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authorVitaliy <silverunicorn2011@yandex.ru>2017-11-09 01:56:20 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-11-08 23:56:20 +0100
commit20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch)
tree67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/mg_decoration.cpp
parentfc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff)
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Move files to subdirectories (#6599)
* Move files around
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diff --git a/src/mapgen/mg_decoration.cpp b/src/mapgen/mg_decoration.cpp
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+/*
+Minetest
+Copyright (C) 2014-2016 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 "mg_decoration.h"
+#include "mg_schematic.h"
+#include "mapgen.h"
+#include "noise.h"
+#include "map.h"
+#include "log.h"
+#include "util/numeric.h"
+#include <algorithm>
+
+
+FlagDesc flagdesc_deco[] = {
+ {"place_center_x", DECO_PLACE_CENTER_X},
+ {"place_center_y", DECO_PLACE_CENTER_Y},
+ {"place_center_z", DECO_PLACE_CENTER_Z},
+ {"force_placement", DECO_FORCE_PLACEMENT},
+ {"liquid_surface", DECO_LIQUID_SURFACE},
+ {"all_floors", DECO_ALL_FLOORS},
+ {"all_ceilings", DECO_ALL_CEILINGS},
+ {NULL, 0}
+};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+DecorationManager::DecorationManager(IGameDef *gamedef) :
+ ObjDefManager(gamedef, OBJDEF_DECORATION)
+{
+}
+
+
+size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
+ v3s16 nmin, v3s16 nmax)
+{
+ size_t nplaced = 0;
+
+ for (size_t i = 0; i != m_objects.size(); i++) {
+ Decoration *deco = (Decoration *)m_objects[i];
+ if (!deco)
+ continue;
+
+ nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
+ blockseed++;
+ }
+
+ return nplaced;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void Decoration::resolveNodeNames()
+{
+ getIdsFromNrBacklog(&c_place_on);
+ getIdsFromNrBacklog(&c_spawnby);
+}
+
+
+bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
+{
+ // Check if the decoration can be placed on this node
+ u32 vi = vm->m_area.index(p);
+ if (!CONTAINS(c_place_on, vm->m_data[vi].getContent()))
+ return false;
+
+ // Don't continue if there are no spawnby constraints
+ if (nspawnby == -1)
+ return true;
+
+ int nneighs = 0;
+ static const v3s16 dirs[16] = {
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 1, 0, 1),
+ v3s16(-1, 0, 1),
+ v3s16(-1, 0, -1),
+ v3s16( 1, 0, -1),
+
+ v3s16( 0, 1, 1),
+ v3s16( 0, 1, -1),
+ v3s16( 1, 1, 0),
+ v3s16(-1, 1, 0),
+ v3s16( 1, 1, 1),
+ v3s16(-1, 1, 1),
+ v3s16(-1, 1, -1),
+ v3s16( 1, 1, -1)
+ };
+
+ // Check these 16 neighbouring nodes for enough spawnby nodes
+ for (size_t i = 0; i != ARRLEN(dirs); i++) {
+ u32 index = vm->m_area.index(p + dirs[i]);
+ if (!vm->m_area.contains(index))
+ continue;
+
+ if (CONTAINS(c_spawnby, vm->m_data[index].getContent()))
+ nneighs++;
+ }
+
+ if (nneighs < nspawnby)
+ return false;
+
+ return true;
+}
+
+
+size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
+{
+ PcgRandom ps(blockseed + 53);
+ int carea_size = nmax.X - nmin.X + 1;
+
+ // Divide area into parts
+ // If chunksize is changed it may no longer be divisable by sidelen
+ if (carea_size % sidelen)
+ sidelen = carea_size;
+
+ s16 divlen = carea_size / sidelen;
+ int area = sidelen * sidelen;
+
+ for (s16 z0 = 0; z0 < divlen; z0++)
+ for (s16 x0 = 0; x0 < divlen; x0++) {
+ v2s16 p2d_center( // Center position of part of division
+ nmin.X + sidelen / 2 + sidelen * x0,
+ nmin.Z + sidelen / 2 + sidelen * z0
+ );
+ v2s16 p2d_min( // Minimum edge of part of division
+ nmin.X + sidelen * x0,
+ nmin.Z + sidelen * z0
+ );
+ v2s16 p2d_max( // Maximum edge of part of division
+ nmin.X + sidelen + sidelen * x0 - 1,
+ nmin.Z + sidelen + sidelen * z0 - 1
+ );
+
+ // Amount of decorations
+ float nval = (flags & DECO_USE_NOISE) ?
+ NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
+ fill_ratio;
+ u32 deco_count = 0;
+ float deco_count_f = (float)area * nval;
+ if (deco_count_f >= 1.f) {
+ deco_count = deco_count_f;
+ } else if (deco_count_f > 0.f) {
+ // For low density decorations calculate a chance for 1 decoration
+ if (ps.range(1000) <= deco_count_f * 1000.f)
+ deco_count = 1;
+ }
+
+ for (u32 i = 0; i < deco_count; i++) {
+ s16 x = ps.range(p2d_min.X, p2d_max.X);
+ s16 z = ps.range(p2d_min.Y, p2d_max.Y);
+ int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
+
+ if ((flags & DECO_ALL_FLOORS) ||
+ (flags & DECO_ALL_CEILINGS)) {
+ // All-surfaces decorations
+ // Check biome of column
+ if (mg->biomemap && !biomes.empty()) {
+ std::unordered_set<u8>::const_iterator iter =
+ biomes.find(mg->biomemap[mapindex]);
+ if (iter == biomes.end())
+ continue;
+ }
+
+ // Get all floors and ceilings in node column
+ u16 size = (nmax.Y - nmin.Y + 1) / 2;
+ s16 floors[size];
+ s16 ceilings[size];
+ u16 num_floors = 0;
+ u16 num_ceilings = 0;
+
+ mg->getSurfaces(v2s16(x, z), nmin.Y, nmax.Y,
+ floors, ceilings, &num_floors, &num_ceilings);
+
+ if ((flags & DECO_ALL_FLOORS) && num_floors > 0) {
+ // Floor decorations
+ for (u16 fi = 0; fi < num_floors; fi++) {
+ s16 y = floors[fi];
+ if (y < y_min || y > y_max)
+ continue;
+
+ v3s16 pos(x, y, z);
+ if (generate(mg->vm, &ps, pos, false))
+ mg->gennotify.addEvent(
+ GENNOTIFY_DECORATION, pos, index);
+ }
+ }
+
+ if ((flags & DECO_ALL_CEILINGS) && num_ceilings > 0) {
+ // Ceiling decorations
+ for (u16 ci = 0; ci < num_ceilings; ci++) {
+ s16 y = ceilings[ci];
+ if (y < y_min || y > y_max)
+ continue;
+
+ v3s16 pos(x, y, z);
+ if (generate(mg->vm, &ps, pos, true))
+ mg->gennotify.addEvent(
+ GENNOTIFY_DECORATION, pos, index);
+ }
+ }
+ } else { // Heightmap decorations
+ s16 y = -MAX_MAP_GENERATION_LIMIT;
+ if (flags & DECO_LIQUID_SURFACE)
+ y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
+ else if (mg->heightmap)
+ y = mg->heightmap[mapindex];
+ else
+ y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+
+ if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
+ continue;
+
+ if (mg->biomemap && !biomes.empty()) {
+ std::unordered_set<u8>::const_iterator iter =
+ biomes.find(mg->biomemap[mapindex]);
+ if (iter == biomes.end())
+ continue;
+ }
+
+ v3s16 pos(x, y, z);
+ if (generate(mg->vm, &ps, pos, false))
+ mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
+ }
+ }
+ }
+
+ return 0;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void DecoSimple::resolveNodeNames()
+{
+ Decoration::resolveNodeNames();
+ getIdsFromNrBacklog(&c_decos);
+}
+
+
+size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
+{
+ // Don't bother if there aren't any decorations to place
+ if (c_decos.empty())
+ return 0;
+
+ if (!canPlaceDecoration(vm, p))
+ return 0;
+
+ // Check for placement outside the voxelmanip volume
+ if (ceiling) {
+ // Ceiling decorations
+ // 'place offset y' is inverted
+ if (p.Y - place_offset_y - std::max(deco_height, deco_height_max) <
+ vm->m_area.MinEdge.Y)
+ return 0;
+
+ if (p.Y - 1 - place_offset_y > vm->m_area.MaxEdge.Y)
+ return 0;
+
+ } else { // Heightmap and floor decorations
+ if (p.Y + place_offset_y + std::max(deco_height, deco_height_max) >
+ vm->m_area.MaxEdge.Y)
+ return 0;
+
+ if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
+ return 0;
+ }
+
+ content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
+ s16 height = (deco_height_max > 0) ?
+ pr->range(deco_height, deco_height_max) : deco_height;
+ u8 param2 = (deco_param2_max > 0) ?
+ pr->range(deco_param2, deco_param2_max) : deco_param2;
+ bool force_placement = (flags & DECO_FORCE_PLACEMENT);
+
+ const v3s16 &em = vm->m_area.getExtent();
+ u32 vi = vm->m_area.index(p);
+
+ if (ceiling) {
+ // Ceiling decorations
+ // 'place offset y' is inverted
+ vm->m_area.add_y(em, vi, -place_offset_y);
+
+ for (int i = 0; i < height; i++) {
+ vm->m_area.add_y(em, vi, -1);
+ content_t c = vm->m_data[vi].getContent();
+ if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
+ break;
+
+ vm->m_data[vi] = MapNode(c_place, 0, param2);
+ }
+ } else { // Heightmap and floor decorations
+ vm->m_area.add_y(em, vi, place_offset_y);
+
+ for (int i = 0; i < height; i++) {
+ vm->m_area.add_y(em, vi, 1);
+ content_t c = vm->m_data[vi].getContent();
+ if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
+ break;
+
+ vm->m_data[vi] = MapNode(c_place, 0, param2);
+ }
+ }
+
+ return 1;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
+{
+ // Schematic could have been unloaded but not the decoration
+ // In this case generate() does nothing (but doesn't *fail*)
+ if (schematic == NULL)
+ return 0;
+
+ if (!canPlaceDecoration(vm, p))
+ return 0;
+
+ if (flags & DECO_PLACE_CENTER_Y) {
+ p.Y -= (schematic->size.Y - 1) / 2;
+ } else {
+ // Only apply 'place offset y' if not 'deco place center y'
+ if (ceiling)
+ // Shift down so that schematic top layer is level with ceiling
+ // 'place offset y' is inverted
+ p.Y -= (place_offset_y + schematic->size.Y - 1);
+ else
+ p.Y += place_offset_y;
+ }
+
+ // Check schematic top and base are in voxelmanip
+ if (p.Y + schematic->size.Y - 1 > vm->m_area.MaxEdge.Y)
+ return 0;
+
+ if (p.Y < vm->m_area.MinEdge.Y)
+ return 0;
+
+ if (flags & DECO_PLACE_CENTER_X)
+ p.X -= (schematic->size.X - 1) / 2;
+ if (flags & DECO_PLACE_CENTER_Z)
+ p.Z -= (schematic->size.Z - 1) / 2;
+
+ Rotation rot = (rotation == ROTATE_RAND) ?
+ (Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
+ bool force_placement = (flags & DECO_FORCE_PLACEMENT);
+
+ schematic->blitToVManip(vm, p, rot, force_placement);
+
+ return 1;
+}