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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "biome.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 "treegen.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
FlagDesc flagdesc_mapgen[] = {
{"trees", MG_TREES},
{"caves", MG_CAVES},
{"dungeons", MG_DUNGEONS},
{"v6_jungles", MGV6_JUNGLES},
{"v6_biome_blend", MGV6_BIOME_BLEND},
{"flat", MG_FLAT},
{NULL, 0}
};
FlagDesc flagdesc_ore[] = {
{"absheight", OREFLAG_ABSHEIGHT},
{"scatter_noisedensity", OREFLAG_DENSITY},
{"claylike_nodeisnt", OREFLAG_NODEISNT},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
Ore *createOre(OreType type) {
switch (type) {
case ORE_SCATTER:
return new OreScatter;
case ORE_SHEET:
return new OreSheet;
//case ORE_CLAYLIKE: //TODO: implement this!
// return new OreClaylike;
default:
return NULL;
}
}
void Ore::resolveNodeNames(INodeDefManager *ndef) {
if (ore == CONTENT_IGNORE) {
ore = ndef->getId(ore_name);
if (ore == CONTENT_IGNORE) {
errorstream << "Ore::resolveNodeNames: ore node '"
<< ore_name << "' not defined";
ore = CONTENT_AIR;
wherein = CONTENT_AIR;
}
}
if (wherein == CONTENT_IGNORE) {
wherein = ndef->getId(wherein_name);
if (wherein == CONTENT_IGNORE) {
errorstream << "Ore::resolveNodeNames: wherein node '"
<< wherein_name << "' not defined";
ore = CONTENT_AIR;
wherein = CONTENT_AIR;
}
}
}
void OreScatter::generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
int in_range = 0;
in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
if (flags & OREFLAG_ABSHEIGHT)
in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
if (!in_range)
return;
resolveNodeNames(mg->ndef);
MapNode n_ore(ore);
ManualMapVoxelManipulator *vm = mg->vm;
PseudoRandom pr(blockseed);
int ymin, ymax;
if (in_range & ORE_RANGE_MIRROR) {
ymin = MYMAX(nmin.Y, -height_max);
ymax = MYMIN(nmax.Y, -height_min);
} else {
ymin = MYMAX(nmin.Y, height_min);
ymax = MYMIN(nmax.Y, height_max);
}
if (clust_size >= ymax - ymin + 1)
return;
int volume = (nmax.X - nmin.X + 1) *
(nmax.Y - nmin.Y + 1) *
(nmax.Z - nmin.Z + 1);
int csize = clust_size;
int orechance = (csize * csize * csize) / clust_num_ores;
int nclusters = volume / clust_scarcity;
for (int i = 0; i != nclusters; i++) {
int x0 = pr.range(nmin.X, nmax.X - csize + 1);
int y0 = pr.range(ymin, ymax - csize + 1);
int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
if (np && (NoisePerlin3D(np, x0, y0, z0, mg->seed) < nthresh))
continue;
for (int z1 = 0; z1 != csize; z1++)
for (int y1 = 0; y1 != csize; y1++)
for (int x1 = 0; x1 != csize; x1++) {
if (pr.range(1, orechance) != 1)
continue;
u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
if (vm->m_data[i].getContent() == wherein)
vm->m_data[i] = n_ore;
}
}
}
void OreSheet::generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
int in_range = 0;
in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
if (flags & OREFLAG_ABSHEIGHT)
in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
if (!in_range)
return;
resolveNodeNames(mg->ndef);
MapNode n_ore(ore);
ManualMapVoxelManipulator *vm = mg->vm;
PseudoRandom pr(blockseed + 4234);
int ymin, ymax;
if (in_range & ORE_RANGE_MIRROR) {
ymin = MYMAX(nmin.Y, -height_max);
ymax = MYMIN(nmax.Y, -height_min);
} else {
ymin = MYMAX(nmin.Y, height_min);
ymax = MYMIN(nmax.Y, height_max);
}
if (clust_size >= ymax - ymin + 1)
return;
int x0 = nmin.X;
int z0 = nmin.Z;
int x1 = nmax.X;
int z1 = nmax.Z;
int max_height = clust_size;
int y_start = pr.range(ymin, ymax - max_height);
if (!noise) {
int sx = nmax.X - nmin.X + 1;
int sz = nmax.Z - nmin.Z + 1;
noise = new Noise(np, 0, sx, sz);
}
noise->seed = mg->seed + y_start;
noise->perlinMap2D(x0, z0);
int index = 0;
for (int z = z0; z != z1; z++)
for (int x = x0; x != x1; x++) {
float noiseval = noise->result[index++];
if (noiseval < nthresh)
continue;
int height = max_height * (1. / pr.range(1, 3));
int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
int y1 = y0 + height;
for (int y = y0; y != y1; y++) {
u32 i = vm->m_area.index(x, y, z);
if (!vm->m_area.contains(i))
continue;
if (vm->m_data[i].getContent() == wherein)
vm->m_data[i] = n_ore;
}
}
}
void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
bool isliquid, wasliquid;
v3s16 em = vm->m_area.getExtent();
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 x = nmin.X; x <= nmax.X; x++) {
wasliquid = true;
u32 i = vm->m_area.index(x, nmax.Y, z);
for (s16 y = nmax.Y; y >= nmin.Y; y--) {
isliquid = ndef->get(vm->m_data[i]).isLiquid();
// there was a change between liquid and nonliquid, add to queue
if (isliquid != wasliquid)
trans_liquid->push_back(v3s16(x, y, z));
wasliquid = isliquid;
vm->m_area.add_y(em, i, -1);
}
}
}
}
void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
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 &nn = vm->m_data[vi];
light--;
// should probably compare masked, but doesn't seem to make a difference
if (light <= nn.param1 || !ndef->get(nn).light_propagates)
return;
nn.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) {
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level >= nmax.Y);
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
// first, send vertical rays of sunshine downward
v3s16 em = vm->m_area.getExtent();
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) {
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);
}
}
}
// now spread the sunlight and light up any sources
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 ||
!ndef->get(n).light_propagates)
continue;
u8 light_produced = ndef->get(n).light_source & 0x0F;
if (light_produced)
n.param1 = light_produced;
u8 light = n.param1 & 0x0F;
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("updateLighting: %dms\n", t.stop());
}
void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level > nmax.Y);
bool sunlight = !block_is_underground;
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
for (int i = 0; i < 2; i++) {
enum LightBank bank = banks[i];
std::set<v3s16> light_sources;
std::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
light_sources, unlight_from);
voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
vm->unspreadLight(bank, unlight_from, light_sources, ndef);
vm->spreadLight(bank, light_sources, ndef);
}
}
//////////////////////// Mapgen V6 parameter read/write
bool MapgenV6Params::readParams(Settings *settings) {
freq_desert = settings->getFloat("mgv6_freq_desert");
freq_beach = settings->getFloat("mgv6_freq_beach");
np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base");
np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
np_steepness = settings->getNoiseParams("mgv6_np_steepness");
np_height_select = settings->getNoiseParams("mgv6_np_height_select");
np_mud = settings->getNoiseParams("mgv6_np_mud");
np_beach = settings->getNoiseParams("mgv6_np_beach");
np_biome = settings->getNoiseParams("mgv6_np_biome");
np_cave = settings->getNoiseParams("mgv6_np_cave");
np_humidity = settings->getNoiseParams("mgv6_np_humidity");
np_trees = settings->getNoiseParams("mgv6_np_trees");
np_apple_trees = settings->getNoiseParams("mgv6_np_apple_trees");
bool success =
np_terrain_base && np_terrain_higher && np_steepness &&
np_height_select && np_trees && np_mud &&
np_beach && np_biome && np_cave &&
np_humidity && np_apple_trees;
return success;
}
void MapgenV6Params::writeParams(Settings *settings) {
settings->setFloat("mgv6_freq_desert", freq_desert);
settings->setFloat("mgv6_freq_beach", freq_beach);
settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
settings->setNoiseParams("mgv6_np_steepness", np_steepness);
settings->setNoiseParams("mgv6_np_height_select", np_height_select);
settings->setNoiseParams("mgv6_np_mud", np_mud);
settings->setNoiseParams("mgv6_np_beach", np_beach);
settings->setNoiseParams("mgv6_np_biome", np_biome);
settings->setNoiseParams("mgv6_np_cave", np_cave);
settings->setNoiseParams("mgv6_np_humidity", np_humidity);
settings->setNoiseParams("mgv6_np_trees", np_trees);
settings->setNoiseParams("mgv6_np_apple_trees", np_apple_trees);
}
bool MapgenV7Params::readParams(Settings *settings) {
np_terrain_base = settings->getNoiseParams("mgv7_np_terrain_base");
np_terrain_alt = settings->getNoiseParams("mgv7_np_terrain_alt");
np_terrain_mod = settings->getNoiseParams("mgv7_np_terrain_mod");
np_terrain_persist = settings->getNoiseParams("mgv7_np_terrain_persist");
np_height_select = settings->getNoiseParams("mgv7_np_height_select");
np_ridge = settings->getNoiseParams("mgv7_np_ridge");
bool success =
np_terrain_base && np_terrain_alt && np_terrain_mod &&
np_terrain_persist && np_height_select && np_ridge;
return success;
}
void MapgenV7Params::writeParams(Settings *settings) {
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_mod", np_terrain_mod);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
}
/////////////////////////////////// legacy static functions for farmesh
s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
//just need to return something
s16 level = 5;
return level;
}
bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);
return (sandnoise > 0.15);
}
double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);
double zeroval = -0.39;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
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