_cave1->result[index]);
333 //      double d2 = contour(noise_cave2->result[index]);
334 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
335 //}
336
337 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
338 //      double f = 0.55 + noise_factor->result[index2d];
339 //      if(f < 0.01)
340 //              f = 0.01;
341 //      else if(f >= 1.0)
342 //              f *= 1.6;
343 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
344 //      return (noise_ground->result[index] * f > (double)p.Y - h);
345 //}
346
347
348 int MapgenV5::generateBaseTerrain()
349 {
350         u32 index = 0;
351         u32 index2d = 0;
352         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
353
354         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
355                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
356                         u32 i = vm->m_area.index(node_min.X, y, z);
357                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
358                                 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
359                                         continue;
360
361                                 float f = 0.55 + noise_factor->result[index2d];
362                                 if (f < 0.01)
363                                         f = 0.01;
364                                 else if (f >= 1.0)
365                                         f *= 1.6;
366                                 float h = noise_height->result[index2d];
367
368                                 if (noise_ground->result[index] * f < y - h) {
369                                         if (y <= water_level)
370                                                 vm->m_data[i] = MapNode(c_water_source);
371                                         else
372                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
373                                 } else {
374                                         vm->m_data[i] = MapNode(c_stone);
375                                         if (y > stone_surface_max_y)
376                                                 stone_surface_max_y = y;
377                                 }
378                         }
379                         index2d -= ystride;
380                 }
381                 index2d += ystride;
382         }
383
384         return stone_surface_max_y;
385 }
386
387
388 bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
389 {
390         if (node_max.Y < water_level)
391                 return false;
392
393         v3s16 em = vm->m_area.getExtent();
394         u32 index = 0;
395         bool desert_stone = false;
396
397         for (s16 z = node_min.Z; z <= node_max.Z; z++)
398         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
399                 Biome *biome = NULL;
400                 s16 dfiller = 0;
401                 s16 y0_top = 0;
402                 s16 y0_filler = 0;
403                 s16 depth_water_top = 0;
404
405                 s16 nplaced = 0;
406                 u32 i = vm->m_area.index(x, node_max.Y, z);
407
408                 content_t c_above = vm->m_data[i + em.X].getContent();
409                 bool have_air = c_above == CONTENT_AIR;
410
411                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
412                         content_t c = vm->m_data[i].getContent();
413
414                         if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
415                                 biome           = bmgr->getBiome(heat_map[index], humidity_map[index], y);
416                                 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
417                                 y0_top          = biome->depth_top;
418                                 y0_filler       = biome->depth_top + dfiller;
419                                 depth_water_top = biome->depth_water_top;
420
421                                 if (biome->c_stone == c_desert_stone)
422                                         desert_stone = true;
423                         }
424
425                         if (c == c_stone && have_air) {
426                                 content_t c_below = vm->m_data[i - em.X].getContent();
427
428                                 if (c_below != CONTENT_AIR) {
429                                         if (nplaced < y0_top) {
430                                                 vm->m_data[i] = MapNode(biome->c_top);
431                                                 nplaced++;
432                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
433                                                 vm->m_data[i] = MapNode(biome->c_filler);
434                                                 nplaced++;
435                                         } else if (c == c_stone) {
436                                                 have_air = false;
437                                                 nplaced  = 0;
438                                                 vm->m_data[i] = MapNode(biome->c_stone);
439                                         } else {
440                                                 have_air = false;
441                                                 nplaced  = 0;
442                                         }
443                                 } else if (c == c_stone) {
444                                         have_air = false;
445                                         nplaced = 0;
446                                         vm->m_data[i] = MapNode(biome->c_stone);
447                                 }
448                         } else if (c == c_stone) {
449                                 have_air = false;
450                                 nplaced = 0;
451                                 vm->m_data[i] = MapNode(biome->c_stone);
452                         } else if (c == c_water_source) {
453                                 have_air = true;
454                                 nplaced = 0;
455                                 if (y > water_level - depth_water_top)
456                                         vm->m_data[i] = MapNode(biome->c_water_top);
457                                 else
458                                         vm->m_data[i] = MapNode(biome->c_water);
459                         } else if (c == CONTENT_AIR) {
460                                 have_air = true;
461                                 nplaced = 0;
462                         }
463
464                         vm->m_area.add_y(em, i, -1);
465                 }
466         }
467
468         return desert_stone;
469 }
470
471
472 void MapgenV5::generateCaves(int max_stone_y)
473 {
474         u32 index = 0;
475         u32 index2d = 0;
476
477         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
478                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
479                         u32 i = vm->m_area.index(node_min.X, y, z);
480                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
481                                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
482                                 content_t c = vm->m_data[i].getContent();
483                                 if (c == CONTENT_AIR
484                                                 || (y <= water_level
485                                                 && c != biome->c_stone
486                                                 && c != c_stone))
487                                         continue;
488
489                                 float d1 = contour(noise_cave1->result[index]);
490                                 float d2 = contour(noise_cave2->result[index]);
491                                 if (d1*d2 > 0.125)
492                                         vm->m_data[i] = MapNode(CONTENT_AIR);
493                         }
494                         index2d -= ystride;
495                 }
496                 index2d += ystride;
497         }
498
499         if (node_max.Y > LARGE_CAVE_DEPTH)
500                 return;
501
502         PseudoRandom ps(blockseed + 21343);
503         u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
504         for (u32 i = 0; i < bruises_count; i++) {
505                 CaveV5 cave(this, &ps);
506                 cave.makeCave(node_min, node_max, max_stone_y);
507         }
508 }
509
510
511 void MapgenV5::dustTopNodes()
512 {
513         if (node_max.Y < water_level)
514                 return;
515
516         v3s16 em = vm->m_area.getExtent();
517         u32 index = 0;
518
519         for (s16 z = node_min.Z; z <= node_max.Z; z++)
520         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
521                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
522
523                 if (biome->c_dust == CONTENT_IGNORE)
524                         continue;
525
526                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
527                 content_t c_full_max = vm->m_data[vi].getContent();
528                 s16 y_start;
529
530                 if (c_full_max == CONTENT_AIR) {
531                         y_start = full_node_max.Y - 1;
532                 } else if (c_full_max == CONTENT_IGNORE) {
533                         vi = vm->m_area.index(x, node_max.Y + 1, z);
534                         content_t c_max = vm->m_data[vi].getContent();
535
536                         if (c_max == CONTENT_AIR)
537                                 y_start = node_max.Y;
538                         else
539                                 continue;
540                 } else {
541                         continue;
542                 }
543
544                 vi = vm->m_area.index(x, y_start, z);
545                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
546                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
547                                 break;
548
549                         vm->m_area.add_y(em, vi, -1);
550                 }
551
552                 content_t c = vm->m_data[vi].getContent();
553                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
554                         vm->m_area.add_y(em, vi, 1);
555                         vm->m_data[vi] = MapNode(biome->c_dust);
556                 }
557         }
558 }
559