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author | Vitaliy <silverunicorn2011@yandex.ru> | 2017-11-09 01:56:20 +0300 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-11-08 23:56:20 +0100 |
commit | 20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch) | |
tree | 67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/mapgen.cpp | |
parent | fc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff) | |
download | minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.gz minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.bz2 minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.zip |
Move files to subdirectories (#6599)
* Move files around
Diffstat (limited to 'src/mapgen/mapgen.cpp')
-rw-r--r-- | src/mapgen/mapgen.cpp | 1140 |
1 files changed, 1140 insertions, 0 deletions
diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp new file mode 100644 index 000000000..f73e16dd0 --- /dev/null +++ b/src/mapgen/mapgen.cpp @@ -0,0 +1,1140 @@ +/* +Minetest +Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com> +Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +Copyright (C) 2015-2017 paramat + +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 "gamedef.h" +#include "mg_biome.h" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +#include "content_sao.h" +#include "nodedef.h" +#include "emerge.h" +#include "voxelalgorithms.h" +#include "porting.h" +#include "profiler.h" +#include "settings.h" +#include "treegen.h" +#include "serialization.h" +#include "util/serialize.h" +#include "util/numeric.h" +#include "filesys.h" +#include "log.h" +#include "mapgen_carpathian.h" +#include "mapgen_flat.h" +#include "mapgen_fractal.h" +#include "mapgen_v5.h" +#include "mapgen_v6.h" +#include "mapgen_v7.h" +#include "mapgen_valleys.h" +#include "mapgen_singlenode.h" +#include "cavegen.h" +#include "dungeongen.h" + +FlagDesc flagdesc_mapgen[] = { + {"caves", MG_CAVES}, + {"dungeons", MG_DUNGEONS}, + {"light", MG_LIGHT}, + {"decorations", MG_DECORATIONS}, + {NULL, 0} +}; + +FlagDesc flagdesc_gennotify[] = { + {"dungeon", 1 << GENNOTIFY_DUNGEON}, + {"temple", 1 << GENNOTIFY_TEMPLE}, + {"cave_begin", 1 << GENNOTIFY_CAVE_BEGIN}, + {"cave_end", 1 << GENNOTIFY_CAVE_END}, + {"large_cave_begin", 1 << GENNOTIFY_LARGECAVE_BEGIN}, + {"large_cave_end", 1 << GENNOTIFY_LARGECAVE_END}, + {"decoration", 1 << GENNOTIFY_DECORATION}, + {NULL, 0} +}; + +struct MapgenDesc { + const char *name; + bool is_user_visible; +}; + +//// +//// Built-in mapgens +//// + +static MapgenDesc g_reg_mapgens[] = { + {"v5", true}, + {"v6", true}, + {"v7", true}, + {"flat", true}, + {"fractal", true}, + {"valleys", true}, + {"singlenode", true}, + {"carpathian", true}, +}; + +STATIC_ASSERT( + ARRLEN(g_reg_mapgens) == MAPGEN_INVALID, + registered_mapgens_is_wrong_size); + +//// +//// Mapgen +//// + +Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) : + gennotify(emerge->gen_notify_on, &emerge->gen_notify_on_deco_ids) +{ + id = mapgenid; + water_level = params->water_level; + mapgen_limit = params->mapgen_limit; + flags = params->flags; + csize = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE); + + /* + We are losing half our entropy by doing this, but it is necessary to + preserve reverse compatibility. If the top half of our current 64 bit + seeds ever starts getting used, existing worlds will break due to a + different hash outcome and no way to differentiate between versions. + + A solution could be to add a new bit to designate that the top half of + the seed value should be used, essentially a 1-bit version code, but + this would require increasing the total size of a seed to 9 bytes (yuck) + + It's probably okay if this never gets fixed. 4.2 billion possibilities + ought to be enough for anyone. + */ + seed = (s32)params->seed; + + ndef = emerge->ndef; +} + + +MapgenType Mapgen::getMapgenType(const std::string &mgname) +{ + for (size_t i = 0; i != ARRLEN(g_reg_mapgens); i++) { + if (mgname == g_reg_mapgens[i].name) + return (MapgenType)i; + } + + return MAPGEN_INVALID; +} + + +const char *Mapgen::getMapgenName(MapgenType mgtype) +{ + size_t index = (size_t)mgtype; + if (index == MAPGEN_INVALID || index >= ARRLEN(g_reg_mapgens)) + return "invalid"; + + return g_reg_mapgens[index].name; +} + + +Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid, + MapgenParams *params, EmergeManager *emerge) +{ + switch (mgtype) { + case MAPGEN_CARPATHIAN: + return new MapgenCarpathian(mgid, (MapgenCarpathianParams *)params, emerge); + case MAPGEN_FLAT: + return new MapgenFlat(mgid, (MapgenFlatParams *)params, emerge); + case MAPGEN_FRACTAL: + return new MapgenFractal(mgid, (MapgenFractalParams *)params, emerge); + case MAPGEN_SINGLENODE: + return new MapgenSinglenode(mgid, (MapgenSinglenodeParams *)params, emerge); + case MAPGEN_V5: + return new MapgenV5(mgid, (MapgenV5Params *)params, emerge); + case MAPGEN_V6: + return new MapgenV6(mgid, (MapgenV6Params *)params, emerge); + case MAPGEN_V7: + return new MapgenV7(mgid, (MapgenV7Params *)params, emerge); + case MAPGEN_VALLEYS: + return new MapgenValleys(mgid, (MapgenValleysParams *)params, emerge); + default: + return NULL; + } +} + + +MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype) +{ + switch (mgtype) { + case MAPGEN_CARPATHIAN: + return new MapgenCarpathianParams; + case MAPGEN_FLAT: + return new MapgenFlatParams; + case MAPGEN_FRACTAL: + return new MapgenFractalParams; + case MAPGEN_SINGLENODE: + return new MapgenSinglenodeParams; + case MAPGEN_V5: + return new MapgenV5Params; + case MAPGEN_V6: + return new MapgenV6Params; + case MAPGEN_V7: + return new MapgenV7Params; + case MAPGEN_VALLEYS: + return new MapgenValleysParams; + default: + return NULL; + } +} + + +void Mapgen::getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden) +{ + for (u32 i = 0; i != ARRLEN(g_reg_mapgens); i++) { + if (include_hidden || g_reg_mapgens[i].is_user_visible) + mgnames->push_back(g_reg_mapgens[i].name); + } +} + + +u32 Mapgen::getBlockSeed(v3s16 p, s32 seed) +{ + return (u32)seed + + p.Z * 38134234 + + p.Y * 42123 + + p.X * 23; +} + + +u32 Mapgen::getBlockSeed2(v3s16 p, s32 seed) +{ + u32 n = 1619 * p.X + 31337 * p.Y + 52591 * p.Z + 1013 * seed; + n = (n >> 13) ^ n; + return (n * (n * n * 60493 + 19990303) + 1376312589); +} + + +// Returns Y one under area minimum if not found +s16 Mapgen::findGroundLevelFull(v2s16 p2d) +{ + const v3s16 &em = vm->m_area.getExtent(); + s16 y_nodes_max = vm->m_area.MaxEdge.Y; + s16 y_nodes_min = vm->m_area.MinEdge.Y; + u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y); + s16 y; + + for (y = y_nodes_max; y >= y_nodes_min; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).walkable) + break; + + vm->m_area.add_y(em, i, -1); + } + return (y >= y_nodes_min) ? y : y_nodes_min - 1; +} + + +// Returns -MAX_MAP_GENERATION_LIMIT if not found +s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax) +{ + const v3s16 &em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y); + s16 y; + + for (y = ymax; y >= ymin; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).walkable) + break; + + vm->m_area.add_y(em, i, -1); + } + return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT; +} + + +// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first +s16 Mapgen::findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax) +{ + const v3s16 &em = vm->m_area.getExtent(); + u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y); + s16 y; + + for (y = ymax; y >= ymin; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).walkable) + return -MAX_MAP_GENERATION_LIMIT; + + if (ndef->get(n).isLiquid()) + break; + + vm->m_area.add_y(em, i, -1); + } + return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT; +} + + +void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax) +{ + if (!heightmap) + return; + + //TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO); + int index = 0; + for (s16 z = nmin.Z; z <= nmax.Z; z++) { + for (s16 x = nmin.X; x <= nmax.X; x++, index++) { + s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y); + + heightmap[index] = y; + } + } +} + + +void Mapgen::getSurfaces(v2s16 p2d, s16 ymin, s16 ymax, + s16 *floors, s16 *ceilings, u16 *num_floors, u16 *num_ceilings) +{ + u16 floor_i = 0; + u16 ceiling_i = 0; + const v3s16 &em = vm->m_area.getExtent(); + + bool is_walkable = false; + u32 vi = vm->m_area.index(p2d.X, ymax, p2d.Y); + MapNode mn_max = vm->m_data[vi]; + bool walkable_above = ndef->get(mn_max).walkable; + vm->m_area.add_y(em, vi, -1); + + for (s16 y = ymax - 1; y >= ymin; y--) { + MapNode mn = vm->m_data[vi]; + is_walkable = ndef->get(mn).walkable; + + if (is_walkable && !walkable_above) { + floors[floor_i] = y; + floor_i++; + } else if (!is_walkable && walkable_above) { + ceilings[ceiling_i] = y + 1; + ceiling_i++; + } + + vm->m_area.add_y(em, vi, -1); + walkable_above = is_walkable; + } + + *num_floors = floor_i; + *num_ceilings = ceiling_i; +} + + +inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em) +{ + u32 vi_neg_x = vi; + vm->m_area.add_x(em, vi_neg_x, -1); + if (vm->m_data[vi_neg_x].getContent() != CONTENT_IGNORE) { + const ContentFeatures &c_nx = ndef->get(vm->m_data[vi_neg_x]); + if (c_nx.floodable && !c_nx.isLiquid()) + return true; + } + u32 vi_pos_x = vi; + vm->m_area.add_x(em, vi_pos_x, +1); + if (vm->m_data[vi_pos_x].getContent() != CONTENT_IGNORE) { + const ContentFeatures &c_px = ndef->get(vm->m_data[vi_pos_x]); + if (c_px.floodable && !c_px.isLiquid()) + return true; + } + u32 vi_neg_z = vi; + vm->m_area.add_z(em, vi_neg_z, -1); + if (vm->m_data[vi_neg_z].getContent() != CONTENT_IGNORE) { + const ContentFeatures &c_nz = ndef->get(vm->m_data[vi_neg_z]); + if (c_nz.floodable && !c_nz.isLiquid()) + return true; + } + u32 vi_pos_z = vi; + vm->m_area.add_z(em, vi_pos_z, +1); + if (vm->m_data[vi_pos_z].getContent() != CONTENT_IGNORE) { + const ContentFeatures &c_pz = ndef->get(vm->m_data[vi_pos_z]); + if (c_pz.floodable && !c_pz.isLiquid()) + return true; + } + return false; +} + +void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) +{ + bool isignored, isliquid, wasignored, wasliquid, waschecked, waspushed; + const v3s16 &em = vm->m_area.getExtent(); + + for (s16 z = nmin.Z + 1; z <= nmax.Z - 1; z++) + for (s16 x = nmin.X + 1; x <= nmax.X - 1; x++) { + wasignored = true; + wasliquid = false; + waschecked = false; + waspushed = false; + + u32 vi = vm->m_area.index(x, nmax.Y, z); + for (s16 y = nmax.Y; y >= nmin.Y; y--) { + isignored = vm->m_data[vi].getContent() == CONTENT_IGNORE; + isliquid = ndef->get(vm->m_data[vi]).isLiquid(); + + if (isignored || wasignored || isliquid == wasliquid) { + // Neither topmost node of liquid column nor topmost node below column + waschecked = false; + waspushed = false; + } else if (isliquid) { + // This is the topmost node in the column + bool ispushed = false; + if (isLiquidHorizontallyFlowable(vi, em)) { + trans_liquid->push_back(v3s16(x, y, z)); + ispushed = true; + } + // Remember waschecked and waspushed to avoid repeated + // checks/pushes in case the column consists of only this node + waschecked = true; + waspushed = ispushed; + } else { + // This is the topmost node below a liquid column + u32 vi_above = vi; + vm->m_area.add_y(em, vi_above, 1); + if (!waspushed && (ndef->get(vm->m_data[vi]).floodable || + (!waschecked && isLiquidHorizontallyFlowable(vi_above, em)))) { + // Push back the lowest node in the column which is one + // node above this one + trans_liquid->push_back(v3s16(x, y + 1, z)); + } + } + + wasliquid = isliquid; + wasignored = isignored; + vm->m_area.add_y(em, vi, -1); + } + } +} + + +void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax) +{ + ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG); + VoxelArea a(nmin, nmax); + + for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { + for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) { + u32 i = vm->m_area.index(a.MinEdge.X, y, z); + for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) + vm->m_data[i].param1 = light; + } + } +} + + +void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) +{ + if (light <= 1 || !a.contains(p)) + return; + + u32 vi = vm->m_area.index(p); + MapNode &n = vm->m_data[vi]; + + // Decay light in each of the banks separately + u8 light_day = light & 0x0F; + if (light_day > 0) + light_day -= 0x01; + + u8 light_night = light & 0xF0; + if (light_night > 0) + light_night -= 0x10; + + // Bail out only if we have no more light from either bank to propogate, or + // we hit a solid block that light cannot pass through. + if ((light_day <= (n.param1 & 0x0F) && + light_night <= (n.param1 & 0xF0)) || + !ndef->get(n).light_propagates) + return; + + // Since this recursive function only terminates when there is no light from + // either bank left, we need to take the max of both banks into account for + // the case where spreading has stopped for one light bank but not the other. + light = MYMAX(light_day, n.param1 & 0x0F) | + MYMAX(light_night, n.param1 & 0xF0); + + n.param1 = light; + + lightSpread(a, p + v3s16(0, 0, 1), light); + lightSpread(a, p + v3s16(0, 1, 0), light); + lightSpread(a, p + v3s16(1, 0, 0), light); + lightSpread(a, p - v3s16(0, 0, 1), light); + lightSpread(a, p - v3s16(0, 1, 0), light); + lightSpread(a, p - v3s16(1, 0, 0), light); +} + + +void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax, + bool propagate_shadow) +{ + ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG); + //TimeTaker t("updateLighting"); + + propagateSunlight(nmin, nmax, propagate_shadow); + spreadLight(full_nmin, full_nmax); + + //printf("updateLighting: %dms\n", t.stop()); +} + + +void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow) +{ + //TimeTaker t("propagateSunlight"); + VoxelArea a(nmin, nmax); + bool block_is_underground = (water_level >= nmax.Y); + const v3s16 &em = vm->m_area.getExtent(); + + // NOTE: Direct access to the low 4 bits of param1 is okay here because, + // by definition, sunlight will never be in the night lightbank. + + for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { + for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) { + // see if we can get a light value from the overtop + u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z); + if (vm->m_data[i].getContent() == CONTENT_IGNORE) { + if (block_is_underground) + continue; + } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN && + propagate_shadow) { + continue; + } + vm->m_area.add_y(em, i, -1); + + for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) { + MapNode &n = vm->m_data[i]; + if (!ndef->get(n).sunlight_propagates) + break; + n.param1 = LIGHT_SUN; + vm->m_area.add_y(em, i, -1); + } + } + } + //printf("propagateSunlight: %dms\n", t.stop()); +} + + +void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax) +{ + //TimeTaker t("spreadLight"); + VoxelArea a(nmin, nmax); + + for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { + for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) { + u32 i = vm->m_area.index(a.MinEdge.X, y, z); + for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) { + MapNode &n = vm->m_data[i]; + if (n.getContent() == CONTENT_IGNORE) + continue; + + const ContentFeatures &cf = ndef->get(n); + if (!cf.light_propagates) + continue; + + // TODO(hmmmmm): Abstract away direct param1 accesses with a + // wrapper, but something lighter than MapNode::get/setLight + + u8 light_produced = cf.light_source; + if (light_produced) + n.param1 = light_produced | (light_produced << 4); + + u8 light = n.param1; + if (light) { + lightSpread(a, v3s16(x, y, z + 1), light); + lightSpread(a, v3s16(x, y + 1, z ), light); + lightSpread(a, v3s16(x + 1, y, z ), light); + lightSpread(a, v3s16(x, y, z - 1), light); + lightSpread(a, v3s16(x, y - 1, z ), light); + lightSpread(a, v3s16(x - 1, y, z ), light); + } + } + } + } + + //printf("spreadLight: %dms\n", t.stop()); +} + + +//// +//// MapgenBasic +//// + +MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + this->m_emerge = emerge; + this->m_bmgr = emerge->biomemgr; + + //// Here, 'stride' refers to the number of elements needed to skip to index + //// an adjacent element for that coordinate in noise/height/biome maps + //// (*not* vmanip content map!) + + // Note there is no X stride explicitly defined. Items adjacent in the X + // coordinate are assumed to be adjacent in memory as well (i.e. stride of 1). + + // Number of elements to skip to get to the next Y coordinate + this->ystride = csize.X; + + // Number of elements to skip to get to the next Z coordinate + this->zstride = csize.X * csize.Y; + + // Z-stride value for maps oversized for 1-down overgeneration + this->zstride_1d = csize.X * (csize.Y + 1); + + // Z-stride value for maps oversized for 1-up 1-down overgeneration + this->zstride_1u1d = csize.X * (csize.Y + 2); + + //// Allocate heightmap + this->heightmap = new s16[csize.X * csize.Z]; + + //// Initialize biome generator + // TODO(hmmmm): should we have a way to disable biomemanager biomes? + biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize); + biomemap = biomegen->biomemap; + + //// Look up some commonly used content + c_stone = ndef->getId("mapgen_stone"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_sandstone = ndef->getId("mapgen_sandstone"); + c_water_source = ndef->getId("mapgen_water_source"); + c_river_water_source = ndef->getId("mapgen_river_water_source"); + c_lava_source = ndef->getId("mapgen_lava_source"); + + // Fall back to more basic content if not defined + // river_water_source cannot fallback to water_source because river water + // needs to be non-renewable and have a short flow range. + if (c_desert_stone == CONTENT_IGNORE) + c_desert_stone = c_stone; + if (c_sandstone == CONTENT_IGNORE) + c_sandstone = c_stone; + + //// Content used for dungeon generation + c_cobble = ndef->getId("mapgen_cobble"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone"); + c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); + c_stair_sandstone_block = ndef->getId("mapgen_stair_sandstone_block"); + + // Fall back to more basic content if not defined + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_desert_stone == CONTENT_IGNORE) + c_stair_desert_stone = c_desert_stone; + if (c_sandstonebrick == CONTENT_IGNORE) + c_sandstonebrick = c_sandstone; + if (c_stair_sandstone_block == CONTENT_IGNORE) + c_stair_sandstone_block = c_sandstonebrick; +} + + +MapgenBasic::~MapgenBasic() +{ + delete biomegen; + delete []heightmap; +} + + +void MapgenBasic::generateBiomes(MgStoneType *mgstone_type, + content_t *biome_stone) +{ + // can't generate biomes without a biome generator! + assert(biomegen); + assert(biomemap); + + const v3s16 &em = vm->m_area.getExtent(); + u32 index = 0; + MgStoneType stone_type = MGSTONE_OTHER; + content_t c_biome_stone = c_stone; + + noise_filler_depth->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++, index++) { + Biome *biome = NULL; + u16 depth_top = 0; + u16 base_filler = 0; + u16 depth_water_top = 0; + u16 depth_riverbed = 0; + s16 biome_y_min = -MAX_MAP_GENERATION_LIMIT; + u32 vi = vm->m_area.index(x, node_max.Y, z); + + // Check node at base of mapchunk above, either a node of a previously + // generated mapchunk or if not, a node of overgenerated base terrain. + content_t c_above = vm->m_data[vi + em.X].getContent(); + bool air_above = c_above == CONTENT_AIR; + bool river_water_above = c_above == c_river_water_source; + bool water_above = c_above == c_water_source || river_water_above; + + biomemap[index] = BIOME_NONE; + + // If there is air or water above enable top/filler placement, otherwise force + // nplaced to stone level by setting a number exceeding any possible filler depth. + u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; + + for (s16 y = node_max.Y; y >= node_min.Y; y--) { + content_t c = vm->m_data[vi].getContent(); + // Biome is (re)calculated: + // 1. At the surface of stone below air or water. + // 2. At the surface of water below air. + // 3. When stone or water is detected but biome has not yet been calculated. + // 4. When stone or water is detected just below a biome's lower limit. + bool is_stone_surface = (c == c_stone) && + (air_above || water_above || !biome || y < biome_y_min); // 1, 3, 4 + + bool is_water_surface = + (c == c_water_source || c == c_river_water_source) && + (air_above || !biome || y < biome_y_min); // 2, 3, 4 + + if (is_stone_surface || is_water_surface) { + // (Re)calculate biome + biome = biomegen->getBiomeAtIndex(index, y); + + if (biomemap[index] == BIOME_NONE && is_stone_surface) + biomemap[index] = biome->index; + + depth_top = biome->depth_top; + base_filler = MYMAX(depth_top + + biome->depth_filler + + noise_filler_depth->result[index], 0.0f); + depth_water_top = biome->depth_water_top; + depth_riverbed = biome->depth_riverbed; + biome_y_min = biome->y_min; + + // Detect stone type for dungeons during every biome calculation. + // If none detected the last selected biome stone is chosen. + if (biome->c_stone == c_stone) + stone_type = MGSTONE_STONE; + else if (biome->c_stone == c_desert_stone) + stone_type = MGSTONE_DESERT_STONE; + else if (biome->c_stone == c_sandstone) + stone_type = MGSTONE_SANDSTONE; + + c_biome_stone = biome->c_stone; + } + + if (c == c_stone) { + content_t c_below = vm->m_data[vi - em.X].getContent(); + + // If the node below isn't solid, make this node stone, so that + // any top/filler nodes above are structurally supported. + // This is done by aborting the cycle of top/filler placement + // immediately by forcing nplaced to stone level. + if (c_below == CONTENT_AIR + || c_below == c_water_source + || c_below == c_river_water_source) + nplaced = U16_MAX; + + if (river_water_above) { + if (nplaced < depth_riverbed) { + vm->m_data[vi] = MapNode(biome->c_riverbed); + nplaced++; + } else { + nplaced = U16_MAX; // Disable top/filler placement + river_water_above = false; + } + } else if (nplaced < depth_top) { + vm->m_data[vi] = MapNode(biome->c_top); + nplaced++; + } else if (nplaced < base_filler) { + vm->m_data[vi] = MapNode(biome->c_filler); + nplaced++; + } else { + vm->m_data[vi] = MapNode(biome->c_stone); + nplaced = U16_MAX; // Disable top/filler placement + } + + air_above = false; + water_above = false; + } else if (c == c_water_source) { + vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) + ? biome->c_water_top : biome->c_water); + nplaced = 0; // Enable top/filler placement for next surface + air_above = false; + water_above = true; + } else if (c == c_river_water_source) { + vm->m_data[vi] = MapNode(biome->c_river_water); + nplaced = 0; // Enable riverbed placement for next surface + air_above = false; + water_above = true; + river_water_above = true; + } else if (c == CONTENT_AIR) { + nplaced = 0; // Enable top/filler placement for next surface + air_above = true; + water_above = false; + } else { // Possible various nodes overgenerated from neighbouring mapchunks + nplaced = U16_MAX; // Disable top/filler placement + air_above = false; + water_above = false; + } + + vm->m_area.add_y(em, vi, -1); + } + } + + *mgstone_type = stone_type; + *biome_stone = c_biome_stone; +} + + +void MapgenBasic::dustTopNodes() +{ + if (node_max.Y < water_level) + return; + + const 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 *)m_bmgr->getRaw(biomemap[index]); + + if (biome->c_dust == CONTENT_IGNORE) + continue; + + u32 vi = vm->m_area.index(x, full_node_max.Y, z); + content_t c_full_max = vm->m_data[vi].getContent(); + s16 y_start; + + if (c_full_max == CONTENT_AIR) { + y_start = full_node_max.Y - 1; + } else if (c_full_max == CONTENT_IGNORE) { + vi = vm->m_area.index(x, node_max.Y + 1, z); + content_t c_max = vm->m_data[vi].getContent(); + + if (c_max == CONTENT_AIR) + y_start = node_max.Y; + else + continue; + } else { + continue; + } + + 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); + } + } +} + + +void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth) +{ + if (max_stone_y < node_min.Y) + return; + + CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize, + &np_cave1, &np_cave2, seed, cave_width); + + caves_noise.generateCaves(vm, node_min, node_max, biomemap); + + if (node_max.Y > large_cave_depth) + return; + + PseudoRandom ps(blockseed + 21343); + u32 bruises_count = ps.range(0, 2); + for (u32 i = 0; i < bruises_count; i++) { + CavesRandomWalk cave(ndef, &gennotify, seed, water_level, + c_water_source, CONTENT_IGNORE, lava_depth); + + cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap); + } +} + + +bool MapgenBasic::generateCaverns(s16 max_stone_y) +{ + if (node_min.Y > max_stone_y || node_min.Y > cavern_limit) + return false; + + CavernsNoise caverns_noise(ndef, csize, &np_cavern, + seed, cavern_limit, cavern_taper, cavern_threshold); + + return caverns_noise.generateCaverns(vm, node_min, node_max); +} + + +void MapgenBasic::generateDungeons(s16 max_stone_y, + MgStoneType stone_type, content_t biome_stone) +{ + if (max_stone_y < node_min.Y) + return; + + DungeonParams dp; + + dp.seed = seed; + dp.c_water = c_water_source; + dp.c_river_water = c_river_water_source; + + dp.only_in_ground = true; + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; + + dp.np_density = nparams_dungeon_density; + dp.np_alt_wall = nparams_dungeon_alt_wall; + + switch (stone_type) { + default: + case MGSTONE_STONE: + dp.c_wall = c_cobble; + dp.c_alt_wall = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(1, 2, 1); + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.notifytype = GENNOTIFY_DUNGEON; + break; + case MGSTONE_DESERT_STONE: + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_stair_desert_stone; + + dp.diagonal_dirs = true; + dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(6, 9, 6); + dp.room_size_max = v3s16(10, 11, 10); + dp.room_size_large_min = v3s16(10, 13, 10); + dp.room_size_large_max = v3s16(18, 21, 18); + dp.notifytype = GENNOTIFY_TEMPLE; + break; + case MGSTONE_SANDSTONE: + dp.c_wall = c_sandstonebrick; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_stair_sandstone_block; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(2, 2, 2); + dp.room_size_min = v3s16(6, 4, 6); + dp.room_size_max = v3s16(10, 6, 10); + dp.room_size_large_min = v3s16(10, 8, 10); + dp.room_size_large_max = v3s16(18, 16, 18); + dp.notifytype = GENNOTIFY_DUNGEON; + break; + case MGSTONE_OTHER: + dp.c_wall = biome_stone; + dp.c_alt_wall = biome_stone; + dp.c_stair = biome_stone; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(1, 2, 1); + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.notifytype = GENNOTIFY_DUNGEON; + break; + } + + DungeonGen dgen(ndef, &gennotify, &dp); + dgen.generate(vm, blockseed, full_node_min, full_node_max); +} + + +//// +//// GenerateNotifier +//// + +GenerateNotifier::GenerateNotifier(u32 notify_on, + std::set<u32> *notify_on_deco_ids) +{ + m_notify_on = notify_on; + m_notify_on_deco_ids = notify_on_deco_ids; +} + + +void GenerateNotifier::setNotifyOn(u32 notify_on) +{ + m_notify_on = notify_on; +} + + +void GenerateNotifier::setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids) +{ + m_notify_on_deco_ids = notify_on_deco_ids; +} + + +bool GenerateNotifier::addEvent(GenNotifyType type, v3s16 pos, u32 id) +{ + if (!(m_notify_on & (1 << type))) + return false; + + if (type == GENNOTIFY_DECORATION && + m_notify_on_deco_ids->find(id) == m_notify_on_deco_ids->end()) + return false; + + GenNotifyEvent gne; + gne.type = type; + gne.pos = pos; + gne.id = id; + m_notify_events.push_back(gne); + + return true; +} + + +void GenerateNotifier::getEvents( + std::map<std::string, std::vector<v3s16> > &event_map, + bool peek_events) +{ + std::list<GenNotifyEvent>::iterator it; + + for (it = m_notify_events.begin(); it != m_notify_events.end(); ++it) { + GenNotifyEvent &gn = *it; + std::string name = (gn.type == GENNOTIFY_DECORATION) ? + "decoration#"+ itos(gn.id) : + flagdesc_gennotify[gn.type].name; + + event_map[name].push_back(gn.pos); + } + + if (!peek_events) + m_notify_events.clear(); +} + + +//// +//// MapgenParams +//// + + +MapgenParams::~MapgenParams() +{ + delete bparams; +} + + +void MapgenParams::readParams(const Settings *settings) +{ + std::string seed_str; + const char *seed_name = (settings == g_settings) ? "fixed_map_seed" : "seed"; + + if (settings->getNoEx(seed_name, seed_str)) { + if (!seed_str.empty()) + seed = read_seed(seed_str.c_str()); + else + myrand_bytes(&seed, sizeof(seed)); + } + + std::string mg_name; + if (settings->getNoEx("mg_name", mg_name)) { + mgtype = Mapgen::getMapgenType(mg_name); + if (mgtype == MAPGEN_INVALID) + mgtype = MAPGEN_DEFAULT; + } + + settings->getS16NoEx("water_level", water_level); + settings->getS16NoEx("mapgen_limit", mapgen_limit); + settings->getS16NoEx("chunksize", chunksize); + settings->getFlagStrNoEx("mg_flags", flags, flagdesc_mapgen); + + delete bparams; + bparams = BiomeManager::createBiomeParams(BIOMEGEN_ORIGINAL); + if (bparams) { + bparams->readParams(settings); + bparams->seed = seed; + } +} + + +void MapgenParams::writeParams(Settings *settings) const +{ + settings->set("mg_name", Mapgen::getMapgenName(mgtype)); + settings->setU64("seed", seed); + settings->setS16("water_level", water_level); + settings->setS16("mapgen_limit", mapgen_limit); + settings->setS16("chunksize", chunksize); + settings->setFlagStr("mg_flags", flags, flagdesc_mapgen, U32_MAX); + + if (bparams) + bparams->writeParams(settings); +} + +// Calculate edges of outermost generated mapchunks (less than +// 'mapgen_limit'), and corresponding exact limits for SAO entities. +void MapgenParams::calcMapgenEdges() +{ + if (m_mapgen_edges_calculated) + return; + + // Central chunk offset, in blocks + s16 ccoff_b = -chunksize / 2; + // Chunksize, in nodes + s32 csize_n = chunksize * MAP_BLOCKSIZE; + // Minp/maxp of central chunk, in nodes + s16 ccmin = ccoff_b * MAP_BLOCKSIZE; + s16 ccmax = ccmin + csize_n - 1; + // Fullminp/fullmaxp of central chunk, in nodes + s16 ccfmin = ccmin - MAP_BLOCKSIZE; + s16 ccfmax = ccmax + MAP_BLOCKSIZE; + // Effective mapgen limit, in blocks + // Uses same calculation as ServerMap::blockpos_over_mapgen_limit(v3s16 p) + s16 mapgen_limit_b = rangelim(mapgen_limit, + 0, MAX_MAP_GENERATION_LIMIT) / MAP_BLOCKSIZE; + // Effective mapgen limits, in nodes + s16 mapgen_limit_min = -mapgen_limit_b * MAP_BLOCKSIZE; + s16 mapgen_limit_max = (mapgen_limit_b + 1) * MAP_BLOCKSIZE - 1; + // Number of complete chunks from central chunk fullminp/fullmaxp + // to effective mapgen limits. + s16 numcmin = MYMAX((ccfmin - mapgen_limit_min) / csize_n, 0); + s16 numcmax = MYMAX((mapgen_limit_max - ccfmax) / csize_n, 0); + // Mapgen edges, in nodes + mapgen_edge_min = ccmin - numcmin * csize_n; + mapgen_edge_max = ccmax + numcmax * csize_n; + // SAO position limits, in Irrlicht units + m_sao_limit_min = mapgen_edge_min * BS - 3.0f; + m_sao_limit_max = mapgen_edge_max * BS + 3.0f; + + m_mapgen_edges_calculated = true; +} + + +bool MapgenParams::saoPosOverLimit(const v3f &p) +{ + if (!m_mapgen_edges_calculated) + calcMapgenEdges(); + + return p.X < m_sao_limit_min || + p.X > m_sao_limit_max || + p.Y < m_sao_limit_min || + p.Y > m_sao_limit_max || + p.Z < m_sao_limit_min || + p.Z > m_sao_limit_max; +} + + +s32 MapgenParams::getSpawnRangeMax() +{ + calcMapgenEdges(); + + return MYMIN(-mapgen_edge_min, mapgen_edge_max); +} |