]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
m_active_object_messages is used like a queue. Use std::queue instead of std::list...
[minetest.git] / src / mapgen_v5.cpp
index 16fe4be5d4ed84b2476269bcdc4ba378dc1f437a..887ce2a5d43e42098ebe3a73b85e1ec4ca4f4f27 100644 (file)
@@ -29,7 +29,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "voxelalgorithms.h"
 #include "profiler.h"
 #include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
 #include "emerge.h"
 #include "dungeongen.h"
 #include "cavegen.h"
@@ -42,7 +41,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 
 FlagDesc flagdesc_mapgen_v5[] = {
-       {"blobs", MGV5_BLOBS},
        {NULL,         0}
 };
 
@@ -73,8 +71,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y + 2, csize.Z);
        noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y + 2, csize.Z);
        noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
-       noise_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
-       noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
 
        // Biome noise
        noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
@@ -92,6 +88,7 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        c_gravel          = ndef->getId("mapgen_gravel");
        c_cobble          = ndef->getId("mapgen_cobble");
        c_ice             = ndef->getId("default:ice");
+       c_desert_stone    = ndef->getId("mapgen_desert_stone");
        c_mossycobble     = ndef->getId("mapgen_mossycobble");
        c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
        c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
@@ -117,8 +114,6 @@ MapgenV5::~MapgenV5()
        delete noise_cave1;
        delete noise_cave2;
        delete noise_ground;
-       delete noise_crumble;
-       delete noise_wetness;
 
        delete noise_heat;
        delete noise_humidity;
@@ -130,35 +125,22 @@ MapgenV5::~MapgenV5()
 
 MapgenV5Params::MapgenV5Params()
 {
-       spflags = MGV5_BLOBS;
+       spflags = 0;
 
        np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
        np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
        np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
-       np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5,  2.0, NOISE_FLAG_EASED);
-       np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5,  2.0, NOISE_FLAG_EASED);
+       np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
+       np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
        np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
-       np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3,  2.0, NOISE_FLAG_EASED);
-       np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1,  2.0);
 }
 
 
-// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
+//#define CAVE_NOISE_SCALE 12.0
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
 
-// Scaling the output of the noise function affects the overdrive of the
-// contour function, which affects the shape of the output considerably.
 
-//#define CAVE_NOISE_SCALE 12.0 < original default
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
-
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
-
-
-void MapgenV5Params::readParams(Settings *settings)
+void MapgenV5Params::readParams(const Settings *settings)
 {
        settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
 
@@ -168,12 +150,10 @@ void MapgenV5Params::readParams(Settings *settings)
        settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->getNoiseParams("mgv5_np_ground",       np_ground);
-       settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
-void MapgenV5Params::writeParams(Settings *settings)
+void MapgenV5Params::writeParams(Settings *settings) const
 {
        settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
 
@@ -183,8 +163,6 @@ void MapgenV5Params::writeParams(Settings *settings)
        settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
        settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
        settings->setNoiseParams("mgv5_np_ground",       np_ground);
-       settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
-       settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
 }
 
 
@@ -193,23 +171,20 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
        //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
        float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
-       if(f < 0.01)
+       if (f < 0.01)
                f = 0.01;
-       else if(f >= 1.0)
+       else if (f >= 1.0)
                f *= 1.6;
-       float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
+       float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
        s16 search_top = water_level + 15;
        s16 search_base = water_level;
-       // Use these 2 lines instead for a slower search returning highest ground level
-       //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
-       //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
 
        s16 level = -31000;
        for (s16 y = search_top; y >= search_base; y--) {
                float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
-               if(n_ground * f > y - h) {
-                       if(y >= search_top - 7)
+               if (n_ground * f > y - h) {
+                       if (y >= search_top - 7)
                                break;
                        else
                                level = y;
@@ -224,6 +199,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
 
 void MapgenV5::makeChunk(BlockMakeData *data)
 {
+       // Pre-conditions
        assert(data->vmanip);
        assert(data->nodedef);
        assert(data->blockpos_requested.X >= data->blockpos_min.X &&
@@ -254,23 +230,51 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        // Generate base terrain
        s16 stone_surface_max_y = generateBaseTerrain();
 
+       // Create heightmap
        updateHeightmap(node_min, node_max);
 
-       // Generate underground dirt, sand, gravel and lava blobs
-       if (spflags & MGV5_BLOBS) {
-               generateBlobs();
-       }
-
-       // Calculate biomes
+       // Create biomemap at heightmap surface
        bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
                noise_humidity->result, heightmap, biomemap);
 
        // Actually place the biome-specific nodes
-       generateBiomes();
+       bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
+
+       // Generate caves
+       if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
+               generateCaves(stone_surface_max_y);
 
        // Generate dungeons and desert temples
        if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
-               DungeonGen dgen(this, NULL);
+               DungeonParams dp;
+
+               dp.np_rarity  = nparams_dungeon_rarity;
+               dp.np_density = nparams_dungeon_density;
+               dp.np_wetness = nparams_dungeon_wetness;
+               dp.c_water = c_water_source;
+               if (desert_stone) {
+                       dp.c_cobble  = c_sandbrick;
+                       dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
+                       dp.c_stair   = c_stair_sandstone;
+
+                       dp.diagonal_dirs = true;
+                       dp.mossratio  = 0.0;
+                       dp.holesize   = v3s16(2, 3, 2);
+                       dp.roomsize   = v3s16(2, 5, 2);
+                       dp.notifytype = GENNOTIFY_TEMPLE;
+               } else {
+                       dp.c_cobble  = c_cobble;
+                       dp.c_moss    = c_mossycobble;
+                       dp.c_stair   = c_stair_cobble;
+
+                       dp.diagonal_dirs = false;
+                       dp.mossratio  = 3.0;
+                       dp.holesize   = v3s16(1, 2, 1);
+                       dp.roomsize   = v3s16(0, 0, 0);
+                       dp.notifytype = GENNOTIFY_DUNGEON;
+               }
+
+               DungeonGen dgen(this, &dp);
                dgen.generate(blockseed, full_node_min, full_node_max);
        }
 
@@ -289,8 +293,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
        // Calculate lighting
-       if (flags & MG_LIGHT)
-               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
+       if (flags & MG_LIGHT) {
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
+       }
 
        this->generating = false;
 }
@@ -303,21 +309,20 @@ void MapgenV5::calculateNoise()
        int y = node_min.Y - 1;
        int z = node_min.Z;
 
-       noise_filler_depth->perlinMap2D(x, z);
        noise_factor->perlinMap2D(x, z);
        noise_height->perlinMap2D(x, z);
-
-       noise_cave1->perlinMap3D(x, y, z);
-       noise_cave2->perlinMap3D(x, y, z);
        noise_ground->perlinMap3D(x, y, z);
 
-       if (spflags & MGV5_BLOBS) {
-               noise_crumble->perlinMap3D(x, y, z);
-               noise_wetness->perlinMap3D(x, y, z);
+       if (flags & MG_CAVES) {
+               noise_cave1->perlinMap3D(x, y, z);
+               noise_cave2->perlinMap3D(x, y, z);
        }
 
-       noise_heat->perlinMap2D(x, z);
-       noise_humidity->perlinMap2D(x, z);
+       if (node_max.Y >= water_level) {
+               noise_filler_depth->perlinMap2D(x, z);
+               noise_heat->perlinMap2D(x, z);
+               noise_humidity->perlinMap2D(x, z);
+       }
 
        //printf("calculateNoise: %dus\n", t.stop());
 }
@@ -329,7 +334,6 @@ void MapgenV5::calculateNoise()
 //     return d1*d2 > CAVE_NOISE_THRESHOLD;
 //}
 
-
 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
 //     double f = 0.55 + noise_factor->result[index2d];
 //     if(f < 0.01)
@@ -341,103 +345,62 @@ void MapgenV5::calculateNoise()
 //}
 
 
-// Make base ground level
 int MapgenV5::generateBaseTerrain()
 {
        u32 index = 0;
        u32 index2d = 0;
        int stone_surface_max_y = -MAP_GENERATION_LIMIT;
 
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+       for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+               for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
                        u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
-                               if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                               if (vm->m_data[i].getContent() != CONTENT_IGNORE)
                                        continue;
 
                                float f = 0.55 + noise_factor->result[index2d];
-                               if(f < 0.01)
+                               if (f < 0.01)
                                        f = 0.01;
-                               else if(f >= 1.0)
+                               else if (f >= 1.0)
                                        f *= 1.6;
-                               float h = water_level + noise_height->result[index2d];
-                               float d1 = contour(noise_cave1->result[index]);
-                               float d2 = contour(noise_cave2->result[index]);
+                               float h = noise_height->result[index2d];
 
-                               if(noise_ground->result[index] * f < y - h) {
-                                       if(y <= water_level)
+                               if (noise_ground->result[index] * f < y - h) {
+                                       if (y <= water_level)
                                                vm->m_data[i] = MapNode(c_water_source);
                                        else
                                                vm->m_data[i] = MapNode(CONTENT_AIR);
-                               } else if(d1*d2 > 0.2) {
-                                       vm->m_data[i] = MapNode(CONTENT_AIR);
                                } else {
                                        vm->m_data[i] = MapNode(c_stone);
                                        if (y > stone_surface_max_y)
                                                stone_surface_max_y = y;
                                }
                        }
-                       index2d = index2d - ystride;
+                       index2d -= ystride;
                }
-               index2d = index2d + ystride;
+               index2d += ystride;
        }
 
        return stone_surface_max_y;
 }
 
 
-// Add mud and sand and others underground (in place of stone)
-void MapgenV5::generateBlobs()
-{
-       u32 index = 0;
-
-       for(s16 z=node_min.Z; z<=node_max.Z; z++) {
-               for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
-                       u32 i = vm->m_area.index(node_min.X, y, z);
-                       for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
-                               content_t c = vm->m_data[i].getContent();
-                               if(c != c_stone)
-                                       continue;
-
-                               if(noise_crumble->result[index] > 1.3) {
-                                       if(noise_wetness->result[index] > 0.0)
-                                               vm->m_data[i] = MapNode(c_dirt);
-                                       else
-                                               vm->m_data[i] = MapNode(c_sand);
-                               } else if(noise_crumble->result[index] > 0.7) {
-                                       if(noise_wetness->result[index] < -0.6)
-                                               vm->m_data[i] = MapNode(c_gravel);
-                               } else if(noise_crumble->result[index] < -3.5 +
-                                               MYMIN(0.1 *
-                                               sqrt((float)MYMAX(0, -y)), 1.5)) {
-                                       vm->m_data[i] = MapNode(c_lava_source);
-                               }
-                       }
-               }
-       }
-}
-
-
-void MapgenV5::generateBiomes()
+bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 {
        if (node_max.Y < water_level)
-               return;
-
-       MapNode n_air(CONTENT_AIR);
-       MapNode n_stone(c_stone);
-       MapNode n_water(c_water_source);
+               return false;
 
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
+       bool desert_stone = false;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome        = (Biome *)bmgr->get(biomemap[index]);
-               s16 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
-               s16 y0_top          = biome->depth_top;
-               s16 y0_filler       = biome->depth_top + dfiller;
-               s16 shore_max       = water_level + biome->height_shore;
-               s16 depth_water_top = biome->depth_water_top;
+               Biome *biome = NULL;
+               s16 dfiller = 0;
+               s16 y0_top = 0;
+               s16 y0_filler = 0;
+               s16 depth_water_top = 0;
 
                s16 nplaced = 0;
                u32 i = vm->m_area.index(x, node_max.Y, z);
@@ -447,29 +410,28 @@ void MapgenV5::generateBiomes()
 
                for (s16 y = node_max.Y; y >= node_min.Y; y--) {
                        content_t c = vm->m_data[i].getContent();
-                       bool is_replaceable_content =
-                               c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
-                               c == c_sand  || c == c_lava_source     || c == c_gravel;
 
-                       if (is_replaceable_content && have_air) {
+                       if (c != CONTENT_IGNORE && c != CONTENT_AIR &&
+                                       (y == node_max.Y || have_air)) {
+                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+                               dfiller = biome->depth_filler + noise_filler_depth->result[index];
+                               y0_top = biome->depth_top;
+                               y0_filler = biome->depth_top + dfiller;
+                               depth_water_top = biome->depth_water_top;
+
+                               if (biome->c_stone == c_desert_stone)
+                                       desert_stone = true;
+                       }
+
+                       if (c == c_stone && have_air) {
                                content_t c_below = vm->m_data[i - em.X].getContent();
 
-                               if (c_below != CONTENT_AIR) {
+                               if (c_below != CONTENT_AIR && c_below != c_water_source) {
                                        if (nplaced < y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_top);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_top);
+                                               vm->m_data[i] = MapNode(biome->c_top);
                                                nplaced++;
                                        } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               if(y < water_level)
-                                                       vm->m_data[i] = MapNode(biome->c_underwater);
-                                               else if(y <= shore_max)
-                                                       vm->m_data[i] = MapNode(biome->c_shore_filler);
-                                               else
-                                                       vm->m_data[i] = MapNode(biome->c_filler);
+                                               vm->m_data[i] = MapNode(biome->c_filler);
                                                nplaced++;
                                        } else if (c == c_stone) {
                                                have_air = false;
@@ -491,7 +453,7 @@ void MapgenV5::generateBiomes()
                        } else if (c == c_water_source) {
                                have_air = true;
                                nplaced = 0;
-                               if(y > water_level - depth_water_top)
+                               if (y > water_level - depth_water_top)
                                        vm->m_data[i] = MapNode(biome->c_water_top);
                                else
                                        vm->m_data[i] = MapNode(biome->c_water);
@@ -503,27 +465,86 @@ void MapgenV5::generateBiomes()
                        vm->m_area.add_y(em, i, -1);
                }
        }
+
+       return desert_stone;
 }
 
 
-void MapgenV5::dustTopNodes()
+void MapgenV5::generateCaves(int max_stone_y)
 {
-       v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
+       u32 index2d = 0;
+
+       for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+               for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+                       u32 i = vm->m_area.index(node_min.X, y, z);
+                       for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+                               float d1 = contour(noise_cave1->result[index]);
+                               float d2 = contour(noise_cave2->result[index]);
+                               if (d1*d2 > 0.125) {
+                                       Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+                                       content_t c = vm->m_data[i].getContent();
+                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
+                                                       (y <= water_level &&
+                                                       c != biome->c_stone &&
+                                                       c != c_stone))
+                                               continue;
+
+                                       vm->m_data[i] = MapNode(CONTENT_AIR);
+                               }
+                       }
+                       index2d -= ystride;
+               }
+               index2d += ystride;
+       }
+
+       if (node_max.Y > LARGE_CAVE_DEPTH)
+               return;
+
+       PseudoRandom ps(blockseed + 21343);
+       u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+       for (u32 i = 0; i < bruises_count; i++) {
+               CaveV5 cave(this, &ps);
+               cave.makeCave(node_min, node_max, max_stone_y);
+       }
+}
+
 
-       if (water_level > node_max.Y)
+void MapgenV5::dustTopNodes()
+{
+       if (node_max.Y < water_level)
                return;
 
+       v3s16 em = vm->m_area.getExtent();
+       u32 index = 0;
+
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
        for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = (Biome *)bmgr->get(biomemap[index]);
+               Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
 
                if (biome->c_dust == CONTENT_IGNORE)
                        continue;
 
-               s16 y = node_max.Y + 1;
-               u32 vi = vm->m_area.index(x, y, z);
-               for (; y >= node_min.Y; y--) {
+               u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+               content_t c_full_max = vm->m_data[vi].getContent();
+               s16 y_start;
+
+               if (c_full_max == CONTENT_AIR) {
+                       y_start = full_node_max.Y - 1;
+               } else if (c_full_max == CONTENT_IGNORE) {
+                       vi = vm->m_area.index(x, node_max.Y + 1, z);
+                       content_t c_max = vm->m_data[vi].getContent();
+
+                       if (c_max == CONTENT_AIR)
+                               y_start = node_max.Y;
+                       else
+                               continue;
+               } else {
+                       continue;
+               }
+
+               vi = vm->m_area.index(x, y_start, z);
+               for (s16 y = y_start; y >= node_min.Y - 1; y--) {
                        if (vm->m_data[vi].getContent() != CONTENT_AIR)
                                break;
 
@@ -531,11 +552,7 @@ void MapgenV5::dustTopNodes()
                }
 
                content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE
-                               && c != biome->c_dust) {
-                       if (y == node_max.Y + 1)
-                               continue;
-
+               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
                        vm->m_area.add_y(em, vi, 1);
                        vm->m_data[vi] = MapNode(biome->c_dust);
                }