Avoid crash caused by, and improve, 'findSpawnPos()' (#8728)
[oweals/minetest.git] / src / mapgen / mg_biome.cpp
1 /*
2 Minetest
3 Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
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 #include "mg_biome.h"
22 #include "mg_decoration.h"
23 #include "emerge.h"
24 #include "server.h"
25 #include "nodedef.h"
26 #include "map.h" //for MMVManip
27 #include "util/numeric.h"
28 #include "porting.h"
29 #include "settings.h"
30
31
32 ///////////////////////////////////////////////////////////////////////////////
33
34
35 BiomeManager::BiomeManager(Server *server) :
36         ObjDefManager(server, OBJDEF_BIOME)
37 {
38         m_server = server;
39
40         // Create default biome to be used in case none exist
41         Biome *b = new Biome;
42
43         b->name            = "default";
44         b->flags           = 0;
45         b->depth_top       = 0;
46         b->depth_filler    = -MAX_MAP_GENERATION_LIMIT;
47         b->depth_water_top = 0;
48         b->depth_riverbed  = 0;
49         b->min_pos         = v3s16(-MAX_MAP_GENERATION_LIMIT,
50                         -MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
51         b->max_pos         = v3s16(MAX_MAP_GENERATION_LIMIT,
52                         MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
53         b->heat_point      = 0.0;
54         b->humidity_point  = 0.0;
55         b->vertical_blend  = 0;
56
57         b->m_nodenames.emplace_back("mapgen_stone");
58         b->m_nodenames.emplace_back("mapgen_stone");
59         b->m_nodenames.emplace_back("mapgen_stone");
60         b->m_nodenames.emplace_back("mapgen_water_source");
61         b->m_nodenames.emplace_back("mapgen_water_source");
62         b->m_nodenames.emplace_back("mapgen_river_water_source");
63         b->m_nodenames.emplace_back("mapgen_stone");
64         b->m_nodenames.emplace_back("ignore");
65         b->m_nodenames.emplace_back("ignore");
66         b->m_nnlistsizes.push_back(1);
67         b->m_nodenames.emplace_back("ignore");
68         b->m_nodenames.emplace_back("ignore");
69         b->m_nodenames.emplace_back("ignore");
70         m_ndef->pendNodeResolve(b);
71
72         add(b);
73 }
74
75
76 void BiomeManager::clear()
77 {
78         EmergeManager *emerge = m_server->getEmergeManager();
79
80         // Remove all dangling references in Decorations
81         DecorationManager *decomgr = emerge->decomgr;
82         for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
83                 Decoration *deco = (Decoration *)decomgr->getRaw(i);
84                 deco->biomes.clear();
85         }
86
87         // Don't delete the first biome
88         for (size_t i = 1; i < m_objects.size(); i++)
89                 delete (Biome *)m_objects[i];
90
91         m_objects.resize(1);
92 }
93
94
95 // For BiomeGen type 'BiomeGenOriginal'
96 float BiomeManager::getHeatAtPosOriginal(v3s16 pos, NoiseParams &np_heat,
97         NoiseParams &np_heat_blend, u64 seed)
98 {
99         return
100                 NoisePerlin2D(&np_heat,       pos.X, pos.Z, seed) +
101                 NoisePerlin2D(&np_heat_blend, pos.X, pos.Z, seed);
102 }
103
104
105 // For BiomeGen type 'BiomeGenOriginal'
106 float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
107         NoiseParams &np_humidity_blend, u64 seed)
108 {
109         return
110                 NoisePerlin2D(&np_humidity,       pos.X, pos.Z, seed) +
111                 NoisePerlin2D(&np_humidity_blend, pos.X, pos.Z, seed);
112 }
113
114
115 // For BiomeGen type 'BiomeGenOriginal'
116 Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
117 {
118         Biome *biome_closest = nullptr;
119         Biome *biome_closest_blend = nullptr;
120         float dist_min = FLT_MAX;
121         float dist_min_blend = FLT_MAX;
122
123         for (size_t i = 1; i < getNumObjects(); i++) {
124                 Biome *b = (Biome *)getRaw(i);
125                 if (!b ||
126                                 pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
127                                 pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
128                                 pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
129                         continue;
130
131                 float d_heat = heat - b->heat_point;
132                 float d_humidity = humidity - b->humidity_point;
133                 float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
134
135                 if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
136                         if (dist < dist_min) {
137                                 dist_min = dist;
138                                 biome_closest = b;
139                         }
140                 } else if (dist < dist_min_blend) { // Blend area above biome b
141                         dist_min_blend = dist;
142                         biome_closest_blend = b;
143                 }
144         }
145
146         mysrand(pos.Y + (heat + humidity) * 0.9f);
147         if (biome_closest_blend && dist_min_blend <= dist_min &&
148                         myrand_range(0, biome_closest_blend->vertical_blend) >=
149                         pos.Y - biome_closest_blend->max_pos.Y)
150                 return biome_closest_blend;
151
152         return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
153 }
154
155
156 ////////////////////////////////////////////////////////////////////////////////
157
158 void BiomeParamsOriginal::readParams(const Settings *settings)
159 {
160         settings->getNoiseParams("mg_biome_np_heat",           np_heat);
161         settings->getNoiseParams("mg_biome_np_heat_blend",     np_heat_blend);
162         settings->getNoiseParams("mg_biome_np_humidity",       np_humidity);
163         settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
164 }
165
166
167 void BiomeParamsOriginal::writeParams(Settings *settings) const
168 {
169         settings->setNoiseParams("mg_biome_np_heat",           np_heat);
170         settings->setNoiseParams("mg_biome_np_heat_blend",     np_heat_blend);
171         settings->setNoiseParams("mg_biome_np_humidity",       np_humidity);
172         settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
173 }
174
175
176 ////////////////////////////////////////////////////////////////////////////////
177
178 BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
179         BiomeParamsOriginal *params, v3s16 chunksize)
180 {
181         m_bmgr   = biomemgr;
182         m_params = params;
183         m_csize  = chunksize;
184
185         noise_heat           = new Noise(&params->np_heat,
186                                                                         params->seed, m_csize.X, m_csize.Z);
187         noise_humidity       = new Noise(&params->np_humidity,
188                                                                         params->seed, m_csize.X, m_csize.Z);
189         noise_heat_blend     = new Noise(&params->np_heat_blend,
190                                                                         params->seed, m_csize.X, m_csize.Z);
191         noise_humidity_blend = new Noise(&params->np_humidity_blend,
192                                                                         params->seed, m_csize.X, m_csize.Z);
193
194         heatmap  = noise_heat->result;
195         humidmap = noise_humidity->result;
196
197         biomemap = new biome_t[m_csize.X * m_csize.Z];
198         // Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
199         // fallback biome when biome generation (which calculates the biomemap IDs)
200         // is disabled.
201         memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
202 }
203
204 BiomeGenOriginal::~BiomeGenOriginal()
205 {
206         delete []biomemap;
207
208         delete noise_heat;
209         delete noise_humidity;
210         delete noise_heat_blend;
211         delete noise_humidity_blend;
212 }
213
214 // Only usable in a mapgen thread
215 Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
216 {
217         float heat =
218                 NoisePerlin2D(&m_params->np_heat,       pos.X, pos.Z, m_params->seed) +
219                 NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
220         float humidity =
221                 NoisePerlin2D(&m_params->np_humidity,       pos.X, pos.Z, m_params->seed) +
222                 NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
223
224         return calcBiomeFromNoise(heat, humidity, pos);
225 }
226
227
228 void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
229 {
230         m_pmin = pmin;
231
232         noise_heat->perlinMap2D(pmin.X, pmin.Z);
233         noise_humidity->perlinMap2D(pmin.X, pmin.Z);
234         noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
235         noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
236
237         for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
238                 noise_heat->result[i]     += noise_heat_blend->result[i];
239                 noise_humidity->result[i] += noise_humidity_blend->result[i];
240         }
241 }
242
243
244 biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
245 {
246         for (s16 zr = 0; zr < m_csize.Z; zr++)
247         for (s16 xr = 0; xr < m_csize.X; xr++) {
248                 s32 i = zr * m_csize.X + xr;
249                 Biome *biome = calcBiomeFromNoise(
250                         noise_heat->result[i],
251                         noise_humidity->result[i],
252                         v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
253
254                 biomemap[i] = biome->index;
255         }
256
257         return biomemap;
258 }
259
260
261 Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
262 {
263         return getBiomeAtIndex(
264                 (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
265                 pos);
266 }
267
268
269 Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
270 {
271         return calcBiomeFromNoise(
272                 noise_heat->result[index],
273                 noise_humidity->result[index],
274                 pos);
275 }
276
277
278 Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
279 {
280         Biome *biome_closest = nullptr;
281         Biome *biome_closest_blend = nullptr;
282         float dist_min = FLT_MAX;
283         float dist_min_blend = FLT_MAX;
284
285         for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
286                 Biome *b = (Biome *)m_bmgr->getRaw(i);
287                 if (!b ||
288                                 pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
289                                 pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
290                                 pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
291                         continue;
292
293                 float d_heat = heat - b->heat_point;
294                 float d_humidity = humidity - b->humidity_point;
295                 float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
296
297                 if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
298                         if (dist < dist_min) {
299                                 dist_min = dist;
300                                 biome_closest = b;
301                         }
302                 } else if (dist < dist_min_blend) { // Blend area above biome b
303                         dist_min_blend = dist;
304                         biome_closest_blend = b;
305                 }
306         }
307
308         // Carefully tune pseudorandom seed variation to avoid single node dither
309         // and create larger scale blending patterns similar to horizontal biome
310         // blend.
311         mysrand(pos.Y + (heat + humidity) * 0.9f);
312
313         if (biome_closest_blend && dist_min_blend <= dist_min &&
314                         myrand_range(0, biome_closest_blend->vertical_blend) >=
315                         pos.Y - biome_closest_blend->max_pos.Y)
316                 return biome_closest_blend;
317
318         return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);   
319 }
320
321
322 ////////////////////////////////////////////////////////////////////////////////
323
324 void Biome::resolveNodeNames()
325 {
326         getIdFromNrBacklog(&c_top,           "mapgen_stone",              CONTENT_AIR,    false);
327         getIdFromNrBacklog(&c_filler,        "mapgen_stone",              CONTENT_AIR,    false);
328         getIdFromNrBacklog(&c_stone,         "mapgen_stone",              CONTENT_AIR,    false);
329         getIdFromNrBacklog(&c_water_top,     "mapgen_water_source",       CONTENT_AIR,    false);
330         getIdFromNrBacklog(&c_water,         "mapgen_water_source",       CONTENT_AIR,    false);
331         getIdFromNrBacklog(&c_river_water,   "mapgen_river_water_source", CONTENT_AIR,    false);
332         getIdFromNrBacklog(&c_riverbed,      "mapgen_stone",              CONTENT_AIR,    false);
333         getIdFromNrBacklog(&c_dust,          "ignore",                    CONTENT_IGNORE, false);
334         getIdsFromNrBacklog(&c_cave_liquid);
335         getIdFromNrBacklog(&c_dungeon,       "ignore",                    CONTENT_IGNORE, false);
336         getIdFromNrBacklog(&c_dungeon_alt,   "ignore",                    CONTENT_IGNORE, false);
337         getIdFromNrBacklog(&c_dungeon_stair, "ignore",                    CONTENT_IGNORE, false);
338 }