summaryrefslogtreecommitdiff
path: root/src/mapgen_v7.cpp
blob: af453c2ec6d0a3a4c21441bfed6626ab6aa61d72 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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 "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "biome.h"
#include "mapgen_v7.h"


/////////////////// Mapgen V7 perlin noise default values
NoiseParams nparams_v7_def_terrain_base =
	{0, 80.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
NoiseParams nparams_v7_def_terrain_alt =
	{0, 20.0, v3f(250.0, 250.0, 250.0), 5934, 5, 0.6};
NoiseParams nparams_v7_def_terrain_mod =
	{0, 1.0, v3f(350.0, 350.0, 350.0), 85039, 5, 0.6};
NoiseParams nparams_v7_def_terrain_persist =
	{0, 1.0, v3f(500.0, 500.0, 500.0), 539, 3, 0.6};
NoiseParams nparams_v7_def_height_select =
	{0.5, 0.5, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
NoiseParams nparams_v7_def_ridge =
	{0.5, 1.0, v3f(100.0, 100.0, 100.0), 6467, 4, 0.75};
/*
NoiseParams nparams_v6_def_beach =
	{0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
NoiseParams nparams_v6_def_cave =
	{6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
NoiseParams nparams_v6_def_humidity =
	{0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 4, 0.66};
NoiseParams nparams_v6_def_trees =
	{0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
NoiseParams nparams_v6_def_apple_trees =
	{0.0, 1.0, v3f(100.0, 100.0, 100.0), 342902, 3, 0.45};
*/
///////////////////////////////////////////////////////////////////////////////


MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
	this->generating  = false;
	this->id     = mapgenid;
	this->emerge = emerge;
	this->bmgr   = emerge->biomedef;

	this->seed     = (int)params->seed;
	this->water_level = params->water_level;
	this->flags   = params->flags;
	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
//	this->ystride = csize.X; //////fix this

	this->biomemap  = new u8[csize.X * csize.Z];
	this->heightmap = new s16[csize.X * csize.Z];
	this->ridge_heightmap = new s16[csize.X * csize.Z];

	// Terrain noise
	noise_terrain_base    = new Noise(params->np_terrain_base,    seed, csize.X, csize.Z);
	noise_terrain_alt     = new Noise(params->np_terrain_alt,     seed, csize.X, csize.Z);
	noise_terrain_mod     = new Noise(params->np_terrain_mod,     seed, csize.X, csize.Z);
	noise_terrain_persist = new Noise(params->np_terrain_persist, seed, csize.X, csize.Z);
	noise_height_select   = new Noise(params->np_height_select,   seed, csize.X, csize.Z);
	noise_ridge           = new Noise(params->np_ridge, seed, csize.X, csize.Y, csize.Z);
	
	// Biome noise
	noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
	noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);	
}


MapgenV7::~MapgenV7() {
	delete noise_terrain_base;
	delete noise_terrain_mod;
	delete noise_terrain_persist;
	delete noise_height_select;
	delete noise_terrain_alt;
	delete noise_ridge;
	delete noise_heat;
	delete noise_humidity;
	
	delete[] ridge_heightmap;
	delete[] heightmap;
	delete[] biomemap;
}


int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
	return 20;
}


void MapgenV7::makeChunk(BlockMakeData *data) {
	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;
	v3s16 blockpos_full_min = blockpos_min - v3s16(1, 1, 1);
	v3s16 blockpos_full_max = blockpos_max + v3s16(1, 1, 1);
	node_min = blockpos_min * MAP_BLOCKSIZE;
	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

	//blockseed = emerge->getBlockSeed(full_node_min);

	// Make some noise
	calculateNoise();

	// Calculate height map
	s16 stone_surface_max_y = calcHeightMap();
	
	// Calculate biomes
	BiomeNoiseInput binput;
	binput.mapsize       = v2s16(csize.X, csize.Z);
	binput.heat_map      = noise_heat->result;
	binput.humidity_map  = noise_humidity->result;
	binput.height_map    = heightmap;
	bmgr->calcBiomes(&binput, biomemap);
	
	c_stone           = ndef->getId("mapgen_stone");
	c_dirt            = ndef->getId("mapgen_dirt");
	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
	c_sand            = ndef->getId("mapgen_sand");
	c_water_source    = ndef->getId("mapgen_water_source");
	
	generateTerrain();
	carveRidges();
	
	//carveRivers();
	addTopNodes();
	growGrass();
	
	//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);

	if (flags & MG_DUNGEONS) {
		DungeonGen dgen(ndef, data->seed, water_level);
		dgen.generate(vm, blockseed, full_node_min, full_node_max);
	}

	for (size_t i = 0; i != emerge->ores.size(); i++) {
		Ore *ore = emerge->ores[i];
		ore->generate(this, blockseed + i, node_min, node_max);
	}
	
	//printf("makeChunk: %dms\n", t.stop());
	
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
	calcLighting(node_min, node_max);
	//setLighting(node_min, node_max, 0xFF);

	this->generating = false;
}


void MapgenV7::calculateNoise() {
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
	int x = node_min.X;
	int y = node_min.Y;
	int z = node_min.Z;
	
	noise_terrain_mod->perlinMap2D(x, z);
	
	noise_height_select->perlinMap2D(x, z);
	noise_height_select->transformNoiseMap();
	
	noise_terrain_persist->perlinMap2D(x, z);
	float *persistmap = noise_terrain_persist->result;
	for (int i = 0; i != csize.X * csize.Z; i++)
		persistmap[i] = abs(persistmap[i]);
	
	noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
	noise_terrain_base->transformNoiseMap();
	
	noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
	noise_terrain_alt->transformNoiseMap();
	
	noise_ridge->perlinMap3D(x, y, z);
	
	noise_heat->perlinMap2D(x, z);
	
	noise_humidity->perlinMap2D(x, z);
	
	//printf("calculateNoise: %dus\n", t.stop());
}


Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
	float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
	float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
	
	return bmgr->getBiome(heat, humidity, groundlevel);
}


float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
	float terrain_mod = NoisePerlin2DNoTxfm(noise_terrain_mod->np, x, z, seed);
	float hselect     = NoisePerlin2D(noise_height_select->np, x, z, seed);
	float persist     = abs(NoisePerlin2DNoTxfm(noise_terrain_persist->np, x, z, seed));

	noise_terrain_base->np->persist = persist;
	float terrain_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
	float height_base  = terrain_base * terrain_mod;

	noise_terrain_alt->np->persist = persist;
	float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);

	return (height_base * hselect) + (height_alt * (1.0 - hselect));
}


float MapgenV7::baseTerrainLevelFromMap(int index) {	
	float terrain_mod  = noise_terrain_mod->result[index];
	float hselect      = noise_height_select->result[index];
	float terrain_base = noise_terrain_base->result[index];
	float height_base  = terrain_base * terrain_mod;
	float height_alt   = noise_terrain_alt->result[index];

	return (height_base * hselect) + (height_alt * (1.0 - hselect));
}


#if 0
// Crap code to test log rivers as a proof-of-concept.  Didn't work out too well.
void MapgenV7::carveRivers() {
	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
	MapNode n_stone(c_stone);
	u32 index = 0;
	
	int river_depth = 4;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		float terrain_mod  = noise_terrain_mod->result[index];
		NoiseParams *np = noise_terrain_river->np;
		np->persist = noise_terrain_persist->result[index];
		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
		float height = terrain_river * (1 - abs(terrain_mod)) *
						noise_terrain_river->np->scale;
		height = log(height * height); //log(h^3) is pretty interesting for terrain
		
		s16 y = heightmap[index];
		if (height < 1.0 && y > river_depth &&
			y - river_depth >= node_min.Y && y <= node_max.Y) {
			
			for (s16 ry = y; ry != y - river_depth; ry--) {
				u32 vi = vm->m_area.index(x, ry, z);
				vm->m_data[vi] = n_air;
			}
			
			u32 vi = vm->m_area.index(x, y - river_depth, z);
			vm->m_data[vi] = n_water_source;
		}
	}
}
#endif


int MapgenV7::calcHeightMap() {
	int stone_surface_max_y = -MAP_GENERATION_LIMIT;
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		float surface_height = baseTerrainLevelFromMap(index);
		s16 surface_y = (s16)surface_height;
		
		heightmap[index]       = surface_y; 
		ridge_heightmap[index] = surface_y;
		
		if (surface_y > stone_surface_max_y)
			stone_surface_max_y = surface_y;
	}
		
	return stone_surface_max_y;
}


void MapgenV7::generateTerrain() {
	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
	MapNode n_stone(c_stone);

	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		s16 surface_y = heightmap[index];
		Biome *biome = bmgr->biomes[biomemap[index]];
		
		u32 i = vm->m_area.index(x, node_min.Y, z);
		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
				if (y <= surface_y) {
					vm->m_data[i] = (y > water_level + biome->filler_height) ?
						MapNode(biome->c_filler) : n_stone;
				} else if (y <= water_level) {
					vm->m_data[i] = n_water_source;
				} else {
					vm->m_data[i] = n_air;
				}
			}
			vm->m_area.add_y(em, i, 1);
		}
	}
}


void MapgenV7::carveRidges() {
	if (node_max.Y <= water_level)
		return;
		
	MapNode n_air(CONTENT_AIR);
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
		u32 vi = vm->m_area.index(node_min.X, y, z);
		for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
			// Removing this check will create huge underwater caverns,
			// which are interesting but not desirable for gameplay
			if (y <= water_level)
				continue;
				
			if (noise_ridge->result[index] * (float)(y * y) < 15.0)
				continue;

			int j = (z - node_min.Z) * csize.Z + (x - node_min.X); //////obviously just temporary
			if (y < ridge_heightmap[j])
				ridge_heightmap[j] = y - 1; 

			vm->m_data[vi] = n_air;
		}
	}
}

/*
void MapgenV7::testBiomes() {
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_min.Z; z++)
	for (s16 x = node_min.X; x <= node_min.X; x++) {;
		Biome *b = bmgr->getBiome(heat, humidity, 0);
	}
	// make an 80x80 grid with axes heat/humidity as a voroni diagram for biomes
	// clear out y space for it first with air
	// use absolute positioning, each chunk will be a +1 height
}*/


void MapgenV7::addTopNodes() {
	v3s16 em = vm->m_area.getExtent();
	s16 ntopnodes;
	u32 index = 0;
	
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		// First, add top nodes below the ridge
		s16 y = ridge_heightmap[index];
		
		// This cutoff is good enough, but not perfect.
		// It will cut off potentially placed top nodes at chunk boundaries
		if (y < node_min.Y)
			continue;
		if (y > node_max.Y) {
			y = node_max.Y; // Let's see if we can still go downward anyway
			u32 vi = vm->m_area.index(x, y, z);
			if (vm->m_data[vi].getContent() != CONTENT_AIR)
				continue;
		}
		
		// N.B.  It is necessary to search downward since range_heightmap[i]
		// might not be the actual height, just the lowest part in the chunk
		// where a ridge had been carved
		u32 i = vm->m_area.index(x, y, z);
		for (; y >= node_min.Y; y--) {
			if (vm->m_data[i].getContent() != CONTENT_AIR)
				break;
			vm->m_area.add_y(em, i, -1);
		}

		Biome *biome = bmgr->biomes[biomemap[index]];

		if (y != node_min.Y - 1) {
			ridge_heightmap[index] = y; //update ridgeheight
			ntopnodes = biome->top_depth;
			for (; y <= node_max.Y && ntopnodes; y++) {
				ntopnodes--;
				vm->m_data[i] = MapNode(biome->c_top);
				vm->m_area.add_y(em, i, 1);
			}
			//heightmap[index] = y;
		}
		
		// Now, add top nodes on top of the ridge
		y = heightmap[index];

		i = vm->m_area.index(x, y, z);
		for (; y >= node_min.Y; y--) {
			if (vm->m_data[i].getContent() != CONTENT_AIR)
				break;
			vm->m_area.add_y(em, i, -1);
		}

		if (y != node_min.Y - 1) {
			ntopnodes = biome->top_depth;
			// Let's see if we've already added it...
			if (y == ridge_heightmap[index] + ntopnodes - 1)
				continue;

			for (; y <= node_max.Y && ntopnodes; y++) {
				ntopnodes--;
				vm->m_data[i] = MapNode(biome->c_top);
				vm->m_area.add_y(em, i, 1);
			}
		}
	}
}


void MapgenV7::growGrass() {
	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++) {
		// Find the lowest surface to which enough light ends up to make
		// grass grow.  Basically just wait until not air and not leaves.
		s16 surface_y = 0;
		{
			v3s16 em = vm->m_area.getExtent();
			u32 i = vm->m_area.index(x, node_max.Y, z);
			s16 y;
			// Go to ground level
			for (y = node_max.Y; y >= node_min.Y; y--) {
				MapNode &n = vm->m_data[i];
				if (ndef->get(n).param_type != CPT_LIGHT ||
					ndef->get(n).liquid_type != LIQUID_NONE)
					break;
				vm->m_area.add_y(em, i, -1);
			}
			surface_y = (y >= node_min.Y) ? y : node_min.Y;
		}

		u32 i = vm->m_area.index(x, surface_y, z);
		MapNode *n = &vm->m_data[i];
		if (n->getContent() == c_dirt && surface_y >= water_level - 20)
			n->setContent(c_dirt_with_grass);
	}
}