2fb5d7b9b947bf0eb4257b90cfd014e909a87041
[oweals/minetest.git] / src / mapgen_v7.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 "serverobject.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "content_mapnode.h" // For content_mapnode_get_new_name
31 #include "voxelalgorithms.h"
32 #include "profiler.h"
33 #include "settings.h" // For g_settings
34 #include "main.h" // For g_profiler
35 #include "emerge.h"
36 #include "dungeongen.h"
37 #include "cavegen.h"
38 #include "treegen.h"
39 #include "biome.h"
40 #include "mapgen_v7.h"
41
42
43 /////////////////// Mapgen V7 perlin noise default values
44 NoiseParams nparams_v7_def_terrain_base =
45         {0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
46 NoiseParams nparams_v7_def_terrain_alt =
47         {0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
48 NoiseParams nparams_v7_def_terrain_mod =
49         {0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
50 NoiseParams nparams_v7_def_terrain_persist =
51         {0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
52 NoiseParams nparams_v7_def_height_select =
53         {0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
54 NoiseParams nparams_v7_def_ridge =
55         {0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
56 /*
57 NoiseParams nparams_v6_def_beach =
58         {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
59 NoiseParams nparams_v6_def_cave =
60         {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
61 NoiseParams nparams_v6_def_humidity =
62         {0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
63 NoiseParams nparams_v6_def_trees =
64         {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
65 NoiseParams nparams_v6_def_apple_trees =
66         {0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
67 */
68 ///////////////////////////////////////////////////////////////////////////////
69
70
71 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
72         this->generating  = false;
73         this->id     = mapgenid;
74         this->emerge = emerge;
75         this->bmgr   = emerge->biomedef;
76
77         this->seed     = (int)params->seed;
78         this->water_level = params->water_level;
79         this->flags   = params->flags;
80         this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
81         this->ystride = csize.X; //////fix this
82
83         this->biomemap  = new u8[csize.X * csize.Z];
84         this->heightmap = new s16[csize.X * csize.Z];
85         this->ridge_heightmap = new s16[csize.X * csize.Z];
86
87         // Terrain noise
88         noise_terrain_base    = new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
89         noise_terrain_alt     = new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
90         noise_terrain_mod     = new Noise(&params->np_terrain_mod,     seed, csize.X, csize.Z);
91         noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
92         noise_height_select   = new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
93         noise_ridge           = new Noise(&params->np_ridge, seed, csize.X, csize.Y, csize.Z);
94         
95         // Biome noise
96         noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
97         noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);  
98 }
99
100
101 MapgenV7::~MapgenV7() {
102         delete noise_terrain_base;
103         delete noise_terrain_mod;
104         delete noise_terrain_persist;
105         delete noise_height_select;
106         delete noise_terrain_alt;
107         delete noise_ridge;
108         delete noise_heat;
109         delete noise_humidity;
110         
111         delete[] ridge_heightmap;
112         delete[] heightmap;
113         delete[] biomemap;
114 }
115
116
117 int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
118         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Y);
119         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Y, seed);
120         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Y, seed);
121         Biome *b = bmgr->getBiome(heat, humidity, groundlevel);
122         
123         s16 y = groundlevel;
124         if (y > water_level) {
125                 int iters = 1024; // don't even bother iterating more than 1024 times..
126                 while (iters--) {
127                         float ridgenoise = NoisePerlin3D(noise_ridge->np, p.X, y, p.Y, seed);
128                         if (ridgenoise * (float)(y * y) < 15.0)
129                                 break;
130                         y--;
131                 }
132         }
133
134         return y + b->top_depth;
135 }
136
137
138 void MapgenV7::makeChunk(BlockMakeData *data) {
139         assert(data->vmanip);
140         assert(data->nodedef);
141         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
142                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
143                    data->blockpos_requested.Z >= data->blockpos_min.Z);
144         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
145                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
146                    data->blockpos_requested.Z <= data->blockpos_max.Z);
147                         
148         this->generating = true;
149         this->vm   = data->vmanip;      
150         this->ndef = data->nodedef;
151         //TimeTaker t("makeChunk");
152         
153         v3s16 blockpos_min = data->blockpos_min;
154         v3s16 blockpos_max = data->blockpos_max;
155         v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
156         v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
157         node_min = blockpos_min * MAP_BLOCKSIZE;
158         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
159         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
160         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
161
162         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
163
164         // Make some noise
165         calculateNoise();
166
167         // Calculate height map
168         s16 stone_surface_max_y = calcHeightMap();
169         
170         // Calculate biomes
171         BiomeNoiseInput binput;
172         binput.mapsize       = v2s16(csize.X, csize.Z);
173         binput.heat_map      = noise_heat->result;
174         binput.humidity_map  = noise_humidity->result;
175         binput.height_map    = heightmap;
176         bmgr->calcBiomes(&binput, biomemap);
177         
178         c_stone           = ndef->getId("mapgen_stone");
179         c_dirt            = ndef->getId("mapgen_dirt");
180         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
181         c_sand            = ndef->getId("mapgen_sand");
182         c_water_source    = ndef->getId("mapgen_water_source");
183         c_lava_source     = ndef->getId("mapgen_lava_source");
184         
185         generateTerrain();
186         carveRidges();
187         
188         generateCaves(stone_surface_max_y);
189         addTopNodes();
190
191         if (flags & MG_DUNGEONS) {
192                 DungeonGen dgen(ndef, data->seed, water_level);
193                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
194         }
195
196         for (size_t i = 0; i != emerge->ores.size(); i++) {
197                 Ore *ore = emerge->ores[i];
198                 ore->placeOre(this, blockseed + i, node_min, node_max);
199         }
200         
201         //printf("makeChunk: %dms\n", t.stop());
202         
203         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
204         
205         calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
206                                  node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
207         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
208         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
209
210         this->generating = false;
211 }
212
213
214 void MapgenV7::calculateNoise() {
215         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
216         int x = node_min.X;
217         int y = node_min.Y;
218         int z = node_min.Z;
219         
220         noise_terrain_mod->perlinMap2D(x, z);
221         
222         noise_height_select->perlinMap2D(x, z);
223         noise_height_select->transformNoiseMap();
224         
225         noise_terrain_persist->perlinMap2D(x, z);
226         float *persistmap = noise_terrain_persist->result;
227         for (int i = 0; i != csize.X * csize.Z; i++)
228                 persistmap[i] = abs(persistmap[i]);
229         
230         noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
231         noise_terrain_base->transformNoiseMap();
232         
233         noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
234         noise_terrain_alt->transformNoiseMap();
235         
236         noise_ridge->perlinMap3D(x, y, z);
237         
238         noise_heat->perlinMap2D(x, z);
239         
240         noise_humidity->perlinMap2D(x, z);
241         
242         //printf("calculateNoise: %dus\n", t.stop());
243 }
244
245
246 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
247         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
248         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
249         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
250         
251         return bmgr->getBiome(heat, humidity, groundlevel);
252 }
253
254
255 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
256         float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
257         float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
258         float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
259
260         noise_terrain_base->np->persist = persist;
261         float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
262         float height_base  = terrain_base * terrain_mod;
263
264         noise_terrain_alt->np->persist = persist;
265         float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
266
267         return (height_base * hselect) + (height_alt * (1.0 - hselect));
268 }
269
270
271 float MapgenV7::baseTerrainLevelFromMap(int index) {
272         float terrain_mod  = noise_terrain_mod->result[index];
273         float hselect      = noise_height_select->result[index];
274         float terrain_base = noise_terrain_base->result[index];
275         float height_base  = terrain_base * terrain_mod;
276         float height_alt   = noise_terrain_alt->result[index];
277
278         return (height_base * hselect) + (height_alt * (1.0 - hselect));
279 }
280
281
282 #if 0
283 // Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
284 void MapgenV7::carveRivers() {
285         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
286         MapNode n_stone(c_stone);
287         u32 index = 0;
288         
289         int river_depth = 4;
290
291         for (s16 z = node_min.Z; z <= node_max.Z; z++)
292         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
293                 float terrain_mod  = noise_terrain_mod->result[index];
294                 NoiseParams *np = noise_terrain_river->np;
295                 np->persist = noise_terrain_persist->result[index];
296                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
297                 float height = terrain_river * (1 - abs(terrain_mod)) *
298                                                 noise_terrain_river->np->scale;
299                 height = log(height * height); //log(h^3) is pretty interesting for terrain
300                 
301                 s16 y = heightmap[index];
302                 if (height < 1.0 && y > river_depth &&
303                         y - river_depth >= node_min.Y && y <= node_max.Y) {
304                         
305                         for (s16 ry = y; ry != y - river_depth; ry--) {
306                                 u32 vi = vm->m_area.index(x, ry, z);
307                                 vm->m_data[vi] = n_air;
308                         }
309                         
310                         u32 vi = vm->m_area.index(x, y - river_depth, z);
311                         vm->m_data[vi] = n_water_source;
312                 }
313         }
314 }
315 #endif
316
317
318 int MapgenV7::calcHeightMap() {
319         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
320         u32 index = 0;
321         
322         for (s16 z = node_min.Z; z <= node_max.Z; z++)
323         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
324                 float surface_height = baseTerrainLevelFromMap(index);
325                 s16 surface_y = (s16)surface_height;
326                 
327                 heightmap[index]       = surface_y; 
328                 ridge_heightmap[index] = surface_y;
329                 
330                 if (surface_y > stone_surface_max_y)
331                         stone_surface_max_y = surface_y;
332         }
333                 
334         return stone_surface_max_y;
335 }
336
337
338 void MapgenV7::generateTerrain() {
339         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
340         MapNode n_stone(c_stone);
341
342         v3s16 em = vm->m_area.getExtent();
343         u32 index = 0;
344         
345         for (s16 z = node_min.Z; z <= node_max.Z; z++)
346         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
347                 s16 surface_y = heightmap[index];
348                 Biome *biome = bmgr->biomes[biomemap[index]];
349                 
350                 u32 i = vm->m_area.index(x, node_min.Y, z);
351                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
352                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
353                                 if (y <= surface_y) {
354                                         vm->m_data[i] = (y > water_level + biome->filler_height) ?
355                                                 MapNode(biome->c_filler) : n_stone;
356                                 } else if (y <= water_level) {
357                                         vm->m_data[i] = n_water_source;
358                                 } else {
359                                         vm->m_data[i] = n_air;
360                                 }
361                         }
362                         vm->m_area.add_y(em, i, 1);
363                 }
364         }
365 }
366
367
368 void MapgenV7::carveRidges() {
369         if (node_max.Y <= water_level)
370                 return;
371                 
372         MapNode n_air(CONTENT_AIR);
373         u32 index = 0;
374         
375         for (s16 z = node_min.Z; z <= node_max.Z; z++)
376         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
377                 u32 vi = vm->m_area.index(node_min.X, y, z);
378                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
379                         // Removing this check will create huge underwater caverns,
380                         // which are interesting but not desirable for gameplay
381                         if (y <= water_level)
382                                 continue;
383                                 
384                         if (noise_ridge->result[index] * (float)(y * y) < 15.0)
385                                 continue;
386
387                         int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
388                         if (y < ridge_heightmap[j])
389                                 ridge_heightmap[j] = y - 1; 
390
391                         vm->m_data[vi] = n_air;
392                 }
393         }
394 }
395
396 /*
397 void MapgenV7::testBiomes() {
398         u32 index = 0;
399         
400         for (s16 z = node_min.Z; z <= node_min.Z; z++)
401         for (s16 x = node_min.X; x <= node_min.X; x++) {;
402                 Biome *b = bmgr->getBiome(heat, humidity, 0);
403         }
404         // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
405         // clear out y space for it first with air
406         // use absolute positioning, each chunk will be a +1 height
407 }*/
408
409
410 void MapgenV7::addTopNodes() {
411         v3s16 em = vm->m_area.getExtent();
412         s16 ntopnodes;
413         u32 index = 0;
414
415         for (s16 z = node_min.Z; z <= node_max.Z; z++)
416         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
417                 Biome *biome = bmgr->biomes[biomemap[index]];
418                 
419                 //////////////////// First, add top nodes below the ridge
420                 s16 y = ridge_heightmap[index];
421                 
422                 // This cutoff is good enough, but not perfect.
423                 // It will cut off potentially placed top nodes at chunk boundaries
424                 if (y < node_min.Y)
425                         continue;
426                 if (y > node_max.Y) {
427                         y = node_max.Y; // Let's see if we can still go downward anyway
428                         u32 vi = vm->m_area.index(x, y, z);
429                         content_t c = vm->m_data[vi].getContent();
430                         if (ndef->get(c).walkable)
431                                 continue;
432                 }
433                 
434                 // N.B.  It is necessary to search downward since range_heightmap[i]
435                 // might not be the actual height, just the lowest part in the chunk
436                 // where a ridge had been carved
437                 u32 i = vm->m_area.index(x, y, z);
438                 for (; y >= node_min.Y; y--) {
439                         content_t c = vm->m_data[i].getContent();
440                         if (ndef->get(c).walkable)
441                                 break;
442                         vm->m_area.add_y(em, i, -1);
443                 }
444
445                 if (y != node_min.Y - 1 && y >= water_level) {
446                         ridge_heightmap[index] = y; //update ridgeheight
447                         ntopnodes = biome->top_depth;
448                         for (; y <= node_max.Y && ntopnodes; y++) {
449                                 ntopnodes--;
450                                 vm->m_data[i] = MapNode(biome->c_top);
451                                 vm->m_area.add_y(em, i, 1);
452                         }
453                         // If dirt, grow grass on it.
454                         if (y > water_level - 10 &&
455                                 vm->m_data[i].getContent() == CONTENT_AIR) {
456                                 vm->m_area.add_y(em, i, -1);
457                                 if (vm->m_data[i].getContent() == c_dirt)
458                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
459                         }
460                 }
461                 
462                 //////////////////// Now, add top nodes on top of the ridge
463                 y = heightmap[index];
464                 if (y > node_max.Y) {
465                         y = node_max.Y; // Let's see if we can still go downward anyway
466                         u32 vi = vm->m_area.index(x, y, z);
467                         content_t c = vm->m_data[vi].getContent();
468                         if (ndef->get(c).walkable)
469                                 continue;
470                 }
471
472                 i = vm->m_area.index(x, y, z);
473                 for (; y >= node_min.Y; y--) {
474                         content_t c = vm->m_data[i].getContent();
475                         if (ndef->get(c).walkable)
476                                 break;
477                         vm->m_area.add_y(em, i, -1);
478                 }
479
480                 if (y != node_min.Y - 1) {
481                         ntopnodes = biome->top_depth;
482                         // Let's see if we've already added it...
483                         if (y == ridge_heightmap[index] + ntopnodes - 1)
484                                 continue;
485
486                         for (; y <= node_max.Y && ntopnodes; y++) {
487                                 ntopnodes--;
488                                 vm->m_data[i] = MapNode(biome->c_top);
489                                 vm->m_area.add_y(em, i, 1);
490                         }
491                         // If dirt, grow grass on it.
492                         if (y > water_level - 10 &&
493                                 vm->m_data[i].getContent() == CONTENT_AIR) {
494                                 vm->m_area.add_y(em, i, -1);
495                                 if (vm->m_data[i].getContent() == c_dirt)
496                                         vm->m_data[i] = MapNode(c_dirt_with_grass);
497                         }
498                 }
499         }
500 }
501
502
503 #include "mapgen_v6.h"
504 void MapgenV7::generateCaves(int max_stone_y) {
505         PseudoRandom ps(blockseed + 21343);
506
507         int volume_nodes = (node_max.X - node_min.X + 1) *
508                                            (node_max.Y - node_min.Y + 1) *
509                                            (node_max.Z - node_min.Z + 1);
510         float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
511                                                                 node_min.X, node_min.Y, seed);
512
513         u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
514         for (u32 i = 0; i < caves_count; i++) {
515                 CaveV7 cave(this, &ps, false);
516                 cave.makeCave(node_min, node_max, max_stone_y);
517         }
518
519         u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
520         for (u32 i = 0; i < bruises_count; i++) {
521                 CaveV7 cave(this, &ps, true);
522                 cave.makeCave(node_min, node_max, max_stone_y);
523         }       
524 }