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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->lighting = 1;
81         this->ridges   = 1;
82
83         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
84         this->ystride = csize.X; //////fix this
85
86         this->biomemap  = new u8[csize.X * csize.Z];
87         this->heightmap = new s16[csize.X * csize.Z];
88         this->ridge_heightmap = new s16[csize.X * csize.Z];
89
90         // Terrain noise
91         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
92         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
93         noise_terrain_mod     = new Noise(&params->np_terrain_mod,     seed, csize.X, csize.Z);
94         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
95         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
96         noise_ridge           = new Noise(&params->np_ridge, seed, csize.X, csize.Y, csize.Z);
97         
98         // Biome noise
99         noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
100         noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);  
101 }
102
103
104 MapgenV7::~MapgenV7() {
105         delete noise_terrain_base;
106         delete noise_terrain_mod;
107         delete noise_terrain_persist;
108         delete noise_height_select;
109         delete noise_terrain_alt;
110         delete noise_ridge;
111         delete noise_heat;
112         delete noise_humidity;
113         
114         delete[] ridge_heightmap;
115         delete[] heightmap;
116         delete[] biomemap;
117 }
118
119
120 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
121         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
122         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
123         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
124         Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
125         
126         s16 y = groundlevel;
127         int iters = 1024; // don't even bother iterating more than 64 times..
128         while (iters--) {
129                 if (y <= water_level)
130                         break;
131                 
132                 float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
133                 if (ridgenoise * (float)(y * y) < 15.0)
134                         break;
135                         
136                 y--;
137         }
138
139         return y + b->top_depth;
140 }
141
142
143 void MapgenV7::makeChunk(BlockMakeData *data) {
144         assert(data->vmanip);
145         assert(data->nodedef);
146         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
147                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
148                    data->blockpos_requested.Z >= data->blockpos_min.Z);
149         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
150                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
151                    data->blockpos_requested.Z <= data->blockpos_max.Z);
152                         
153         this->generating = true;
154         this->vm   = data->vmanip;      
155         this->ndef = data->nodedef;
156         //TimeTaker t("makeChunk");
157         
158         v3s16 blockpos_min = data->blockpos_min;
159         v3s16 blockpos_max = data->blockpos_max;
160         node_min = blockpos_min * MAP_BLOCKSIZE;
161         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
162         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
163         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
164
165         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
166
167         // Make some noise
168         calculateNoise();
169
170         // Calculate height map
171         s16 stone_surface_max_y = calcHeightMap();
172         
173         // Calculate biomes
174         BiomeNoiseInput binput;
175         binput.mapsize       = v2s16(csize.X, csize.Z);
176         binput.heat_map      = noise_heat->result;
177         binput.humidity_map  = noise_humidity->result;
178         binput.height_map    = heightmap;
179         bmgr->calcBiomes(&binput, biomemap);
180         
181         c_stone           = ndef->getId("mapgen_stone");
182         c_dirt            = ndef->getId("mapgen_dirt");
183         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
184         c_sand            = ndef->getId("mapgen_sand");
185         c_water_source    = ndef->getId("mapgen_water_source");
186         c_lava_source     = ndef->getId("mapgen_lava_source");
187         
188         generateTerrain();
189         if (this->ridges)
190                 carveRidges();
191
192         if (flags & MG_CAVES)
193                 generateCaves(stone_surface_max_y);
194         
195         addTopNodes();
196         
197         updateHeightmap(node_min, node_max);
198
199         if (flags & MG_DUNGEONS) {
200                 DungeonGen dgen(ndef, data->seed, water_level);
201                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
202         }
203
204         for (size_t i = 0; i != emerge->decorations.size(); i++) {
205                 Decoration *deco = emerge->decorations[i];
206                 deco->placeDeco(this, blockseed + i, node_min, node_max);
207         }
208
209         for (size_t i = 0; i != emerge->ores.size(); i++) {
210                 Ore *ore = emerge->ores[i];
211                 ore->placeOre(this, blockseed + i, node_min, node_max);
212         }
213         
214         //printf("makeChunk: %dms\n", t.stop());
215         
216         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
217         
218         if (this->lighting)
219                 calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
220                                  node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
221         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
222         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
223
224         this->generating = false;
225 }
226
227
228 void MapgenV7::calculateNoise() {
229         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
230         int x = node_min.X;
231         int y = node_min.Y;
232         int z = node_min.Z;
233         
234         noise_terrain_mod->perlinMap2D(x, z);
235         
236         noise_height_select->perlinMap2D(x, z);
237         noise_height_select->transformNoiseMap();
238         
239         noise_terrain_persist->perlinMap2D(x, z);
240         float *persistmap = noise_terrain_persist->result;
241         for (int i = 0; i != csize.X * csize.Z; i++)
242                 persistmap[i] = abs(persistmap[i]);
243         
244         noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
245         noise_terrain_base->transformNoiseMap();
246         
247         noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
248         noise_terrain_alt->transformNoiseMap();
249         
250         noise_ridge->perlinMap3D(x, y, z);
251         
252         noise_heat->perlinMap2D(x, z);
253         
254         noise_humidity->perlinMap2D(x, z);
255         
256         //printf("calculateNoise: %dus\n", t.stop());
257 }
258
259
260 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
261         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
262         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
263         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
264         
265         return bmgr->getBiome(heat, humidity, groundlevel);
266 }
267
268
269 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
270         float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
271         float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
272         float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
273
274         noise_terrain_base->np->persist = persist;
275         float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
276         float height_base  = terrain_base * terrain_mod;
277
278         noise_terrain_alt->np->persist = persist;
279         float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
280
281         return (height_base * hselect) + (height_alt * (1.0 - hselect));
282 }
283
284
285 float MapgenV7::baseTerrainLevelFromMap(int index) {
286         float terrain_mod  = noise_terrain_mod->result[index];
287         float hselect      = noise_height_select->result[index];
288         float terrain_base = noise_terrain_base->result[index];
289         float height_base  = terrain_base * terrain_mod;
290         float height_alt   = noise_terrain_alt->result[index];
291
292         return (height_base * hselect) + (height_alt * (1.0 - hselect));
293 }
294
295
296 #if 0
297 // Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
298 void MapgenV7::carveRivers() {
299         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
300         MapNode n_stone(c_stone);
301         u32 index = 0;
302         
303         int river_depth = 4;
304
305         for (s16 z = node_min.Z; z <= node_max.Z; z++)
306         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
307                 float terrain_mod  = noise_terrain_mod->result[index];
308                 NoiseParams *np = noise_terrain_river->np;
309                 np->persist = noise_terrain_persist->result[index];
310                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
311                 float height = terrain_river * (1 - abs(terrain_mod)) *
312                                                 noise_terrain_river->np->scale;
313                 height = log(height * height); //log(h^3) is pretty interesting for terrain
314                 
315                 s16 y = heightmap[index];
316                 if (height < 1.0 && y > river_depth &&
317                         y - river_depth >= node_min.Y && y <= node_max.Y) {
318                         
319                         for (s16 ry = y; ry != y - river_depth; ry--) {
320                                 u32 vi = vm->m_area.index(x, ry, z);
321                                 vm->m_data[vi] = n_air;
322                         }
323                         
324                         u32 vi = vm->m_area.index(x, y - river_depth, z);
325                         vm->m_data[vi] = n_water_source;
326                 }
327         }
328 }
329 #endif
330
331
332 int MapgenV7::calcHeightMap() {
333         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
334         u32 index = 0;
335         
336         for (s16 z = node_min.Z; z <= node_max.Z; z++)
337         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
338                 float surface_height = baseTerrainLevelFromMap(index);
339                 s16 surface_y = (s16)surface_height;
340                 
341                 heightmap[index]       = surface_y; 
342                 ridge_heightmap[index] = surface_y;
343                 
344                 if (surface_y > stone_surface_max_y)
345                         stone_surface_max_y = surface_y;
346         }
347                 
348         return stone_surface_max_y;
349 }
350
351
352 void MapgenV7::generateTerrain() {
353         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
354         MapNode n_stone(c_stone);
355
356         v3s16 em = vm->m_area.getExtent();
357         u32 index = 0;
358         
359         for (s16 z = node_min.Z; z <= node_max.Z; z++)
360         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
361                 s16 surface_y = heightmap[index];
362                 Biome *biome = bmgr->biomes[biomemap[index]];
363                 
364                 u32 i = vm->m_area.index(x, node_min.Y, z);
365                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
366                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
367                                 if (y <= surface_y) {
368                                         vm->m_data[i] = (y > water_level + biome->filler_height) ?
369                                                 MapNode(biome->c_filler) : n_stone;
370                                 } else if (y <= water_level) {
371                                         vm->m_data[i] = n_water_source;
372                                 } else {
373                                         vm->m_data[i] = n_air;
374                                 }
375                         }
376                         vm->m_area.add_y(em, i, 1);
377                 }
378         }
379 }
380
381
382 void MapgenV7::carveRidges() {
383         if (node_max.Y <= water_level)
384                 return;
385                 
386         MapNode n_air(CONTENT_AIR);
387         u32 index = 0;
388         
389         for (s16 z = node_min.Z; z <= node_max.Z; z++)
390         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
391                 u32 vi = vm->m_area.index(node_min.X, y, z);
392                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
393                         // Removing this check will create huge underwater caverns,
394                         // which are interesting but not desirable for gameplay
395                         if (y <= water_level)
396                                 continue;
397                                 
398                         if (noise_ridge->result[index] * (float)(y * y) < 15.0)
399                                 continue;
400
401                         int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
402                         if (y < ridge_heightmap[j])
403                                 ridge_heightmap[j] = y - 1; 
404
405                         vm->m_data[vi] = n_air;
406                 }
407         }
408 }
409
410 /*
411 void MapgenV7::testBiomes() {
412         u32 index = 0;
413         
414         for (s16 z = node_min.Z; z <= node_min.Z; z++)
415         for (s16 x = node_min.X; x <= node_min.X; x++) {;
416                 Biome *b = bmgr->getBiome(heat, humidity, 0);
417         }
418         // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
419         // clear out y space for it first with air
420         // use absolute positioning, each chunk will be a +1 height
421 }*/
422
423
424 void MapgenV7::addTopNodes() {
425         v3s16 em = vm->m_area.getExtent();
426         s16 ntopnodes;
427         u32 index = 0;
428
429         for (s16 z = node_min.Z; z <= node_max.Z; z++)
430         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
431                 Biome *biome = bmgr->biomes[biomemap[index]];
432                 
433                 //////////////////// First, add top nodes below the ridge
434                 s16 y = ridge_heightmap[index];
435                 
436                 // This cutoff is good enough, but not perfect.
437                 // It will cut off potentially placed top nodes at chunk boundaries
438                 if (y < node_min.Y)
439                         continue;
440                 if (y > node_max.Y) {
441                         y = node_max.Y; // Let's see if we can still go downward anyway
442                         u32 vi = vm->m_area.index(x, y, z);
443                         content_t c = vm->m_data[vi].getContent();
444                         if (ndef->get(c).walkable)
445                                 continue;
446                 }
447                 
448                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
449                 // might not be the actual height, just the lowest part in the chunk
450                 // where a ridge had been carved
451                 u32 i = vm->m_area.index(x, y, z);
452                 for (; y >= node_min.Y; y--) {
453                         content_t c = vm->m_data[i].getContent();
454                         if (ndef->get(c).walkable)
455                                 break;
456                         vm->m_area.add_y(em, i, -1);
457                 }
458
459                 if (y != node_min.Y - 1 && y >= water_level) {
460                         ridge_heightmap[index] = y; //update ridgeheight
461                         ntopnodes = biome->top_depth;
462                         for (; y <= node_max.Y && ntopnodes; y++) {
463                                 ntopnodes--;
464                                 vm->m_data[i] = MapNode(biome->c_top);
465                                 vm->m_area.add_y(em, i, 1);
466                         }
467                         // If dirt, grow grass on it.
468                         if (y > water_level - 10 &&
469                                 vm->m_data[i].getContent() == CONTENT_AIR) {
470                                 vm->m_area.add_y(em, i, -1);
471                                 if (vm->m_data[i].getContent() == c_dirt)
472                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
473                         }
474                 }
475                 
476                 //////////////////// Now, add top nodes on top of the ridge
477                 y = heightmap[index];
478                 if (y > node_max.Y) {
479                         y = node_max.Y; // Let's see if we can still go downward anyway
480                         u32 vi = vm->m_area.index(x, y, z);
481                         content_t c = vm->m_data[vi].getContent();
482                         if (ndef->get(c).walkable)
483                                 continue;
484                 }
485
486                 i = vm->m_area.index(x, y, z);
487                 for (; y >= node_min.Y; y--) {
488                         content_t c = vm->m_data[i].getContent();
489                         if (ndef->get(c).walkable)
490                                 break;
491                         vm->m_area.add_y(em, i, -1);
492                 }
493
494                 if (y != node_min.Y - 1) {
495                         ntopnodes = biome->top_depth;
496                         // Let's see if we've already added it...
497                         if (y == ridge_heightmap[index] + ntopnodes - 1)
498                                 continue;
499
500                         for (; y <= node_max.Y && ntopnodes; y++) {
501                                 ntopnodes--;
502                                 vm->m_data[i] = MapNode(biome->c_top);
503                                 vm->m_area.add_y(em, i, 1);
504                         }
505                         // If dirt, grow grass on it.
506                         if (y > water_level - 10 &&
507                                 vm->m_data[i].getContent() == CONTENT_AIR) {
508                                 vm->m_area.add_y(em, i, -1);
509                                 if (vm->m_data[i].getContent() == c_dirt)
510                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
511                         }
512                 }
513         }
514 }
515
516
517 #include "mapgen_v6.h"
518 void MapgenV7::generateCaves(int max_stone_y) {
519         PseudoRandom ps(blockseed + 21343);
520
521         int volume_nodes = (node_max.X - node_min.X + 1) *
522                                            (node_max.Y - node_min.Y + 1) *
523                                            (node_max.Z - node_min.Z + 1);
524         float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
525                                                                 node_min.X, node_min.Y, seed);
526
527         u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
528         for (u32 i = 0; i < caves_count; i++) {
529                 CaveV7 cave(this, &ps, false);
530                 cave.makeCave(node_min, node_max, max_stone_y);
531         }
532
533         u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
534         for (u32 i = 0; i < bruises_count; i++) {
535                 CaveV7 cave(this, &ps, true);
536                 cave.makeCave(node_min, node_max, max_stone_y);
537         }       
538 }