Mgv5 get ground level at point function. Fast spawn player version
[oweals/minetest.git] / src / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41 #include "util/directiontables.h"
42
43
44 FlagDesc flagdesc_mapgen_v5[] = {
45         {"blobs", MGV5_BLOBS},
46         {NULL,         0}
47 };
48
49
50 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge_) {
51         this->generating  = false;
52         this->id     = mapgenid;
53         this->emerge = emerge_;
54         this->bmgr   = emerge->biomemgr;
55
56         this->seed        = (int)params->seed;
57         this->water_level = params->water_level;
58         this->flags       = params->flags;
59         this->gennotify   = emerge->gennotify;
60
61         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
62
63         // amount of elements to skip for the next index
64         // for noise/height/biome maps (not vmanip)
65         this->ystride = csize.X;
66         this->zstride = csize.X * csize.Y;
67
68         this->biomemap  = new u8[csize.X * csize.Z];
69         this->heightmap = new s16[csize.X * csize.Z];
70
71         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
72
73         this->spflags     = sp->spflags;
74
75         // Terrain noise
76         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
77         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
78         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
79
80         // 3D terrain noise
81         noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y, csize.Z);
82         noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y, csize.Z);
83         noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y, csize.Z);
84         noise_crumble      = new Noise(&sp->np_crumble, seed, csize.X, csize.Y, csize.Z);
85         noise_wetness      = new Noise(&sp->np_wetness, seed, csize.X, csize.Y, csize.Z);
86
87         // Biome noise
88         noise_heat         = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
89         noise_humidity     = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
90
91         //// Resolve nodes to be used
92         INodeDefManager *ndef = emerge->ndef;
93
94         c_stone           = ndef->getId("mapgen_stone");
95         c_dirt            = ndef->getId("mapgen_dirt");
96         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
97         c_sand            = ndef->getId("mapgen_sand");
98         c_water_source    = ndef->getId("mapgen_water_source");
99         c_lava_source     = ndef->getId("mapgen_lava_source");
100         c_gravel          = ndef->getId("mapgen_gravel");
101         c_cobble          = ndef->getId("mapgen_cobble");
102         c_ice             = ndef->getId("default:ice");
103         c_mossycobble     = ndef->getId("mapgen_mossycobble");
104         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
105         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
106         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
107         if (c_ice == CONTENT_IGNORE)
108                 c_ice = CONTENT_AIR;
109         if (c_mossycobble == CONTENT_IGNORE)
110                 c_mossycobble = c_cobble;
111         if (c_sandbrick == CONTENT_IGNORE)
112                 c_sandbrick = c_desert_stone;
113         if (c_stair_cobble == CONTENT_IGNORE)
114                 c_stair_cobble = c_cobble;
115         if (c_stair_sandstone == CONTENT_IGNORE)
116                 c_stair_sandstone = c_sandbrick;
117 }
118
119
120 MapgenV5::~MapgenV5() {
121         delete noise_filler_depth;
122         delete noise_factor;
123         delete noise_height;
124         delete noise_cave1;
125         delete noise_cave2;
126         delete noise_ground;
127         delete noise_crumble;
128         delete noise_wetness;
129
130         delete noise_heat;
131         delete noise_humidity;
132         
133         delete[] heightmap;
134         delete[] biomemap;
135 }
136
137
138 MapgenV5Params::MapgenV5Params() {
139         spflags = MGV5_BLOBS;
140
141         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7);
142         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45);
143         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5);
144         np_cave1        = NoiseParams(0, 6,  v3f(50,  50,  50),  52534,  4, 0.5);
145         np_cave2        = NoiseParams(0, 6,  v3f(50,  50,  50),  10325,  4, 0.5);
146         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55);
147         np_crumble      = NoiseParams(0, 1,  v3f(20,  20,  20),  34413,  3, 1.3);
148         np_wetness      = NoiseParams(0, 1,  v3f(40,  40,  40),  32474,  4, 1.1);
149 }
150
151
152 // Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
153
154 // Scaling the output of the noise function affects the overdrive of the
155 // contour function, which affects the shape of the output considerably.
156
157 //#define CAVE_NOISE_SCALE 12.0 < original default
158 //#define CAVE_NOISE_SCALE 10.0
159 //#define CAVE_NOISE_SCALE 7.5
160 //#define CAVE_NOISE_SCALE 5.0
161 //#define CAVE_NOISE_SCALE 1.0
162
163 //#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
164 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
165
166
167 void MapgenV5Params::readParams(Settings *settings) {
168         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
169
170         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
171         settings->getNoiseParams("mgv5_np_factor",       np_factor);
172         settings->getNoiseParams("mgv5_np_height",       np_height);
173         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
174         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
175         settings->getNoiseParams("mgv5_np_ground",       np_ground);
176         settings->getNoiseParams("mgv5_np_crumble",      np_crumble);
177         settings->getNoiseParams("mgv5_np_wetness",      np_wetness);
178 }
179
180
181 void MapgenV5Params::writeParams(Settings *settings) {
182         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
183
184         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
185         settings->setNoiseParams("mgv5_np_factor",       np_factor);
186         settings->setNoiseParams("mgv5_np_height",       np_height);
187         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
188         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
189         settings->setNoiseParams("mgv5_np_ground",       np_ground);
190         settings->setNoiseParams("mgv5_np_crumble",      np_crumble);
191         settings->setNoiseParams("mgv5_np_wetness",      np_wetness);
192 }
193
194
195 int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
196         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
197
198         float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
199         if(f < 0.01)
200                 f = 0.01;
201         else if(f >= 1.0)
202                 f *= 1.6;
203         float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
204
205         s16 search_top = water_level + 15;
206         s16 search_base = water_level;
207         // Use these 2 lines instead for a slower search returning highest ground level
208         //s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
209         //s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
210
211         s16 level = -31000;
212         for (s16 y = search_top; y >= search_base; y--) {
213                 float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
214                 if(n_ground * f > y - h) {
215                         if(y >= search_top - 7)
216                                 break;
217                         else
218                                 level = y;
219                                 break;
220                 }
221         }
222
223         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
224         return level;
225 }
226
227
228 void MapgenV5::makeChunk(BlockMakeData *data) {
229         assert(data->vmanip);
230         assert(data->nodedef);
231         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
232                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
233                 data->blockpos_requested.Z >= data->blockpos_min.Z);
234         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
235                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
236                 data->blockpos_requested.Z <= data->blockpos_max.Z);
237                         
238         generating = true;
239         vm   = data->vmanip;    
240         ndef = data->nodedef;
241         //TimeTaker t("makeChunk");
242         
243         v3s16 blockpos_min = data->blockpos_min;
244         v3s16 blockpos_max = data->blockpos_max;
245         node_min = blockpos_min * MAP_BLOCKSIZE;
246         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
247         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
248         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
249
250         // Create a block-specific seed
251         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
252         
253         // Make some noise
254         calculateNoise();
255
256         // Generate base terrain
257         generateBaseTerrain();
258         updateHeightmap(node_min, node_max);
259
260         // Generate underground dirt, sand, gravel and lava blobs
261         if (spflags & MGV5_BLOBS) {
262                 generateBlobs();
263         }
264
265         // Calculate biomes
266         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
267                 noise_humidity->result, heightmap, biomemap);
268         
269         // Actually place the biome-specific nodes
270         generateBiomes();
271
272         // Generate dungeons and desert temples
273         if (flags & MG_DUNGEONS) {
274                 DungeonGen dgen(this, NULL);
275                 dgen.generate(blockseed, full_node_min, full_node_max);
276         }
277
278         // Generate the registered decorations
279         emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
280
281         // Generate the registered ores
282         emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
283
284         // Sprinkle some dust on top after everything else was generated
285         dustTopNodes();
286
287         //printf("makeChunk: %dms\n", t.stop());
288
289         // Add top and bottom side of water to transforming_liquid queue
290         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
291         
292         // Calculate lighting
293         if (flags & MG_LIGHT)
294                 calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
295                                          node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
296         
297         this->generating = false;
298 }
299
300
301 void MapgenV5::calculateNoise() {
302         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
303         int x = node_min.X;
304         int y = node_min.Y;
305         int z = node_min.Z;
306         
307         noise_filler_depth->perlinMap2D(x, z);
308         noise_factor->perlinMap2D(x, z);
309         noise_height->perlinMap2D(x, z);
310         noise_height->transformNoiseMap();
311
312         noise_cave1->perlinMap3D(x, y, z, true);
313         noise_cave1->transformNoiseMap();
314         noise_cave2->perlinMap3D(x, y, z, true);
315         noise_cave2->transformNoiseMap();
316         noise_ground->perlinMap3D(x, y, z, true);
317         noise_ground->transformNoiseMap();
318
319         if (spflags & MGV5_BLOBS) {
320                 noise_crumble->perlinMap3D(x, y, z, true);
321                 noise_wetness->perlinMap3D(x, y, z, false);
322         }
323
324         noise_heat->perlinMap2D(x, z);
325         noise_humidity->perlinMap2D(x, z);
326
327         //printf("calculateNoise: %dus\n", t.stop());
328 }
329
330
331 //bool is_cave(u32 index) {
332 //      double d1 = contour(noise_cave1->result[index]);
333 //      double d2 = contour(noise_cave2->result[index]);
334 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
335 //}
336
337
338 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
339 //      double f = 0.55 + noise_factor->result[index2d];
340 //      if(f < 0.01)
341 //              f = 0.01;
342 //      else if(f >= 1.0)
343 //              f *= 1.6;
344 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
345 //      return (noise_ground->result[index] * f > (double)p.Y - h);
346 //}
347
348
349 // Make base ground level
350 void MapgenV5::generateBaseTerrain() {
351         u32 index = 0;
352         u32 index2d = 0;
353
354         for(s16 z=node_min.Z; z<=node_max.Z; z++) {
355                 for(s16 y=node_min.Y; y<=node_max.Y; y++) {
356                         u32 i = vm->m_area.index(node_min.X, y, z);
357                         for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
358                                 if(vm->m_data[i].getContent() != CONTENT_IGNORE)
359                                         continue;
360
361                                 float f = 0.55 + noise_factor->result[index2d];
362                                 if(f < 0.01)
363                                         f = 0.01;
364                                 else if(f >= 1.0)
365                                         f *= 1.6;
366                                 float h = water_level + noise_height->result[index2d];
367                                 float d1 = contour(noise_cave1->result[index]);
368                                 float d2 = contour(noise_cave2->result[index]);
369                                 if(noise_ground->result[index] * f < y - h) {
370                                         if(y <= water_level)
371                                                 vm->m_data[i] = MapNode(c_water_source);
372                                         else
373                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
374                                 } else if(d1*d2 > 0.2) {
375                                         vm->m_data[i] = MapNode(CONTENT_AIR);
376                                 } else {
377                                         vm->m_data[i] = MapNode(c_stone);
378                                 }
379                         }
380                         index2d = index2d - ystride;
381                 }
382                 index2d = index2d + ystride;
383         }
384 }
385
386
387 // Add mud and sand and others underground (in place of stone)
388 void MapgenV5::generateBlobs() {
389         u32 index = 0;
390
391         for(s16 z=node_min.Z; z<=node_max.Z; z++) {
392                 for(s16 y=node_min.Y; y<=node_max.Y; y++) {
393                         u32 i = vm->m_area.index(node_min.X, y, z);
394                         for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
395                                 content_t c = vm->m_data[i].getContent();
396                                 if(c != c_stone)
397                                         continue;
398
399                                 if(noise_crumble->result[index] > 1.3) {
400                                         if(noise_wetness->result[index] > 0.0)
401                                                 vm->m_data[i] = MapNode(c_dirt);
402                                         else
403                                                 vm->m_data[i] = MapNode(c_sand);
404                                 } else if(noise_crumble->result[index] > 0.7) {
405                                         if(noise_wetness->result[index] < -0.6)
406                                                 vm->m_data[i] = MapNode(c_gravel);
407                                 } else if(noise_crumble->result[index] < -3.5 +
408                                                 MYMIN(0.1 *
409                                                 sqrt((float)MYMAX(0, -y)), 1.5)) {
410                                         vm->m_data[i] = MapNode(c_lava_source);
411                                 }
412                         }
413                 }
414         }
415 }
416
417
418 void MapgenV5::generateBiomes() {
419         if (node_max.Y < water_level)
420                 return;
421
422         MapNode n_air(CONTENT_AIR);
423         MapNode n_stone(c_stone);
424         MapNode n_water(c_water_source);
425
426         v3s16 em = vm->m_area.getExtent();
427         u32 index = 0;
428         
429         for (s16 z = node_min.Z; z <= node_max.Z; z++)
430         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
431                 Biome *biome  = (Biome *)bmgr->get(biomemap[index]);
432                 s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
433                 s16 y0_top    = biome->depth_top;
434                 s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
435                 
436                 s16 nplaced = 0;
437                 u32 i = vm->m_area.index(x, node_max.Y, z);     
438
439                 content_t c_above = vm->m_data[i + em.X].getContent();
440                 bool have_air = c_above == CONTENT_AIR;
441                 
442                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
443                         content_t c = vm->m_data[i].getContent();
444                         bool is_replaceable_content =
445                                 c == c_stone || c == c_dirt_with_grass || c == c_dirt ||
446                                 c == c_sand  || c == c_lava_source     || c == c_gravel;
447
448                         if (is_replaceable_content && have_air) {
449                                 content_t c_below = vm->m_data[i - em.X].getContent();
450                                 
451                                 if (c_below != CONTENT_AIR) {
452                                         if (nplaced < y0_top) {
453                                                 // A hack to prevent dirt_with_grass from being
454                                                 // placed below water.  TODO: fix later
455                                                 content_t c_place = ((y < water_level) &&
456                                                                 (biome->c_top ==
457                                                                 c_dirt_with_grass)) ?
458                                                                  c_dirt : biome->c_top;
459                                                 
460                                                 vm->m_data[i] = MapNode(c_place);
461                                                 nplaced++;
462                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
463                                                 vm->m_data[i] = MapNode(biome->c_filler);
464                                                 nplaced++;
465                                         } else {
466                                                 have_air = false;
467                                                 nplaced  = 0;
468                                         }
469                                 }
470                         } else if (c == c_water_source) {
471                                 have_air = true;
472                                 nplaced = 0;
473                                 vm->m_data[i] = MapNode(biome->c_water);
474                         } else if (c == CONTENT_AIR) {
475                                 have_air = true;
476                                 nplaced = 0;
477                         }
478                         
479                         vm->m_area.add_y(em, i, -1);
480                 }
481         }
482 }
483
484 void MapgenV5::dustTopNodes() {
485         v3s16 em = vm->m_area.getExtent();
486         u32 index = 0;
487         
488         if (water_level > node_max.Y)
489                 return;
490
491         for (s16 z = node_min.Z; z <= node_max.Z; z++)
492         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
493                 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
494         
495                 if (biome->c_dust == CONTENT_IGNORE)
496                         continue;
497
498                 s16 y = node_max.Y;
499                 u32 vi = vm->m_area.index(x, y, z);
500                 for (; y >= node_min.Y; y--) {
501                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
502                                 break;
503
504                         vm->m_area.add_y(em, vi, -1);
505                 }
506                         
507                 content_t c = vm->m_data[vi].getContent();
508                 if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
509                         if (y < node_min.Y)
510                                 continue;
511                                 
512                         vm->m_data[vi] = MapNode(biome->c_dust_water);
513                 } else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
514                         if (y == node_max.Y)
515                                 continue;
516                                 
517                         vm->m_area.add_y(em, vi, 1);
518                         vm->m_data[vi] = MapNode(biome->c_dust);
519                 }
520         }
521 }
522