]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v5.cpp
src/network/connection.h: Fix race condition
[minetest.git] / src / mapgen_v5.cpp
index 240ae500a0ccad19bd555a478908db9744f7fef3..f23dad4ecb635e2d58dca0c118f657998f3ae404 100644 (file)
@@ -27,9 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #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"
@@ -59,6 +57,8 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
 
        this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
+       this->heatmap   = NULL;
+       this->humidmap  = NULL;
 
        MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
        this->spflags      = sp->spflags;
@@ -69,41 +69,42 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
 
        // 3D terrain noise
-       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_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);
 
        // Biome noise
-       noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
-       noise_humidity     = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
+       noise_heat           = new Noise(&params->np_biome_heat,           seed, csize.X, csize.Z);
+       noise_humidity       = new Noise(&params->np_biome_humidity,       seed, csize.X, csize.Z);
+       noise_heat_blend     = new Noise(&params->np_biome_heat_blend,     seed, csize.X, csize.Z);
+       noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
 
        //// Resolve nodes to be used
        INodeDefManager *ndef = emerge->ndef;
 
-       c_stone           = ndef->getId("mapgen_stone");
-       c_dirt            = ndef->getId("mapgen_dirt");
-       c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
-       c_sand            = ndef->getId("mapgen_sand");
-       c_water_source    = ndef->getId("mapgen_water_source");
-       c_lava_source     = ndef->getId("mapgen_lava_source");
-       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");
-       c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
+       c_stone                = ndef->getId("mapgen_stone");
+       c_water_source         = ndef->getId("mapgen_water_source");
+       c_lava_source          = ndef->getId("mapgen_lava_source");
+       c_desert_stone         = ndef->getId("mapgen_desert_stone");
+       c_ice                  = ndef->getId("mapgen_ice");
+       c_sandstone            = ndef->getId("mapgen_sandstone");
+
+       c_cobble               = ndef->getId("mapgen_cobble");
+       c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
+       c_mossycobble          = ndef->getId("mapgen_mossycobble");
+       c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
+       c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+
        if (c_ice == CONTENT_IGNORE)
                c_ice = CONTENT_AIR;
        if (c_mossycobble == CONTENT_IGNORE)
                c_mossycobble = c_cobble;
-       if (c_sandbrick == CONTENT_IGNORE)
-               c_sandbrick = c_desert_stone;
        if (c_stair_cobble == CONTENT_IGNORE)
                c_stair_cobble = c_cobble;
-       if (c_stair_sandstone == CONTENT_IGNORE)
-               c_stair_sandstone = c_sandbrick;
+       if (c_sandstonebrick == CONTENT_IGNORE)
+               c_sandstonebrick = c_sandstone;
+       if (c_stair_sandstonebrick == CONTENT_IGNORE)
+               c_stair_sandstonebrick = c_sandstone;
 }
 
 
@@ -118,6 +119,8 @@ MapgenV5::~MapgenV5()
 
        delete noise_heat;
        delete noise_humidity;
+       delete noise_heat_blend;
+       delete noise_humidity_blend;
 
        delete[] heightmap;
        delete[] biomemap;
@@ -176,7 +179,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
                f = 0.01;
        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;
@@ -239,7 +242,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
                noise_humidity->result, heightmap, biomemap);
 
        // Actually place the biome-specific nodes
-       bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
+       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
 
        // Generate caves
        if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
@@ -252,27 +255,37 @@ void MapgenV5::makeChunk(BlockMakeData *data)
                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.c_water    = c_water_source;
+               if (stone_type == STONE) {
+                       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;
+               } else if (stone_type == DESERT_STONE) {
+                       dp.c_cobble = c_desert_stone;
+                       dp.c_moss   = c_desert_stone;
+                       dp.c_stair  = c_desert_stone;
 
                        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.mossratio     = 0.0;
+                       dp.holesize      = v3s16(2, 3, 2);
+                       dp.roomsize      = v3s16(2, 5, 2);
+                       dp.notifytype    = GENNOTIFY_TEMPLE;
+               } else if (stone_type == SANDSTONE) {
+                       dp.c_cobble = c_sandstonebrick;
+                       dp.c_moss   = c_sandstonebrick;
+                       dp.c_stair  = c_sandstonebrick;
 
                        dp.diagonal_dirs = false;
-                       dp.mossratio  = 3.0;
-                       dp.holesize   = v3s16(1, 2, 1);
-                       dp.roomsize   = v3s16(0, 0, 0);
-                       dp.notifytype = GENNOTIFY_DUNGEON;
+                       dp.mossratio     = 0.0;
+                       dp.holesize      = v3s16(2, 2, 2);
+                       dp.roomsize      = v3s16(2, 0, 2);
+                       dp.notifytype    = GENNOTIFY_DUNGEON;
                }
 
                DungeonGen dgen(this, &dp);
@@ -319,12 +332,19 @@ void MapgenV5::calculateNoise()
                noise_cave2->perlinMap3D(x, y, z);
        }
 
-       if (node_max.Y >= water_level) {
-               noise_filler_depth->perlinMap2D(x, z);
-               noise_heat->perlinMap2D(x, z);
-               noise_humidity->perlinMap2D(x, z);
+       noise_filler_depth->perlinMap2D(x, z);
+       noise_heat->perlinMap2D(x, z);
+       noise_humidity->perlinMap2D(x, z);
+       noise_heat_blend->perlinMap2D(x, z);
+       noise_humidity_blend->perlinMap2D(x, z);
+
+       for (s32 i = 0; i < csize.X * csize.Z; i++) {
+               noise_heat->result[i] += noise_heat_blend->result[i];
+               noise_humidity->result[i] += noise_humidity_blend->result[i];
        }
 
+       heatmap = noise_heat->result;
+       humidmap = noise_humidity->result;
        //printf("calculateNoise: %dus\n", t.stop());
 }
 
@@ -386,122 +406,130 @@ int MapgenV5::generateBaseTerrain()
 }
 
 
-bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
+MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
 {
-       if (node_max.Y < water_level)
-               return false;
-
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
-       bool desert_stone = false;
+       MgStoneType stone_type = STONE;
 
        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 = NULL;
-               s16 dfiller = 0;
-               s16 y0_top = 0;
-               s16 y0_filler = 0;
-               s16 depth_water_top = 0;
+               u16 depth_top = 0;
+               u16 base_filler = 0;
+               u16 depth_water_top = 0;
+               u32 vi = vm->m_area.index(x, node_max.Y, z);
 
-               s16 nplaced = 0;
-               u32 i = vm->m_area.index(x, node_max.Y, z);
+               // Check node at base of mapchunk above, either a node of a previously
+               // generated mapchunk or if not, a node of overgenerated base terrain.
+               content_t c_above = vm->m_data[vi + em.X].getContent();
+               bool air_above = c_above == CONTENT_AIR;
+               bool water_above = c_above == c_water_source;
 
-               content_t c_above = vm->m_data[i + em.X].getContent();
-               bool have_air = c_above == CONTENT_AIR;
+               // If there is air or water above enable top/filler placement, otherwise force
+               // nplaced to stone level by setting a number exceeding any possible filler depth.
+               u16 nplaced = (air_above || water_above) ? 0 : (u16)-1;
 
                for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-
-                       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;
+                       content_t c = vm->m_data[vi].getContent();
+
+                       // Biome is recalculated each time an upper surface is detected while
+                       // working down a column. The selected biome then remains in effect for
+                       // all nodes below until the next surface and biome recalculation.
+                       // Biome is recalculated:
+                       // 1. At the surface of stone below air or water.
+                       // 2. At the surface of water below air.
+                       // 3. When stone or water is detected but biome has not yet been calculated.
+                       if ((c == c_stone && (air_above || water_above || !biome)) ||
+                                       (c == c_water_source && (air_above || !biome))) {
+                               biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+                               depth_top = biome->depth_top;
+                               base_filler = MYMAX(depth_top + biome->depth_filler
+                                               + noise_filler_depth->result[index], 0);
                                depth_water_top = biome->depth_water_top;
 
+                               // Detect stone type for dungeons during every biome calculation.
+                               // This is more efficient than detecting per-node and will not
+                               // miss any desert stone or sandstone biomes.
                                if (biome->c_stone == c_desert_stone)
-                                       desert_stone = true;
+                                       stone_type = DESERT_STONE;
+                               else if (biome->c_stone == c_sandstone)
+                                       stone_type = SANDSTONE;
                        }
 
-                       if (c == c_stone && have_air) {
-                               content_t c_below = vm->m_data[i - em.X].getContent();
-
-                               if (c_below != CONTENT_AIR) {
-                                       if (nplaced < y0_top) {
-                                               vm->m_data[i] = MapNode(biome->c_top);
-                                               nplaced++;
-                                       } else if (nplaced < y0_filler && nplaced >= y0_top) {
-                                               vm->m_data[i] = MapNode(biome->c_filler);
-                                               nplaced++;
-                                       } else if (c == c_stone) {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                               vm->m_data[i] = MapNode(biome->c_stone);
-                                       } else {
-                                               have_air = false;
-                                               nplaced  = 0;
-                                       }
-                               } else if (c == c_stone) {
-                                       have_air = false;
-                                       nplaced = 0;
-                                       vm->m_data[i] = MapNode(biome->c_stone);
+                       if (c == c_stone) {
+                               content_t c_below = vm->m_data[vi - em.X].getContent();
+
+                               // If the node below isn't solid, make this node stone, so that
+                               // any top/filler nodes above are structurally supported.
+                               // This is done by aborting the cycle of top/filler placement
+                               // immediately by forcing nplaced to stone level.
+                               if (c_below == CONTENT_AIR || c_below == c_water_source)
+                                       nplaced = (u16)-1;
+
+                               if (nplaced < depth_top) {
+                                       vm->m_data[vi] = MapNode(biome->c_top);
+                                       nplaced++;
+                               } else if (nplaced < base_filler) {
+                                       vm->m_data[vi] = MapNode(biome->c_filler);
+                                       nplaced++;
+                               } else {
+                                       vm->m_data[vi] = MapNode(biome->c_stone);
                                }
-                       } else if (c == c_stone) {
-                               have_air = false;
-                               nplaced = 0;
-                               vm->m_data[i] = MapNode(biome->c_stone);
+
+                               air_above = false;
+                               water_above = false;
                        } else if (c == c_water_source) {
-                               have_air = true;
-                               nplaced = 0;
-                               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);
+                               vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
+                                               biome->c_water_top : biome->c_water);
+                               nplaced = 0;  // Enable top/filler placement for next surface
+                               air_above = false;
+                               water_above = true;
                        } else if (c == CONTENT_AIR) {
-                               have_air = true;
-                               nplaced = 0;
+                               nplaced = 0;  // Enable top/filler placement for next surface
+                               air_above = true;
+                               water_above = false;
+                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
+                               nplaced = (u16)-1;  // Disable top/filler placement
+                               air_above = false;
+                               water_above = false;
                        }
 
-                       vm->m_area.add_y(em, i, -1);
+                       vm->m_area.add_y(em, vi, -1);
                }
        }
 
-       return desert_stone;
+       return stone_type;
 }
 
 
 void MapgenV5::generateCaves(int max_stone_y)
 {
-       u32 index = 0;
-       u32 index2d = 0;
+       if (max_stone_y >= node_min.Y) {
+               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++) {
+               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++) {
-                               Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
-                               content_t c = vm->m_data[i].getContent();
-                               if (c == CONTENT_AIR
-                                               || (y <= water_level
-                                               && c != biome->c_stone
-                                               && c != c_stone))
-                                       continue;
-
+                       for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
                                float d1 = contour(noise_cave1->result[index]);
                                float d2 = contour(noise_cave2->result[index]);
-                               if (d1*d2 > 0.125)
+                               if (d1*d2 > 0.125) {
+                                       content_t c = vm->m_data[i].getContent();
+                                       if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
+                                               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, 5) == 1) ? ps.range(1, 2) : 0;
+       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);
@@ -519,7 +547,7 @@ void MapgenV5::dustTopNodes()
 
        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;