]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v7.cpp
Make get_biome_list() error message more helpful
[minetest.git] / src / mapgen_v7.cpp
index 4b5a10ca14b5c0d6ad0b34fa8c0caed1f7b3c339..41e35cb00ae95c3a6d8919c2bfa67d0f3c0db42e 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"
@@ -58,14 +57,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        //// amount of elements to skip for the next index
        //// for noise/height/biome maps (not vmanip)
        this->ystride = csize.X;
-       this->zstride = csize.X * csize.Y;
+       this->zstride = csize.X * (csize.Y + 2);
 
        this->biomemap  = new u8[csize.X * csize.Z];
        this->heightmap = new s16[csize.X * csize.Z];
        this->ridge_heightmap = new s16[csize.X * csize.Z];
 
-       initHeightMap(this->heightmap, csize.X * csize.Z);
-
        MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
        this->spflags = sp->spflags;
 
@@ -79,10 +76,10 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        noise_ridge_uwater    = new Noise(&sp->np_ridge_uwater,    seed, csize.X, csize.Z);
 
        //// 3d terrain noise
-       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y, csize.Z);
-       noise_ridge    = new Noise(&sp->np_ridge,    seed, csize.X, csize.Y, csize.Z);
-       noise_cave1    = new Noise(&sp->np_cave1,    seed, csize.X, csize.Y, csize.Z);
-       noise_cave2    = new Noise(&sp->np_cave2,    seed, csize.X, csize.Y, csize.Z);
+       noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
+       noise_ridge    = new Noise(&sp->np_ridge,    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);
 
        //// Biome noise
        noise_heat     = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
@@ -91,15 +88,29 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
        //// 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_ice             = ndef->getId("default:ice");
+       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_stair_cobble == CONTENT_IGNORE)
+               c_stair_cobble = c_cobble;
+       if (c_sandstonebrick == CONTENT_IGNORE)
+               c_sandstonebrick = c_sandstone;
+       if (c_stair_sandstonebrick == CONTENT_IGNORE)
+               c_stair_sandstonebrick = c_sandstone;
 }
 
 
@@ -130,17 +141,17 @@ MapgenV7Params::MapgenV7Params()
 {
        spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
 
-       np_terrain_base    = NoiseParams(4,    70,  v3f(300, 300, 300), 82341, 6, 0.7,  2.0);
-       np_terrain_alt     = NoiseParams(4,    25,  v3f(600, 600, 600), 5934,  5, 0.6,  2.0);
-       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500, 500, 500), 539,   3, 0.6,  2.0);
-       np_height_select   = NoiseParams(-0.5, 1,   v3f(250, 250, 250), 4213,  5, 0.69, 2.0);
-       np_filler_depth    = NoiseParams(0,    1.2, v3f(150, 150, 150), 261,   4, 0.7,  2.0);
-       np_mount_height    = NoiseParams(100,  30,  v3f(500, 500, 500), 72449, 4, 0.6,  2.0);
-       np_ridge_uwater    = NoiseParams(0,    1,   v3f(500, 500, 500), 85039, 4, 0.6,  2.0);
-       np_mountain        = NoiseParams(-0.6, 1,   v3f(250, 350, 250), 5333,  5, 0.68, 2.0);
-       np_ridge           = NoiseParams(0,    1,   v3f(100, 100, 100), 6467,  4, 0.75, 2.0);
-       np_cave1           = NoiseParams(0,    12,  v3f(100, 100, 100), 52534, 4, 0.5,  2.0);
-       np_cave2           = NoiseParams(0,    12,  v3f(100, 100, 100), 10325, 4, 0.5,  2.0);
+       np_terrain_base    = NoiseParams(4,    70,  v3f(600,  600,  600),  82341, 6, 0.7,  2.0);
+       np_terrain_alt     = NoiseParams(4,    25,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0);
+       np_terrain_persist = NoiseParams(0.6,  0.1, v3f(500,  500,  500),  539,   3, 0.6,  2.0);
+       np_height_select   = NoiseParams(-12,  24,  v3f(500,  500,  500),  4213,  6, 0.69, 2.0);
+       np_filler_depth    = NoiseParams(0,    1.2, v3f(150,  150,  150),  261,   4, 0.7,  2.0);
+       np_mount_height    = NoiseParams(184,  72,  v3f(500,  500,  500),  72449, 4, 0.6,  2.0);
+       np_ridge_uwater    = NoiseParams(0,    1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0);
+       np_mountain        = NoiseParams(-0.6, 1,   v3f(250,  350,  250),  5333,  5, 0.68, 2.0);
+       np_ridge           = NoiseParams(0,    1,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0);
+       np_cave1           = NoiseParams(0,    12,  v3f(100,  100,  100),  52534, 4, 0.5,  2.0);
+       np_cave2           = NoiseParams(0,    12,  v3f(100,  100,  100),  10325, 4, 0.5,  2.0);
 }
 
 
@@ -250,13 +261,51 @@ void MapgenV7::makeChunk(BlockMakeData *data)
                noise_humidity->result, heightmap, biomemap);
 
        // Actually place the biome-specific nodes
-       generateBiomes(noise_heat->result, noise_humidity->result);
+       MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
 
        if (flags & MG_CAVES)
                generateCaves(stone_surface_max_y);
 
        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 (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 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     = 0.0;
+                       dp.holesize      = v3s16(2, 2, 2);
+                       dp.roomsize      = v3s16(2, 0, 2);
+                       dp.notifytype    = GENNOTIFY_DUNGEON;
+               }
+
+               DungeonGen dgen(this, &dp);
                dgen.generate(blockseed, full_node_min, full_node_max);
        }
 
@@ -274,7 +323,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
        updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
 
        if (flags & MG_LIGHT)
-               calcLighting(node_min, node_max);
+               calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
+                       full_node_min, full_node_max);
+
        //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
        //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
 
@@ -286,7 +337,7 @@ void MapgenV7::calculateNoise()
 {
        //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
        int x = node_min.X;
-       int y = node_min.Y;
+       int y = node_min.Y - 1;
        int z = node_min.Z;
 
        noise_terrain_persist->perlinMap2D(x, z);
@@ -311,7 +362,7 @@ void MapgenV7::calculateNoise()
                noise_mount_height->perlinMap2D(x, z);
        }
 
-       if (node_max.Y >= water_level) {
+       if (node_max.Y >= BIOMEGEN_BASE_V7) {
                noise_filler_depth->perlinMap2D(x, z);
                noise_heat->perlinMap2D(x, z);
                noise_humidity->perlinMap2D(x, z);
@@ -449,8 +500,8 @@ int MapgenV7::generateBaseTerrain()
                if (surface_y > stone_surface_max_y)
                        stone_surface_max_y = surface_y;
 
-               u32 i = vm->m_area.index(x, node_min.Y, z);
-               for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+               u32 i = vm->m_area.index(x, node_min.Y - 1, z);
+               for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                        if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
                                if (y <= surface_y)
                                        vm->m_data[i] = n_stone;
@@ -476,7 +527,7 @@ int MapgenV7::generateMountainTerrain(int ymax)
        u32 j = 0;
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                u32 vi = vm->m_area.index(node_min.X, y, z);
                for (s16 x = node_min.X; x <= node_max.X; x++) {
                        int index = (z - node_min.Z) * csize.X + (x - node_min.X);
@@ -509,7 +560,7 @@ void MapgenV7::generateRidgeTerrain()
        float width = 0.2; // TODO: figure out acceptable perlin noise values
 
        for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
                u32 vi = vm->m_area.index(node_min.X, y, z);
                for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
                        int j = (z - node_min.Z) * csize.X + (x - node_min.X);
@@ -538,95 +589,96 @@ void MapgenV7::generateRidgeTerrain()
 }
 
 
-void MapgenV7::generateBiomes(float *heat_map, float *humidity_map)
+MgStoneType MapgenV7::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);
+       if (node_max.Y < BIOMEGEN_BASE_V7)
+               return STONE;
 
        v3s16 em = vm->m_area.getExtent();
        u32 index = 0;
+       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;
 
-               content_t c_above = vm->m_data[i + em.X].getContent();
-               bool have_air = c_above == CONTENT_AIR;
+               // If there is air above enable top/filler placement, otherwise force nplaced to
+               // stone level by setting a number that will exceed any possible filler depth.
+               u16 nplaced = (air_above) ? 0 : (u16)-1;
 
                for (s16 y = node_max.Y; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-
-                       // It could be the case that the elevation is equal to the chunk
-                       // boundary, but the chunk above has not been generated yet
-                       if (y == node_max.Y && c_above == CONTENT_IGNORE &&
-                               y == heightmap[index] && c == c_stone) {
-                               int j = (z - node_min.Z) * zstride +
-                                               (y - node_min.Y) * ystride +
-                                               (x - node_min.X);
-                               have_air = !getMountainTerrainFromMap(j, index, y);
-                       }
+                       content_t c = vm->m_data[vi].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;
+                       // Biome is only (re)calculated for each stone/water upper surface found
+                       // below air while working downwards. The chosen biome then remains in
+                       // effect for all nodes below until the next biome recalculation.
+                       // Biome is (re)calculated when a stone/water node is either: detected
+                       // below an air node, or, is at column top and might be underground
+                       // or underwater and therefore might not be below air.
+                       if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
+                               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)
+                                       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;
                        } 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;  // Biome is not recalculated underwater
                        } else if (c == CONTENT_AIR) {
-                               have_air = true;
-                               nplaced = 0;
+                               nplaced = 0;  // Enable top/filler placement for next surface
+                               air_above = true;  // Biome will be recalculated at next surface
+                       } else {  // Possible various nodes overgenerated from neighbouring mapchunks
+                               nplaced = (u16)-1;  // Disable top/filler placement
+                               air_above = false;
                        }
 
-                       vm->m_area.add_y(em, i, -1);
+                       vm->m_area.add_y(em, vi, -1);
                }
        }
+
+       return stone_type;
 }
 
 
@@ -640,14 +692,31 @@ void MapgenV7::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;
 
-               s16 y = node_max.Y;
-               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;
 
@@ -655,10 +724,7 @@ void MapgenV7::dustTopNodes()
                }
 
                content_t c = vm->m_data[vi].getContent();
-               if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
-                       if (y == node_max.Y)
-                               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);
                }
@@ -769,20 +835,25 @@ void MapgenV7::generateCaves(int max_stone_y)
                u32 index2d = 0;
 
                for (s16 z = node_min.Z; z <= node_max.Z; z++) {
-                       for (s16 y = node_min.Y; y <= node_max.Y; y++) {
+                       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;
-
                                        float d1 = contour(noise_cave1->result[index]);
                                        float d2 = contour(noise_cave2->result[index]);
-                                       if (d1 * d2 > 0.3)
+                                       if (d1 * d2 > 0.3) {
+                                               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;
                        }
@@ -791,7 +862,7 @@ void MapgenV7::generateCaves(int max_stone_y)
        }
 
        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++) {
                CaveV7 cave(this, &ps);
                cave.makeCave(node_min, node_max, max_stone_y);