Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed value
[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         this->spflags          = params->spflags;
52         this->cave_width       = params->cave_width;
53         this->large_cave_depth = params->large_cave_depth;
54         this->cavern_limit     = params->cavern_limit;
55         this->cavern_taper     = params->cavern_taper;
56         this->cavern_threshold = params->cavern_threshold;
57
58         // Terrain noise
59         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
60         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
61         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
62
63         // 3D terrain noise
64         // 1-up 1-down overgeneration
65         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
66         // 1 down overgeneration
67         MapgenBasic::np_cave1  = params->np_cave1;
68         MapgenBasic::np_cave2  = params->np_cave2;
69         MapgenBasic::np_cavern = params->np_cavern;
70 }
71
72
73 MapgenV5::~MapgenV5()
74 {
75         delete noise_filler_depth;
76         delete noise_factor;
77         delete noise_height;
78         delete noise_ground;
79 }
80
81
82 MapgenV5Params::MapgenV5Params()
83 {
84         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
85         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
86         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
87         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
88         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
89         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
90         np_cavern       = NoiseParams(0, 1,  v3f(384, 128, 384), 723,    5, 0.63, 2.0);
91 }
92
93
94 void MapgenV5Params::readParams(const Settings *settings)
95 {
96         settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
97         settings->getFloatNoEx("mgv5_cave_width",       cave_width);
98         settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
99         settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
100         settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
101         settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
102
103         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
104         settings->getNoiseParams("mgv5_np_factor",       np_factor);
105         settings->getNoiseParams("mgv5_np_height",       np_height);
106         settings->getNoiseParams("mgv5_np_ground",       np_ground);
107         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
108         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
109         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
110 }
111
112
113 void MapgenV5Params::writeParams(Settings *settings) const
114 {
115         settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
116         settings->setFloat("mgv5_cave_width",       cave_width);
117         settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
118         settings->setS16("mgv5_cavern_limit",       cavern_limit);
119         settings->setS16("mgv5_cavern_taper",       cavern_taper);
120         settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
121
122         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
123         settings->setNoiseParams("mgv5_np_factor",       np_factor);
124         settings->setNoiseParams("mgv5_np_height",       np_height);
125         settings->setNoiseParams("mgv5_np_ground",       np_ground);
126         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
127         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
128         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
129 }
130
131
132 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
133 {
134         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
135
136         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
137         if (f < 0.01)
138                 f = 0.01;
139         else if (f >= 1.0)
140                 f *= 1.6;
141         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
142
143         for (s16 y = 128; y >= -128; y--) {
144                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
145
146                 if (n_ground * f > y - h) {  // If solid
147                         // If either top 2 nodes of search are solid this is inside a
148                         // mountain or floatland with possibly no space for the player to spawn.
149                         if (y >= 127) {
150                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
151                         } else {  // Ground below at least 2 nodes of empty space
152                                 if (y <= water_level || y > water_level + 16)
153                                         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
154                                 else
155                                         return y;
156                         }
157                 }
158         }
159
160         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
161         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn position, no ground found
162 }
163
164
165 void MapgenV5::makeChunk(BlockMakeData *data)
166 {
167         // Pre-conditions
168         assert(data->vmanip);
169         assert(data->nodedef);
170         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
171                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
172                 data->blockpos_requested.Z >= data->blockpos_min.Z);
173         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
174                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
175                 data->blockpos_requested.Z <= data->blockpos_max.Z);
176
177         this->generating = true;
178         this->vm   = data->vmanip;
179         this->ndef = data->nodedef;
180         //TimeTaker t("makeChunk");
181
182         v3s16 blockpos_min = data->blockpos_min;
183         v3s16 blockpos_max = data->blockpos_max;
184         node_min = blockpos_min * MAP_BLOCKSIZE;
185         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
186         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
187         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
188
189         // Create a block-specific seed
190         blockseed = getBlockSeed2(full_node_min, seed);
191
192         // Generate base terrain
193         s16 stone_surface_max_y = generateBaseTerrain();
194
195         // Create heightmap
196         updateHeightmap(node_min, node_max);
197
198         // Init biome generator, place biome-specific nodes, and build biomemap
199         biomegen->calcBiomeNoise(node_min);
200         MgStoneType stone_type = generateBiomes();
201
202         // Generate caverns, tunnels and classic caves
203         if (flags & MG_CAVES) {
204                 bool near_cavern = false;
205                 // Generate caverns
206                 if (spflags & MGV5_CAVERNS)
207                         near_cavern = generateCaverns(stone_surface_max_y);
208                 // Generate tunnels and classic caves
209                 if (near_cavern)
210                         // Disable classic caves in this mapchunk by setting
211                         // 'large cave depth' to world base. Avoids excessive liquid in
212                         // large caverns and floating blobs of overgenerated liquid.
213                         generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
214                 else
215                         generateCaves(stone_surface_max_y, large_cave_depth);
216         }
217
218         // Generate dungeons and desert temples
219         if (flags & MG_DUNGEONS)
220                 generateDungeons(stone_surface_max_y, stone_type);
221
222         // Generate the registered decorations
223         if (flags & MG_DECORATIONS)
224                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
225
226         // Generate the registered ores
227         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
228
229         // Sprinkle some dust on top after everything else was generated
230         dustTopNodes();
231
232         //printf("makeChunk: %dms\n", t.stop());
233
234         // Add top and bottom side of water to transforming_liquid queue
235         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
236
237         // Calculate lighting
238         if (flags & MG_LIGHT) {
239                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
240                         full_node_min, full_node_max);
241         }
242
243         this->generating = false;
244 }
245
246
247 int MapgenV5::generateBaseTerrain()
248 {
249         u32 index = 0;
250         u32 index2d = 0;
251         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
252
253         noise_factor->perlinMap2D(node_min.X, node_min.Z);
254         noise_height->perlinMap2D(node_min.X, node_min.Z);
255         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
256
257         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
258                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
259                         u32 vi = vm->m_area.index(node_min.X, y, z);
260                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
261                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
262                                         continue;
263
264                                 float f = 0.55 + noise_factor->result[index2d];
265                                 if (f < 0.01)
266                                         f = 0.01;
267                                 else if (f >= 1.0)
268                                         f *= 1.6;
269                                 float h = noise_height->result[index2d];
270
271                                 if (noise_ground->result[index] * f < y - h) {
272                                         if (y <= water_level)
273                                                 vm->m_data[vi] = MapNode(c_water_source);
274                                         else
275                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
276                                 } else {
277                                         vm->m_data[vi] = MapNode(c_stone);
278                                         if (y > stone_surface_max_y)
279                                                 stone_surface_max_y = y;
280                                 }
281                         }
282                         index2d -= ystride;
283                 }
284                 index2d += ystride;
285         }
286
287         return stone_surface_max_y;
288 }