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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 "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "content_mapnode.h" // For content_mapnode_get_new_name
31 #include "voxelalgorithms.h"
32 #include "profiler.h"
33 #include "settings.h" // For g_settings
34 #include "main.h" // For g_profiler
35 #include "emerge.h"
36 #include "dungeongen.h"
37 #include "cavegen.h"
38 #include "treegen.h"
39 #include "biome.h"
40 #include "mapgen_v7.h"
41
42
43 /////////////////// Mapgen V7 perlin noise default values
44 NoiseParams nparams_v7_def_terrain_base =
45         {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
46 NoiseParams nparams_v7_def_terrain_alt =
47         {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
48 NoiseParams nparams_v7_def_terrain_mod =
49         {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
50 NoiseParams nparams_v7_def_terrain_persist =
51         {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
52 NoiseParams nparams_v7_def_height_select =
53         {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
54 NoiseParams nparams_v7_def_ridge =
55         {0, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
56 /*
57 NoiseParams nparams_v6_def_beach =
58         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
59 NoiseParams nparams_v6_def_cave =
60         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
61 NoiseParams nparams_v6_def_humidity =
62         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
63 NoiseParams nparams_v6_def_trees =
64         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
65 NoiseParams nparams_v6_def_apple_trees =
66         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
67 */
68 ///////////////////////////////////////////////////////////////////////////////
69
70
71 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
72         this->generating  = false;
73         this->id     = mapgenid;
74         this->emerge = emerge;
75         this->bmgr   = emerge->biomedef;
76
77         this->seed     = (int)params->seed;
78         this->water_level = params->water_level;
79         this->flags    = params->flags;
80         this->ridges   = 1;
81
82         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
83         this->ystride = csize.X; //////fix this
84
85         this->biomemap  = new u8[csize.X * csize.Z];
86         this->heightmap = new s16[csize.X * csize.Z];
87         this->ridge_heightmap = new s16[csize.X * csize.Z];
88
89         // Terrain noise
90         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
91         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
92         noise_terrain_mod     = new Noise(&params->np_terrain_mod,     seed, csize.X, csize.Z);
93         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
94         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
95         noise_ridge           = new Noise(&params->np_ridge, seed, csize.X, csize.Y, csize.Z);
96         
97         // Biome noise
98         noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
99         noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);  
100 }
101
102
103 MapgenV7::~MapgenV7() {
104         delete noise_terrain_base;
105         delete noise_terrain_mod;
106         delete noise_terrain_persist;
107         delete noise_height_select;
108         delete noise_terrain_alt;
109         delete noise_ridge;
110         delete noise_heat;
111         delete noise_humidity;
112         
113         delete[] ridge_heightmap;
114         delete[] heightmap;
115         delete[] biomemap;
116 }
117
118
119 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
120         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
121         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
122         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
123         Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
124         
125         s16 y = groundlevel;
126         int iters = 1024; // don't even bother iterating more than 64 times..
127         while (iters--) {
128                 if (y <= water_level)
129                         break;
130                 
131                 float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
132                 if (ridgenoise * (float)(y * y) < 15.0)
133                         break;
134                         
135                 y--;
136         }
137
138         return y + b->top_depth;
139 }
140
141
142 void MapgenV7::makeChunk(BlockMakeData *data) {
143         assert(data->vmanip);
144         assert(data->nodedef);
145         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
146                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
147                    data->blockpos_requested.Z >= data->blockpos_min.Z);
148         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
149                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
150                    data->blockpos_requested.Z <= data->blockpos_max.Z);
151                         
152         this->generating = true;
153         this->vm   = data->vmanip;      
154         this->ndef = data->nodedef;
155         //TimeTaker t("makeChunk");
156         
157         v3s16 blockpos_min = data->blockpos_min;
158         v3s16 blockpos_max = data->blockpos_max;
159         node_min = blockpos_min * MAP_BLOCKSIZE;
160         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
161         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
162         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
163
164         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
165
166         // Make some noise
167         calculateNoise();
168
169         // Calculate height map
170         s16 stone_surface_max_y = calcHeightMap();
171         
172         // Calculate biomes
173         BiomeNoiseInput binput;
174         binput.mapsize       = v2s16(csize.X, csize.Z);
175         binput.heat_map      = noise_heat->result;
176         binput.humidity_map  = noise_humidity->result;
177         binput.height_map    = heightmap;
178         bmgr->calcBiomes(&binput, biomemap);
179         
180         c_stone           = ndef->getId("mapgen_stone");
181         c_dirt            = ndef->getId("mapgen_dirt");
182         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
183         c_sand            = ndef->getId("mapgen_sand");
184         c_water_source    = ndef->getId("mapgen_water_source");
185         c_lava_source     = ndef->getId("mapgen_lava_source");
186         
187         generateTerrain();
188         if (this->ridges)
189                 carveRidges();
190
191         if (flags & MG_CAVES)
192                 generateCaves(stone_surface_max_y);
193         
194         addTopNodes();
195         
196         updateHeightmap(node_min, node_max);
197
198         if (flags & MG_DUNGEONS) {
199                 DungeonGen dgen(ndef, data->seed, water_level);
200                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
201         }
202
203         for (size_t i = 0; i != emerge->decorations.size(); i++) {
204                 Decoration *deco = emerge->decorations[i];
205                 deco->placeDeco(this, blockseed + i, node_min, node_max);
206         }
207
208         for (size_t i = 0; i != emerge->ores.size(); i++) {
209                 Ore *ore = emerge->ores[i];
210                 ore->placeOre(this, blockseed + i, node_min, node_max);
211         }
212         
213         //printf("makeChunk: %dms\n", t.stop());
214         
215         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
216         
217         if (!(flags & MG_NOLIGHT))
218                 calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
219                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
220         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
221         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
222
223         this->generating = false;
224 }
225
226
227 void MapgenV7::calculateNoise() {
228         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
229         int x = node_min.X;
230         int y = node_min.Y;
231         int z = node_min.Z;
232         
233         noise_terrain_mod->perlinMap2D(x, z);
234         
235         noise_height_select->perlinMap2D(x, z);
236         noise_height_select->transformNoiseMap();
237         
238         noise_terrain_persist->perlinMap2D(x, z);
239         float *persistmap = noise_terrain_persist->result;
240         for (int i = 0; i != csize.X * csize.Z; i++)
241                 persistmap[i] = abs(persistmap[i]);
242         
243         noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
244         noise_terrain_base->transformNoiseMap();
245         
246         noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
247         noise_terrain_alt->transformNoiseMap();
248         
249         noise_ridge->perlinMap3D(x, y, z);
250         
251         noise_heat->perlinMap2D(x, z);
252         
253         noise_humidity->perlinMap2D(x, z);
254         
255         //printf("calculateNoise: %dus\n", t.stop());
256 }
257
258
259 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
260         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
261         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
262         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
263         
264         return bmgr->getBiome(heat, humidity, groundlevel);
265 }
266
267
268 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
269         float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
270         float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
271         float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
272
273         noise_terrain_base->np->persist = persist;
274         float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
275         float height_base  = terrain_base * terrain_mod;
276
277         noise_terrain_alt->np->persist = persist;
278         float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
279
280         return (height_base * hselect) + (height_alt * (1.0 - hselect));
281 }
282
283
284 float MapgenV7::baseTerrainLevelFromMap(int index) {
285         float terrain_mod  = noise_terrain_mod->result[index];
286         float hselect      = noise_height_select->result[index];
287         float terrain_base = noise_terrain_base->result[index];
288         float height_base  = terrain_base * terrain_mod;
289         float height_alt   = noise_terrain_alt->result[index];
290
291         return (height_base * hselect) + (height_alt * (1.0 - hselect));
292 }
293
294
295 #if 0
296 // Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
297 void MapgenV7::carveRivers() {
298         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
299         MapNode n_stone(c_stone);
300         u32 index = 0;
301         
302         int river_depth = 4;
303
304         for (s16 z = node_min.Z; z <= node_max.Z; z++)
305         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
306                 float terrain_mod  = noise_terrain_mod->result[index];
307                 NoiseParams *np = noise_terrain_river->np;
308                 np->persist = noise_terrain_persist->result[index];
309                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
310                 float height = terrain_river * (1 - abs(terrain_mod)) *
311                                                 noise_terrain_river->np->scale;
312                 height = log(height * height); //log(h^3) is pretty interesting for terrain
313                 
314                 s16 y = heightmap[index];
315                 if (height < 1.0 && y > river_depth &&
316                         y - river_depth >= node_min.Y && y <= node_max.Y) {
317                         
318                         for (s16 ry = y; ry != y - river_depth; ry--) {
319                                 u32 vi = vm->m_area.index(x, ry, z);
320                                 vm->m_data[vi] = n_air;
321                         }
322                         
323                         u32 vi = vm->m_area.index(x, y - river_depth, z);
324                         vm->m_data[vi] = n_water_source;
325                 }
326         }
327 }
328 #endif
329
330
331 int MapgenV7::calcHeightMap() {
332         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
333         u32 index = 0;
334         
335         for (s16 z = node_min.Z; z <= node_max.Z; z++)
336         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
337                 float surface_height = baseTerrainLevelFromMap(index);
338                 s16 surface_y = (s16)surface_height;
339                 
340                 heightmap[index]       = surface_y; 
341                 ridge_heightmap[index] = surface_y;
342                 
343                 if (surface_y > stone_surface_max_y)
344                         stone_surface_max_y = surface_y;
345         }
346                 
347         return stone_surface_max_y;
348 }
349
350
351 void MapgenV7::generateTerrain() {
352         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
353         MapNode n_stone(c_stone);
354
355         v3s16 em = vm->m_area.getExtent();
356         u32 index = 0;
357         
358         for (s16 z = node_min.Z; z <= node_max.Z; z++)
359         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
360                 s16 surface_y = heightmap[index];
361                 Biome *biome = bmgr->biomes[biomemap[index]];
362                 
363                 u32 i = vm->m_area.index(x, node_min.Y, z);
364                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
365                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
366                                 if (y <= surface_y) {
367                                         vm->m_data[i] = (y > water_level + biome->filler_height) ?
368                                                 MapNode(biome->c_filler) : n_stone;
369                                 } else if (y <= water_level) {
370                                         vm->m_data[i] = n_water_source;
371                                 } else {
372                                         vm->m_data[i] = n_air;
373                                 }
374                         }
375                         vm->m_area.add_y(em, i, 1);
376                 }
377         }
378 }
379
380
381 void MapgenV7::carveRidges() {
382         if (node_max.Y <= water_level)
383                 return;
384                 
385         MapNode n_air(CONTENT_AIR);
386         u32 index = 0;
387         
388         for (s16 z = node_min.Z; z <= node_max.Z; z++)
389         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
390                 u32 vi = vm->m_area.index(node_min.X, y, z);
391                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
392                         // Removing this check will create huge underwater caverns,
393                         // which are interesting but not desirable for gameplay
394                         if (y <= water_level)
395                                 continue;
396                                 
397                         if (noise_ridge->result[index] * (float)(y * y) < 15.0)
398                                 continue;
399
400                         int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
401                         if (y < ridge_heightmap[j])
402                                 ridge_heightmap[j] = y - 1; 
403
404                         vm->m_data[vi] = n_air;
405                 }
406         }
407 }
408
409 /*
410 void MapgenV7::testBiomes() {
411         u32 index = 0;
412         
413         for (s16 z = node_min.Z; z <= node_min.Z; z++)
414         for (s16 x = node_min.X; x <= node_min.X; x++) {;
415                 Biome *b = bmgr->getBiome(heat, humidity, 0);
416         }
417         // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
418         // clear out y space for it first with air
419         // use absolute positioning, each chunk will be a +1 height
420 }*/
421
422
423 void MapgenV7::addTopNodes() {
424         v3s16 em = vm->m_area.getExtent();
425         s16 ntopnodes;
426         u32 index = 0;
427
428         for (s16 z = node_min.Z; z <= node_max.Z; z++)
429         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
430                 Biome *biome = bmgr->biomes[biomemap[index]];
431                 
432                 //////////////////// First, add top nodes below the ridge
433                 s16 y = ridge_heightmap[index];
434                 
435                 // This cutoff is good enough, but not perfect.
436                 // It will cut off potentially placed top nodes at chunk boundaries
437                 if (y < node_min.Y)
438                         continue;
439                 if (y > node_max.Y) {
440                         y = node_max.Y; // Let's see if we can still go downward anyway
441                         u32 vi = vm->m_area.index(x, y, z);
442                         content_t c = vm->m_data[vi].getContent();
443                         if (ndef->get(c).walkable)
444                                 continue;
445                 }
446                 
447                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
448                 // might not be the actual height, just the lowest part in the chunk
449                 // where a ridge had been carved
450                 u32 i = vm->m_area.index(x, y, z);
451                 for (; y >= node_min.Y; y--) {
452                         content_t c = vm->m_data[i].getContent();
453                         if (ndef->get(c).walkable)
454                                 break;
455                         vm->m_area.add_y(em, i, -1);
456                 }
457
458                 if (y != node_min.Y - 1 && y >= water_level) {
459                         ridge_heightmap[index] = y; //update ridgeheight
460                         ntopnodes = biome->top_depth;
461                         for (; y <= node_max.Y && ntopnodes; y++) {
462                                 ntopnodes--;
463                                 vm->m_data[i] = MapNode(biome->c_top);
464                                 vm->m_area.add_y(em, i, 1);
465                         }
466                         // If dirt, grow grass on it.
467                         if (y > water_level - 10 &&
468                                 vm->m_data[i].getContent() == CONTENT_AIR) {
469                                 vm->m_area.add_y(em, i, -1);
470                                 if (vm->m_data[i].getContent() == c_dirt)
471                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
472                         }
473                 }
474                 
475                 //////////////////// Now, add top nodes on top of the ridge
476                 y = heightmap[index];
477                 if (y > node_max.Y) {
478                         y = node_max.Y; // Let's see if we can still go downward anyway
479                         u32 vi = vm->m_area.index(x, y, z);
480                         content_t c = vm->m_data[vi].getContent();
481                         if (ndef->get(c).walkable)
482                                 continue;
483                 }
484
485                 i = vm->m_area.index(x, y, z);
486                 for (; y >= node_min.Y; y--) {
487                         content_t c = vm->m_data[i].getContent();
488                         if (ndef->get(c).walkable)
489                                 break;
490                         vm->m_area.add_y(em, i, -1);
491                 }
492
493                 if (y != node_min.Y - 1) {
494                         ntopnodes = biome->top_depth;
495                         // Let's see if we've already added it...
496                         if (y == ridge_heightmap[index] + ntopnodes - 1)
497                                 continue;
498
499                         for (; y <= node_max.Y && ntopnodes; y++) {
500                                 ntopnodes--;
501                                 vm->m_data[i] = MapNode(biome->c_top);
502                                 vm->m_area.add_y(em, i, 1);
503                         }
504                         // If dirt, grow grass on it.
505                         if (y > water_level - 10 &&
506                                 vm->m_data[i].getContent() == CONTENT_AIR) {
507                                 vm->m_area.add_y(em, i, -1);
508                                 if (vm->m_data[i].getContent() == c_dirt)
509                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
510                         }
511                 }
512         }
513 }
514
515
516 #include "mapgen_v6.h"
517 void MapgenV7::generateCaves(int max_stone_y) {
518         PseudoRandom ps(blockseed + 21343);
519
520         int volume_nodes = (node_max.X - node_min.X + 1) *
521                                            (node_max.Y - node_min.Y + 1) *
522                                            (node_max.Z - node_min.Z + 1);
523         float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
524                                                                 node_min.X, node_min.Y, seed);
525
526         u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
527         for (u32 i = 0; i < caves_count; i++) {
528                 CaveV7 cave(this, &ps, false);
529                 cave.makeCave(node_min, node_max, max_stone_y);
530         }
531
532         u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
533         for (u32 i = 0; i < bruises_count; i++) {
534                 CaveV7 cave(this, &ps, true);
535                 cave.makeCave(node_min, node_max, max_stone_y);
536         }       
537 }