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* Fix jittering sounds on entities (fixes #2974)BlockMen2015-10-26
* Use warningstream for log messages with WARNINGShadowNinja2015-10-14
* Fix falling through nodes on world load (fixes #2784)Christof Kaufmann2015-09-26
* Change i++ to ++iDavid Jones2015-08-25
* Remove profiler.h include where it's not needed. Remove some unreachable and ...Loic Blot2015-07-21
* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
* For usages of assert() that are meant to persist in Release builds (when NDEB...Craig Robbins2015-03-07
* collisionMoveSimple: use std::vector instead of std::list, this improve the p...Loic Blot2015-03-05
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Custom collision boxes node property.RealBadAngel2014-10-19
* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
* Disable collision fix, its broke unit testsproller2013-07-01
* Fix sand, gravel falling stuckproller2013-06-30
* Fix nearly all warningskwolekr2013-05-19
* fix objects colliding with its own collision boxessapier2013-04-09
* Limit speed in collisionMoveResult for avoiding hangsEsteban I. Ruiz Moreno2013-04-03
* Closed add object <-> object collision handlingsapier2013-03-28
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* add limit for steps to avoid runaway memory consumption by collision handlingsapier2013-01-16
* Add bouncy node groupPerttu Ahola2012-09-01
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix collision code getting stuck if speed is 0Perttu Ahola2012-04-07
* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
* extended content-type rangePerttu Ahola2011-07-23
* reorganized a lot of stuff and modified mapgen and objects slightly while doi...Perttu Ahola2011-06-26
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
* implemented rats in new system to verify that it worksPerttu Ahola2011-04-10
308' href='#n308'>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
/*
Minetest
Copyright (C) 2015-2020 paramat
Copyright (C) 2015-2016 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 "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 "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_flat.h"


FlagDesc flagdesc_mapgen_flat[] = {
	{"lakes",   MGFLAT_LAKES},
	{"hills",   MGFLAT_HILLS},
	{"caverns", MGFLAT_CAVERNS},
	{NULL,    0}
};

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


MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeParams *emerge)
	: MapgenBasic(MAPGEN_FLAT, params, emerge)
{
	spflags            = params->spflags;
	ground_level       = params->ground_level;
	lake_threshold     = params->lake_threshold;
	lake_steepness     = params->lake_steepness;
	hill_threshold     = params->hill_threshold;
	hill_steepness     = params->hill_steepness;

	cave_width         = params->cave_width;
	small_cave_num_min = params->small_cave_num_min;
	small_cave_num_max = params->small_cave_num_max;
	large_cave_num_min = params->large_cave_num_min;
	large_cave_num_max = params->large_cave_num_max;
	large_cave_depth   = params->large_cave_depth;
	large_cave_flooded = params->large_cave_flooded;
	cavern_limit       = params->cavern_limit;
	cavern_taper       = params->cavern_taper;
	cavern_threshold   = params->cavern_threshold;
	dungeon_ymin       = params->dungeon_ymin;
	dungeon_ymax       = params->dungeon_ymax;

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

	if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
		noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);

	// 3D noise
	MapgenBasic::np_cave1    = params->np_cave1;
	MapgenBasic::np_cave2    = params->np_cave2;
	MapgenBasic::np_cavern   = params->np_cavern;
	MapgenBasic::np_dungeons = params->np_dungeons;
}


MapgenFlat::~MapgenFlat()
{
	delete noise_filler_depth;

	if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
		delete noise_terrain;
}


MapgenFlatParams::MapgenFlatParams():
	np_terrain      (0,   1,   v3f(600, 600, 600), 7244,  5, 0.6,  2.0),
	np_filler_depth (0,   1.2, v3f(150, 150, 150), 261,   3, 0.7,  2.0),
	np_cavern       (0.0, 1.0, v3f(384, 128, 384), 723,   5, 0.63, 2.0),
	np_cave1        (0,   12,  v3f(61,  61,  61),  52534, 3, 0.5,  2.0),
	np_cave2        (0,   12,  v3f(67,  67,  67),  10325, 3, 0.5,  2.0),
	np_dungeons     (0.9, 0.5, v3f(500, 500, 500), 0,     2, 0.8,  2.0)
{
}


void MapgenFlatParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
	settings->getS16NoEx("mgflat_ground_level",         ground_level);
	settings->getS16NoEx("mgflat_large_cave_depth",     large_cave_depth);
	settings->getU16NoEx("mgflat_small_cave_num_min",   small_cave_num_min);
	settings->getU16NoEx("mgflat_small_cave_num_max",   small_cave_num_max);
	settings->getU16NoEx("mgflat_large_cave_num_min",   large_cave_num_min);
	settings->getU16NoEx("mgflat_large_cave_num_max",   large_cave_num_max);
	settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
	settings->getFloatNoEx("mgflat_cave_width",         cave_width);
	settings->getFloatNoEx("mgflat_lake_threshold",     lake_threshold);
	settings->getFloatNoEx("mgflat_lake_steepness",     lake_steepness);
	settings->getFloatNoEx("mgflat_hill_threshold",     hill_threshold);
	settings->getFloatNoEx("mgflat_hill_steepness",     hill_steepness);
	settings->getS16NoEx("mgflat_cavern_limit",         cavern_limit);
	settings->getS16NoEx("mgflat_cavern_taper",         cavern_taper);
	settings->getFloatNoEx("mgflat_cavern_threshold",   cavern_threshold);
	settings->getS16NoEx("mgflat_dungeon_ymin",         dungeon_ymin);
	settings->getS16NoEx("mgflat_dungeon_ymax",         dungeon_ymax);

	settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
	settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgflat_np_cavern",       np_cavern);
	settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
	settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
	settings->getNoiseParams("mgflat_np_dungeons",     np_dungeons);
}


void MapgenFlatParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat);
	settings->setS16("mgflat_ground_level",         ground_level);
	settings->setS16("mgflat_large_cave_depth",     large_cave_depth);
	settings->setU16("mgflat_small_cave_num_min",   small_cave_num_min);
	settings->setU16("mgflat_small_cave_num_max",   small_cave_num_max);
	settings->setU16("mgflat_large_cave_num_min",   large_cave_num_min);
	settings->setU16("mgflat_large_cave_num_max",   large_cave_num_max);
	settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
	settings->setFloat("mgflat_cave_width",         cave_width);
	settings->setFloat("mgflat_lake_threshold",     lake_threshold);
	settings->setFloat("mgflat_lake_steepness",     lake_steepness);
	settings->setFloat("mgflat_hill_threshold",     hill_threshold);
	settings->setFloat("mgflat_hill_steepness",     hill_steepness);
	settings->setS16("mgflat_cavern_limit",         cavern_limit);
	settings->setS16("mgflat_cavern_taper",         cavern_taper);
	settings->setFloat("mgflat_cavern_threshold",   cavern_threshold);
	settings->setS16("mgflat_dungeon_ymin",         dungeon_ymin);
	settings->setS16("mgflat_dungeon_ymax",         dungeon_ymax);

	settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
	settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgflat_np_cavern",       np_cavern);
	settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
	settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
	settings->setNoiseParams("mgflat_np_dungeons",     np_dungeons);
}


void MapgenFlatParams::setDefaultSettings(Settings *settings)
{
	settings->setDefault("mgflat_spflags", flagdesc_mapgen_flat, 0);
}


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


int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
	s16 stone_level = ground_level;
	float n_terrain = 
		((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
		NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
		0.0f;

	if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
		s16 depress = (lake_threshold - n_terrain) * lake_steepness;
		stone_level = ground_level - depress;
	} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
		s16 rise = (n_terrain - hill_threshold) * hill_steepness;
	 	stone_level = ground_level + rise;
	}

	if (ground_level < water_level)
		// Ocean world, may not have islands so allow spawn in water
		return MYMAX(stone_level + 2, water_level);

	if (stone_level >= water_level)
		// Spawn on land
		// + 2 not + 1, to spawn above biome 'dust' nodes
		return stone_level + 2;

	// Unsuitable spawn point
	return MAX_MAP_GENERATION_LIMIT;
}


void MapgenFlat::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);

	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;
	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 = getBlockSeed2(full_node_min, seed);

	// Generate base terrain, mountains, and ridges with initial heightmaps
	s16 stone_surface_max_y = generateTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	if (flags & MG_BIOMES) {
		biomegen->calcBiomeNoise(node_min);
		generateBiomes();
	}

	// Generate tunnels, caverns and large randomwalk caves
	if (flags & MG_CAVES) {
		// Generate tunnels first as caverns confuse them
		generateCavesNoiseIntersection(stone_surface_max_y);

		// Generate caverns
		bool near_cavern = false;
		if (spflags & MGFLAT_CAVERNS)
			near_cavern = generateCavernsNoise(stone_surface_max_y);

		// Generate large randomwalk caves
		if (near_cavern)
			// Disable large randomwalk caves in this mapchunk by setting
			// 'large cave depth' to world base. Avoids excessive liquid in
			// large caverns and floating blobs of overgenerated liquid.
			generateCavesRandomWalk(stone_surface_max_y,
				-MAX_MAP_GENERATION_LIMIT);
		else
			generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
	}

	// Generate the registered ores
	if (flags & MG_ORES)
		m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

	if (flags & MG_DUNGEONS)
		generateDungeons(stone_surface_max_y);

	// Generate the registered decorations
	if (flags & MG_DECORATIONS)
		m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

	// Sprinkle some dust on top after everything else was generated
	if (flags & MG_BIOMES)
		dustTopNodes();

	//printf("makeChunk: %dms\n", t.stop());

	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

	if (flags & MG_LIGHT)
		calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
			full_node_min, full_node_max);

	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);

	this->generating = false;
}


s16 MapgenFlat::generateTerrain()
{
	MapNode n_air(CONTENT_AIR);
	MapNode n_stone(c_stone);
	MapNode n_water(c_water_source);

	const v3s16 &em = vm->m_area.getExtent();
	s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 ni2d = 0;

	bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
	if (use_noise)
		noise_terrain->perlinMap2D(node_min.X, node_min.Z);

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
		s16 stone_level = ground_level;
		float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;

		if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
			s16 depress = (lake_threshold - n_terrain) * lake_steepness;
			stone_level = ground_level - depress;
		} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
			s16 rise = (n_terrain - hill_threshold) * hill_steepness;
		 	stone_level = ground_level + rise;
		}

		u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
			if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
				if (y <= stone_level) {
					vm->m_data[vi] = n_stone;
					if (y > stone_surface_max_y)
						stone_surface_max_y = y;
				} else if (y <= water_level) {
					vm->m_data[vi] = n_water;
				} else {
					vm->m_data[vi] = n_air;
				}
			}
			VoxelArea::add_y(em, vi, 1);
		}
	}

	return stone_surface_max_y;
}