Modernize client code (#6250)
[oweals/minetest.git] / src / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2014-2017 paramat
4 Copyright (C) 2014-2016 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_v5.h"
40
41
42 FlagDesc flagdesc_mapgen_v5[] = {
43         {"caverns", MGV5_CAVERNS},
44         {NULL,      0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
49         : MapgenBasic(mapgenid, 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
59         // Terrain noise
60         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
61         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
62         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
63
64         // 3D terrain noise
65         // 1-up 1-down overgeneration
66         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
67         // 1 down overgeneration
68         MapgenBasic::np_cave1  = params->np_cave1;
69         MapgenBasic::np_cave2  = params->np_cave2;
70         MapgenBasic::np_cavern = params->np_cavern;
71 }
72
73
74 MapgenV5::~MapgenV5()
75 {
76         delete noise_filler_depth;
77         delete noise_factor;
78         delete noise_height;
79         delete noise_ground;
80 }
81
82
83 MapgenV5Params::MapgenV5Params()
84 {
85         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
86         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
87         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
88         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
89         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
90         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
91         np_cavern       = NoiseParams(0, 1,  v3f(384, 128, 384), 723,    5, 0.63, 2.0);
92 }
93
94
95 void MapgenV5Params::readParams(const Settings *settings)
96 {
97         settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
98         settings->getFloatNoEx("mgv5_cave_width",       cave_width);
99         settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
100         settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
101         settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
102         settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
103         settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
104
105         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
106         settings->getNoiseParams("mgv5_np_factor",       np_factor);
107         settings->getNoiseParams("mgv5_np_height",       np_height);
108         settings->getNoiseParams("mgv5_np_ground",       np_ground);
109         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
110         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
111         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
112 }
113
114
115 void MapgenV5Params::writeParams(Settings *settings) const
116 {
117         settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
118         settings->setFloat("mgv5_cave_width",       cave_width);
119         settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
120         settings->setS16("mgv5_lava_depth",         lava_depth);
121         settings->setS16("mgv5_cavern_limit",       cavern_limit);
122         settings->setS16("mgv5_cavern_taper",       cavern_taper);
123         settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
124
125         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
126         settings->setNoiseParams("mgv5_np_factor",       np_factor);
127         settings->setNoiseParams("mgv5_np_height",       np_height);
128         settings->setNoiseParams("mgv5_np_ground",       np_ground);
129         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
130         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
131         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
132 }
133
134
135 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
136 {
137
138         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
139         if (f < 0.01)
140                 f = 0.01;
141         else if (f >= 1.0)
142                 f *= 1.6;
143         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
144
145         // noise_height 'offset' is the average level of terrain. At least 50% of
146         // terrain will be below this.
147         // Raising the maximum spawn level above 'water_level + 16' is necessary
148         // for when noise_height 'offset' is set much higher than water_level.
149         s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
150
151         // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
152         // space above spawn position. Avoids spawning in possibly sealed voids.
153         for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
154                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
155
156                 if (n_ground * f > y - h) {  // If solid
157                         if (y < water_level || y > max_spawn_y)
158                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
159                         else
160                                 // y + 2 because y is surface and due to biome 'dust' nodes.
161                                 return y + 2;
162                 }
163         }
164         // Unsuitable spawn position, no ground found
165         return MAX_MAP_GENERATION_LIMIT;
166 }
167
168
169 void MapgenV5::makeChunk(BlockMakeData *data)
170 {
171         // Pre-conditions
172         assert(data->vmanip);
173         assert(data->nodedef);
174         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
175                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
176                 data->blockpos_requested.Z >= data->blockpos_min.Z);
177         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
178                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
179                 data->blockpos_requested.Z <= data->blockpos_max.Z);
180
181         this->generating = true;
182         this->vm   = data->vmanip;
183         this->ndef = data->nodedef;
184         //TimeTaker t("makeChunk");
185
186         v3s16 blockpos_min = data->blockpos_min;
187         v3s16 blockpos_max = data->blockpos_max;
188         node_min = blockpos_min * MAP_BLOCKSIZE;
189         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
190         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
191         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
192
193         // Create a block-specific seed
194         blockseed = getBlockSeed2(full_node_min, seed);
195
196         // Generate base terrain
197         s16 stone_surface_max_y = generateBaseTerrain();
198
199         // Create heightmap
200         updateHeightmap(node_min, node_max);
201
202         // Init biome generator, place biome-specific nodes, and build biomemap
203         biomegen->calcBiomeNoise(node_min);
204
205         MgStoneType mgstone_type;
206         content_t biome_stone;
207         generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
208
209         // Generate caverns, tunnels and classic caves
210         if (flags & MG_CAVES) {
211                 bool near_cavern = false;
212                 // Generate caverns
213                 if (spflags & MGV5_CAVERNS)
214                         near_cavern = generateCaverns(stone_surface_max_y);
215                 // Generate tunnels and classic caves
216                 if (near_cavern)
217                         // Disable classic caves in this mapchunk by setting
218                         // 'large cave depth' to world base. Avoids excessive liquid in
219                         // large caverns and floating blobs of overgenerated liquid.
220                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
221                 else
222                         generateCaves(stone_surface_max_y, large_cave_depth);
223         }
224
225         // Generate dungeons and desert temples
226         if (flags & MG_DUNGEONS)
227                 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
228
229         // Generate the registered decorations
230         if (flags & MG_DECORATIONS)
231                 m_emerge->decomgr->placeAllDecos(this, blockseed,
232                         node_min, node_max, water_level - 1);
233
234         // Generate the registered ores
235         m_emerge->oremgr->placeAllOres(this, blockseed,
236                 node_min, node_max, water_level - 1);
237
238         // Sprinkle some dust on top after everything else was generated
239         dustTopNodes();
240
241         //printf("makeChunk: %dms\n", t.stop());
242
243         // Add top and bottom side of water to transforming_liquid queue
244         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
245
246         // Calculate lighting
247         if (flags & MG_LIGHT) {
248                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
249                         full_node_min, full_node_max);
250         }
251
252         this->generating = false;
253 }
254
255
256 int MapgenV5::generateBaseTerrain()
257 {
258         u32 index = 0;
259         u32 index2d = 0;
260         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
261
262         noise_factor->perlinMap2D(node_min.X, node_min.Z);
263         noise_height->perlinMap2D(node_min.X, node_min.Z);
264         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
265
266         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
267                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
268                         u32 vi = vm->m_area.index(node_min.X, y, z);
269                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
270                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
271                                         continue;
272
273                                 float f = 0.55 + noise_factor->result[index2d];
274                                 if (f < 0.01)
275                                         f = 0.01;
276                                 else if (f >= 1.0)
277                                         f *= 1.6;
278                                 float h = noise_height->result[index2d];
279
280                                 if (noise_ground->result[index] * f < y - h) {
281                                         if (y <= water_level)
282                                                 vm->m_data[vi] = MapNode(c_water_source);
283                                         else
284                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
285                                 } else {
286                                         vm->m_data[vi] = MapNode(c_stone);
287                                         if (y > stone_surface_max_y)
288                                                 stone_surface_max_y = y;
289                                 }
290                         }
291                         index2d -= ystride;
292                 }
293                 index2d += ystride;
294         }
295
296         return stone_surface_max_y;
297 }