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* Allow random menu images for subgamessfan52015-07-21
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* Fix wrong replace from previous commitest312015-06-02
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* Localize inside whole misc_helpers.luaest312015-06-01
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* Add minetest.global_exists()ShadowNinja2015-04-21
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* Fix serialization of floating point numbersShadowNinja2015-02-21
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* Server: announce MIN/MAX protocol version supported to serverlist. Client: ↵est312015-02-18
| | | | | | | check serverlist Client now informs about incompatible servers from the list, this permits to prevent the protocol movements. Server announces its supported protocol versions to master server
* Fix crash on passing false as value in table to table.copy(t)est312015-02-14
| | | | Fixes #2293.
* Change assignment to global in a function to warningrubenwardy2015-02-04
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* Fix imprecise serialization of large numbersShadowNinja2015-01-25
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* Simplify deleteblocks chat command argument parsingkwolekr2015-01-15
| | | | | Add optional core.pos_to_string decimal place rounding Move core.string_to_pos to builtin/common/misc_helpers.lua for consistency
* Fix typo in `serialize.lua`.Diego Martínez2015-01-15
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* Fix off-by-one error in `string:split` implementation.Diego Martínez2015-01-04
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* Faster string.split implementation.Diego Martinez2014-12-28
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* Revert "Adjust the values of dirs1 and dirs2 so that rotate_and_place ↵Craig Robbins2014-12-12
| | | | | | | | orients textures correctly" This reverts commit 9878e8de4fdf232ebb77b396766c339786c01218. See: https://github.com/minetest/minetest/issues/1939 and IRC log for discussion
* Fix undeclared globals in functions and shorten lines in misc_helpers.lua.paramat2014-12-11
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* Add Lua helper functions vector.apply(v) math.sign(x, tolerance)SmallJoker2014-12-06
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* Add minetest.copy_table(table) To get rid off the "table references"SmallJoker2014-11-27
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Adjust the values of dirs1 and dirs2 so that rotate_and_place orients ↵dvere2014-11-25
| | | | | | textures correctly According to doc/lua_api.txt if paramtype2 == "facedir" the two least significant bits of parm2 orient the texture around the axis. For dirs1 (looking at a wall) these would be 0, 1, 2, 3 and for dirs2 (looking at the ceiling) 2, 1, 0, 3
* Make duplicate warning checks file and line specificShadowNinja2014-11-23
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* Fix console spaming by debug function on mod checking for global variable to ↵sapier2014-11-23
| | | | exist.
* Add strict moduleShadowNinja2014-11-19
| | | | Also fix leaking globals found by it.
* Tweak core.serializeShadowNinja2014-11-19
| | | | This adds proper support for nested tables and improves performance a bit.
* Fix dump() indentation with non-tab indentsShadowNinja2014-11-08
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* Add last_login field to auth.txtRyan Newell2014-11-08
| | | | Also shortens some related code and adds more parameters to string.split.
* Make dump's output prettierShadowNinja2014-09-21
| | | | | | | | Changes: * Indentation with tabs by default. * Array keys dumped without "[i] = " prefix. * String keys that are valid identifiers aren't enclosed in '[""]'. * Basic support for multiple references (as specified in the comment).
* Remove vector assertionsShadowNinja2014-07-19
| | | | | These were initially added to get tracebacks for invalid vector errors, but it didn't work and tracebacks have since been properly fixed in the core.
* Add srollbar formspec elementsapier2014-07-16
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* Rework dumping functionsShadowNinja2014-05-24
| | | | | | | | | Changes: * Add comments to explain the dumping code * Add support for dumping values of any type (as '<' <type> '>') * Add support for tables as keys in dump2() * Make dump2() return it's result (like dump()) rather than printing it * Simplify and optimize function serialization via serialize()
* Fix a bunch of small bugs due to mainmenu cleanupsapier2014-05-24
| | | | | | | Fix doubleclick not working in singleplayer Fix of by one issue on accessing raw list Fix this->self Fix copy&paste error for scroll button
* Add formspec toolkit and refactor mainmenu to use itsapier2014-05-16
| | | | | Fix crash on using cursor keys in client menu without selected server Add support for non fixed size tabviews
* Use "core" namespace internallyShadowNinja2014-05-08
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* Organize builtin into subdirectoriesShadowNinja2014-05-07
olekr@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 "content_sao.h" #include "nodedef.h" #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 "cavegen.h" #include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_v5.h" #include "util/directiontables.h" FlagDesc flagdesc_mapgen_v5[] = { {NULL, 0} }; MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge) : Mapgen(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->zstride = csize.X * (csize.Y + 2); this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; MapgenV5Params *sp = (MapgenV5Params *)params->sparams; this->spflags = sp->spflags; // Terrain noise noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z); noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z); // 3D terrain noise noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z); noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z); noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z); // Biome noise noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z); noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z); //// Resolve nodes to be used INodeDefManager *ndef = emerge->ndef; 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"); c_lava_source = ndef->getId("mapgen_lava_source"); c_gravel = ndef->getId("mapgen_gravel"); c_cobble = ndef->getId("mapgen_cobble"); c_ice = ndef->getId("default:ice"); c_desert_stone = ndef->getId("mapgen_desert_stone"); c_mossycobble = ndef->getId("mapgen_mossycobble"); c_sandbrick = ndef->getId("mapgen_sandstonebrick"); c_stair_cobble = ndef->getId("mapgen_stair_cobble"); c_stair_sandstone = ndef->getId("mapgen_stair_sandstone"); if (c_ice == CONTENT_IGNORE) c_ice = CONTENT_AIR; if (c_mossycobble == CONTENT_IGNORE) c_mossycobble = c_cobble; if (c_sandbrick == CONTENT_IGNORE) c_sandbrick = c_desert_stone; if (c_stair_cobble == CONTENT_IGNORE) c_stair_cobble = c_cobble; if (c_stair_sandstone == CONTENT_IGNORE) c_stair_sandstone = c_sandbrick; } MapgenV5::~MapgenV5() { delete noise_filler_depth; delete noise_factor; delete noise_height; delete noise_cave1; delete noise_cave2; delete noise_ground; delete noise_heat; delete noise_humidity; delete[] heightmap; delete[] biomemap; } MapgenV5Params::MapgenV5Params() { spflags = 0; np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0); np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0); np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0); np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED); } //#define CAVE_NOISE_SCALE 12.0 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125 void MapgenV5Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5); settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv5_np_factor", np_factor); settings->getNoiseParams("mgv5_np_height", np_height); settings->getNoiseParams("mgv5_np_cave1", np_cave1); settings->getNoiseParams("mgv5_np_cave2", np_cave2); settings->getNoiseParams("mgv5_np_ground", np_ground); } void MapgenV5Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1); settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv5_np_factor", np_factor); settings->setNoiseParams("mgv5_np_height", np_height); settings->setNoiseParams("mgv5_np_cave1", np_cave1); settings->setNoiseParams("mgv5_np_cave2", np_cave2); settings->setNoiseParams("mgv5_np_ground", np_ground); } int MapgenV5::getGroundLevelAtPoint(v2s16 p) { //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed); if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); s16 search_top = water_level + 15; s16 search_base = water_level; s16 level = -31000; for (s16 y = search_top; y >= search_base; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); if (n_ground * f > y - h) { if (y >= search_top - 7) break; else level = y; break; } } //printf("getGroundLevelAtPoint: %dus\n", t.stop()); return level; } void MapgenV5::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); generating = true; vm = data->vmanip; 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); // Create a block-specific seed blockseed = getBlockSeed2(full_node_min, seed); // Make some noise calculateNoise(); // Generate base terrain s16 stone_surface_max_y = generateBaseTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Create biomemap at heightmap surface bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result, noise_humidity->result, heightmap, biomemap); // Actually place the biome-specific nodes bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result); // Generate caves if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y)) generateCaves(stone_surface_max_y); // Generate dungeons and desert temples if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; dp.np_rarity = nparams_dungeon_rarity; dp.np_density = nparams_dungeon_density; dp.np_wetness = nparams_dungeon_wetness; dp.c_water = c_water_source; if (desert_stone) { dp.c_cobble = c_sandbrick; dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later dp.c_stair = c_stair_sandstone; dp.diagonal_dirs = true; dp.mossratio = 0.0; dp.holesize = v3s16(2, 3, 2); dp.roomsize = v3s16(2, 5, 2); dp.notifytype = GENNOTIFY_TEMPLE; } else { dp.c_cobble = c_cobble; dp.c_moss = c_mossycobble; dp.c_stair = c_stair_cobble; dp.diagonal_dirs = false; dp.mossratio = 3.0; dp.holesize = v3s16(1, 2, 1); dp.roomsize = v3s16(0, 0, 0); dp.notifytype = GENNOTIFY_DUNGEON; } DungeonGen dgen(this, &dp); dgen.generate(blockseed, full_node_min, full_node_max); } // Generate the registered decorations m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //printf("makeChunk: %dms\n", t.stop()); // Add top and bottom side of water to transforming_liquid queue updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting if (flags & MG_LIGHT) { calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); } this->generating = false; } void MapgenV5::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y - 1; int z = node_min.Z; noise_factor->perlinMap2D(x, z); noise_height->perlinMap2D(x, z); noise_ground->perlinMap3D(x, y, z); if (flags & MG_CAVES) { noise_cave1->perlinMap3D(x, y, z); noise_cave2->perlinMap3D(x, y, z); } if (node_max.Y >= water_level) { noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); } //printf("calculateNoise: %dus\n", t.stop()); } //bool is_cave(u32 index) { // double d1 = contour(noise_cave1->result[index]); // double d2 = contour(noise_cave2->result[index]); // return d1*d2 > CAVE_NOISE_THRESHOLD; //} //bool val_is_ground(v3s16 p, u32 index, u32 index2d) { // double f = 0.55 + noise_factor->result[index2d]; // if(f < 0.01) // f = 0.01; // else if(f >= 1.0) // f *= 1.6; // double h = WATER_LEVEL + 10 * noise_height->result[index2d]; // return (noise_ground->result[index] * f > (double)p.Y - h); //} int MapgenV5::generateBaseTerrain() { u32 index = 0; u32 index2d = 0; int stone_surface_max_y = -MAP_GENERATION_LIMIT; for (s16 z=node_min.Z; z<=node_max.Z; z++) { for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { if (vm->m_data[i].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; if (f < 0.01) f = 0.01; else if (f >= 1.0) f *= 1.6; float h = noise_height->result[index2d]; if (noise_ground->result[index] * f < y - h) { if (y <= water_level) vm->m_data[i] = MapNode(c_water_source); else vm->m_data[i] = MapNode(CONTENT_AIR); } else { vm->m_data[i] = MapNode(c_stone); if (y > stone_surface_max_y) stone_surface_max_y = y; } } index2d = index2d - ystride; } index2d = index2d + ystride; } return stone_surface_max_y; } bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map) { if (node_max.Y < water_level) return false; MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); v3s16 em = vm->m_area.getExtent(); u32 index = 0; bool desert_stone = false; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { Biome *biome = NULL; s16 dfiller = 0; s16 y0_top = 0; s16 y0_filler = 0; s16 depth_water_top = 0; s16 nplaced = 0; u32 i = vm->m_area.index(x, node_max.Y, z); content_t c_above = vm->m_data[i + em.X].getContent(); bool have_air = c_above == CONTENT_AIR; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[i].getContent(); if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) { biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); dfiller = biome->depth_filler + noise_filler_depth->result[index]; y0_top = biome->depth_top; y0_filler = biome->depth_top + dfiller; depth_water_top = biome->depth_water_top; if (biome->c_stone == c_desert_stone) desert_stone = true; } if (c == c_stone && have_air) { content_t c_below = vm->m_data[i - em.X].getContent(); if (c_below != CONTENT_AIR) { if (nplaced < y0_top) { vm->m_data[i] = MapNode(biome->c_top); nplaced++; } else if (nplaced < y0_filler && nplaced >= y0_top) { vm->m_data[i] = MapNode(biome->c_filler); nplaced++; } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } else { have_air = false; nplaced = 0; } } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } } else if (c == c_stone) { have_air = false; nplaced = 0; vm->m_data[i] = MapNode(biome->c_stone); } else if (c == c_water_source) { have_air = true; nplaced = 0; if (y > water_level - depth_water_top) vm->m_data[i] = MapNode(biome->c_water_top); else vm->m_data[i] = MapNode(biome->c_water); } else if (c == CONTENT_AIR) { have_air = true; nplaced = 0; } vm->m_area.add_y(em, i, -1); } } return desert_stone; } void MapgenV5::generateCaves(int max_stone_y) { u32 index = 0; u32 index2d = 0; for (s16 z=node_min.Z; z<=node_max.Z; z++) { for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { u32 i = vm->m_area.index(node_min.X, y, z); for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { Biome *biome = (Biome *)bmgr->get(biomemap[index2d]); content_t c = vm->m_data[i].getContent(); if (c == CONTENT_AIR || (y <= water_level && c != biome->c_stone && c != c_stone)) continue; float d1 = contour(noise_cave1->result[index]); float d2 = contour(noise_cave2->result[index]); if (d1*d2 > 0.125) vm->m_data[i] = MapNode(CONTENT_AIR); } index2d = index2d - ystride; } index2d = index2d + ystride; } if (node_max.Y > LARGE_CAVE_DEPTH) return; PseudoRandom ps(blockseed + 21343); u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0; for (u32 i = 0; i < bruises_count; i++) { CaveV5 cave(this, &ps); cave.makeCave(node_min, node_max, max_stone_y); } } void MapgenV5::dustTopNodes() { if (node_max.Y < water_level) return; 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++) { Biome *biome = (Biome *)bmgr->get(biomemap[index]); if (biome->c_dust == CONTENT_IGNORE) continue; s16 y_full_max = full_node_max.Y; u32 vi_full_max = vm->m_area.index(x, y_full_max, z); content_t c_full_max = vm->m_data[vi_full_max].getContent(); s16 y_start; if (c_full_max == CONTENT_AIR) { y_start = y_full_max - 1; } else if (c_full_max == CONTENT_IGNORE) { s16 y_max = node_max.Y; u32 vi_max = vm->m_area.index(x, y_max, z); content_t c_max = vm->m_data[vi_max].getContent(); if (c_max == CONTENT_AIR) y_start = y_max - 1; else continue; } else { continue; } u32 vi = vm->m_area.index(x, y_start, z); for (s16 y = y_start; y >= node_min.Y - 1; y--) { if (vm->m_data[vi].getContent() != CONTENT_AIR) break; vm->m_area.add_y(em, vi, -1); } content_t c = vm->m_data[vi].getContent(); if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = MapNode(biome->c_dust); } } }