Mgflat, Mgv7: Only create noise objects if needed
[oweals/minetest.git] / src / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
52         : MapgenBasic(mapgenid, params, emerge)
53 {
54         this->spflags          = params->spflags;
55         this->ground_level     = params->ground_level;
56         this->large_cave_depth = params->large_cave_depth;
57         this->cave_width       = params->cave_width;
58         this->lake_threshold   = params->lake_threshold;
59         this->lake_steepness   = params->lake_steepness;
60         this->hill_threshold   = params->hill_threshold;
61         this->hill_steepness   = params->hill_steepness;
62
63         // 2D noise
64         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
65
66         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
67                 noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
68         // 3D noise
69         MapgenBasic::np_cave1 = params->np_cave1;
70         MapgenBasic::np_cave2 = params->np_cave2;
71 }
72
73
74 MapgenFlat::~MapgenFlat()
75 {
76         delete noise_terrain;
77         delete noise_filler_depth;
78 }
79
80
81 MapgenFlatParams::MapgenFlatParams()
82 {
83         spflags          = 0;
84         ground_level     = 8;
85         large_cave_depth = -33;
86         cave_width       = 0.09;
87         lake_threshold   = -0.45;
88         lake_steepness   = 48.0;
89         hill_threshold   = 0.45;
90         hill_steepness   = 64.0;
91
92         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
93         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
94         np_cave1        = NoiseParams(0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
95         np_cave2        = NoiseParams(0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
96 }
97
98
99 void MapgenFlatParams::readParams(const Settings *settings)
100 {
101         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
102         settings->getS16NoEx("mgflat_ground_level",     ground_level);
103         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
104         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
105         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
106         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
107         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
108         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
109
110         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
111         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
112         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
113         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
114 }
115
116
117 void MapgenFlatParams::writeParams(Settings *settings) const
118 {
119         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
120         settings->setS16("mgflat_ground_level",     ground_level);
121         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
122         settings->setFloat("mgflat_cave_width",     cave_width);
123         settings->setFloat("mgflat_lake_threshold", lake_threshold);
124         settings->setFloat("mgflat_lake_steepness", lake_steepness);
125         settings->setFloat("mgflat_hill_threshold", hill_threshold);
126         settings->setFloat("mgflat_hill_steepness", hill_steepness);
127
128         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
129         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
130         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
131         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
132 }
133
134
135 /////////////////////////////////////////////////////////////////
136
137
138 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
139 {
140         s16 level_at_point = ground_level;
141         float n_terrain = 0.0f;
142         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
143                 n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
144
145         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
146                 level_at_point = ground_level -
147                         (lake_threshold - n_terrain) * lake_steepness;
148         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
149                 level_at_point = ground_level +
150                         (n_terrain - hill_threshold) * hill_steepness;
151         }
152
153         if (ground_level < water_level)  // Ocean world, allow spawn in water
154                 return MYMAX(level_at_point, water_level);
155         else if (level_at_point > water_level)
156                 return level_at_point;  // Spawn on land
157         else
158                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
159 }
160
161
162 void MapgenFlat::makeChunk(BlockMakeData *data)
163 {
164         // Pre-conditions
165         assert(data->vmanip);
166         assert(data->nodedef);
167         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
168                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
169                 data->blockpos_requested.Z >= data->blockpos_min.Z);
170         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
171                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
172                 data->blockpos_requested.Z <= data->blockpos_max.Z);
173
174         this->generating = true;
175         this->vm   = data->vmanip;
176         this->ndef = data->nodedef;
177         //TimeTaker t("makeChunk");
178
179         v3s16 blockpos_min = data->blockpos_min;
180         v3s16 blockpos_max = data->blockpos_max;
181         node_min = blockpos_min * MAP_BLOCKSIZE;
182         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
183         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
184         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
185
186         blockseed = getBlockSeed2(full_node_min, seed);
187
188         // Generate base terrain, mountains, and ridges with initial heightmaps
189         s16 stone_surface_max_y = generateTerrain();
190
191         // Create heightmap
192         updateHeightmap(node_min, node_max);
193
194         // Init biome generator, place biome-specific nodes, and build biomemap
195         biomegen->calcBiomeNoise(node_min);
196         MgStoneType stone_type = generateBiomes();
197
198         if (flags & MG_CAVES)
199                 generateCaves(stone_surface_max_y, large_cave_depth);
200
201         if (flags & MG_DUNGEONS)
202                 generateDungeons(stone_surface_max_y, stone_type);
203
204         // Generate the registered decorations
205         if (flags & MG_DECORATIONS)
206                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
207
208         // Generate the registered ores
209         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
210
211         // Sprinkle some dust on top after everything else was generated
212         dustTopNodes();
213
214         //printf("makeChunk: %dms\n", t.stop());
215
216         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
217
218         if (flags & MG_LIGHT)
219                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
220                         full_node_min, full_node_max);
221
222         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
223         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
224
225         this->generating = false;
226 }
227
228
229 s16 MapgenFlat::generateTerrain()
230 {
231         MapNode n_air(CONTENT_AIR);
232         MapNode n_stone(c_stone);
233         MapNode n_water(c_water_source);
234
235         v3s16 em = vm->m_area.getExtent();
236         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
237         u32 ni2d = 0;
238
239         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
240         if (use_noise)
241                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
242
243         for (s16 z = node_min.Z; z <= node_max.Z; z++)
244         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
245                 s16 stone_level = ground_level;
246                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
247
248                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
249                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
250                         stone_level = ground_level - depress;
251                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
252                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
253                         stone_level = ground_level + rise;
254                 }
255
256                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
257                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
258                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
259                                 if (y <= stone_level) {
260                                         vm->m_data[vi] = n_stone;
261                                         if (y > stone_surface_max_y)
262                                                 stone_surface_max_y = y;
263                                 } else if (y <= water_level) {
264                                         vm->m_data[vi] = n_water;
265                                 } else {
266                                         vm->m_data[vi] = n_air;
267                                 }
268                         }
269                         vm->m_area.add_y(em, vi, 1);
270                 }
271         }
272
273         return stone_surface_max_y;
274 }