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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 "main.h" // For g_profiler
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 #include "util/directiontables.h"
42
43
44 FlagDesc flagdesc_mapgen_v5[] = {
45         {"blobs", MGV5_BLOBS},
46         {NULL,         0}
47 };
48
49
50 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51         : Mapgen(mapgenid, params, emerge)
52 {
53         this->m_emerge = emerge;
54         this->bmgr     = emerge->biomemgr;
55
56         // amount of elements to skip for the next index
57         // for noise/height/biome maps (not vmanip)
58         this->ystride = csize.X;
59         this->zstride = csize.X * (csize.Y + 2);
60
61         this->biomemap  = new u8[csize.X * csize.Z];
62         this->heightmap = new s16[csize.X * csize.Z];
63
64         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
65         this->spflags      = sp->spflags;
66
67         // Terrain noise
68         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
69         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
70         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
71
72         // 3D terrain noise
73         noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y + 2, csize.Z);
74         noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y + 2, csize.Z);
75         noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
76         noise_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
77         noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
78
79         // Biome noise
80         noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
81         noise_humidity     = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
82
83         //// Resolve nodes to be used
84         INodeDefManager *ndef = emerge->ndef;
85
86         c_stone           = ndef->getId("mapgen_stone");
87         c_dirt            = ndef->getId("mapgen_dirt");
88         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
89         c_sand            = ndef->getId("mapgen_sand");
90         c_water_source    = ndef->getId("mapgen_water_source");
91         c_lava_source     = ndef->getId("mapgen_lava_source");
92         c_gravel          = ndef->getId("mapgen_gravel");
93         c_cobble          = ndef->getId("mapgen_cobble");
94         c_ice             = ndef->getId("default:ice");
95         c_mossycobble     = ndef->getId("mapgen_mossycobble");
96         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
97         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
98         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
99         if (c_ice == CONTENT_IGNORE)
100                 c_ice = CONTENT_AIR;
101         if (c_mossycobble == CONTENT_IGNORE)
102                 c_mossycobble = c_cobble;
103         if (c_sandbrick == CONTENT_IGNORE)
104                 c_sandbrick = c_desert_stone;
105         if (c_stair_cobble == CONTENT_IGNORE)
106                 c_stair_cobble = c_cobble;
107         if (c_stair_sandstone == CONTENT_IGNORE)
108                 c_stair_sandstone = c_sandbrick;
109 }
110
111
112 MapgenV5::~MapgenV5()
113 {
114         delete noise_filler_depth;
115         delete noise_factor;
116         delete noise_height;
117         delete noise_cave1;
118         delete noise_cave2;
119         delete noise_ground;
120         delete noise_crumble;
121         delete noise_wetness;
122
123         delete noise_heat;
124         delete noise_humidity;
125
126         delete[] heightmap;
127         delete[] biomemap;
128 }
129
130
131 MapgenV5Params::MapgenV5Params()
132 {
133         spflags = MGV5_BLOBS;
134
135         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
136         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
137         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
138         np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5,  2.0, NOISE_FLAG_EASED);
139         np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5,  2.0, NOISE_FLAG_EASED);
140         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
141         np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3,  2.0, NOISE_FLAG_EASED);
142         np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1,  2.0);
143 }
144
145
146 // Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
147
148 // Scaling the output of the noise function affects the overdrive of the
149 // contour function, which affects the shape of the output considerably.
150
151 //#define CAVE_NOISE_SCALE 12.0 < original default
152 //#define CAVE_NOISE_SCALE 10.0
153 //#define CAVE_NOISE_SCALE 7.5
154 //#define CAVE_NOISE_SCALE 5.0
155 //#define CAVE_NOISE_SCALE 1.0
156
157 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
158 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
159
160
161 void MapgenV5Params::readParams(Settings *settings)
162 {
163         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
164
165         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
166         settings->getNoiseParams("mgv5_np_factor",       np_factor);
167         settings->getNoiseParams("mgv5_np_height",       np_height);
168         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
169         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
170         settings->getNoiseParams("mgv5_np_ground",       np_ground);
171         settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
172         settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
173 }
174
175
176 void MapgenV5Params::writeParams(Settings *settings)
177 {
178         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
179
180         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
181         settings->setNoiseParams("mgv5_np_factor",       np_factor);
182         settings->setNoiseParams("mgv5_np_height",       np_height);
183         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
184         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
185         settings->setNoiseParams("mgv5_np_ground",       np_ground);
186         settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
187         settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
188 }
189
190
191 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
192 {
193         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
194
195         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
196         if(f < 0.01)
197                 f = 0.01;
198         else if(f >= 1.0)
199                 f *= 1.6;
200         float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
201
202         s16 search_top = water_level + 15;
203         s16 search_base = water_level;
204         // Use these 2 lines instead for a slower search returning highest ground level
205         //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
206         //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
207
208         s16 level = -31000;
209         for (s16 y = search_top; y >= search_base; y--) {
210                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
211                 if(n_ground * f > y - h) {
212                         if(y >= search_top - 7)
213                                 break;
214                         else
215                                 level = y;
216                                 break;
217                 }
218         }
219
220         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
221         return level;
222 }
223
224
225 void MapgenV5::makeChunk(BlockMakeData *data)
226 {
227         assert(data->vmanip);
228         assert(data->nodedef);
229         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
230                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
231                 data->blockpos_requested.Z >= data->blockpos_min.Z);
232         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
233                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
234                 data->blockpos_requested.Z <= data->blockpos_max.Z);
235
236         generating = true;
237         vm   = data->vmanip;
238         ndef = data->nodedef;
239         //TimeTaker t("makeChunk");
240
241         v3s16 blockpos_min = data->blockpos_min;
242         v3s16 blockpos_max = data->blockpos_max;
243         node_min = blockpos_min * MAP_BLOCKSIZE;
244         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
245         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
246         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247
248         // Create a block-specific seed
249         blockseed = getBlockSeed2(full_node_min, seed);
250
251         // Make some noise
252         calculateNoise();
253
254         // Generate base terrain
255         s16 stone_surface_max_y = generateBaseTerrain();
256
257         updateHeightmap(node_min, node_max);
258
259         // Generate underground dirt, sand, gravel and lava blobs
260         if (spflags & MGV5_BLOBS) {
261                 generateBlobs();
262         }
263
264         // Calculate biomes
265         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
266                 noise_humidity->result, heightmap, biomemap);
267
268         // Actually place the biome-specific nodes
269         generateBiomes();
270
271         // Generate dungeons and desert temples
272         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
273                 DungeonGen dgen(this, NULL);
274                 dgen.generate(blockseed, full_node_min, full_node_max);
275         }
276
277         // Generate the registered decorations
278         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
279
280         // Generate the registered ores
281         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
282
283         // Sprinkle some dust on top after everything else was generated
284         dustTopNodes();
285
286         //printf("makeChunk: %dms\n", t.stop());
287
288         // Add top and bottom side of water to transforming_liquid queue
289         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
290
291         // Calculate lighting
292         if (flags & MG_LIGHT)
293                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
294
295         this->generating = false;
296 }
297
298
299 void MapgenV5::calculateNoise()
300 {
301         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
302         int x = node_min.X;
303         int y = node_min.Y - 1;
304         int z = node_min.Z;
305
306         noise_filler_depth->perlinMap2D(x, z);
307         noise_factor->perlinMap2D(x, z);
308         noise_height->perlinMap2D(x, z);
309
310         noise_cave1->perlinMap3D(x, y, z);
311         noise_cave2->perlinMap3D(x, y, z);
312         noise_ground->perlinMap3D(x, y, z);
313
314         if (spflags & MGV5_BLOBS) {
315                 noise_crumble->perlinMap3D(x, y, z);
316                 noise_wetness->perlinMap3D(x, y, z);
317         }
318
319         noise_heat->perlinMap2D(x, z);
320         noise_humidity->perlinMap2D(x, z);
321
322         //printf("calculateNoise: %dus\n", t.stop());
323 }
324
325
326 //bool is_cave(u32 index) {
327 //      double d1 = contour(noise_cave1->result[index]);
328 //      double d2 = contour(noise_cave2->result[index]);
329 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
330 //}
331
332
333 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
334 //      double f = 0.55 + noise_factor->result[index2d];
335 //      if(f < 0.01)
336 //              f = 0.01;
337 //      else if(f >= 1.0)
338 //              f *= 1.6;
339 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
340 //      return (noise_ground->result[index] * f > (double)p.Y - h);
341 //}
342
343
344 // Make base ground level
345 int MapgenV5::generateBaseTerrain()
346 {
347         u32 index = 0;
348         u32 index2d = 0;
349         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
350
351         for(s16 z=node_min.Z; z<=node_max.Z; z++) {
352                 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
353                         u32 i = vm->m_area.index(node_min.X, y, z);
354                         for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
355                                 if(vm->m_data[i].getContent() != CONTENT_IGNORE)
356                                         continue;
357
358                                 float f = 0.55 + noise_factor->result[index2d];
359                                 if(f < 0.01)
360                                         f = 0.01;
361                                 else if(f >= 1.0)
362                                         f *= 1.6;
363                                 float h = water_level + noise_height->result[index2d];
364                                 float d1 = contour(noise_cave1->result[index]);
365                                 float d2 = contour(noise_cave2->result[index]);
366
367                                 if(noise_ground->result[index] * f < y - h) {
368                                         if(y <= water_level)
369                                                 vm->m_data[i] = MapNode(c_water_source);
370                                         else
371                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
372                                 } else if(d1*d2 > 0.2) {
373                                         vm->m_data[i] = MapNode(CONTENT_AIR);
374                                 } else {
375                                         vm->m_data[i] = MapNode(c_stone);
376                                         if (y > stone_surface_max_y)
377                                                 stone_surface_max_y = y;
378                                 }
379                         }
380                         index2d = index2d - ystride;
381                 }
382                 index2d = index2d + ystride;
383         }
384
385         return stone_surface_max_y;
386 }
387
388
389 // Add mud and sand and others underground (in place of stone)
390 void MapgenV5::generateBlobs()
391 {
392         u32 index = 0;
393
394         for(s16 z=node_min.Z; z<=node_max.Z; z++) {
395                 for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
396                         u32 i = vm->m_area.index(node_min.X, y, z);
397                         for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
398                                 content_t c = vm->m_data[i].getContent();
399                                 if(c != c_stone)
400                                         continue;
401
402                                 if(noise_crumble->result[index] > 1.3) {
403                                         if(noise_wetness->result[index] > 0.0)
404                                                 vm->m_data[i] = MapNode(c_dirt);
405                                         else
406                                                 vm->m_data[i] = MapNode(c_sand);
407                                 } else if(noise_crumble->result[index] > 0.7) {
408                                         if(noise_wetness->result[index] < -0.6)
409                                                 vm->m_data[i] = MapNode(c_gravel);
410                                 } else if(noise_crumble->result[index] < -3.5 +
411                                                 MYMIN(0.1 *
412                                                 sqrt((float)MYMAX(0, -y)), 1.5)) {
413                                         vm->m_data[i] = MapNode(c_lava_source);
414                                 }
415                         }
416                 }
417         }
418 }
419
420
421 void MapgenV5::generateBiomes()
422 {
423         if (node_max.Y < water_level)
424                 return;
425
426         MapNode n_air(CONTENT_AIR);
427         MapNode n_stone(c_stone);
428         MapNode n_water(c_water_source);
429
430         v3s16 em = vm->m_area.getExtent();
431         u32 index = 0;
432
433         for (s16 z = node_min.Z; z <= node_max.Z; z++)
434         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
435                 Biome *biome        = (Biome *)bmgr->get(biomemap[index]);
436                 s16 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
437                 s16 y0_top          = biome->depth_top;
438                 s16 y0_filler       = biome->depth_top + dfiller;
439                 s16 shore_max       = water_level + biome->height_shore;
440                 s16 depth_water_top = biome->depth_water_top;
441
442                 s16 nplaced = 0;
443                 u32 i = vm->m_area.index(x, node_max.Y, z);
444
445                 content_t c_above = vm->m_data[i + em.X].getContent();
446                 bool have_air = c_above == CONTENT_AIR;
447
448                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
449                         content_t c = vm->m_data[i].getContent();
450                         bool is_replaceable_content =
451                                 c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
452                                 c == c_sand  || c == c_lava_source     || c == c_gravel;
453
454                         if (is_replaceable_content && have_air) {
455                                 content_t c_below = vm->m_data[i - em.X].getContent();
456
457                                 if (c_below != CONTENT_AIR) {
458                                         if (nplaced < y0_top) {
459                                                 if(y < water_level)
460                                                         vm->m_data[i] = MapNode(biome->c_underwater);
461                                                 else if(y <= shore_max)
462                                                         vm->m_data[i] = MapNode(biome->c_shore_top);
463                                                 else
464                                                         vm->m_data[i] = MapNode(biome->c_top);
465                                                 nplaced++;
466                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
467                                                 if(y < water_level)
468                                                         vm->m_data[i] = MapNode(biome->c_underwater);
469                                                 else if(y <= shore_max)
470                                                         vm->m_data[i] = MapNode(biome->c_shore_filler);
471                                                 else
472                                                         vm->m_data[i] = MapNode(biome->c_filler);
473                                                 nplaced++;
474                                         } else if (c == c_stone) {
475                                                 have_air = false;
476                                                 nplaced  = 0;
477                                                 vm->m_data[i] = MapNode(biome->c_stone);
478                                         } else {
479                                                 have_air = false;
480                                                 nplaced  = 0;
481                                         }
482                                 } else if (c == c_stone) {
483                                         have_air = false;
484                                         nplaced = 0;
485                                         vm->m_data[i] = MapNode(biome->c_stone);
486                                 }
487                         } else if (c == c_stone) {
488                                 have_air = false;
489                                 nplaced = 0;
490                                 vm->m_data[i] = MapNode(biome->c_stone);
491                         } else if (c == c_water_source) {
492                                 have_air = true;
493                                 nplaced = 0;
494                                 if(y > water_level - depth_water_top)
495                                         vm->m_data[i] = MapNode(biome->c_water_top);
496                                 else
497                                         vm->m_data[i] = MapNode(biome->c_water);
498                         } else if (c == CONTENT_AIR) {
499                                 have_air = true;
500                                 nplaced = 0;
501                         }
502
503                         vm->m_area.add_y(em, i, -1);
504                 }
505         }
506 }
507
508
509 void MapgenV5::dustTopNodes()
510 {
511         v3s16 em = vm->m_area.getExtent();
512         u32 index = 0;
513
514         if (water_level > node_max.Y)
515                 return;
516
517         for (s16 z = node_min.Z; z <= node_max.Z; z++)
518         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
519                 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
520
521                 if (biome->c_dust == CONTENT_IGNORE)
522                         continue;
523
524                 s16 y = node_max.Y + 1;
525                 u32 vi = vm->m_area.index(x, y, z);
526                 for (; y >= node_min.Y; y--) {
527                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
528                                 break;
529
530                         vm->m_area.add_y(em, vi, -1);
531                 }
532
533                 content_t c = vm->m_data[vi].getContent();
534                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
535                                 && c != biome->c_dust) {
536                         if (y == node_max.Y + 1)
537                                 continue;
538
539                         vm->m_area.add_y(em, vi, 1);
540                         vm->m_data[vi] = MapNode(biome->c_dust);
541                 }
542         }
543 }
544