Avoid crash caused by, and improve, 'findSpawnPos()' (#8728)
[oweals/minetest.git] / src / mapgen / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2014-2018 paramat
4 Copyright (C) 2014-2018 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_v5.h"
40
41
42 FlagDesc flagdesc_mapgen_v5[] = {
43         {"caverns", MGV5_CAVERNS},
44         {NULL,      0}
45 };
46
47
48 MapgenV5::MapgenV5(MapgenV5Params *params, EmergeManager *emerge)
49         : MapgenBasic(MAPGEN_V5, params, emerge)
50 {
51         spflags          = params->spflags;
52         cave_width       = params->cave_width;
53         large_cave_depth = params->large_cave_depth;
54         lava_depth       = params->lava_depth;
55         cavern_limit     = params->cavern_limit;
56         cavern_taper     = params->cavern_taper;
57         cavern_threshold = params->cavern_threshold;
58         dungeon_ymin     = params->dungeon_ymin;
59         dungeon_ymax     = params->dungeon_ymax;
60
61         // Terrain noise
62         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
63         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
64         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
65
66         // 3D terrain noise
67         // 1-up 1-down overgeneration
68         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
69         // 1 down overgeneration
70         MapgenBasic::np_cave1    = params->np_cave1;
71         MapgenBasic::np_cave2    = params->np_cave2;
72         MapgenBasic::np_cavern   = params->np_cavern;
73         MapgenBasic::np_dungeons = params->np_dungeons;
74 }
75
76
77 MapgenV5::~MapgenV5()
78 {
79         delete noise_filler_depth;
80         delete noise_factor;
81         delete noise_height;
82         delete noise_ground;
83 }
84
85
86 MapgenV5Params::MapgenV5Params():
87         np_filler_depth (0,   1,   v3f(150, 150, 150), 261,    4, 0.7,  2.0),
88         np_factor       (0,   1,   v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
89         np_height       (0,   10,  v3f(250, 250, 250), 84174,  4, 0.5,  2.0),
90         np_ground       (0,   40,  v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
91         np_cave1        (0,   12,  v3f(61,  61,  61),  52534,  3, 0.5,  2.0),
92         np_cave2        (0,   12,  v3f(67,  67,  67),  10325,  3, 0.5,  2.0),
93         np_cavern       (0,   1,   v3f(384, 128, 384), 723,    5, 0.63, 2.0),
94         np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,      2, 0.8,  2.0)
95 {
96 }
97
98
99 void MapgenV5Params::readParams(const Settings *settings)
100 {
101         settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
102         settings->getFloatNoEx("mgv5_cave_width",       cave_width);
103         settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
104         settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
105         settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
106         settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
107         settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
108         settings->getS16NoEx("mgv5_dungeon_ymin",       dungeon_ymin);
109         settings->getS16NoEx("mgv5_dungeon_ymax",       dungeon_ymax);
110
111         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
112         settings->getNoiseParams("mgv5_np_factor",       np_factor);
113         settings->getNoiseParams("mgv5_np_height",       np_height);
114         settings->getNoiseParams("mgv5_np_ground",       np_ground);
115         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
116         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
117         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
118         settings->getNoiseParams("mgv5_np_dungeons",     np_dungeons);
119 }
120
121
122 void MapgenV5Params::writeParams(Settings *settings) const
123 {
124         settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
125         settings->setFloat("mgv5_cave_width",       cave_width);
126         settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
127         settings->setS16("mgv5_lava_depth",         lava_depth);
128         settings->setS16("mgv5_cavern_limit",       cavern_limit);
129         settings->setS16("mgv5_cavern_taper",       cavern_taper);
130         settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
131         settings->setS16("mgv5_dungeon_ymin",       dungeon_ymin);
132         settings->setS16("mgv5_dungeon_ymax",       dungeon_ymax);
133
134         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
135         settings->setNoiseParams("mgv5_np_factor",       np_factor);
136         settings->setNoiseParams("mgv5_np_height",       np_height);
137         settings->setNoiseParams("mgv5_np_ground",       np_ground);
138         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
139         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
140         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
141         settings->setNoiseParams("mgv5_np_dungeons",     np_dungeons);
142 }
143
144
145 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
146 {
147
148         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
149         if (f < 0.01)
150                 f = 0.01;
151         else if (f >= 1.0)
152                 f *= 1.6;
153         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
154
155         // noise_height 'offset' is the average level of terrain. At least 50% of
156         // terrain will be below this.
157         // Raising the maximum spawn level above 'water_level + 16' is necessary
158         // for when noise_height 'offset' is set much higher than water_level.
159         s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
160
161         // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
162         // space above spawn position. Avoids spawning in possibly sealed voids.
163         for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
164                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
165
166                 if (n_ground * f > y - h) {  // If solid
167                         if (y < water_level || y > max_spawn_y)
168                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
169
170                         // y + 2 because y is surface and due to biome 'dust' nodes.
171                         return y + 2;
172                 }
173         }
174         // Unsuitable spawn position, no ground found
175         return MAX_MAP_GENERATION_LIMIT;
176 }
177
178
179 void MapgenV5::makeChunk(BlockMakeData *data)
180 {
181         // Pre-conditions
182         assert(data->vmanip);
183         assert(data->nodedef);
184         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
185                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
186                 data->blockpos_requested.Z >= data->blockpos_min.Z);
187         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
188                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
189                 data->blockpos_requested.Z <= data->blockpos_max.Z);
190
191         this->generating = true;
192         this->vm   = data->vmanip;
193         this->ndef = data->nodedef;
194         //TimeTaker t("makeChunk");
195
196         v3s16 blockpos_min = data->blockpos_min;
197         v3s16 blockpos_max = data->blockpos_max;
198         node_min = blockpos_min * MAP_BLOCKSIZE;
199         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
200         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
201         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
202
203         // Create a block-specific seed
204         blockseed = getBlockSeed2(full_node_min, seed);
205
206         // Generate base terrain
207         s16 stone_surface_max_y = generateBaseTerrain();
208
209         // Create heightmap
210         updateHeightmap(node_min, node_max);
211
212         // Init biome generator, place biome-specific nodes, and build biomemap
213         if (flags & MG_BIOMES) {
214                 biomegen->calcBiomeNoise(node_min);
215                 generateBiomes();
216         }
217
218         // Generate tunnels, caverns and large randomwalk caves
219         if (flags & MG_CAVES) {
220                 // Generate tunnels first as caverns confuse them
221                 generateCavesNoiseIntersection(stone_surface_max_y);
222
223                 // Generate caverns
224                 bool near_cavern = false;
225                 if (spflags & MGV5_CAVERNS)
226                         near_cavern = generateCavernsNoise(stone_surface_max_y);
227
228                 // Generate large randomwalk caves
229                 if (near_cavern)
230                         // Disable large randomwalk caves in this mapchunk by setting
231                         // 'large cave depth' to world base. Avoids excessive liquid in
232                         // large caverns and floating blobs of overgenerated liquid.
233                         generateCavesRandomWalk(stone_surface_max_y,
234                                 -MAX_MAP_GENERATION_LIMIT);
235                 else
236                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
237         }
238
239         // Generate the registered ores
240         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
241
242         // Generate dungeons and desert temples
243         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
244                         full_node_max.Y <= dungeon_ymax)
245                 generateDungeons(stone_surface_max_y);
246
247         // Generate the registered decorations
248         if (flags & MG_DECORATIONS)
249                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
250
251         // Sprinkle some dust on top after everything else was generated
252         if (flags & MG_BIOMES)
253                 dustTopNodes();
254
255         //printf("makeChunk: %dms\n", t.stop());
256
257         // Add top and bottom side of water to transforming_liquid queue
258         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
259
260         // Calculate lighting
261         if (flags & MG_LIGHT) {
262                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
263                         full_node_min, full_node_max);
264         }
265
266         this->generating = false;
267 }
268
269
270 int MapgenV5::generateBaseTerrain()
271 {
272         u32 index = 0;
273         u32 index2d = 0;
274         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
275
276         noise_factor->perlinMap2D(node_min.X, node_min.Z);
277         noise_height->perlinMap2D(node_min.X, node_min.Z);
278         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
279
280         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
281                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
282                         u32 vi = vm->m_area.index(node_min.X, y, z);
283                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
284                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
285                                         continue;
286
287                                 float f = 0.55 + noise_factor->result[index2d];
288                                 if (f < 0.01)
289                                         f = 0.01;
290                                 else if (f >= 1.0)
291                                         f *= 1.6;
292                                 float h = noise_height->result[index2d];
293
294                                 if (noise_ground->result[index] * f < y - h) {
295                                         if (y <= water_level)
296                                                 vm->m_data[vi] = MapNode(c_water_source);
297                                         else
298                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
299                                 } else {
300                                         vm->m_data[vi] = MapNode(c_stone);
301                                         if (y > stone_surface_max_y)
302                                                 stone_surface_max_y = y;
303                                 }
304                         }
305                         index2d -= ystride;
306                 }
307                 index2d += ystride;
308         }
309
310         return stone_surface_max_y;
311 }