Cavegen: Move V5-style caves to CavesNoiseIntersection
[oweals/minetest.git] / src / mapgen_v5.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 "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41
42
43 FlagDesc flagdesc_mapgen_v5[] = {
44         {NULL,         0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
49         : MapgenBasic(mapgenid, params, emerge)
50 {
51         this->m_emerge = emerge;
52         this->bmgr     = emerge->biomemgr;
53
54         // amount of elements to skip for the next index
55         // for noise/height/biome maps (not vmanip)
56         this->ystride = csize.X;
57
58         this->heightmap = new s16[csize.X * csize.Z];
59
60         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
61
62         this->spflags    = sp->spflags;
63         this->cave_width = sp->cave_width;
64
65         // Terrain noise
66         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
67         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
68         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
69
70         // 3D terrain noise
71         // 1-up 1-down overgeneration
72         noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
73
74         MapgenBasic::np_cave1 = sp->np_cave1;
75         MapgenBasic::np_cave2 = sp->np_cave2;
76
77         //// Initialize biome generator
78         biomegen = emerge->biomemgr->createBiomeGen(
79                 BIOMEGEN_ORIGINAL, params->bparams, csize);
80         biomemap = biomegen->biomemap;
81
82         //// Resolve nodes to be used
83         c_stone                = ndef->getId("mapgen_stone");
84         c_water_source         = ndef->getId("mapgen_water_source");
85         c_lava_source          = ndef->getId("mapgen_lava_source");
86         c_desert_stone         = ndef->getId("mapgen_desert_stone");
87         c_ice                  = ndef->getId("mapgen_ice");
88         c_sandstone            = ndef->getId("mapgen_sandstone");
89
90         c_cobble               = ndef->getId("mapgen_cobble");
91         c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
92         c_mossycobble          = ndef->getId("mapgen_mossycobble");
93         c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
94         c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
95
96         if (c_ice == CONTENT_IGNORE)
97                 c_ice = CONTENT_AIR;
98         if (c_mossycobble == CONTENT_IGNORE)
99                 c_mossycobble = c_cobble;
100         if (c_stair_cobble == CONTENT_IGNORE)
101                 c_stair_cobble = c_cobble;
102         if (c_sandstonebrick == CONTENT_IGNORE)
103                 c_sandstonebrick = c_sandstone;
104         if (c_stair_sandstonebrick == CONTENT_IGNORE)
105                 c_stair_sandstonebrick = c_sandstone;
106 }
107
108
109 MapgenV5::~MapgenV5()
110 {
111         delete noise_filler_depth;
112         delete noise_factor;
113         delete noise_height;
114         delete noise_ground;
115
116         delete biomegen;
117
118         delete[] heightmap;
119 }
120
121
122 MapgenV5Params::MapgenV5Params()
123 {
124         spflags    = 0;
125         cave_width = 0.125;
126
127         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
128         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
129         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
130         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
131         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
132         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
133 }
134
135
136 //#define CAVE_NOISE_SCALE 12.0
137 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
138
139
140 void MapgenV5Params::readParams(const Settings *settings)
141 {
142         settings->getFlagStrNoEx("mgv5_spflags",  spflags, flagdesc_mapgen_v5);
143         settings->getFloatNoEx("mgv5_cave_width", cave_width);
144
145         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
146         settings->getNoiseParams("mgv5_np_factor",       np_factor);
147         settings->getNoiseParams("mgv5_np_height",       np_height);
148         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
149         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
150         settings->getNoiseParams("mgv5_np_ground",       np_ground);
151 }
152
153
154 void MapgenV5Params::writeParams(Settings *settings) const
155 {
156         settings->setFlagStr("mgv5_spflags",  spflags, flagdesc_mapgen_v5, U32_MAX);
157         settings->setFloat("mgv5_cave_width", cave_width);
158
159         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
160         settings->setNoiseParams("mgv5_np_factor",       np_factor);
161         settings->setNoiseParams("mgv5_np_height",       np_height);
162         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
163         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
164         settings->setNoiseParams("mgv5_np_ground",       np_ground);
165 }
166
167
168 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
169 {
170         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
171
172         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
173         if (f < 0.01)
174                 f = 0.01;
175         else if (f >= 1.0)
176                 f *= 1.6;
177         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
178
179         for (s16 y = 128; y >= -128; y--) {
180                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
181
182                 if (n_ground * f > y - h) {  // If solid
183                         // If either top 2 nodes of search are solid this is inside a
184                         // mountain or floatland with possibly no space for the player to spawn.
185                         if (y >= 127) {
186                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
187                         } else {  // Ground below at least 2 nodes of empty space
188                                 if (y <= water_level || y > water_level + 16)
189                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
190                                 else
191                                         return y;
192                         }
193                 }
194         }
195
196         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
197         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
198 }
199
200
201 void MapgenV5::makeChunk(BlockMakeData *data)
202 {
203         // Pre-conditions
204         assert(data->vmanip);
205         assert(data->nodedef);
206         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
207                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
208                 data->blockpos_requested.Z >= data->blockpos_min.Z);
209         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
210                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
211                 data->blockpos_requested.Z <= data->blockpos_max.Z);
212
213         this->generating = true;
214         this->vm   = data->vmanip;
215         this->ndef = data->nodedef;
216         //TimeTaker t("makeChunk");
217
218         v3s16 blockpos_min = data->blockpos_min;
219         v3s16 blockpos_max = data->blockpos_max;
220         node_min = blockpos_min * MAP_BLOCKSIZE;
221         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
222         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
223         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224
225         // Create a block-specific seed
226         blockseed = getBlockSeed2(full_node_min, seed);
227
228         // Make some noise
229         calculateNoise();
230
231         // Generate base terrain
232         s16 stone_surface_max_y = generateBaseTerrain();
233
234         // Create heightmap
235         updateHeightmap(node_min, node_max);
236
237         // Init biome generator, place biome-specific nodes, and build biomemap
238         biomegen->calcBiomeNoise(node_min);
239         biomegen->getBiomes(heightmap);
240         MgStoneType stone_type = generateBiomes();
241
242         // Generate caves
243         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
244                 generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
245
246         // Generate dungeons and desert temples
247         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
248                 DungeonParams dp;
249
250                 dp.np_rarity  = nparams_dungeon_rarity;
251                 dp.np_density = nparams_dungeon_density;
252                 dp.np_wetness = nparams_dungeon_wetness;
253                 dp.c_water    = c_water_source;
254                 if (stone_type == MGSTONE_STONE) {
255                         dp.c_cobble = c_cobble;
256                         dp.c_moss   = c_mossycobble;
257                         dp.c_stair  = c_stair_cobble;
258
259                         dp.diagonal_dirs = false;
260                         dp.mossratio     = 3.0;
261                         dp.holesize      = v3s16(1, 2, 1);
262                         dp.roomsize      = v3s16(0, 0, 0);
263                         dp.notifytype    = GENNOTIFY_DUNGEON;
264                 } else if (stone_type == MGSTONE_DESERT_STONE) {
265                         dp.c_cobble = c_desert_stone;
266                         dp.c_moss   = c_desert_stone;
267                         dp.c_stair  = c_desert_stone;
268
269                         dp.diagonal_dirs = true;
270                         dp.mossratio     = 0.0;
271                         dp.holesize      = v3s16(2, 3, 2);
272                         dp.roomsize      = v3s16(2, 5, 2);
273                         dp.notifytype    = GENNOTIFY_TEMPLE;
274                 } else if (stone_type == MGSTONE_SANDSTONE) {
275                         dp.c_cobble = c_sandstonebrick;
276                         dp.c_moss   = c_sandstonebrick;
277                         dp.c_stair  = c_sandstonebrick;
278
279                         dp.diagonal_dirs = false;
280                         dp.mossratio     = 0.0;
281                         dp.holesize      = v3s16(2, 2, 2);
282                         dp.roomsize      = v3s16(2, 0, 2);
283                         dp.notifytype    = GENNOTIFY_DUNGEON;
284                 }
285
286                 DungeonGen dgen(this, &dp);
287                 dgen.generate(blockseed, full_node_min, full_node_max);
288         }
289
290         // Generate the registered decorations
291         if (flags & MG_DECORATIONS)
292                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
293
294         // Generate the registered ores
295         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
296
297         // Sprinkle some dust on top after everything else was generated
298         dustTopNodes();
299
300         //printf("makeChunk: %dms\n", t.stop());
301
302         // Add top and bottom side of water to transforming_liquid queue
303         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
304
305         // Calculate lighting
306         if (flags & MG_LIGHT) {
307                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
308                         full_node_min, full_node_max);
309         }
310
311         this->generating = false;
312 }
313
314
315 void MapgenV5::calculateNoise()
316 {
317         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
318         s16 x = node_min.X;
319         s16 y = node_min.Y - 1;
320         s16 z = node_min.Z;
321
322         noise_factor->perlinMap2D(x, z);
323         noise_height->perlinMap2D(x, z);
324         noise_ground->perlinMap3D(x, y, z);
325
326         // Cave noises are calculated in generateCaves()
327         // only if solid terrain is present in mapchunk
328
329         noise_filler_depth->perlinMap2D(x, z);
330
331         //printf("calculateNoise: %dus\n", t.stop());
332 }
333
334
335 //bool is_cave(u32 index) {
336 //      double d1 = contour(noise_cave1->result[index]);
337 //      double d2 = contour(noise_cave2->result[index]);
338 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
339 //}
340
341 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
342 //      double f = 0.55 + noise_factor->result[index2d];
343 //      if(f < 0.01)
344 //              f = 0.01;
345 //      else if(f >= 1.0)
346 //              f *= 1.6;
347 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
348 //      return (noise_ground->result[index] * f > (double)p.Y - h);
349 //}
350
351
352 int MapgenV5::generateBaseTerrain()
353 {
354         u32 index = 0;
355         u32 index2d = 0;
356         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
357
358         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
359                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
360                         u32 vi = vm->m_area.index(node_min.X, y, z);
361                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
362                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
363                                         continue;
364
365                                 float f = 0.55 + noise_factor->result[index2d];
366                                 if (f < 0.01)
367                                         f = 0.01;
368                                 else if (f >= 1.0)
369                                         f *= 1.6;
370                                 float h = noise_height->result[index2d];
371
372                                 if (noise_ground->result[index] * f < y - h) {
373                                         if (y <= water_level)
374                                                 vm->m_data[vi] = MapNode(c_water_source);
375                                         else
376                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
377                                 } else {
378                                         vm->m_data[vi] = MapNode(c_stone);
379                                         if (y > stone_surface_max_y)
380                                                 stone_surface_max_y = y;
381                                 }
382                         }
383                         index2d -= ystride;
384                 }
385                 index2d += ystride;
386         }
387
388         return stone_surface_max_y;
389 }