Avoid crash caused by, and improve, 'findSpawnPos()' (#8728)
[oweals/minetest.git] / src / mapgen / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_flat.h"
40
41
42 FlagDesc flagdesc_mapgen_flat[] = {
43         {"lakes", MGFLAT_LAKES},
44         {"hills", MGFLAT_HILLS},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
52         : MapgenBasic(MAPGEN_FLAT, params, emerge)
53 {
54         spflags          = params->spflags;
55         ground_level     = params->ground_level;
56         large_cave_depth = params->large_cave_depth;
57         lava_depth       = params->lava_depth;
58         cave_width       = params->cave_width;
59         lake_threshold   = params->lake_threshold;
60         lake_steepness   = params->lake_steepness;
61         hill_threshold   = params->hill_threshold;
62         hill_steepness   = params->hill_steepness;
63         dungeon_ymin     = params->dungeon_ymin;
64         dungeon_ymax     = params->dungeon_ymax;
65
66         // 2D noise
67         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
68
69         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
70                 noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
71         // 3D noise
72         MapgenBasic::np_cave1    = params->np_cave1;
73         MapgenBasic::np_cave2    = params->np_cave2;
74         MapgenBasic::np_dungeons = params->np_dungeons;
75 }
76
77
78 MapgenFlat::~MapgenFlat()
79 {
80         delete noise_filler_depth;
81
82         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
83                 delete noise_terrain;
84 }
85
86
87 MapgenFlatParams::MapgenFlatParams():
88         np_terrain      (0,   1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0),
89         np_filler_depth (0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0),
90         np_cave1        (0,   12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0),
91         np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0),
92         np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,     2, 0.8, 2.0)
93 {
94 }
95
96
97 void MapgenFlatParams::readParams(const Settings *settings)
98 {
99         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
100         settings->getS16NoEx("mgflat_ground_level",     ground_level);
101         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
102         settings->getS16NoEx("mgflat_lava_depth",       lava_depth);
103         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
104         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
105         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
106         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
107         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
108         settings->getS16NoEx("mgflat_dungeon_ymin",     dungeon_ymin);
109         settings->getS16NoEx("mgflat_dungeon_ymax",     dungeon_ymax);
110
111         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
112         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
113         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
114         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
115         settings->getNoiseParams("mgflat_np_dungeons",     np_dungeons);
116 }
117
118
119 void MapgenFlatParams::writeParams(Settings *settings) const
120 {
121         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
122         settings->setS16("mgflat_ground_level",     ground_level);
123         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
124         settings->setS16("mgflat_lava_depth",       lava_depth);
125         settings->setFloat("mgflat_cave_width",     cave_width);
126         settings->setFloat("mgflat_lake_threshold", lake_threshold);
127         settings->setFloat("mgflat_lake_steepness", lake_steepness);
128         settings->setFloat("mgflat_hill_threshold", hill_threshold);
129         settings->setFloat("mgflat_hill_steepness", hill_steepness);
130         settings->setS16("mgflat_dungeon_ymin",     dungeon_ymin);
131         settings->setS16("mgflat_dungeon_ymax",     dungeon_ymax);
132
133         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
134         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
135         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
136         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
137         settings->setNoiseParams("mgflat_np_dungeons",     np_dungeons);
138 }
139
140
141 /////////////////////////////////////////////////////////////////
142
143
144 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
145 {
146         s16 stone_level = ground_level;
147         float n_terrain = 
148                 ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
149                 NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
150                 0.0f;
151
152         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
153                 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
154                 stone_level = ground_level - depress;
155         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
156                 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
157                 stone_level = ground_level + rise;
158         }
159
160         if (ground_level < water_level)
161                 // Ocean world, may not have islands so allow spawn in water
162                 return MYMAX(stone_level + 2, water_level);
163
164         if (stone_level >= water_level)
165                 // Spawn on land
166                 // + 2 not + 1, to spawn above biome 'dust' nodes
167                 return stone_level + 2;
168
169         // Unsuitable spawn point
170         return MAX_MAP_GENERATION_LIMIT;
171 }
172
173
174 void MapgenFlat::makeChunk(BlockMakeData *data)
175 {
176         // Pre-conditions
177         assert(data->vmanip);
178         assert(data->nodedef);
179         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
180                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
181                 data->blockpos_requested.Z >= data->blockpos_min.Z);
182         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
183                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
184                 data->blockpos_requested.Z <= data->blockpos_max.Z);
185
186         this->generating = true;
187         this->vm   = data->vmanip;
188         this->ndef = data->nodedef;
189         //TimeTaker t("makeChunk");
190
191         v3s16 blockpos_min = data->blockpos_min;
192         v3s16 blockpos_max = data->blockpos_max;
193         node_min = blockpos_min * MAP_BLOCKSIZE;
194         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
195         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
196         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
197
198         blockseed = getBlockSeed2(full_node_min, seed);
199
200         // Generate base terrain, mountains, and ridges with initial heightmaps
201         s16 stone_surface_max_y = generateTerrain();
202
203         // Create heightmap
204         updateHeightmap(node_min, node_max);
205
206         // Init biome generator, place biome-specific nodes, and build biomemap
207         if (flags & MG_BIOMES) {
208                 biomegen->calcBiomeNoise(node_min);
209                 generateBiomes();
210         }
211
212         if (flags & MG_CAVES) {
213                 // Generate tunnels
214                 generateCavesNoiseIntersection(stone_surface_max_y);
215                 // Generate large randomwalk caves
216                 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
217         }
218
219         // Generate the registered ores
220         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
221
222         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
223                         full_node_max.Y <= dungeon_ymax)
224                 generateDungeons(stone_surface_max_y);
225
226         // Generate the registered decorations
227         if (flags & MG_DECORATIONS)
228                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
229
230         // Sprinkle some dust on top after everything else was generated
231         if (flags & MG_BIOMES)
232                 dustTopNodes();
233
234         //printf("makeChunk: %dms\n", t.stop());
235
236         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
237
238         if (flags & MG_LIGHT)
239                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
240                         full_node_min, full_node_max);
241
242         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
243         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
244
245         this->generating = false;
246 }
247
248
249 s16 MapgenFlat::generateTerrain()
250 {
251         MapNode n_air(CONTENT_AIR);
252         MapNode n_stone(c_stone);
253         MapNode n_water(c_water_source);
254
255         const v3s16 &em = vm->m_area.getExtent();
256         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
257         u32 ni2d = 0;
258
259         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
260         if (use_noise)
261                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
262
263         for (s16 z = node_min.Z; z <= node_max.Z; z++)
264         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
265                 s16 stone_level = ground_level;
266                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
267
268                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
269                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
270                         stone_level = ground_level - depress;
271                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
272                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
273                         stone_level = ground_level + rise;
274                 }
275
276                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
277                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
278                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
279                                 if (y <= stone_level) {
280                                         vm->m_data[vi] = n_stone;
281                                         if (y > stone_surface_max_y)
282                                                 stone_surface_max_y = y;
283                                 } else if (y <= water_level) {
284                                         vm->m_data[vi] = n_water;
285                                 } else {
286                                         vm->m_data[vi] = n_air;
287                                 }
288                         }
289                         VoxelArea::add_y(em, vi, 1);
290                 }
291         }
292
293         return stone_surface_max_y;
294 }