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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_water_source         = ndef->getId("mapgen_water_source");
84         c_lava_source          = ndef->getId("mapgen_lava_source");
85         c_desert_stone         = ndef->getId("mapgen_desert_stone");
86         c_ice                  = ndef->getId("mapgen_ice");
87         c_sandstone            = ndef->getId("mapgen_sandstone");
88
89         c_cobble               = ndef->getId("mapgen_cobble");
90         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
91         c_mossycobble          = ndef->getId("mapgen_mossycobble");
92         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
93         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
94
95         if (c_ice == CONTENT_IGNORE)
96                 c_ice = CONTENT_AIR;
97         if (c_mossycobble == CONTENT_IGNORE)
98                 c_mossycobble = c_cobble;
99         if (c_stair_cobble == CONTENT_IGNORE)
100                 c_stair_cobble = c_cobble;
101         if (c_sandstonebrick == CONTENT_IGNORE)
102                 c_sandstonebrick = c_sandstone;
103         if (c_stair_sandstonebrick == CONTENT_IGNORE)
104                 c_stair_sandstonebrick = c_sandstone;
105 }
106
107
108 MapgenV5::~MapgenV5()
109 {
110         delete noise_filler_depth;
111         delete noise_factor;
112         delete noise_height;
113         delete noise_cave1;
114         delete noise_cave2;
115         delete noise_ground;
116
117         delete noise_heat;
118         delete noise_humidity;
119
120         delete[] heightmap;
121         delete[] biomemap;
122 }
123
124
125 MapgenV5Params::MapgenV5Params()
126 {
127         spflags = 0;
128
129         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
130         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
131         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
132         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
133         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
134         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
135 }
136
137
138 //#define CAVE_NOISE_SCALE 12.0
139 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
140
141
142 void MapgenV5Params::readParams(const Settings *settings)
143 {
144         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
145
146         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
147         settings->getNoiseParams("mgv5_np_factor",       np_factor);
148         settings->getNoiseParams("mgv5_np_height",       np_height);
149         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
150         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
151         settings->getNoiseParams("mgv5_np_ground",       np_ground);
152 }
153
154
155 void MapgenV5Params::writeParams(Settings *settings) const
156 {
157         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
158
159         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
160         settings->setNoiseParams("mgv5_np_factor",       np_factor);
161         settings->setNoiseParams("mgv5_np_height",       np_height);
162         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
163         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
164         settings->setNoiseParams("mgv5_np_ground",       np_ground);
165 }
166
167
168 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
169 {
170         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
171
172         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
173         if (f < 0.01)
174                 f = 0.01;
175         else if (f >= 1.0)
176                 f *= 1.6;
177         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
178
179         s16 search_top = water_level + 15;
180         s16 search_base = water_level;
181
182         s16 level = -31000;
183         for (s16 y = search_top; y >= search_base; y--) {
184                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
185                 if (n_ground * f > y - h) {
186                         if (y >= search_top - 7)
187                                 break;
188                         else
189                                 level = y;
190                                 break;
191                 }
192         }
193
194         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
195         return level;
196 }
197
198
199 void MapgenV5::makeChunk(BlockMakeData *data)
200 {
201         // Pre-conditions
202         assert(data->vmanip);
203         assert(data->nodedef);
204         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
205                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
206                 data->blockpos_requested.Z >= data->blockpos_min.Z);
207         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
208                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
209                 data->blockpos_requested.Z <= data->blockpos_max.Z);
210
211         generating = true;
212         vm   = data->vmanip;
213         ndef = data->nodedef;
214         //TimeTaker t("makeChunk");
215
216         v3s16 blockpos_min = data->blockpos_min;
217         v3s16 blockpos_max = data->blockpos_max;
218         node_min = blockpos_min * MAP_BLOCKSIZE;
219         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
220         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
221         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
222
223         // Create a block-specific seed
224         blockseed = getBlockSeed2(full_node_min, seed);
225
226         // Make some noise
227         calculateNoise();
228
229         // Generate base terrain
230         s16 stone_surface_max_y = generateBaseTerrain();
231
232         // Create heightmap
233         updateHeightmap(node_min, node_max);
234
235         // Create biomemap at heightmap surface
236         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
237                 noise_humidity->result, heightmap, biomemap);
238
239         // Actually place the biome-specific nodes
240         MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
241
242         // Generate caves
243         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
244                 generateCaves(stone_surface_max_y);
245
246         // Generate dungeons and desert temples
247         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
248                 DungeonParams dp;
249
250                 dp.np_rarity  = nparams_dungeon_rarity;
251                 dp.np_density = nparams_dungeon_density;
252                 dp.np_wetness = nparams_dungeon_wetness;
253                 dp.c_water    = c_water_source;
254                 if (stone_type == STONE) {
255                         dp.c_cobble = c_cobble;
256                         dp.c_moss   = c_mossycobble;
257                         dp.c_stair  = c_stair_cobble;
258
259                         dp.diagonal_dirs = false;
260                         dp.mossratio     = 3.0;
261                         dp.holesize      = v3s16(1, 2, 1);
262                         dp.roomsize      = v3s16(0, 0, 0);
263                         dp.notifytype    = GENNOTIFY_DUNGEON;
264                 } else if (stone_type == DESERT_STONE) {
265                         dp.c_cobble = c_desert_stone;
266                         dp.c_moss   = c_desert_stone;
267                         dp.c_stair  = c_desert_stone;
268
269                         dp.diagonal_dirs = true;
270                         dp.mossratio     = 0.0;
271                         dp.holesize      = v3s16(2, 3, 2);
272                         dp.roomsize      = v3s16(2, 5, 2);
273                         dp.notifytype    = GENNOTIFY_TEMPLE;
274                 } else if (stone_type == SANDSTONE) {
275                         dp.c_cobble = c_sandstonebrick;
276                         dp.c_moss   = c_sandstonebrick;
277                         dp.c_stair  = c_sandstonebrick;
278
279                         dp.diagonal_dirs = false;
280                         dp.mossratio     = 0.0;
281                         dp.holesize      = v3s16(2, 2, 2);
282                         dp.roomsize      = v3s16(2, 0, 2);
283                         dp.notifytype    = GENNOTIFY_DUNGEON;
284                 }
285
286                 DungeonGen dgen(this, &dp);
287                 dgen.generate(blockseed, full_node_min, full_node_max);
288         }
289
290         // Generate the registered decorations
291         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
292
293         // Generate the registered ores
294         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
295
296         // Sprinkle some dust on top after everything else was generated
297         dustTopNodes();
298
299         //printf("makeChunk: %dms\n", t.stop());
300
301         // Add top and bottom side of water to transforming_liquid queue
302         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
303
304         // Calculate lighting
305         if (flags & MG_LIGHT) {
306                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
307                         full_node_min, full_node_max);
308         }
309
310         this->generating = false;
311 }
312
313
314 void MapgenV5::calculateNoise()
315 {
316         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
317         int x = node_min.X;
318         int y = node_min.Y - 1;
319         int z = node_min.Z;
320
321         noise_factor->perlinMap2D(x, z);
322         noise_height->perlinMap2D(x, z);
323         noise_ground->perlinMap3D(x, y, z);
324
325         if (flags & MG_CAVES) {
326                 noise_cave1->perlinMap3D(x, y, z);
327                 noise_cave2->perlinMap3D(x, y, z);
328         }
329
330         if (node_max.Y >= BIOMEGEN_BASE_V5) {
331                 noise_filler_depth->perlinMap2D(x, z);
332                 noise_heat->perlinMap2D(x, z);
333                 noise_humidity->perlinMap2D(x, z);
334         }
335
336         //printf("calculateNoise: %dus\n", t.stop());
337 }
338
339
340 //bool is_cave(u32 index) {
341 //      double d1 = contour(noise_cave1->result[index]);
342 //      double d2 = contour(noise_cave2->result[index]);
343 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
344 //}
345
346 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
347 //      double f = 0.55 + noise_factor->result[index2d];
348 //      if(f < 0.01)
349 //              f = 0.01;
350 //      else if(f >= 1.0)
351 //              f *= 1.6;
352 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
353 //      return (noise_ground->result[index] * f > (double)p.Y - h);
354 //}
355
356
357 int MapgenV5::generateBaseTerrain()
358 {
359         u32 index = 0;
360         u32 index2d = 0;
361         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
362
363         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
364                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
365                         u32 i = vm->m_area.index(node_min.X, y, z);
366                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
367                                 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
368                                         continue;
369
370                                 float f = 0.55 + noise_factor->result[index2d];
371                                 if (f < 0.01)
372                                         f = 0.01;
373                                 else if (f >= 1.0)
374                                         f *= 1.6;
375                                 float h = noise_height->result[index2d];
376
377                                 if (noise_ground->result[index] * f < y - h) {
378                                         if (y <= water_level)
379                                                 vm->m_data[i] = MapNode(c_water_source);
380                                         else
381                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
382                                 } else {
383                                         vm->m_data[i] = MapNode(c_stone);
384                                         if (y > stone_surface_max_y)
385                                                 stone_surface_max_y = y;
386                                 }
387                         }
388                         index2d -= ystride;
389                 }
390                 index2d += ystride;
391         }
392
393         return stone_surface_max_y;
394 }
395
396
397 MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
398 {
399         if (node_max.Y < BIOMEGEN_BASE_V5)
400                 return STONE;
401
402         v3s16 em = vm->m_area.getExtent();
403         u32 index = 0;
404         MgStoneType stone_type = STONE;
405
406         for (s16 z = node_min.Z; z <= node_max.Z; z++)
407         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
408                 Biome *biome = NULL;
409                 u16 depth_top = 0;
410                 u16 base_filler = 0;
411                 u16 depth_water_top = 0;
412                 u32 vi = vm->m_area.index(x, node_max.Y, z);
413
414                 // Check node at base of mapchunk above, either a node of a previously
415                 // generated mapchunk or if not, a node of overgenerated base terrain.
416                 content_t c_above = vm->m_data[vi + em.X].getContent();
417                 bool air_above = c_above == CONTENT_AIR;
418
419                 // If there is air above enable top/filler placement, otherwise force nplaced to
420                 // stone level by setting a number that will exceed any possible filler depth.
421                 u16 nplaced = (air_above) ? 0 : (u16)-1;
422
423                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
424                         content_t c = vm->m_data[vi].getContent();
425
426                         // Biome is only (re)calculated for each stone/water upper surface found
427                         // below air while working downwards. The chosen biome then remains in
428                         // effect for all nodes below until the next biome recalculation.
429                         // Biome is (re)calculated when a stone/water node is either: detected
430                         // below an air node, or, is at column top and might be underground
431                         // or underwater and therefore might not be below air.
432                         if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
433                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
434                                 depth_top = biome->depth_top;
435                                 base_filler = MYMAX(depth_top + biome->depth_filler
436                                                 + noise_filler_depth->result[index], 0);
437                                 depth_water_top = biome->depth_water_top;
438
439                                 // Detect stone type for dungeons during every biome calculation.
440                                 // This is more efficient than detecting per-node and will not
441                                 // miss any desert stone or sandstone biomes.
442                                 if (biome->c_stone == c_desert_stone)
443                                         stone_type = DESERT_STONE;
444                                 else if (biome->c_stone == c_sandstone)
445                                         stone_type = SANDSTONE;
446                         }
447
448                         if (c == c_stone) {
449                                 content_t c_below = vm->m_data[vi - em.X].getContent();
450
451                                 // If the node below isn't solid, make this node stone, so that
452                                 // any top/filler nodes above are structurally supported.
453                                 // This is done by aborting the cycle of top/filler placement
454                                 // immediately by forcing nplaced to stone level.
455                                 if (c_below == CONTENT_AIR || c_below == c_water_source)
456                                         nplaced = (u16)-1;
457
458                                 if (nplaced < depth_top) {
459                                         vm->m_data[vi] = MapNode(biome->c_top);
460                                         nplaced++;
461                                 } else if (nplaced < base_filler) {
462                                         vm->m_data[vi] = MapNode(biome->c_filler);
463                                         nplaced++;
464                                 } else {
465                                         vm->m_data[vi] = MapNode(biome->c_stone);
466                                 }
467
468                                 air_above = false;
469                         } else if (c == c_water_source) {
470                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
471                                                 biome->c_water_top : biome->c_water);
472                                 nplaced = 0;  // Enable top/filler placement for next surface
473                                 air_above = false;  // Biome is not recalculated underwater
474                         } else if (c == CONTENT_AIR) {
475                                 nplaced = 0;  // Enable top/filler placement for next surface
476                                 air_above = true;  // Biome will be recalculated at next surface
477                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
478                                 nplaced = (u16)-1;  // Disable top/filler placement
479                                 air_above = false;
480                         }
481
482                         vm->m_area.add_y(em, vi, -1);
483                 }
484         }
485
486         return stone_type;
487 }
488
489
490 void MapgenV5::generateCaves(int max_stone_y)
491 {
492         u32 index = 0;
493         u32 index2d = 0;
494
495         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
496                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
497                         u32 i = vm->m_area.index(node_min.X, y, z);
498                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
499                                 float d1 = contour(noise_cave1->result[index]);
500                                 float d2 = contour(noise_cave2->result[index]);
501                                 if (d1*d2 > 0.125) {
502                                         Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
503                                         content_t c = vm->m_data[i].getContent();
504                                         if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
505                                                         (y <= water_level &&
506                                                         c != biome->c_stone &&
507                                                         c != c_stone))
508                                                 continue;
509
510                                         vm->m_data[i] = MapNode(CONTENT_AIR);
511                                 }
512                         }
513                         index2d -= ystride;
514                 }
515                 index2d += ystride;
516         }
517
518         if (node_max.Y > LARGE_CAVE_DEPTH)
519                 return;
520
521         PseudoRandom ps(blockseed + 21343);
522         u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
523         for (u32 i = 0; i < bruises_count; i++) {
524                 CaveV5 cave(this, &ps);
525                 cave.makeCave(node_min, node_max, max_stone_y);
526         }
527 }
528
529
530 void MapgenV5::dustTopNodes()
531 {
532         if (node_max.Y < water_level)
533                 return;
534
535         v3s16 em = vm->m_area.getExtent();
536         u32 index = 0;
537
538         for (s16 z = node_min.Z; z <= node_max.Z; z++)
539         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
540                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
541
542                 if (biome->c_dust == CONTENT_IGNORE)
543                         continue;
544
545                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
546                 content_t c_full_max = vm->m_data[vi].getContent();
547                 s16 y_start;
548
549                 if (c_full_max == CONTENT_AIR) {
550                         y_start = full_node_max.Y - 1;
551                 } else if (c_full_max == CONTENT_IGNORE) {
552                         vi = vm->m_area.index(x, node_max.Y + 1, z);
553                         content_t c_max = vm->m_data[vi].getContent();
554
555                         if (c_max == CONTENT_AIR)
556                                 y_start = node_max.Y;
557                         else
558                                 continue;
559                 } else {
560                         continue;
561                 }
562
563                 vi = vm->m_area.index(x, y_start, z);
564                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
565                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
566                                 break;
567
568                         vm->m_area.add_y(em, vi, -1);
569                 }
570
571                 content_t c = vm->m_data[vi].getContent();
572                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
573                         vm->m_area.add_y(em, vi, 1);
574                         vm->m_data[vi] = MapNode(biome->c_dust);
575                 }
576         }
577 }
578