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1 /*
2 Minetest Valleys C
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
5 Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
6
7 Based on Valleys Mapgen by Gael de Sailly
8  (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
9 and mapgen_v7, mapgen_flat by kwolekr and paramat.
10
11 Licensing changed by permission of Gael de Sailly.
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU Lesser General Public License as published by
15 the Free Software Foundation; either version 2.1 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
21 GNU Lesser General Public License for more details.
22
23 You should have received a copy of the GNU Lesser General Public License along
24 with this program; if not, write to the Free Software Foundation, Inc.,
25 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
26 */
27
28 #include "mapgen.h"
29 #include "voxel.h"
30 #include "noise.h"
31 #include "mapblock.h"
32 #include "mapnode.h"
33 #include "map.h"
34 #include "content_sao.h"
35 #include "nodedef.h"
36 #include "voxelalgorithms.h"
37 #include "settings.h" // For g_settings
38 #include "emerge.h"
39 #include "dungeongen.h"
40 #include "treegen.h"
41 #include "mg_biome.h"
42 #include "mg_ore.h"
43 #include "mg_decoration.h"
44 #include "mapgen_valleys.h"
45 #include "cavegen.h"
46
47
48 //#undef NDEBUG
49 //#include "assert.h"
50
51 //#include "util/timetaker.h"
52 //#include "profiler.h"
53
54
55 //static Profiler mapgen_prof;
56 //Profiler *mapgen_profiler = &mapgen_prof;
57
58 static FlagDesc flagdesc_mapgen_valleys[] = {
59         {"altitude_chill", MG_VALLEYS_ALT_CHILL},
60         {"humid_rivers",   MG_VALLEYS_HUMID_RIVERS},
61         {NULL,             0}
62 };
63
64 ///////////////////////////////////////////////////////////////////////////////
65
66
67 MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
68         : Mapgen(mapgenid, params, emerge)
69 {
70         this->m_emerge = emerge;
71         this->bmgr = emerge->biomemgr;
72
73         //// amount of elements to skip for the next index
74         //// for noise/height/biome maps (not vmanip)
75         this->ystride = csize.X;
76         this->zstride = csize.X * (csize.Y + 2);
77
78         this->biomemap  = new u8[csize.X * csize.Z];
79         this->heightmap = new s16[csize.X * csize.Z];
80         this->heatmap   = NULL;
81         this->humidmap  = NULL;
82
83         this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
84                         g_settings->getU16("map_generation_limit"));
85
86         MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
87         this->spflags = sp->spflags;
88
89         this->humid_rivers       = (spflags & MG_VALLEYS_HUMID_RIVERS);
90         this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
91
92         this->altitude_chill     = sp->altitude_chill;
93         this->humidity_adjust    = params->np_biome_humidity.offset - 50.f;
94         this->large_cave_depth   = sp->large_cave_depth;
95         this->lava_features_lim  = rangelim(sp->lava_features, 0, 10);
96         this->massive_cave_depth = sp->massive_cave_depth;
97         this->river_depth_bed    = sp->river_depth + 1.f;
98         this->river_size_factor  = sp->river_size / 100.f;
99         this->water_features_lim = rangelim(sp->water_features, 0, 10);
100
101         // a small chance of overflows if the settings are very high
102         this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50;
103         this->lava_max_height       = water_level + MYMAX(0, lava_features_lim - 6) * 50;
104
105         tcave_cache = new float[csize.Y + 2];
106
107         //// 2D Terrain noise
108         noise_filler_depth       = new Noise(&sp->np_filler_depth,       seed, csize.X, csize.Z);
109         noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
110         noise_rivers             = new Noise(&sp->np_rivers,             seed, csize.X, csize.Z);
111         noise_terrain_height     = new Noise(&sp->np_terrain_height,     seed, csize.X, csize.Z);
112         noise_valley_depth       = new Noise(&sp->np_valley_depth,       seed, csize.X, csize.Z);
113         noise_valley_profile     = new Noise(&sp->np_valley_profile,     seed, csize.X, csize.Z);
114
115         //// 3D Terrain noise
116         noise_cave1             = new Noise(&sp->np_cave1,             seed, csize.X, csize.Y + 2, csize.Z);
117         noise_cave2             = new Noise(&sp->np_cave2,             seed, csize.X, csize.Y + 2, csize.Z);
118         noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
119         noise_massive_caves     = new Noise(&sp->np_massive_caves,     seed, csize.X, csize.Y + 2, csize.Z);
120
121         //// Biome noise
122         noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
123         noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
124         noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
125         noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
126
127         //// Resolve nodes to be used
128         INodeDefManager *ndef = emerge->ndef;
129
130         c_cobble               = ndef->getId("mapgen_cobble");
131         c_desert_stone         = ndef->getId("mapgen_desert_stone");
132         c_dirt                 = ndef->getId("mapgen_dirt");
133         c_lava_source          = ndef->getId("mapgen_lava_source");
134         c_mossycobble          = ndef->getId("mapgen_mossycobble");
135         c_river_water_source   = ndef->getId("mapgen_river_water_source");
136         c_sand                 = ndef->getId("mapgen_sand");
137         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
138         c_sandstone            = ndef->getId("mapgen_sandstone");
139         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
140         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
141         c_stone                = ndef->getId("mapgen_stone");
142         c_water_source         = ndef->getId("mapgen_water_source");
143
144         if (c_mossycobble == CONTENT_IGNORE)
145                 c_mossycobble = c_cobble;
146         if (c_river_water_source == CONTENT_IGNORE)
147                 c_river_water_source = c_water_source;
148         if (c_sand == CONTENT_IGNORE)
149                 c_sand = c_stone;
150         if (c_sandstonebrick == CONTENT_IGNORE)
151                 c_sandstonebrick = c_sandstone;
152         if (c_stair_cobble == CONTENT_IGNORE)
153                 c_stair_cobble = c_cobble;
154         if (c_stair_sandstonebrick == CONTENT_IGNORE)
155                 c_stair_sandstonebrick = c_sandstone;
156 }
157
158
159 MapgenValleys::~MapgenValleys()
160 {
161         delete noise_cave1;
162         delete noise_cave2;
163         delete noise_filler_depth;
164         delete noise_heat;
165         delete noise_heat_blend;
166         delete noise_humidity;
167         delete noise_humidity_blend;
168         delete noise_inter_valley_fill;
169         delete noise_inter_valley_slope;
170         delete noise_rivers;
171         delete noise_massive_caves;
172         delete noise_terrain_height;
173         delete noise_valley_depth;
174         delete noise_valley_profile;
175
176         delete[] biomemap;
177         delete[] heightmap;
178         delete[] tcave_cache;
179 }
180
181
182 MapgenValleysParams::MapgenValleysParams()
183 {
184         spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
185
186         altitude_chill     = 90; // The altitude at which temperature drops by 20C.
187         large_cave_depth   = -33;
188         lava_features      = 0;  // How often water will occur in caves.
189         massive_cave_depth = -256;  // highest altitude of massive caves
190         river_depth        = 4;  // How deep to carve river channels.
191         river_size         = 5;  // How wide to make rivers.
192         water_features     = 0;  // How often water will occur in caves.
193
194         np_cave1              = NoiseParams(0,     12,   v3f(96,   96,   96),   52534, 4, 0.5,   2.0);
195         np_cave2              = NoiseParams(0,     12,   v3f(96,   96,   96),   10325, 4, 0.5,   2.0);
196         np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
197         np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
198         np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
199         np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f);
200         np_massive_caves      = NoiseParams(0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f);
201         np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f);
202         np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f);
203         np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f);
204         }
205
206
207 void MapgenValleysParams::readParams(const Settings *settings)
208 {
209         settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
210
211         settings->getU16NoEx("mg_valleys_altitude_chill",     altitude_chill);
212         settings->getS16NoEx("mg_valleys_large_cave_depth",   large_cave_depth);
213         settings->getU16NoEx("mg_valleys_lava_features",      lava_features);
214         settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
215         settings->getU16NoEx("mg_valleys_river_depth",        river_depth);
216         settings->getU16NoEx("mg_valleys_river_size",         river_size);
217         settings->getU16NoEx("mg_valleys_water_features",     water_features);
218
219         settings->getNoiseParams("mg_valleys_np_cave1",              np_cave1);
220         settings->getNoiseParams("mg_valleys_np_cave2",              np_cave2);
221         settings->getNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
222         settings->getNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
223         settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
224         settings->getNoiseParams("mg_valleys_np_rivers",             np_rivers);
225         settings->getNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
226         settings->getNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
227         settings->getNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
228         settings->getNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
229 }
230
231
232 void MapgenValleysParams::writeParams(Settings *settings) const
233 {
234         settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
235
236         settings->setU16("mg_valleys_altitude_chill",     altitude_chill);
237         settings->setS16("mg_valleys_large_cave_depth",   large_cave_depth);
238         settings->setU16("mg_valleys_lava_features",      lava_features);
239         settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
240         settings->setU16("mg_valleys_river_depth",        river_depth);
241         settings->setU16("mg_valleys_river_size",         river_size);
242         settings->setU16("mg_valleys_water_features",     water_features);
243
244         settings->setNoiseParams("mg_valleys_np_cave1",              np_cave1);
245         settings->setNoiseParams("mg_valleys_np_cave2",              np_cave2);
246         settings->setNoiseParams("mg_valleys_np_filler_depth",       np_filler_depth);
247         settings->setNoiseParams("mg_valleys_np_inter_valley_fill",  np_inter_valley_fill);
248         settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
249         settings->setNoiseParams("mg_valleys_np_rivers",             np_rivers);
250         settings->setNoiseParams("mg_valleys_np_massive_caves",      np_massive_caves);
251         settings->setNoiseParams("mg_valleys_np_terrain_height",     np_terrain_height);
252         settings->setNoiseParams("mg_valleys_np_valley_depth",       np_valley_depth);
253         settings->setNoiseParams("mg_valleys_np_valley_profile",     np_valley_profile);
254 }
255
256
257 ///////////////////////////////////////
258
259
260 void MapgenValleys::makeChunk(BlockMakeData *data)
261 {
262         // Pre-conditions
263         assert(data->vmanip);
264         assert(data->nodedef);
265         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
266                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
267                 data->blockpos_requested.Z >= data->blockpos_min.Z);
268         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
269                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
270                 data->blockpos_requested.Z <= data->blockpos_max.Z);
271
272         this->generating = true;
273         this->vm = data->vmanip;
274         this->ndef = data->nodedef;
275
276         //TimeTaker t("makeChunk");
277
278         v3s16 blockpos_min = data->blockpos_min;
279         v3s16 blockpos_max = data->blockpos_max;
280         node_min = blockpos_min * MAP_BLOCKSIZE;
281         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
282         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
283         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
284
285         blockseed = getBlockSeed2(full_node_min, seed);
286
287         // Generate noise maps and base terrain height.
288         calculateNoise();
289
290         // Generate base terrain with initial heightmaps
291         s16 stone_surface_max_y = generateTerrain();
292
293         // Create biomemap at heightmap surface
294         bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
295
296         // Actually place the biome-specific nodes
297         MgStoneType stone_type = generateBiomes(heatmap, humidmap);
298
299         // Cave creation.
300         if (flags & MG_CAVES)
301                 generateCaves(stone_surface_max_y);
302
303         // Dungeon creation
304         if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
305                 DungeonParams dp;
306
307                 dp.np_rarity  = nparams_dungeon_rarity;
308                 dp.np_density = nparams_dungeon_density;
309                 dp.np_wetness = nparams_dungeon_wetness;
310                 dp.c_water    = c_water_source;
311                 if (stone_type == STONE) {
312                         dp.c_cobble = c_cobble;
313                         dp.c_moss   = c_mossycobble;
314                         dp.c_stair  = c_stair_cobble;
315
316                         dp.diagonal_dirs = false;
317                         dp.mossratio     = 3.f;
318                         dp.holesize      = v3s16(1, 2, 1);
319                         dp.roomsize      = v3s16(0, 0, 0);
320                         dp.notifytype    = GENNOTIFY_DUNGEON;
321                 } else if (stone_type == DESERT_STONE) {
322                         dp.c_cobble = c_desert_stone;
323                         dp.c_moss   = c_desert_stone;
324                         dp.c_stair  = c_desert_stone;
325
326                         dp.diagonal_dirs = true;
327                         dp.mossratio     = 0.f;
328                         dp.holesize      = v3s16(2, 3, 2);
329                         dp.roomsize      = v3s16(2, 5, 2);
330                         dp.notifytype    = GENNOTIFY_TEMPLE;
331                 } else if (stone_type == SANDSTONE) {
332                         dp.c_cobble = c_sandstonebrick;
333                         dp.c_moss   = c_sandstonebrick;
334                         dp.c_stair  = c_sandstonebrick;
335
336                         dp.diagonal_dirs = false;
337                         dp.mossratio     = 0.f;
338                         dp.holesize      = v3s16(2, 2, 2);
339                         dp.roomsize      = v3s16(2, 0, 2);
340                         dp.notifytype    = GENNOTIFY_DUNGEON;
341                 }
342
343                 DungeonGen dgen(this, &dp);
344                 dgen.generate(blockseed, full_node_min, full_node_max);
345         }
346
347         // Generate the registered decorations
348         if (flags & MG_DECORATIONS)
349                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
350
351         // Generate the registered ores
352         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
353
354         // Sprinkle some dust on top after everything else was generated
355         dustTopNodes();
356
357         //TimeTaker tll("liquid_lighting");
358
359         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
360
361         if (flags & MG_LIGHT)
362                 calcLighting(
363                                 node_min - v3s16(0, 1, 0),
364                                 node_max + v3s16(0, 1, 0),
365                                 full_node_min,
366                                 full_node_max);
367
368         //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
369         //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
370
371         this->generating = false;
372 }
373
374
375 // Populate the noise tables and do most of the
376 // calculation necessary to determine terrain height.
377 void MapgenValleys::calculateNoise()
378 {
379         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
380
381         int x = node_min.X;
382         int y = node_min.Y - 1;
383         int z = node_min.Z;
384
385         //TimeTaker tcn("actualNoise");
386
387         noise_filler_depth->perlinMap2D(x, z);
388         noise_heat_blend->perlinMap2D(x, z);
389         noise_heat->perlinMap2D(x, z);
390         noise_humidity_blend->perlinMap2D(x, z);
391         noise_humidity->perlinMap2D(x, z);
392         noise_inter_valley_slope->perlinMap2D(x, z);
393         noise_rivers->perlinMap2D(x, z);
394         noise_terrain_height->perlinMap2D(x, z);
395         noise_valley_depth->perlinMap2D(x, z);
396         noise_valley_profile->perlinMap2D(x, z);
397
398         noise_inter_valley_fill->perlinMap3D(x, y, z);
399
400         //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
401
402         for (s32 index = 0; index < csize.X * csize.Z; index++) {
403                 noise_heat->result[index] += noise_heat_blend->result[index];
404                 noise_humidity->result[index] += noise_humidity_blend->result[index];
405         }
406
407         TerrainNoise tn;
408
409         u32 index = 0;
410         for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
411         for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
412                 // The parameters that we actually need to generate terrain
413                 //  are passed by address (and the return value).
414                 tn.terrain_height    = noise_terrain_height->result[index];
415                 // River noise is replaced with base terrain, which
416                 // is basically the height of the water table.
417                 tn.rivers            = &noise_rivers->result[index];
418                 // Valley depth noise is replaced with the valley
419                 // number that represents the height of terrain
420                 // over rivers and is used to determine about
421                 // how close a river is for humidity calculation.
422                 tn.valley            = &noise_valley_depth->result[index];
423                 tn.valley_profile    = noise_valley_profile->result[index];
424                 // Slope noise is replaced by the calculated slope
425                 // which is used to get terrain height in the slow
426                 // method, to create sharper mountains.
427                 tn.slope             = &noise_inter_valley_slope->result[index];
428                 tn.inter_valley_fill = noise_inter_valley_fill->result[index];
429
430                 // This is the actual terrain height.
431                 float mount = terrainLevelFromNoise(&tn);
432                 noise_terrain_height->result[index] = mount;
433         }
434
435         heatmap  = noise_heat->result;
436         humidmap = noise_humidity->result;
437 }
438
439
440 // This keeps us from having to maintain two similar sets of
441 //  complicated code to determine ground level.
442 float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
443 {
444         // The square function changes the behaviour of this noise:
445         //  very often small, and sometimes very high.
446         float valley_d = MYSQUARE(*tn->valley);
447
448         // valley_d is here because terrain is generally higher where valleys
449         //  are deep (mountains). base represents the height of the
450         //  rivers, most of the surface is above.
451         float base = tn->terrain_height + valley_d;
452
453         // "river" represents the distance from the river, in arbitrary units.
454         float river = fabs(*tn->rivers) - river_size_factor;
455
456         // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
457         //  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
458         //  Try it with a geometry software !
459         //   (here x = "river" and a = valley_profile).
460         //  "valley" represents the height of the terrain, from the rivers.
461         {
462                 float t = river / tn->valley_profile;
463                 *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
464         }
465
466         // approximate height of the terrain at this point
467         float mount = base + *tn->valley;
468
469         *tn->slope *= *tn->valley;
470
471         // Rivers are placed where "river" is negative, so where the original
472         //  noise value is close to zero.
473         // Base ground is returned as rivers since it's basically the water table.
474         *tn->rivers = base;
475         if (river < 0.f) {
476                 // Use the the function -sqrt(1-x^2) which models a circle.
477                 float depth;
478                 {
479                         float t = river / river_size_factor + 1;
480                         depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
481                 }
482
483                 // base - depth : height of the bottom of the river
484                 // water_level - 6 : don't make rivers below 6 nodes under the surface
485                 mount = rangelim(base - depth, (float) (water_level - 6), mount);
486
487                 // Slope has no influence on rivers.
488                 *tn->slope = 0.f;
489         }
490
491         return mount;
492 }
493
494
495 // This avoids duplicating the code in terrainLevelFromNoise, adding
496 // only the final step of terrain generation without a noise map.
497 float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
498 {
499         float mount = terrainLevelFromNoise(tn);
500         s16 y_start = myround(mount);
501
502         for (s16 y = y_start; y <= y_start + 1000; y++) {
503                 float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
504
505                 if (fill * *tn->slope <= y - mount) {
506                         mount = MYMAX(y - 1, mount);
507                         break;
508                 }
509         }
510
511         return mount;
512 }
513
514
515 int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
516 {
517         // ***********************************
518         // This method (deliberately) does not
519         // return correct terrain values.
520         // ***********************************
521
522         // Since MT doesn't normally deal with rivers, check
523         // to make sure this isn't a request for a location
524         // in a river.
525         float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
526
527         // If it's wet, return an unusable number.
528         if (fabs(rivers) < river_size_factor)
529                 return MAX_MAP_GENERATION_LIMIT;
530
531         // Otherwise, return the real result.
532         return terrainLevelAtPoint(p.X, p.Y);
533 }
534
535
536 float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
537 {
538         TerrainNoise tn;
539
540         float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
541         float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
542         float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
543
544         tn.x                 = x;
545         tn.z                 = z;
546         tn.terrain_height    = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
547         tn.rivers            = &rivers;
548         tn.valley            = &valley;
549         tn.valley_profile    = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
550         tn.slope             = &inter_valley_slope;
551         tn.inter_valley_fill = 0.f;
552
553         return adjustedTerrainLevelFromNoise(&tn);
554 }
555
556
557 int MapgenValleys::generateTerrain()
558 {
559         MapNode n_air(CONTENT_AIR);
560         MapNode n_river_water(c_river_water_source);
561         MapNode n_sand(c_sand);
562         MapNode n_stone(c_stone);
563         MapNode n_water(c_water_source);
564
565         v3s16 em = vm->m_area.getExtent();
566         s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
567         u32 index_2d = 0;
568
569         for (s16 z = node_min.Z; z <= node_max.Z; z++)
570         for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
571                 s16 river_y = floor(noise_rivers->result[index_2d]);
572                 s16 surface_y = floor(noise_terrain_height->result[index_2d]);
573                 float slope = noise_inter_valley_slope->result[index_2d];
574
575                 heightmap[index_2d] = surface_y;
576
577                 if (surface_y > surface_max_y)
578                         surface_max_y = surface_y;
579
580                 u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
581                 u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
582
583                 // Mapgens concern themselves with stone and water.
584                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
585                         float fill = 0.f;
586                         fill = noise_inter_valley_fill->result[index_3d];
587
588                         if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
589                                 bool river = (river_y > surface_y);
590
591                                 if (river && y == surface_y) {
592                                         // river bottom
593                                         vm->m_data[index_data] = n_sand;
594                                 } else if (river && y <= surface_y) {
595                                         // ground
596                                         vm->m_data[index_data] = n_stone;
597                                 } else if (river && y < river_y) {
598                                         // river
599                                         vm->m_data[index_data] = n_river_water;
600                                 } else if ((!river) && myround(fill * slope) >= y - surface_y) {
601                                         // ground
602                                         vm->m_data[index_data] = n_stone;
603                                         heightmap[index_2d] = surface_max_y = y;
604                                 } else if (y <= water_level) {
605                                         // sea
606                                         vm->m_data[index_data] = n_water;
607                                 } else {
608                                         vm->m_data[index_data] = n_air;
609                                 }
610                         }
611
612                         vm->m_area.add_y(em, index_data, 1);
613                         index_3d += ystride;
614                 }
615
616                 // Although the original valleys adjusts humidity by distance
617                 // from seawater, this causes problems with the default biomes.
618                 // Adjust only by freshwater proximity.
619                 const float humidity_offset = 0.8f;  // derived by testing
620                 if (humid_rivers)
621                         noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
622                                         - noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;
623
624                 // Assign the heat adjusted by altitude.
625                 if (use_altitude_chill && surface_max_y > 0)
626                         noise_heat->result[index_2d] *=
627                                 pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
628         }
629
630         return surface_max_y;
631 }
632
633
634 MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
635 {
636         v3s16 em = vm->m_area.getExtent();
637         u32 index = 0;
638         MgStoneType stone_type = STONE;
639
640         for (s16 z = node_min.Z; z <= node_max.Z; z++)
641         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
642                 Biome *biome = NULL;
643                 u16 depth_top = 0;
644                 u16 base_filler = 0;
645                 u16 depth_water_top = 0;
646                 u32 vi = vm->m_area.index(x, node_max.Y, z);
647
648                 // Check node at base of mapchunk above, either a node of a previously
649                 // generated mapchunk or if not, a node of overgenerated base terrain.
650                 content_t c_above = vm->m_data[vi + em.X].getContent();
651                 bool air_above = c_above == CONTENT_AIR;
652                 bool water_above = (c_above == c_water_source);
653
654                 // If there is air or water above enable top/filler placement, otherwise force
655                 // nplaced to stone level by setting a number exceeding any possible filler depth.
656                 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
657
658                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
659                         content_t c = vm->m_data[vi].getContent();
660
661                         // Biome is recalculated each time an upper surface is detected while
662                         // working down a column. The selected biome then remains in effect for
663                         // all nodes below until the next surface and biome recalculation.
664                         // Biome is recalculated:
665                         // 1. At the surface of stone below air or water.
666                         // 2. At the surface of water below air.
667                         // 3. When stone or water is detected but biome has not yet been calculated.
668                         if ((c == c_stone && (air_above || water_above || !biome))
669                                         || ((c == c_water_source || c == c_river_water_source)
670                                                         && (air_above || !biome))) {
671                                 // Both heat and humidity have already been adjusted for altitude.
672                                 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
673
674                                 depth_top = biome->depth_top;
675                                 base_filler = MYMAX(depth_top
676                                                 + biome->depth_filler
677                                                 + noise_filler_depth->result[index], 0.f);
678                                 depth_water_top = biome->depth_water_top;
679
680                                 // Detect stone type for dungeons during every biome calculation.
681                                 // This is more efficient than detecting per-node and will not
682                                 // miss any desert stone or sandstone biomes.
683                                 if (biome->c_stone == c_desert_stone)
684                                         stone_type = DESERT_STONE;
685                                 else if (biome->c_stone == c_sandstone)
686                                         stone_type = SANDSTONE;
687                         }
688
689                         if (c == c_stone) {
690                                 content_t c_below = vm->m_data[vi - em.X].getContent();
691
692                                 // If the node below isn't solid, make this node stone, so that
693                                 // any top/filler nodes above are structurally supported.
694                                 // This is done by aborting the cycle of top/filler placement
695                                 // immediately by forcing nplaced to stone level.
696                                 if (c_below == CONTENT_AIR
697                                                 || c_below == c_water_source
698                                                 || c_below == c_river_water_source)
699                                         nplaced = U16_MAX;
700
701                                 if (nplaced < depth_top) {
702                                         vm->m_data[vi] = MapNode(biome->c_top);
703                                         nplaced++;
704                                 } else if (nplaced < base_filler) {
705                                         vm->m_data[vi] = MapNode(biome->c_filler);
706                                         nplaced++;
707                                 } else {
708                                         vm->m_data[vi] = MapNode(biome->c_stone);
709                                 }
710
711                                 air_above = false;
712                                 water_above = false;
713                         } else if (c == c_water_source) {
714                                 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
715                                                 ? biome->c_water_top : biome->c_water);
716                                 nplaced = 0;  // Enable top/filler placement for next surface
717                                 air_above = false;
718                                 water_above = true;
719                         } else if (c == c_river_water_source) {
720                                 vm->m_data[vi] = MapNode(biome->c_river_water);
721                                 nplaced = U16_MAX;  // Sand was already placed under rivers.
722                                 air_above = false;
723                                 water_above = true;
724                         } else if (c == CONTENT_AIR) {
725                                 nplaced = 0;  // Enable top/filler placement for next surface
726                                 air_above = true;
727                                 water_above = false;
728                         } else {  // Possible various nodes overgenerated from neighbouring mapchunks
729                                 nplaced = U16_MAX;  // Disable top/filler placement
730                                 air_above = false;
731                                 water_above = false;
732                         }
733
734                         vm->m_area.add_y(em, vi, -1);
735                 }
736         }
737
738         return stone_type;
739 }
740
741
742 void MapgenValleys::dustTopNodes()
743 {
744         if (node_max.Y < water_level)
745                 return;
746
747         v3s16 em = vm->m_area.getExtent();
748         u32 index = 0;
749
750         for (s16 z = node_min.Z; z <= node_max.Z; z++)
751         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
752                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
753
754                 if (biome->c_dust == CONTENT_IGNORE)
755                         continue;
756
757                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
758                 content_t c_full_max = vm->m_data[vi].getContent();
759                 s16 y_start;
760
761                 if (c_full_max == CONTENT_AIR) {
762                         y_start = full_node_max.Y - 1;
763                 } else if (c_full_max == CONTENT_IGNORE) {
764                         vi = vm->m_area.index(x, node_max.Y + 1, z);
765                         content_t c_max = vm->m_data[vi].getContent();
766
767                         if (c_max == CONTENT_AIR)
768                                 y_start = node_max.Y;
769                         else
770                                 continue;
771                 } else {
772                         continue;
773                 }
774
775                 vi = vm->m_area.index(x, y_start, z);
776                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
777                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
778                                 break;
779
780                         vm->m_area.add_y(em, vi, -1);
781                 }
782
783                 content_t c = vm->m_data[vi].getContent();
784                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
785                         vm->m_area.add_y(em, vi, 1);
786                         vm->m_data[vi] = MapNode(biome->c_dust);
787                 }
788         }
789 }
790
791
792 void MapgenValleys::generateCaves(s16 max_stone_y)
793 {
794         if (max_stone_y < node_min.Y)
795                 return;
796
797         noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
798         noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
799
800         PseudoRandom ps(blockseed + 72202);
801
802         MapNode n_air(CONTENT_AIR);
803         MapNode n_lava(c_lava_source);
804         MapNode n_water(c_river_water_source);
805
806         v3s16 em = vm->m_area.getExtent();
807
808         // Cave blend distance near YMIN, YMAX
809         const float massive_cave_blend = 128.f;
810         // noise threshold for massive caves
811         const float massive_cave_threshold = 0.6f;
812         // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
813
814         float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
815         float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
816         bool made_a_big_one = false;
817
818         // Cache the tcave values as they only vary by altitude.
819         if (node_max.Y <= massive_cave_depth) {
820                 noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
821
822                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
823                         float tcave = massive_cave_threshold;
824
825                         if (y < yblmin) {
826                                 float t = (yblmin - y) / massive_cave_blend;
827                                 tcave += MYSQUARE(t);
828                         } else if (y > yblmax) {
829                                 float t = (y - yblmax) / massive_cave_blend;
830                                 tcave += MYSQUARE(t);
831                         }
832
833                         tcave_cache[y - node_min.Y + 1] = tcave;
834                 }
835         }
836
837         // lava_depth varies between one and ten as you approach
838         //  the bottom of the world.
839         s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
840         // This allows random lava spawns to be less common at the surface.
841         s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
842         // water_depth varies between ten and one on the way down.
843         s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
844         // This allows random water spawns to be more common at the surface.
845         s16 water_chance = MYCUBE(water_features_lim) * water_depth;
846
847         // Reduce the odds of overflows even further.
848         if (node_max.Y > water_level) {
849                 lava_chance /= 5;
850                 water_chance /= 5;
851         }
852
853         u32 index_2d = 0;
854         u32 index_3d = 0;
855         for (s16 z = node_min.Z; z <= node_max.Z; z++)
856         for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
857                 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
858                 bool air_above = false;
859                 bool underground = false;
860                 u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
861
862                 index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
863
864                 // Dig caves on down loop to check for air above.
865                 for (s16 y = node_max.Y + 1;
866                                 y >= node_min.Y - 1;
867                                 y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
868                         float terrain = noise_terrain_height->result[index_2d];
869
870                         // Saves some time.
871                         if (y > terrain + 10) {
872                                 air_above = true;
873                                 continue;
874                         } else if (y < terrain - 40) {
875                                 underground = true;
876                         }
877
878                         // Dig massive caves.
879                         if (node_max.Y <= massive_cave_depth
880                                         && noise_massive_caves->result[index_3d]
881                                         > tcave_cache[y - node_min.Y + 1]) {
882                                 vm->m_data[index_data] = n_air;
883                                 made_a_big_one = true;
884                         }
885
886                         content_t c = vm->m_data[index_data].getContent();
887                         float d1 = contour(noise_cave1->result[index_3d]);
888                         float d2 = contour(noise_cave2->result[index_3d]);
889
890                         // River water is not set as ground content
891                         // in the default game. This can produce strange results
892                         // when a cave undercuts a river. However, that's not for
893                         // the mapgen to correct. Fix it in lua.
894
895                         if (c == CONTENT_AIR) {
896                                 air_above = true;
897                         } else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
898                                 // in a cave
899                                 vm->m_data[index_data] = n_air;
900                                 air_above = true;
901                         } else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
902                                 // at the cave floor
903                                 s16 sr = ps.range(0,39);
904                                 u32 j = index_data;
905                                 vm->m_area.add_y(em, j, 1);
906
907                                 if (sr > terrain - y) {
908                                         // Put dirt in caves near the surface.
909                                         if (underground)
910                                                 vm->m_data[index_data] = MapNode(biome->c_filler);
911                                         else
912                                                 vm->m_data[index_data] = MapNode(biome->c_top);
913                                 } else if (sr < 3 && underground) {
914                                         sr = abs(ps.next());
915                                         if (lava_features_lim > 0 && y <= lava_max_height
916                                                         && c == biome->c_stone && sr < lava_chance)
917                                                 vm->m_data[j] = n_lava;
918
919                                         sr -= lava_chance;
920
921                                         // If sr < 0 then we should have already placed lava --
922                                         // don't immediately dump water on it.
923                                         if (water_features_lim > 0 && y <= cave_water_max_height
924                                                         && sr >= 0 && sr < water_chance)
925                                                 vm->m_data[j] = n_water;
926                                 }
927
928                                 air_above = false;
929                                 underground = true;
930                         } else if (c == biome->c_filler || c == biome->c_stone) {
931                                 air_above = false;
932                                 underground = true;
933                         } else {
934                                 air_above = false;
935                         }
936                 }
937         }
938
939         if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
940                 u32 bruises_count = ps.range(0, 2);
941                 for (u32 i = 0; i < bruises_count; i++) {
942                         CaveV5 cave(this, &ps);
943                         cave.makeCave(node_min, node_max, max_stone_y);
944                 }
945         }
946 }