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/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/


#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_fractal.h"


FlagDesc flagdesc_mapgen_fractal[] = {
	{NULL,    0}
};

///////////////////////////////////////////////////////////////////////////////////////


MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
	: MapgenBasic(mapgenid, params, emerge)
{
	this->m_emerge = emerge;
	this->bmgr     = emerge->biomemgr;

	//// amount of elements to skip for the next index
	//// for noise/height/biome maps (not vmanip)
	this->ystride = csize.X;

	this->heightmap = new s16[csize.X * csize.Z];

	MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;

	this->spflags    = sp->spflags;
	this->cave_width = sp->cave_width;
	this->fractal    = sp->fractal;
	this->iterations = sp->iterations;
	this->scale      = sp->scale;
	this->offset     = sp->offset;
	this->slice_w    = sp->slice_w;
	this->julia_x    = sp->julia_x;
	this->julia_y    = sp->julia_y;
	this->julia_z    = sp->julia_z;
	this->julia_w    = sp->julia_w;

	//// 2D terrain noise
	noise_seabed       = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
	noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);

	MapgenBasic::np_cave1 = sp->np_cave1;
	MapgenBasic::np_cave2 = sp->np_cave2;

	//// Initialize biome generator
	biomegen = emerge->biomemgr->createBiomeGen(
		BIOMEGEN_ORIGINAL, params->bparams, csize);
	biomemap = biomegen->biomemap;

	this->formula = fractal / 2 + fractal % 2;
	this->julia   = fractal % 2 == 0;

	//// Resolve nodes to be used
	c_stone                = ndef->getId("mapgen_stone");
	c_water_source         = ndef->getId("mapgen_water_source");
	c_lava_source          = ndef->getId("mapgen_lava_source");
	c_desert_stone         = ndef->getId("mapgen_desert_stone");
	c_ice                  = ndef->getId("mapgen_ice");
	c_sandstone            = ndef->getId("mapgen_sandstone");

	c_cobble               = ndef->getId("mapgen_cobble");
	c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
	c_mossycobble          = ndef->getId("mapgen_mossycobble");
	c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
	c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");

	if (c_ice == CONTENT_IGNORE)
		c_ice = CONTENT_AIR;
	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_sandstonebrick == CONTENT_IGNORE)
		c_sandstonebrick = c_sandstone;
	if (c_stair_sandstonebrick == CONTENT_IGNORE)
		c_stair_sandstonebrick = c_sandstone;
}


MapgenFractal::~MapgenFractal()
{
	delete noise_seabed;
	delete noise_filler_depth;

	delete biomegen;

	delete[] heightmap;
}


MapgenFractalParams::MapgenFractalParams()
{
	spflags    = 0;
	cave_width = 0.3;
	fractal    = 1;
	iterations = 11;
	scale      = v3f(4096.0, 1024.0, 4096.0);
	offset     = v3f(1.79, 0.0, 0.0);
	slice_w    = 0.0;
	julia_x    = 0.33;
	julia_y    = 0.33;
	julia_z    = 0.33;
	julia_w    = 0.33;

	np_seabed       = NoiseParams(-14, 9,   v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
	np_filler_depth = NoiseParams(0,   1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0);
	np_cave1        = NoiseParams(0,   12,  v3f(96,  96,  96),  52534, 4, 0.5, 2.0);
	np_cave2        = NoiseParams(0,   12,  v3f(96,  96,  96),  10325, 4, 0.5, 2.0);
}


void MapgenFractalParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal);
	settings->getFloatNoEx("mgfractal_cave_width", cave_width);
	settings->getU16NoEx("mgfractal_fractal",      fractal);
	settings->getU16NoEx("mgfractal_iterations",   iterations);
	settings->getV3FNoEx("mgfractal_scale",        scale);
	settings->getV3FNoEx("mgfractal_offset",       offset);
	settings->getFloatNoEx("mgfractal_slice_w",    slice_w);
	settings->getFloatNoEx("mgfractal_julia_x",    julia_x);
	settings->getFloatNoEx("mgfractal_julia_y",    julia_y);
	settings->getFloatNoEx("mgfractal_julia_z",    julia_z);
	settings->getFloatNoEx("mgfractal_julia_w",    julia_w);

	settings->getNoiseParams("mgfractal_np_seabed",       np_seabed);
	settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgfractal_np_cave1",        np_cave1);
	settings->getNoiseParams("mgfractal_np_cave2",        np_cave2);
}


void MapgenFractalParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgfractal_spflags",  spflags, flagdesc_mapgen_fractal, U32_MAX);
	settings->setFloat("mgfractal_cave_width", cave_width);
	settings->setU16("mgfractal_fractal",      fractal);
	settings->setU16("mgfractal_iterations",   iterations);
	settings->setV3F("mgfractal_scale",        scale);
	settings->setV3F("mgfractal_offset",       offset);
	settings->setFloat("mgfractal_slice_w",    slice_w);
	settings->setFloat("mgfractal_julia_x",    julia_x);
	settings->setFloat("mgfractal_julia_y",    julia_y);
	settings->setFloat("mgfractal_julia_z",    julia_z);
	settings->setFloat("mgfractal_julia_w",    julia_w);

	settings->setNoiseParams("mgfractal_np_seabed",       np_seabed);
	settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgfractal_np_cave1",        np_cave1);
	settings->setNoiseParams("mgfractal_np_cave2",        np_cave2);
}


/////////////////////////////////////////////////////////////////


int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
{
	bool solid_below = false;  // Dry solid node is present below to spawn on
	u8 air_count = 0;  // Consecutive air nodes above the dry solid node
	s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
	// Seabed can rise above water_level or might be raised to create dry land
	s16 search_start = MYMAX(seabed_level, water_level + 1);
	if (seabed_level > water_level)
		solid_below = true;

	for (s16 y = search_start; y <= search_start + 128; y++) {
		if (getFractalAtPoint(p.X, y, p.Y)) {  // Fractal node
			solid_below = true;
			air_count = 0;
		} else if (solid_below) {  // Air above solid node
			air_count++;
			if (air_count == 2)
				return y - 2;
		}
	}

	return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
}


void MapgenFractal::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);
	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
		data->blockpos_requested.Y >= data->blockpos_min.Y &&
		data->blockpos_requested.Z >= data->blockpos_min.Z);
	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
		data->blockpos_requested.Y <= data->blockpos_max.Y &&
		data->blockpos_requested.Z <= data->blockpos_max.Z);

	this->generating = true;
	this->vm   = data->vmanip;
	this->ndef = data->nodedef;
	//TimeTaker t("makeChunk");

	v3s16 blockpos_min = data->blockpos_min;
	v3s16 blockpos_max = data->blockpos_max;