Class-ify caves & move to cavegen.cpp, fix cave regression, add caves to Mapgen V7
[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         return 20;
119 }
120
121
122 void MapgenV7::makeChunk(BlockMakeData *data) {
123         assert(data->vmanip);
124         assert(data->nodedef);
125         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
126                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
127                    data->blockpos_requested.Z >= data->blockpos_min.Z);
128         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
129                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
130                    data->blockpos_requested.Z <= data->blockpos_max.Z);
131                         
132         this->generating = true;
133         this->vm   = data->vmanip;      
134         this->ndef = data->nodedef;
135         //TimeTaker t("makeChunk");
136         
137         v3s16 blockpos_min = data->blockpos_min;
138         v3s16 blockpos_max = data->blockpos_max;
139         v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
140         v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
141         node_min = blockpos_min * MAP_BLOCKSIZE;
142         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
143         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
144         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
145
146         blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
147
148         // Make some noise
149         calculateNoise();
150
151         // Calculate height map
152         s16 stone_surface_max_y = calcHeightMap();
153         
154         // Calculate biomes
155         BiomeNoiseInput binput;
156         binput.mapsize       = v2s16(csize.X, csize.Z);
157         binput.heat_map      = noise_heat->result;
158         binput.humidity_map  = noise_humidity->result;
159         binput.height_map    = heightmap;
160         bmgr->calcBiomes(&binput, biomemap);
161         
162         c_stone           = ndef->getId("mapgen_stone");
163         c_dirt            = ndef->getId("mapgen_dirt");
164         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
165         c_sand            = ndef->getId("mapgen_sand");
166         c_water_source    = ndef->getId("mapgen_water_source");
167         c_lava_source     = ndef->getId("mapgen_lava_source");
168         
169         generateTerrain();
170         carveRidges();
171         
172         //carveRivers();
173
174         
175         generateCaves(stone_surface_max_y);
176         addTopNodes();
177         growGrass();    
178         //v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
179
180         if (flags & MG_DUNGEONS) {
181                 DungeonGen dgen(ndef, data->seed, water_level);
182                 dgen.generate(vm, blockseed, full_node_min, full_node_max);
183         }
184
185         for (size_t i = 0; i != emerge->ores.size(); i++) {
186                 Ore *ore = emerge->ores[i];
187                 ore->placeOre(this, blockseed + i, node_min, node_max);
188         }
189         
190         //printf("makeChunk: %dms\n", t.stop());
191         
192         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
193         
194         calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
195                                  node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
196         //setLighting(node_min, node_max, 0xFF);
197
198         this->generating = false;
199 }
200
201
202 void MapgenV7::calculateNoise() {
203         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
204         int x = node_min.X;
205         int y = node_min.Y;
206         int z = node_min.Z;
207         
208         noise_terrain_mod->perlinMap2D(x, z);
209         
210         noise_height_select->perlinMap2D(x, z);
211         noise_height_select->transformNoiseMap();
212         
213         noise_terrain_persist->perlinMap2D(x, z);
214         float *persistmap = noise_terrain_persist->result;
215         for (int i = 0; i != csize.X * csize.Z; i++)
216                 persistmap[i] = abs(persistmap[i]);
217         
218         noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
219         noise_terrain_base->transformNoiseMap();
220         
221         noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
222         noise_terrain_alt->transformNoiseMap();
223         
224         noise_ridge->perlinMap3D(x, y, z);
225         
226         noise_heat->perlinMap2D(x, z);
227         
228         noise_humidity->perlinMap2D(x, z);
229         
230         //printf("calculateNoise: %dus\n", t.stop());
231 }
232
233
234 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
235         float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
236         float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
237         s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
238         
239         return bmgr->getBiome(heat, humidity, groundlevel);
240 }
241
242
243 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
244         float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
245         float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
246         float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));
247
248         noise_terrain_base->np->persist = persist;
249         float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
250         float height_base  = terrain_base * terrain_mod;
251
252         noise_terrain_alt->np->persist = persist;
253         float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
254
255         return (height_base * hselect) + (height_alt * (1.0 - hselect));
256 }
257
258
259 float MapgenV7::baseTerrainLevelFromMap(int index) {    
260         float terrain_mod  = noise_terrain_mod->result[index];
261         float hselect      = noise_height_select->result[index];
262         float terrain_base = noise_terrain_base->result[index];
263         float height_base  = terrain_base * terrain_mod;
264         float height_alt   = noise_terrain_alt->result[index];
265
266         return (height_base * hselect) + (height_alt * (1.0 - hselect));
267 }
268
269
270 #if 0
271 // Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
272 void MapgenV7::carveRivers() {
273         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
274         MapNode n_stone(c_stone);
275         u32 index = 0;
276         
277         int river_depth = 4;
278
279         for (s16 z = node_min.Z; z <= node_max.Z; z++)
280         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
281                 float terrain_mod  = noise_terrain_mod->result[index];
282                 NoiseParams *np = noise_terrain_river->np;
283                 np->persist = noise_terrain_persist->result[index];
284                 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
285                 float height = terrain_river * (1 - abs(terrain_mod)) *
286                                                 noise_terrain_river->np->scale;
287                 height = log(height * height); //log(h^3) is pretty interesting for terrain
288                 
289                 s16 y = heightmap[index];
290                 if (height < 1.0 && y > river_depth &&
291                         y - river_depth >= node_min.Y && y <= node_max.Y) {
292                         
293                         for (s16 ry = y; ry != y - river_depth; ry--) {
294                                 u32 vi = vm->m_area.index(x, ry, z);
295                                 vm->m_data[vi] = n_air;
296                         }
297                         
298                         u32 vi = vm->m_area.index(x, y - river_depth, z);
299                         vm->m_data[vi] = n_water_source;
300                 }
301         }
302 }
303 #endif
304
305
306 int MapgenV7::calcHeightMap() {
307         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
308         u32 index = 0;
309         
310         for (s16 z = node_min.Z; z <= node_max.Z; z++)
311         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
312                 float surface_height = baseTerrainLevelFromMap(index);
313                 s16 surface_y = (s16)surface_height;
314                 
315                 heightmap[index]       = surface_y; 
316                 ridge_heightmap[index] = surface_y;
317                 
318                 if (surface_y > stone_surface_max_y)
319                         stone_surface_max_y = surface_y;
320         }
321                 
322         return stone_surface_max_y;
323 }
324
325
326 void MapgenV7::generateTerrain() {
327         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
328         MapNode n_stone(c_stone);
329
330         v3s16 em = vm->m_area.getExtent();
331         u32 index = 0;
332         
333         for (s16 z = node_min.Z; z <= node_max.Z; z++)
334         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
335                 s16 surface_y = heightmap[index];
336                 Biome *biome = bmgr->biomes[biomemap[index]];
337                 
338                 u32 i = vm->m_area.index(x, node_min.Y, z);
339                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
340                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
341                                 if (y <= surface_y) {
342                                         vm->m_data[i] = (y > water_level + biome->filler_height) ?
343                                                 MapNode(biome->c_filler) : n_stone;
344                                 } else if (y <= water_level) {
345                                         vm->m_data[i] = n_water_source;
346                                 } else {
347                                         vm->m_data[i] = n_air;
348                                 }
349                         }
350                         vm->m_area.add_y(em, i, 1);
351                 }
352         }
353 }
354
355
356 void MapgenV7::carveRidges() {
357         if (node_max.Y <= water_level)
358                 return;
359                 
360         MapNode n_air(CONTENT_AIR);
361         u32 index = 0;
362         
363         for (s16 z = node_min.Z; z <= node_max.Z; z++)
364         for (s16 y = node_min.Y; y <= node_max.Y; y++) {
365                 u32 vi = vm->m_area.index(node_min.X, y, z);
366                 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
367                         // Removing this check will create huge underwater caverns,
368                         // which are interesting but not desirable for gameplay
369                         if (y <= water_level)
370                                 continue;
371                                 
372                         if (noise_ridge->result[index] * (float)(y * y) < 15.0)
373                                 continue;
374
375                         int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
376                         if (y < ridge_heightmap[j])
377                                 ridge_heightmap[j] = y - 1; 
378
379                         vm->m_data[vi] = n_air;
380                 }
381         }
382 }
383
384 /*
385 void MapgenV7::testBiomes() {
386         u32 index = 0;
387         
388         for (s16 z = node_min.Z; z <= node_min.Z; z++)
389         for (s16 x = node_min.X; x <= node_min.X; x++) {;
390                 Biome *b = bmgr->getBiome(heat, humidity, 0);
391         }
392         // make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
393         // clear out y space for it first with air
394         // use absolute positioning, each chunk will be a +1 height
395 }*/
396
397
398 void MapgenV7::addTopNodes() {
399         v3s16 em = vm->m_area.getExtent();
400         s16 ntopnodes;
401         u32 index = 0;
402         
403         for (s16 z = node_min.Z; z <= node_max.Z; z++)
404         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
405                 Biome *biome = bmgr->biomes[biomemap[index]];
406                 
407                 // First, add top nodes below the ridge
408                 s16 y = ridge_heightmap[index];
409                 
410                 // This cutoff is good enough, but not perfect.
411                 // It will cut off potentially placed top nodes at chunk boundaries
412                 if (y < node_min.Y)
413                         continue;
414                 if (y > node_max.Y) {
415                         y = node_max.Y; // Let's see if we can still go downward anyway
416                         u32 vi = vm->m_area.index(x, y, z);
417                         content_t c = vm->m_data[vi].getContent();
418                         if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
419                                 continue;
420                 }
421                 
422                 // N.B.  It is necessary to search downward since range_heightmap[i]
423                 // might not be the actual height, just the lowest part in the chunk
424                 // where a ridge had been carved
425                 u32 i = vm->m_area.index(x, y, z);
426                 for (; y >= node_min.Y; y--) {
427                         content_t c = vm->m_data[i].getContent();
428                         if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
429                         //if (vm->m_data[i].getContent() != CONTENT_AIR)
430                                 break;
431                         vm->m_area.add_y(em, i, -1);
432                 }
433
434                 
435
436                 if (y != node_min.Y - 1) {
437                         ridge_heightmap[index] = y; //update ridgeheight
438                         ntopnodes = biome->top_depth;
439                         for (; y <= node_max.Y && ntopnodes; y++) {
440                                 ntopnodes--;
441                                 vm->m_data[i] = MapNode(biome->c_top);
442                                 vm->m_area.add_y(em, i, 1);
443                         }
444                         //heightmap[index] = y;
445                 }
446                 
447                 // Now, add top nodes on top of the ridge
448                 y = heightmap[index];
449
450                 i = vm->m_area.index(x, y, z);
451                 for (; y >= node_min.Y; y--) {
452                         content_t c = vm->m_data[i].getContent();
453                         if (c == biome->c_filler || c == c_stone)//c != CONTENT_AIR)
454                         //if (vm->m_data[i].getContent() != CONTENT_AIR)
455                                 break;
456                         vm->m_area.add_y(em, i, -1);
457                 }
458
459                 if (y != node_min.Y - 1) {
460                         ntopnodes = biome->top_depth;
461                         // Let's see if we've already added it...
462                         if (y == ridge_heightmap[index] + ntopnodes - 1)
463                                 continue;
464
465                         for (; y <= node_max.Y && ntopnodes; y++) {
466                                 ntopnodes--;
467                                 vm->m_data[i] = MapNode(biome->c_top);
468                                 vm->m_area.add_y(em, i, 1);
469                         }
470                 }
471         }
472 }
473
474
475 void MapgenV7::growGrass() {
476         for (s16 z = node_min.Z; z <= node_max.Z; z++)
477         for (s16 x = node_min.X; x <= node_max.X; x++) {
478                 // Find the lowest surface to which enough light ends up to make
479                 // grass grow.  Basically just wait until not air and not leaves.
480                 s16 surface_y = 0;
481                 {
482                         v3s16 em = vm->m_area.getExtent();
483                         u32 i = vm->m_area.index(x, node_max.Y, z);
484                         s16 y;
485                         // Go to ground level
486                         for (y = node_max.Y; y >= node_min.Y; y--) {
487                                 MapNode &n = vm->m_data[i];
488                                 if (ndef->get(n).param_type != CPT_LIGHT ||
489                                         ndef->get(n).liquid_type != LIQUID_NONE)
490                                         break;
491                                 vm->m_area.add_y(em, i, -1);
492                         }
493                         surface_y = (y >= node_min.Y) ? y : node_min.Y;
494                 }
495
496                 u32 i = vm->m_area.index(x, surface_y, z);
497                 MapNode *n = &vm->m_data[i];
498                 if (n->getContent() == c_dirt && surface_y >= water_level - 20)
499                         n->setContent(c_dirt_with_grass);
500         }
501 }
502
503 #include "mapgen_v6.h"
504 void MapgenV7::generateCaves(int max_stone_y) {
505         PseudoRandom ps(blockseed + 21343);
506         PseudoRandom ps2(blockseed + 1032);
507
508         int volume_nodes = (node_max.X - node_min.X + 1) *
509                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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 / 50000;
514         for (u32 i = 0; i < caves_count; i++) {
515                 CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
516                 cave.makeCave(node_min, node_max, max_stone_y);
517         }
518         
519         u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
520         for (u32 i = 0; i < bruises_count; i++) {
521                 CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
522                 cave.makeCave(node_min, node_max, max_stone_y);
523         }       
524 }