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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_v5.h"
41
42
43 FlagDesc flagdesc_mapgen_v5[] = {
44         {NULL,         0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49         : MapgenBasic(mapgenid, params, emerge)
50 {
51         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
52
53         this->spflags    = sp->spflags;
54         this->cave_width = sp->cave_width;
55
56         // Terrain noise
57         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
58         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
59         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
60
61         // 3D terrain noise
62         // 1-up 1-down overgeneration
63         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
64
65         MapgenBasic::np_cave1 = sp->np_cave1;
66         MapgenBasic::np_cave2 = sp->np_cave2;
67 }
68
69
70 MapgenV5::~MapgenV5()
71 {
72         delete noise_filler_depth;
73         delete noise_factor;
74         delete noise_height;
75         delete noise_ground;
76 }
77
78
79 MapgenV5Params::MapgenV5Params()
80 {
81         spflags    = 0;
82         cave_width = 0.125;
83
84         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
85         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
86         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
87         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
88         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
89         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
90 }
91
92
93 //#define CAVE_NOISE_SCALE 12.0
94 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
95
96
97 void MapgenV5Params::readParams(const Settings *settings)
98 {
99         settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
100         settings->getFloatNoEx("mgv5_cave_width", cave_width);
101
102         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
103         settings->getNoiseParams("mgv5_np_factor",       np_factor);
104         settings->getNoiseParams("mgv5_np_height",       np_height);
105         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
106         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
107         settings->getNoiseParams("mgv5_np_ground",       np_ground);
108 }
109
110
111 void MapgenV5Params::writeParams(Settings *settings) const
112 {
113         settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
114         settings->setFloat("mgv5_cave_width", cave_width);
115
116         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
117         settings->setNoiseParams("mgv5_np_factor",       np_factor);
118         settings->setNoiseParams("mgv5_np_height",       np_height);
119         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
120         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
121         settings->setNoiseParams("mgv5_np_ground",       np_ground);
122 }
123
124
125 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
126 {
127         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
128
129         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
130         if (f < 0.01)
131                 f = 0.01;
132         else if (f >= 1.0)
133                 f *= 1.6;
134         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
135
136         for (s16 y = 128; y >= -128; y--) {
137                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
138
139                 if (n_ground * f > y - h) {  // If solid
140                         // If either top 2 nodes of search are solid this is inside a
141                         // mountain or floatland with possibly no space for the player to spawn.
142                         if (y >= 127) {
143                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
144                         } else {  // Ground below at least 2 nodes of empty space
145                                 if (y <= water_level || y > water_level + 16)
146                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
147                                 else
148                                         return y;
149                         }
150                 }
151         }
152
153         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
154         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
155 }
156
157
158 void MapgenV5::makeChunk(BlockMakeData *data)
159 {
160         // Pre-conditions
161         assert(data->vmanip);
162         assert(data->nodedef);
163         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
164                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
165                 data->blockpos_requested.Z >= data->blockpos_min.Z);
166         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
167                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
168                 data->blockpos_requested.Z <= data->blockpos_max.Z);
169
170         this->generating = true;
171         this->vm   = data->vmanip;
172         this->ndef = data->nodedef;
173         //TimeTaker t("makeChunk");
174
175         v3s16 blockpos_min = data->blockpos_min;
176         v3s16 blockpos_max = data->blockpos_max;
177         node_min = blockpos_min * MAP_BLOCKSIZE;
178         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
179         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
180         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
181
182         // Create a block-specific seed
183         blockseed = getBlockSeed2(full_node_min, seed);
184
185         // Generate base terrain
186         s16 stone_surface_max_y = generateBaseTerrain();
187
188         // Create heightmap
189         updateHeightmap(node_min, node_max);
190
191         // Init biome generator, place biome-specific nodes, and build biomemap
192         biomegen->calcBiomeNoise(node_min);
193         MgStoneType stone_type = generateBiomes();
194
195         // Generate caves
196         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
197                 generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
198
199         // Generate dungeons and desert temples
200         if (flags & MG_DUNGEONS)
201                 generateDungeons(stone_surface_max_y, stone_type);
202
203         // Generate the registered decorations
204         if (flags & MG_DECORATIONS)
205                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
206
207         // Generate the registered ores
208         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
209
210         // Sprinkle some dust on top after everything else was generated
211         dustTopNodes();
212
213         //printf("makeChunk: %dms\n", t.stop());
214
215         // Add top and bottom side of water to transforming_liquid queue
216         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
217
218         // Calculate lighting
219         if (flags & MG_LIGHT) {
220                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
221                         full_node_min, full_node_max);
222         }
223
224         this->generating = false;
225 }
226
227
228 //bool is_cave(u32 index) {
229 //      double d1 = contour(noise_cave1->result[index]);
230 //      double d2 = contour(noise_cave2->result[index]);
231 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
232 //}
233
234 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
235 //      double f = 0.55 + noise_factor->result[index2d];
236 //      if(f < 0.01)
237 //              f = 0.01;
238 //      else if(f >= 1.0)
239 //              f *= 1.6;
240 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
241 //      return (noise_ground->result[index] * f > (double)p.Y - h);
242 //}
243
244
245 int MapgenV5::generateBaseTerrain()
246 {
247         u32 index = 0;
248         u32 index2d = 0;
249         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
250
251         noise_factor->perlinMap2D(node_min.X, node_min.Z);
252         noise_height->perlinMap2D(node_min.X, node_min.Z);
253         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
254
255         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
256                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
257                         u32 vi = vm->m_area.index(node_min.X, y, z);
258                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
259                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
260                                         continue;
261
262                                 float f = 0.55 + noise_factor->result[index2d];
263                                 if (f < 0.01)
264                                         f = 0.01;
265                                 else if (f >= 1.0)
266                                         f *= 1.6;
267                                 float h = noise_height->result[index2d];
268
269                                 if (noise_ground->result[index] * f < y - h) {
270                                         if (y <= water_level)
271                                                 vm->m_data[vi] = MapNode(c_water_source);
272                                         else
273                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
274                                 } else {
275                                         vm->m_data[vi] = MapNode(c_stone);
276                                         if (y > stone_surface_max_y)
277                                                 stone_surface_max_y = y;
278                                 }
279                         }
280                         index2d -= ystride;
281                 }
282                 index2d += ystride;
283         }
284
285         return stone_surface_max_y;
286 }