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1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains", MGV7_MOUNTAINS},
45         {"ridges",    MGV7_RIDGES},
46         {NULL,        0}
47 };
48
49
50 ///////////////////////////////////////////////////////////////////////////////
51
52
53 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
54         : MapgenBasic(mapgenid, params, emerge)
55 {
56         this->spflags    = params->spflags;
57         this->cave_width = params->cave_width;
58
59         //// Terrain noise
60         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
61         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
62         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
63         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
64         noise_filler_depth    = new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
65         noise_mount_height    = new Noise(&params->np_mount_height,    seed, csize.X, csize.Z);
66         noise_ridge_uwater    = new Noise(&params->np_ridge_uwater,    seed, csize.X, csize.Z);
67
68         //// 3d terrain noise
69         // 1-up 1-down overgeneration
70         noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
71         noise_ridge    = new Noise(&params->np_ridge,    seed, csize.X, csize.Y + 2, csize.Z);
72
73         MapgenBasic::np_cave1 = params->np_cave1;
74         MapgenBasic::np_cave2 = params->np_cave2;
75 }
76
77
78 MapgenV7::~MapgenV7()
79 {
80         delete noise_terrain_base;
81         delete noise_terrain_persist;
82         delete noise_height_select;
83         delete noise_terrain_alt;
84         delete noise_filler_depth;
85         delete noise_mount_height;
86         delete noise_ridge_uwater;
87         delete noise_mountain;
88         delete noise_ridge;
89 }
90
91
92 MapgenV7Params::MapgenV7Params()
93 {
94         spflags    = MGV7_MOUNTAINS | MGV7_RIDGES;
95         cave_width = 0.2;
96
97         np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0);
98         np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
99         np_terrain_persist = NoiseParams(0.6,  0.1, v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0);
100         np_height_select   = NoiseParams(-8,   16,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0);
101         np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   3, 0.7,  2.0);
102         np_mount_height    = NoiseParams(256,  112, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0);
103         np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
104         np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0);
105         np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
106         np_cave1           = NoiseParams(0,    12,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0);
107         np_cave2           = NoiseParams(0,    12,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0);
108 }
109
110
111 void MapgenV7Params::readParams(const Settings *settings)
112 {
113         settings->getFlagStrNoEx("mgv7_spflags",  spflags, flagdesc_mapgen_v7);
114         settings->getFloatNoEx("mgv7_cave_width", cave_width);
115
116         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
117         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
118         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
119         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
120         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
121         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
122         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
123         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
124         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
125         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
126         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
127 }
128
129
130 void MapgenV7Params::writeParams(Settings *settings) const
131 {
132         settings->setFlagStr("mgv7_spflags",  spflags, flagdesc_mapgen_v7, U32_MAX);
133         settings->setFloat("mgv7_cave_width", cave_width);
134
135         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
136         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
137         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
138         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
139         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
140         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
141         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
142         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
143         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
144         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
145         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
146 }
147
148
149 ///////////////////////////////////////////////////////////////////////////////
150
151
152 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
153 {
154         // Base terrain calculation
155         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
156
157         // Ridge/river terrain calculation
158         float width = 0.2;
159         float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
160         // if inside a river this is an unsuitable spawn point
161         if (fabs(uwatern) <= width)
162                 return MAX_MAP_GENERATION_LIMIT;
163
164         // Mountain terrain calculation
165         int iters = 128;
166         while (iters--) {
167                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {  // Air, y is ground level
168                         if (y <= water_level || y > water_level + 16)
169                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
170                         else
171                                 return y;
172                 }
173                 y++;
174         }
175
176         // Unsuitable spawn point, no ground surface found
177         return MAX_MAP_GENERATION_LIMIT;
178 }
179
180
181 void MapgenV7::makeChunk(BlockMakeData *data)
182 {
183         // Pre-conditions
184         assert(data->vmanip);
185         assert(data->nodedef);
186         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
187                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
188                 data->blockpos_requested.Z >= data->blockpos_min.Z);
189         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
190                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
191                 data->blockpos_requested.Z <= data->blockpos_max.Z);
192
193         this->generating = true;
194         this->vm   = data->vmanip;
195         this->ndef = data->nodedef;
196         //TimeTaker t("makeChunk");
197
198         v3s16 blockpos_min = data->blockpos_min;
199         v3s16 blockpos_max = data->blockpos_max;
200         node_min = blockpos_min * MAP_BLOCKSIZE;
201         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
202         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
203         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
204
205         blockseed = getBlockSeed2(full_node_min, seed);
206
207         // Generate base and mountain terrain
208         // An initial heightmap is no longer created here for use in generateRidgeTerrain()
209         s16 stone_surface_max_y = generateTerrain();
210
211         // Generate rivers
212         if (spflags & MGV7_RIDGES)
213                 generateRidgeTerrain();
214
215         // Create heightmap
216         updateHeightmap(node_min, node_max);
217
218         // Init biome generator, place biome-specific nodes, and build biomemap
219         biomegen->calcBiomeNoise(node_min);
220         MgStoneType stone_type = generateBiomes();
221
222         if (flags & MG_CAVES)
223                 generateCaves(stone_surface_max_y, water_level);
224
225         if (flags & MG_DUNGEONS)
226                 generateDungeons(stone_surface_max_y, stone_type);
227
228         // Generate the registered decorations
229         if (flags & MG_DECORATIONS)
230                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
231
232         // Generate the registered ores
233         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
234
235         // Sprinkle some dust on top after everything else was generated
236         dustTopNodes();
237
238         //printf("makeChunk: %dms\n", t.stop());
239
240         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
241
242         if (flags & MG_LIGHT)
243                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
244                         full_node_min, full_node_max);
245
246         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
247         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
248
249         this->generating = false;
250 }
251
252
253 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
254 {
255         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
256         hselect = rangelim(hselect, 0.0, 1.0);
257
258         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
259
260         noise_terrain_base->np.persist = persist;
261         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
262
263         noise_terrain_alt->np.persist = persist;
264         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
265
266         if (height_alt > height_base)
267                 return height_alt;
268
269         return (height_base * hselect) + (height_alt * (1.0 - hselect));
270 }
271
272
273 float MapgenV7::baseTerrainLevelFromMap(int index)
274 {
275         float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
276         float height_base = noise_terrain_base->result[index];
277         float height_alt  = noise_terrain_alt->result[index];
278
279         if (height_alt > height_base)
280                 return height_alt;
281
282         return (height_base * hselect) + (height_alt * (1.0 - hselect));
283 }
284
285
286 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
287 {
288         float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
289         float density_gradient = -((float)y / mnt_h_n);
290         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
291
292         return mnt_n + density_gradient >= 0.0;
293 }
294
295
296 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
297 {
298         float mounthn = noise_mount_height->result[idx_xz];
299         float density_gradient = -((float)y / mounthn);
300         float mountn = noise_mountain->result[idx_xyz];
301
302         return mountn + density_gradient >= 0.0;
303 }
304
305
306 int MapgenV7::generateTerrain()
307 {
308         MapNode n_air(CONTENT_AIR);
309         MapNode n_stone(c_stone);
310         MapNode n_water(c_water_source);
311
312         //// Calculate noise for terrain generation
313         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
314         float *persistmap = noise_terrain_persist->result;
315
316         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
317         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
318         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
319
320         if (spflags & MGV7_MOUNTAINS) {
321                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
322                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
323         }
324
325         //// Place nodes
326         v3s16 em = vm->m_area.getExtent();
327         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
328         u32 index2d = 0;
329
330         for (s16 z = node_min.Z; z <= node_max.Z; z++)
331         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
332                 s16 surface_y = baseTerrainLevelFromMap(index2d);
333
334                 if (surface_y > stone_surface_max_y)
335                         stone_surface_max_y = surface_y;
336
337                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
338                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
339
340                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
341                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
342                                 if (y <= surface_y) {
343                                         vm->m_data[vi] = n_stone;  // Base terrain
344                                 } else if ((spflags & MGV7_MOUNTAINS) &&
345                                                 getMountainTerrainFromMap(index3d, index2d, y)) {
346                                         vm->m_data[vi] = n_stone;  // Mountain terrain
347                                         if (y > stone_surface_max_y)
348                                                 stone_surface_max_y = y;
349                                 } else if (y <= water_level) {
350                                         vm->m_data[vi] = n_water;
351                                 } else {
352                                         vm->m_data[vi] = n_air;
353                                 }
354                         }
355                         vm->m_area.add_y(em, vi, 1);
356                         index3d += ystride;
357                 }
358         }
359
360         return stone_surface_max_y;
361 }
362
363
364 void MapgenV7::generateRidgeTerrain()
365 {
366         if (node_max.Y < water_level - 16)
367                 return;
368
369         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
370         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
371
372         MapNode n_water(c_water_source);
373         MapNode n_air(CONTENT_AIR);
374         u32 index = 0;
375         float width = 0.2;
376
377         for (s16 z = node_min.Z; z <= node_max.Z; z++)
378         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
379                 u32 vi = vm->m_area.index(node_min.X, y, z);
380                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
381                         int j = (z - node_min.Z) * csize.X + (x - node_min.X);
382
383                         float uwatern = noise_ridge_uwater->result[j] * 2;
384                         if (fabs(uwatern) > width)
385                                 continue;
386
387                         float altitude = y - water_level;
388                         float height_mod = (altitude + 17) / 2.5;
389                         float width_mod  = width - fabs(uwatern);
390                         float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
391
392                         if (nridge + width_mod * height_mod < 0.6)
393                                 continue;
394
395                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
396                 }
397         }
398 }
399
400
401 ////////////////////////////////////////////////////////////////////////////////
402 //// Code Boneyard
403 ////
404 //// Much of the stuff here has potential to become useful again at some point
405 //// in the future, but we don't want it to get lost or forgotten in version
406 //// control.
407 ////
408
409 #if 0
410 int MapgenV7::generateMountainTerrain(s16 ymax)
411 {
412         MapNode n_stone(c_stone);
413         u32 j = 0;
414
415         for (s16 z = node_min.Z; z <= node_max.Z; z++)
416         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
417                 u32 vi = vm->m_area.index(node_min.X, y, z);
418                 for (s16 x = node_min.X; x <= node_max.X; x++) {
419                         int index = (z - node_min.Z) * csize.X + (x - node_min.X);
420                         content_t c = vm->m_data[vi].getContent();
421
422                         if (getMountainTerrainFromMap(j, index, y)
423                                         && (c == CONTENT_AIR || c == c_water_source)) {
424                                 vm->m_data[vi] = n_stone;
425                                 if (y > ymax)
426                                         ymax = y;
427                         }
428
429                         vi++;
430                         j++;
431                 }
432         }
433
434         return ymax;
435 }
436 #endif
437
438
439 #if 0
440 void MapgenV7::carveRivers() {
441         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
442         MapNode n_stone(c_stone);
443         u32 index = 0;
444
445         int river_depth = 4;
446
447         for (s16 z = node_min.Z; z <= node_max.Z; z++)
448         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
449                 float terrain_mod  = noise_terrain_mod->result[index];
450                 NoiseParams *np = noise_terrain_river->np;
451                 np.persist = noise_terrain_persist->result[index];
452                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
453                 float height = terrain_river * (1 - abs(terrain_mod)) *
454                                                 noise_terrain_river->np.scale;
455                 height = log(height * height); //log(h^3) is pretty interesting for terrain
456
457                 s16 y = heightmap[index];
458                 if (height < 1.0 && y > river_depth &&
459                         y - river_depth >= node_min.Y && y <= node_max.Y) {
460
461                         for (s16 ry = y; ry != y - river_depth; ry--) {
462                                 u32 vi = vm->m_area.index(x, ry, z);
463                                 vm->m_data[vi] = n_air;
464                         }
465
466                         u32 vi = vm->m_area.index(x, y - river_depth, z);
467                         vm->m_data[vi] = n_water_source;
468                 }
469         }
470 }
471 #endif
472
473
474 #if 0
475 void MapgenV7::addTopNodes()
476 {
477         v3s16 em = vm->m_area.getExtent();
478         s16 ntopnodes;
479         u32 index = 0;
480
481         for (s16 z = node_min.Z; z <= node_max.Z; z++)
482         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
483                 Biome *biome = bmgr->biomes[biomemap[index]];
484
485                 //////////////////// First, add top nodes below the ridge
486                 s16 y = ridge_heightmap[index];
487
488                 // This cutoff is good enough, but not perfect.
489                 // It will cut off potentially placed top nodes at chunk boundaries
490                 if (y < node_min.Y)
491                         continue;
492                 if (y > node_max.Y) {
493                         y = node_max.Y; // Let's see if we can still go downward anyway
494                         u32 vi = vm->m_area.index(x, y, z);
495                         content_t c = vm->m_data[vi].getContent();
496                         if (ndef->get(c).walkable)
497                                 continue;
498                 }
499
500                 // N.B.  It is necessary to search downward since ridge_heightmap[i]
501                 // might not be the actual height, just the lowest part in the chunk
502                 // where a ridge had been carved
503                 u32 i = vm->m_area.index(x, y, z);
504                 for (; y >= node_min.Y; y--) {
505                         content_t c = vm->m_data[i].getContent();
506                         if (ndef->get(c).walkable)
507                                 break;
508                         vm->m_area.add_y(em, i, -1);
509                 }
510
511                 if (y != node_min.Y - 1 && y >= water_level) {
512                         ridge_heightmap[index] = y; //update ridgeheight
513                         ntopnodes = biome->top_depth;
514                         for (; y <= node_max.Y && ntopnodes; y++) {
515                                 ntopnodes--;
516                                 vm->m_data[i] = MapNode(biome->c_top);
517                                 vm->m_area.add_y(em, i, 1);
518                         }
519                         // If dirt, grow grass on it.
520                         if (y > water_level - 10 &&
521                                 vm->m_data[i].getContent() == CONTENT_AIR) {
522                                 vm->m_area.add_y(em, i, -1);
523                                 if (vm->m_data[i].getContent() == c_dirt)
524                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
525                         }
526                 }
527
528                 //////////////////// Now, add top nodes on top of the ridge
529                 y = heightmap[index];
530                 if (y > node_max.Y) {
531                         y = node_max.Y; // Let's see if we can still go downward anyway
532                         u32 vi = vm->m_area.index(x, y, z);
533                         content_t c = vm->m_data[vi].getContent();
534                         if (ndef->get(c).walkable)
535                                 continue;
536                 }
537
538                 i = vm->m_area.index(x, y, z);
539                 for (; y >= node_min.Y; y--) {
540                         content_t c = vm->m_data[i].getContent();
541                         if (ndef->get(c).walkable)
542                                 break;
543                         vm->m_area.add_y(em, i, -1);
544                 }
545
546                 if (y != node_min.Y - 1) {
547                         ntopnodes = biome->top_depth;
548                         // Let's see if we've already added it...
549                         if (y == ridge_heightmap[index] + ntopnodes - 1)
550                                 continue;
551
552                         for (; y <= node_max.Y && ntopnodes; y++) {
553                                 ntopnodes--;
554                                 vm->m_data[i] = MapNode(biome->c_top);
555                                 vm->m_area.add_y(em, i, 1);
556                         }
557                         // If dirt, grow grass on it.
558                         if (y > water_level - 10 &&
559                                 vm->m_data[i].getContent() == CONTENT_AIR) {
560                                 vm->m_area.add_y(em, i, -1);
561                                 if (vm->m_data[i].getContent() == c_dirt)
562                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
563                         }
564                 }
565         }
566 }
567 #endif