Cpp11 initializers 2 (#5999)
[oweals/minetest.git] / src / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2015-2017 paramat
4 Copyright (C) 2015-2016 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(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_filler_depth;
77
78         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
79                 delete noise_terrain;
80 }
81
82
83 MapgenFlatParams::MapgenFlatParams()
84 {
85         np_terrain      = NoiseParams(0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0);
86         np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
87         np_cave1        = NoiseParams(0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0);
88         np_cave2        = NoiseParams(0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0);
89 }
90
91
92 void MapgenFlatParams::readParams(const Settings *settings)
93 {
94         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
95         settings->getS16NoEx("mgflat_ground_level",     ground_level);
96         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
97         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
98         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
99         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
100         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
101         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
102
103         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
104         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
105         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
106         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
107 }
108
109
110 void MapgenFlatParams::writeParams(Settings *settings) const
111 {
112         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
113         settings->setS16("mgflat_ground_level",     ground_level);
114         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
115         settings->setFloat("mgflat_cave_width",     cave_width);
116         settings->setFloat("mgflat_lake_threshold", lake_threshold);
117         settings->setFloat("mgflat_lake_steepness", lake_steepness);
118         settings->setFloat("mgflat_hill_threshold", hill_threshold);
119         settings->setFloat("mgflat_hill_steepness", hill_steepness);
120
121         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
122         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
123         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
124         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
125 }
126
127
128 /////////////////////////////////////////////////////////////////
129
130
131 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
132 {
133         s16 level_at_point = ground_level;
134         float n_terrain = 0.0f;
135         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
136                 n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
137
138         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
139                 level_at_point = ground_level -
140                         (lake_threshold - n_terrain) * lake_steepness;
141         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
142                 level_at_point = ground_level +
143                         (n_terrain - hill_threshold) * hill_steepness;
144         }
145
146         if (ground_level < water_level)  // Ocean world, allow spawn in water
147                 return MYMAX(level_at_point, water_level);
148         else if (level_at_point > water_level)
149                 return level_at_point;  // Spawn on land
150         else
151                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
152 }
153
154
155 void MapgenFlat::makeChunk(BlockMakeData *data)
156 {
157         // Pre-conditions
158         assert(data->vmanip);
159         assert(data->nodedef);
160         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
161                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
162                 data->blockpos_requested.Z >= data->blockpos_min.Z);
163         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
164                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
165                 data->blockpos_requested.Z <= data->blockpos_max.Z);
166
167         this->generating = true;
168         this->vm   = data->vmanip;
169         this->ndef = data->nodedef;
170         //TimeTaker t("makeChunk");
171
172         v3s16 blockpos_min = data->blockpos_min;
173         v3s16 blockpos_max = data->blockpos_max;
174         node_min = blockpos_min * MAP_BLOCKSIZE;
175         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
176         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
177         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
178
179         blockseed = getBlockSeed2(full_node_min, seed);
180
181         // Generate base terrain, mountains, and ridges with initial heightmaps
182         s16 stone_surface_max_y = generateTerrain();
183
184         // Create heightmap
185         updateHeightmap(node_min, node_max);
186
187         // Init biome generator, place biome-specific nodes, and build biomemap
188         biomegen->calcBiomeNoise(node_min);
189         MgStoneType stone_type = generateBiomes();
190
191         if (flags & MG_CAVES)
192                 generateCaves(stone_surface_max_y, large_cave_depth);
193
194         if (flags & MG_DUNGEONS)
195                 generateDungeons(stone_surface_max_y, stone_type);
196
197         // Generate the registered decorations
198         if (flags & MG_DECORATIONS)
199                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
200
201         // Generate the registered ores
202         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
203
204         // Sprinkle some dust on top after everything else was generated
205         dustTopNodes();
206
207         //printf("makeChunk: %dms\n", t.stop());
208
209         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
210
211         if (flags & MG_LIGHT)
212                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
213                         full_node_min, full_node_max);
214
215         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
216         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
217
218         this->generating = false;
219 }
220
221
222 s16 MapgenFlat::generateTerrain()
223 {
224         MapNode n_air(CONTENT_AIR);
225         MapNode n_stone(c_stone);
226         MapNode n_water(c_water_source);
227
228         v3s16 em = vm->m_area.getExtent();
229         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
230         u32 ni2d = 0;
231
232         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
233         if (use_noise)
234                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
235
236         for (s16 z = node_min.Z; z <= node_max.Z; z++)
237         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
238                 s16 stone_level = ground_level;
239                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
240
241                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
242                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
243                         stone_level = ground_level - depress;
244                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
245                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
246                         stone_level = ground_level + rise;
247                 }
248
249                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
250                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
251                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
252                                 if (y <= stone_level) {
253                                         vm->m_data[vi] = n_stone;
254                                         if (y > stone_surface_max_y)
255                                                 stone_surface_max_y = y;
256                                 } else if (y <= water_level) {
257                                         vm->m_data[vi] = n_water;
258                                 } else {
259                                         vm->m_data[vi] = n_air;
260                                 }
261                         }
262                         vm->m_area.add_y(em, vi, 1);
263                 }
264         }
265
266         return stone_surface_max_y;
267 }