/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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 "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
-#include "content_mapnode.h" // For content_mapnode_get_new_name
+#include "emerge.h"
#include "voxelalgorithms.h"
+#include "porting.h"
#include "profiler.h"
-#include "main.h" // For g_profiler
-
-namespace mapgen
-{
+#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_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}
+};
-/*
- Some helper functions for the map generator
-*/
+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}
+};
-#if 1
-// Returns Y one under area minimum if not found
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
- INodeDefManager *ndef)
-{
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
- s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(ndef->get(n).walkable)
- break;
+struct MapgenDesc {
+ const char *name;
+ bool is_user_visible;
+};
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- return y;
- else
- return y_nodes_min - 1;
-}
+////
+//// Built-in mapgens
+////
+
+static MapgenDesc g_reg_mapgens[] = {
+ {"v5", true},
+ {"v6", true},
+ {"v7", true},
+ {"flat", true},
+ {"fractal", true},
+ {"valleys", true},
+ {"singlenode", false},
+};
-#if 0
-// Returns Y one under area minimum if not found
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
- INodeDefManager *ndef)
-{
- if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
- return vmanip.m_area.MinEdge.Y-1;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
- s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- content_t c_tree = ndef->getId("mapgen_tree");
- content_t c_leaves = ndef->getId("mapgen_leaves");
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(ndef->get(n).walkable
- && n.getContent() != c_tree
- && n.getContent() != c_leaves)
- break;
+STATIC_ASSERT(
+ ARRLEN(g_reg_mapgens) == MAPGEN_INVALID,
+ registered_mapgens_is_wrong_size);
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- return y;
- else
- return y_nodes_min - 1;
-}
-#endif
+////
+//// Mapgen
+////
-// Returns Y one under area minimum if not found
-static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
- INodeDefManager *ndef)
+Mapgen::Mapgen()
{
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
- s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
- s16 y;
- content_t c_stone = ndef->getId("mapgen_stone");
- for(y=y_nodes_max; y>=y_nodes_min; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(n.getContent() == c_stone)
- break;
+ generating = false;
+ id = -1;
+ seed = 0;
+ water_level = 0;
+ flags = 0;
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= y_nodes_min)
- return y;
- else
- return y_nodes_min - 1;
+ vm = NULL;
+ ndef = NULL;
+ biomegen = NULL;
+ biomemap = NULL;
+ heightmap = NULL;
}
-#endif
-void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
- bool is_apple_tree, INodeDefManager *ndef)
+
+Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) :
+ gennotify(emerge->gen_notify_on, &emerge->gen_notify_on_deco_ids)
{
- MapNode treenode(ndef->getId("mapgen_tree"));
- MapNode leavesnode(ndef->getId("mapgen_leaves"));
- MapNode applenode(ndef->getId("mapgen_apple"));
-
- s16 trunk_h = myrand_range(4, 5);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
+ generating = false;
+ id = mapgenid;
+ water_level = params->water_level;
+ flags = params->flags;
+ csize = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE);
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
-
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
- }
+ /*
+ 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.
- // Add leaves randomly
- for(u32 iii=0; iii<7; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
- }
+ 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)
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1) {
- bool is_apple = myrand_range(0,99) < 10;
- if(is_apple_tree && is_apple) {
- vmanip.m_data[vi] = applenode;
- } else {
- vmanip.m_data[vi] = leavesnode;
- }
- }
- }
-}
+ It's probably okay if this never gets fixed. 4.2 billion possibilities
+ ought to be enough for anyone.
+ */
+ seed = (s32)params->seed;
-#if 0
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
- INodeDefManager *ndef)
-{
- MapNode treenode(ndef->getId("mapgen_jungletree"));
- MapNode leavesnode(ndef->getId("mapgen_leaves"));
+ vm = NULL;
+ ndef = emerge->ndef;
+ biomegen = NULL;
+ biomemap = NULL;
+ heightmap = NULL;
+}
- for(s16 x=-1; x<=1; x++)
- for(s16 z=-1; z<=1; z++)
- {
- if(myrand_range(0, 2) == 0)
- continue;
- v3s16 p1 = p0 + v3s16(x,0,z);
- v3s16 p2 = p0 + v3s16(x,-1,z);
- if(vmanip.m_area.contains(p2)
- && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
- vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
- else if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- }
- s16 trunk_h = myrand_range(8, 12);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
- p1.Y++;
- }
+Mapgen::~Mapgen()
+{
+}
- // p1 is now the last piece of the trunk
- p1.Y -= 1;
-
- VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
- //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
- Buffer<u8> leaves_d(leaves_a.getVolume());
- for(s32 i=0; i<leaves_a.getVolume(); i++)
- leaves_d[i] = 0;
-
- // Force leaves at near the end of the trunk
- {
- s16 d = 1;
- for(s16 z=-d; z<=d; z++)
- for(s16 y=-d; y<=d; y++)
- for(s16 x=-d; x<=d; x++)
- {
- leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
- }
- }
- // Add leaves randomly
- for(u32 iii=0; iii<30; iii++)
- {
- s16 d = 1;
-
- v3s16 p(
- myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
- myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
- myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
- );
-
- for(s16 z=0; z<=d; z++)
- for(s16 y=0; y<=d; y++)
- for(s16 x=0; x<=d; x++)
- {
- leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
- }
+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;
}
- // Blit leaves to vmanip
- for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
- for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
- for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- p += p1;
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() != CONTENT_AIR
- && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
- u32 i = leaves_a.index(x,y,z);
- if(leaves_d[i] == 1)
- vmanip.m_data[vi] = leavesnode;
- }
+ return MAPGEN_INVALID;
}
-static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
- INodeDefManager *ndef)
+
+const char *Mapgen::getMapgenName(MapgenType mgtype)
{
- MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
-
- s16 trunk_h = myrand_range(2, 3);
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
- p1.Y++;
- }
+ size_t index = (size_t)mgtype;
+ if (index == MAPGEN_INVALID || index >= ARRLEN(g_reg_mapgens))
+ return "invalid";
+
+ return g_reg_mapgens[index].name;
}
-static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
- INodeDefManager *ndef)
+
+Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid,
+ MapgenParams *params, EmergeManager *emerge)
{
- MapNode cactusnode(ndef->getId("mapgen_cactus"));
-
- s16 trunk_h = 3;
- v3s16 p1 = p0;
- for(s16 ii=0; ii<trunk_h; ii++)
- {
- if(vmanip.m_area.contains(p1))
- vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
- p1.Y++;
+ switch (mgtype) {
+ 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;
}
}
-#endif
-#if 0
-/*
- Dungeon making routines
-*/
-#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
-#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
-#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
- VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
-
-static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
- INodeDefManager *ndef)
+MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype)
{
- // Make +-X walls
- for(s16 z=0; z<roomsize.Z; z++)
- for(s16 y=0; y<roomsize.Y; y++)
- {
- {
- v3s16 p = roomplace + v3s16(0,y,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- {
- v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- }
-
- // Make +-Z walls
- for(s16 x=0; x<roomsize.X; x++)
- for(s16 y=0; y<roomsize.Y; y++)
- {
- {
- v3s16 p = roomplace + v3s16(x,y,0);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- {
- v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- }
-
- // Make +-Y walls (floor and ceiling)
- for(s16 z=0; z<roomsize.Z; z++)
- for(s16 x=0; x<roomsize.X; x++)
- {
- {
- v3s16 p = roomplace + v3s16(x,0,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- {
- v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
- continue;
- vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
- }
- }
-
- // Fill with air
- for(s16 z=1; z<roomsize.Z-1; z++)
- for(s16 y=1; y<roomsize.Y-1; y++)
- for(s16 x=1; x<roomsize.X-1; x++)
- {
- v3s16 p = roomplace + v3s16(x,y,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
- vmanip.m_data[vi] = MapNode(CONTENT_AIR);
+ switch (mgtype) {
+ 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;
}
}
-static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
- u8 avoid_flags, MapNode n, u8 or_flags)
+
+void Mapgen::getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden)
{
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- for(s16 x=0; x<size.X; x++)
- {
- v3s16 p = place + v3s16(x,y,z);
- if(vmanip.m_area.contains(p) == false)
- continue;
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & avoid_flags)
- continue;
- vmanip.m_flags[vi] |= or_flags;
- vmanip.m_data[vi] = n;
+ 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);
}
}
-static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
- INodeDefManager *ndef)
+
+u32 Mapgen::getBlockSeed(v3s16 p, s32 seed)
{
- make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
- VMANIP_FLAG_DUNGEON_INSIDE);
+ return (u32)seed +
+ p.Z * 38134234 +
+ p.Y * 42123 +
+ p.X * 23;
}
-static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
- INodeDefManager *ndef)
+
+u32 Mapgen::getBlockSeed2(v3s16 p, s32 seed)
{
- make_hole1(vmanip, doorplace, ndef);
- // Place torch (for testing)
- //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
+ u32 n = 1619 * p.X + 31337 * p.Y + 52591 * p.Z + 1013 * seed;
+ n = (n >> 13) ^ n;
+ return (n * (n * n * 60493 + 19990303) + 1376312589);
}
-static v3s16 rand_ortho_dir(PseudoRandom &random)
+
+// Returns Y one under area minimum if not found
+s16 Mapgen::findGroundLevelFull(v2s16 p2d)
{
- if(random.next()%2==0)
- return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
- else
- return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
+ 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;
}
-static v3s16 turn_xz(v3s16 olddir, int t)
+
+// Returns -MAX_MAP_GENERATION_LIMIT if not found
+s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax)
{
- v3s16 dir;
- if(t == 0)
- {
- // Turn right
- dir.X = olddir.Z;
- dir.Z = -olddir.X;
- dir.Y = olddir.Y;
- }
- else
- {
- // Turn left
- dir.X = -olddir.Z;
- dir.Z = olddir.X;
- dir.Y = olddir.Y;
+ 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 dir;
+ return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}
-static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
+
+// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first
+s16 Mapgen::findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax)
{
- int turn = random.range(0,2);
- v3s16 dir;
- if(turn == 0)
- {
- // Go straight
- dir = olddir;
+ 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;
+ else if (ndef->get(n).isLiquid())
+ break;
+
+ vm->m_area.add_y(em, i, -1);
}
- else if(turn == 1)
- // Turn right
- dir = turn_xz(olddir, 0);
- else
- // Turn left
- dir = turn_xz(olddir, 1);
- return dir;
+ return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}
-static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
- v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
- PseudoRandom &random, INodeDefManager *ndef)
+
+void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax)
{
- make_hole1(vmanip, doorplace, ndef);
- v3s16 p0 = doorplace;
- v3s16 dir = doordir;
- u32 length;
- if(random.next()%2)
- length = random.range(1,13);
- else
- length = random.range(1,6);
- length = random.range(1,13);
- u32 partlength = random.range(1,13);
- u32 partcount = 0;
- s16 make_stairs = 0;
- if(random.next()%2 == 0 && partlength >= 3)
- make_stairs = random.next()%2 ? 1 : -1;
- for(u32 i=0; i<length; i++)
- {
- v3s16 p = p0 + dir;
- if(partcount != 0)
- p.Y += make_stairs;
-
- /*// If already empty
- if(vmanip.getNodeNoExNoEmerge(p).getContent()
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == CONTENT_AIR)
- {
- }*/
-
- if(vmanip.m_area.contains(p) == true
- && vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
- {
- if(make_stairs)
- {
- make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
- make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
- VMANIP_FLAG_DUNGEON_INSIDE);
- make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
- VMANIP_FLAG_DUNGEON_INSIDE);
- }
- else
- {
- make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
- VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
- make_hole1(vmanip, p, ndef);
- /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
- VMANIP_FLAG_DUNGEON_INSIDE);*/
- }
+ if (!heightmap)
+ return;
- p0 = p;
- }
- else
- {
- // Can't go here, turn away
- dir = turn_xz(dir, random.range(0,1));
- make_stairs = -make_stairs;
- partcount = 0;
- partlength = random.range(1,length);
- continue;
- }
+ //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);
- partcount++;
- if(partcount >= partlength)
- {
- partcount = 0;
-
- dir = random_turn(random, dir);
-
- partlength = random.range(1,length);
-
- make_stairs = 0;
- if(random.next()%2 == 0 && partlength >= 3)
- make_stairs = random.next()%2 ? 1 : -1;
+ heightmap[index] = y;
}
}
- result_place = p0;
- result_dir = dir;
+ //printf("updateHeightmap: %dus\n", t.stop());
}
-class RoomWalker
+inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em)
{
-public:
-
- RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
- INodeDefManager *ndef):
- vmanip(vmanip_),
- m_pos(pos),
- m_random(random),
- m_ndef(ndef)
- {
- randomizeDir();
- }
-
- void randomizeDir()
- {
- m_dir = rand_ortho_dir(m_random);
+ 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;
}
-
- void setPos(v3s16 pos)
- {
- m_pos = pos;
+ 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;
}
-
- void setDir(v3s16 dir)
- {
- m_dir = dir;
+ 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;
}
-
- bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
- {
- for(u32 i=0; i<100; i++)
- {
- v3s16 p = m_pos + m_dir;
- v3s16 p1 = p + v3s16(0,1,0);
- if(vmanip.m_area.contains(p) == false
- || vmanip.m_area.contains(p1) == false
- || i % 4 == 0)
- {
- randomizeDir();
- continue;
- }
- if(vmanip.getNodeNoExNoEmerge(p).getContent()
- == m_ndef->getId("mapgen_cobble")
- && vmanip.getNodeNoExNoEmerge(p1).getContent()
- == m_ndef->getId("mapgen_cobble"))
- {
- // Found wall, this is a good place!
- result_place = p;
- result_dir = m_dir;
- // Randomize next direction
- randomizeDir();
- return true;
- }
- /*
- Determine where to move next
- */
- // Jump one up if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == m_ndef->getId("mapgen_cobble")
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
- == CONTENT_AIR)
- p += v3s16(0,1,0);
- // Jump one down if the actual space is there
- if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- == m_ndef->getId("mapgen_cobble")
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
- == CONTENT_AIR
- && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
- == CONTENT_AIR)
- p += v3s16(0,-1,0);
- // Check if walking is now possible
- if(vmanip.getNodeNoExNoEmerge(p).getContent()
- != CONTENT_AIR
- || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
- != CONTENT_AIR)
- {
- // Cannot continue walking here
- randomizeDir();
- continue;
- }
- // Move there
- m_pos = p;
- }
- return false;
+ 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;
+}
- bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
- v3s16 &result_doordir, v3s16 &result_roomplace)
- {
- for(s16 trycount=0; trycount<30; trycount++)
- {
- v3s16 doorplace;
- v3s16 doordir;
- bool r = findPlaceForDoor(doorplace, doordir);
- if(r == false)
- continue;
- v3s16 roomplace;
- // X east, Z north, Y up
-#if 1
- if(doordir == v3s16(1,0,0)) // X+
- roomplace = doorplace +
- v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
- if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace +
- v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
- if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace +
- v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
- if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace +
- v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
-#endif
-#if 0
- if(doordir == v3s16(1,0,0)) // X+
- roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
- if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
- if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
- if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
-#endif
-
- // Check fit
- bool fits = true;
- for(s16 z=1; z<roomsize.Z-1; z++)
- for(s16 y=1; y<roomsize.Y-1; y++)
- for(s16 x=1; x<roomsize.X-1; x++)
- {
- v3s16 p = roomplace + v3s16(x,y,z);
- if(vmanip.m_area.contains(p) == false)
- {
- fits = false;
- break;
+void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax)
+{
+ bool isignored, isliquid, wasignored, wasliquid, waschecked, waspushed;
+ 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;
}
- if(vmanip.m_flags[vmanip.m_area.index(p)]
- & VMANIP_FLAG_DUNGEON_INSIDE)
- {
- fits = false;
- break;
+ // 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));
}
}
- if(fits == false)
- {
- // Find new place
- continue;
- }
- result_doorplace = doorplace;
- result_doordir = doordir;
- result_roomplace = roomplace;
- return true;
- }
- return false;
- }
-private:
- VoxelManipulator &vmanip;
- v3s16 m_pos;
- v3s16 m_dir;
- PseudoRandom &m_random;
- INodeDefManager *m_ndef;
-};
-
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
- INodeDefManager *ndef)
-{
- v3s16 areasize = vmanip.m_area.getExtent();
- v3s16 roomsize;
- v3s16 roomplace;
-
- /*
- Find place for first room
- */
- bool fits = false;
- for(u32 i=0; i<100; i++)
- {
- roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
- roomplace = vmanip.m_area.MinEdge + v3s16(
- random.range(0,areasize.X-roomsize.X-1),
- random.range(0,areasize.Y-roomsize.Y-1),
- random.range(0,areasize.Z-roomsize.Z-1));
- /*
- Check that we're not putting the room to an unknown place,
- otherwise it might end up floating in the air
- */
- fits = true;
- for(s16 z=1; z<roomsize.Z-1; z++)
- for(s16 y=1; y<roomsize.Y-1; y++)
- for(s16 x=1; x<roomsize.X-1; x++)
- {
- v3s16 p = roomplace + v3s16(x,y,z);
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
- {
- fits = false;
- break;
- }
- if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
- {
- fits = false;
- break;
- }
+ wasliquid = isliquid;
+ wasignored = isignored;
+ vm->m_area.add_y(em, vi, -1);
}
- if(fits)
- break;
}
- // No place found
- if(fits == false)
- return;
-
- /*
- Stores the center position of the last room made, so that
- a new corridor can be started from the last room instead of
- the new room, if chosen so.
- */
- v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
-
- u32 room_count = random.range(2,7);
- for(u32 i=0; i<room_count; i++)
- {
- // Make a room to the determined place
- make_room1(vmanip, roomsize, roomplace, ndef);
-
- v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
-
- // Place torch at room center (for testing)
- //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
-
- // Quit if last room
- if(i == room_count-1)
- break;
-
- // Determine walker start position
+}
- bool start_in_last_room = (random.range(0,2)!=0);
- //bool start_in_last_room = true;
- v3s16 walker_start_place;
+void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
+{
+ ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+ VoxelArea a(nmin, nmax);
- if(start_in_last_room)
- {
- walker_start_place = last_room_center;
- }
- else
- {
- walker_start_place = room_center;
- // Store center of current room as the last one
- last_room_center = room_center;
+ 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;
}
-
- // Create walker and find a place for a door
- RoomWalker walker(vmanip, walker_start_place, random, ndef);
- v3s16 doorplace;
- v3s16 doordir;
- bool r = walker.findPlaceForDoor(doorplace, doordir);
- if(r == false)
- return;
-
- if(random.range(0,1)==0)
- // Make the door
- make_door1(vmanip, doorplace, doordir, ndef);
- else
- // Don't actually make a door
- doorplace -= doordir;
-
- // Make a random corridor starting from the door
- v3s16 corridor_end;
- v3s16 corridor_end_dir;
- make_corridor(vmanip, doorplace, doordir, corridor_end,
- corridor_end_dir, random, ndef);
-
- // Find a place for a random sized room
- roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
- walker.setPos(corridor_end);
- walker.setDir(corridor_end_dir);
- r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
- if(r == false)
- return;
-
- if(random.range(0,1)==0)
- // Make the door
- make_door1(vmanip, doorplace, doordir, ndef);
- else
- // Don't actually make a door
- roomplace -= doordir;
-
}
}
-#endif
-#if 0
-static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
- INodeDefManager *ndef)
+
+void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
{
- v3s16 dir;
- u8 facedir_i = 0;
- s32 r = random.range(0, 3);
- if(r == 0){
- dir = v3s16( 1, 0, 0);
- facedir_i = 3;
- }
- if(r == 1){
- dir = v3s16(-1, 0, 0);
- facedir_i = 1;
- }
- if(r == 2){
- dir = v3s16( 0, 0, 1);
- facedir_i = 2;
- }
- if(r == 3){
- dir = v3s16( 0, 0,-1);
- facedir_i = 0;
- }
- v3s16 p = vmanip.m_area.MinEdge + v3s16(
- 16+random.range(0,15),
- 16+random.range(0,15),
- 16+random.range(0,15));
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
- u32 length = random.range(3,15);
- for(u32 j=0; j<length; j++)
- {
- p -= dir;
- vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
- }
-}
-#endif
+ if (light <= 1 || !a.contains(p))
+ return;
-/*
- Noise functions. Make sure seed is mangled differently in each one.
-*/
+ u32 vi = vm->m_area.index(p);
+ MapNode &n = vm->m_data[vi];
-#if 0
-/*
- Scaling the output of the noise function affects the overdrive of the
- contour function, which affects the shape of the output considerably.
-*/
-#define CAVE_NOISE_SCALE 12.0
-//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5
-//#define CAVE_NOISE_SCALE 5.0
-//#define CAVE_NOISE_SCALE 1.0
+ // Decay light in each of the banks separately
+ u8 light_day = light & 0x0F;
+ if (light_day > 0)
+ light_day -= 0x01;
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
+ u8 light_night = light & 0xF0;
+ if (light_night > 0)
+ light_night -= 0x10;
-NoiseParams get_cave_noise1_params(u64 seed)
-{
- /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
- 200, CAVE_NOISE_SCALE);*/
- /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
- 100, CAVE_NOISE_SCALE);*/
- /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
- 100, CAVE_NOISE_SCALE);*/
- /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
- 100, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
- 50, CAVE_NOISE_SCALE);
- //return NoiseParams(NOISE_CONSTANT_ONE);
-}
+ // 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;
-NoiseParams get_cave_noise2_params(u64 seed)
-{
- /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
- 200, CAVE_NOISE_SCALE);*/
- /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
- 100, CAVE_NOISE_SCALE);*/
- /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
- 100, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
- 50, CAVE_NOISE_SCALE);
- //return NoiseParams(NOISE_CONSTANT_ONE);
-}
+ // 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);
-NoiseParams get_ground_noise1_params(u64 seed)
-{
- return NoiseParams(NOISE_PERLIN, seed+983240, 4,
- 0.55, 80.0, 40.0);
-}
+ n.param1 = light;
-NoiseParams get_ground_crumbleness_params(u64 seed)
-{
- return NoiseParams(NOISE_PERLIN, seed+34413, 3,
- 1.3, 20.0, 1.0);
+ 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);
}
-NoiseParams get_ground_wetness_params(u64 seed)
-{
- return NoiseParams(NOISE_PERLIN, seed+32474, 4,
- 1.1, 40.0, 1.0);
-}
-bool is_cave(u64 seed, v3s16 p)
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
+ bool propagate_shadow)
{
- double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
- double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
- return d1*d2 > CAVE_NOISE_THRESHOLD;
-}
+ ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+ //TimeTaker t("updateLighting");
-/*
- Ground density noise shall be interpreted by using this.
+ propagateSunlight(nmin, nmax, propagate_shadow);
+ spreadLight(full_nmin, full_nmax);
- TODO: No perlin noises here, they should be outsourced
- and buffered
- NOTE: The speed of these actually isn't terrible
-*/
-bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
-{
- //return ((double)p.Y < ground_noise1_val);
-
- double f = 0.55 + noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
- seed+920381, 3, 0.45);
- if(f < 0.01)
- f = 0.01;
- else if(f >= 1.0)
- f *= 1.6;
- double h = WATER_LEVEL + 10 * noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Z/250,
- seed+84174, 4, 0.5);
- /*double f = 1;
- double h = 0;*/
- return ((double)p.Y - h < ground_noise1_val * f);
+ //printf("updateLighting: %dms\n", t.stop());
}
-/*
- Queries whether a position is ground or not.
-*/
-bool is_ground(u64 seed, v3s16 p)
-{
- double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
- return val_is_ground(val1, p, seed);
-}
-#endif
-// Amount of trees per area in nodes
-double tree_amount_2d(u64 seed, v2s16 p)
+void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
{
- /*double noise = noise2d_perlin(
- 0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 5, 0.66);*/
- 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);
-}
+ //TimeTaker t("propagateSunlight");
+ VoxelArea a(nmin, nmax);
+ bool block_is_underground = (water_level >= nmax.Y);
+ v3s16 em = vm->m_area.getExtent();
-#if 0
-double surface_humidity_2d(u64 seed, v2s16 p)
-{
- double noise = noise2d_perlin(
- 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
- seed+72384, 4, 0.66);
- noise = (noise + 1.0)/2.0;
- if(noise < 0.0)
- noise = 0.0;
- if(noise > 1.0)
- noise = 1.0;
- return noise;
-}
+ // NOTE: Direct access to the low 4 bits of param1 is okay here because,
+ // by definition, sunlight will never be in the night lightbank.
-/*
- Incrementally find ground level from 3d noise
-*/
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
- // Start a bit fuzzy to make averaging lower precision values
- // more useful
- s16 level = myrand_range(-precision/2, precision/2);
- s16 dec[] = {31000, 100, 20, 4, 1, 0};
- s16 i;
- for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
- {
- // First find non-ground by going upwards
- // Don't stop in caves.
- {
- s16 max = level+dec[i-1]*2;
- v3s16 p(p2d.X, level, p2d.Y);
- for(; p.Y < max; p.Y += dec[i])
- {
- if(!is_ground(seed, p))
- {
- level = p.Y;
+ 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);
}
}
- // Then find ground by going downwards from there.
- // Go in caves, too, when precision is 1.
- {
- s16 min = level-dec[i-1]*2;
- v3s16 p(p2d.X, level, p2d.Y);
- for(; p.Y>min; p.Y-=dec[i])
- {
- bool ground = is_ground(seed, p);
- /*if(dec[i] == 1 && is_cave(seed, p))
- ground = false;*/
- if(ground)
- {
- level = p.Y;
- break;
+ }
+ //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);
}
}
}
}
-
- // This is more like the actual ground level
- level += dec[i-1]/2;
- return level;
+ //printf("spreadLight: %dms\n", t.stop());
}
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
-double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
+////
+//// MapgenBasic
+////
+
+MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = 0;
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y), p);
- a += find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
- a /= 5;
- return a;
-}
+ this->m_emerge = emerge;
+ this->m_bmgr = emerge->biomemgr;
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+ //// 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!)
-double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = -31000;
- // Corners
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- // Center
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
- // Side middle points
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- a = MYMAX(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- return a;
-}
+ // 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).
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
+ // Number of elements to skip to get to the next Y coordinate
+ this->ystride = csize.X;
-double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
-{
- v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
- v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
- double a = 31000;
- // Corners
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y), p));
- // Center
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
- // Side middle points
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- a = MYMIN(a, find_ground_level_from_noise(seed,
- v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
- return a;
-}
-#endif
+ // Number of elements to skip to get to the next Z coordinate
+ this->zstride = csize.X * csize.Y;
-// Required by mapgen.h
-bool block_is_underground(u64 seed, v3s16 blockpos)
-{
- /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
- seed, v2s16(blockpos.X, blockpos.Z));*/
- // Nah, this is just a heuristic, just return something
- s16 minimum_groundlevel = WATER_LEVEL;
-
- if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
- return true;
- else
- return false;
-}
+ // Z-stride value for maps oversized for 1-down overgeneration
+ this->zstride_1d = csize.X * (csize.Y + 1);
-#define AVERAGE_MUD_AMOUNT 4
+ // Z-stride value for maps oversized for 1-up 1-down overgeneration
+ this->zstride_1u1d = csize.X * (csize.Y + 2);
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
- // The base ground level
- double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
- + 20. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+82341, 5, 0.6);
-
- /*// A bit hillier one
- double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+93413, 6, 0.69);
- if(base2 > base)
- base = base2;*/
-#if 1
- // Higher ground level
- double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+85039, 5, 0.6);
- //higher = 30; // For debugging
-
- // Limit higher to at least base
- if(higher < base)
- higher = base;
-
- // Steepness factor of cliffs
- double b = 0.85 + 0.5 * noise2d_perlin(
- 0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
- seed-932, 5, 0.7);
- b = rangelim(b, 0.0, 1000.0);
- b = pow(b, 7);
- b *= 5;
- b = rangelim(b, 0.5, 1000.0);
- // Values 1.5...100 give quite horrible looking slopes
- if(b > 1.5 && b < 100.0){
- if(b < 10.0)
- b = 1.5;
- else
- b = 100.0;
- }
- //dstream<<"b="<<b<<std::endl;
- //double b = 20;
- //b = 0.25;
-
- // Offset to more low
- double a_off = -0.20;
- // High/low selector
- /*double a = 0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+4213, 6, 0.7));*/
- double a = (double)0.5 + b * (a_off + noise2d_perlin(
- 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
- seed+4213, 5, 0.69));
- // Limit
- a = rangelim(a, 0.0, 1.0);
-
- //dstream<<"a="<<a<<std::endl;
-
- double h = base*(1.0-a) + higher*a;
-#else
- double h = base;
-#endif
- return h;
-}
+ //// Allocate heightmap
+ this->heightmap = new s16[csize.X * csize.Z];
-s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
-{
- return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
-}
+ //// 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;
-double get_mud_add_amount(u64 seed, v2s16 p)
-{
- return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
- 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
- seed+91013, 3, 0.55));
-}
+ //// 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");
-bool get_have_beach(u64 seed, v2s16 p2d)
-{
- // Determine whether to have sand here
- double sandnoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- seed+59420, 3, 0.50);
+ // 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;
- return (sandnoise > 0.15);
+ //// 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_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+
+ // 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_sandstonebrick == CONTENT_IGNORE)
+ c_stair_sandstonebrick = c_sandstonebrick;
}
-u32 get_blockseed(u64 seed, v3s16 p)
+
+MapgenBasic::~MapgenBasic()
{
- s32 x=p.X, y=p.Y, z=p.Z;
- return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
+ delete biomegen;
+ delete []heightmap;
}
-#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
-void make_block(BlockMakeData *data)
+MgStoneType MapgenBasic::generateBiomes()
{
- if(data->no_op)
- {
- //dstream<<"makeBlock: no-op"<<std::endl;
- return;
- }
+ // can't generate biomes without a biome generator!
+ assert(biomegen);
+ assert(biomemap);
- 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);
-
- INodeDefManager *ndef = data->nodedef;
-
- // Hack: use minimum block coordinates for old code that assumes
- // a single block
- v3s16 blockpos = data->blockpos_requested;
-
- /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
- <<blockpos.Z<<")"<<std::endl;*/
-
- v3s16 blockpos_min = data->blockpos_min;
- v3s16 blockpos_max = data->blockpos_max;
- v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
- v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
-
- ManualMapVoxelManipulator &vmanip = *(data->vmanip);
- // Area of central chunk
- v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
- v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
- // Full allocated area
- v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
- v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-
- v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
-
- const s16 max_spread_amount = MAP_BLOCKSIZE;
-
- int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
- * (blockpos_max.Y - blockpos_min.Y + 1)
- * (blockpos_max.Z - blockpos_max.Z + 1);
-
- int volume_nodes = volume_blocks *
- MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-
- // Generated surface area
- //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
- // Horribly wrong heuristic, but better than nothing
- bool block_is_underground = (WATER_LEVEL > node_max.Y);
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+ MgStoneType stone_type = MGSTONE_STONE;
- /*
- Create a block-specific seed
- */
- u32 blockseed = get_blockseed(data->seed, full_node_min);
-
- /*
- Cache some ground type values for speed
- */
+ noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
- content_t c_##name = ndef->getId("mapgen_" #name);\
- MapNode n_##name(c_##name);
-
- CONTENT_VARIABLE(ndef, stone);
- CONTENT_VARIABLE(ndef, air);
- CONTENT_VARIABLE(ndef, water_source);
- CONTENT_VARIABLE(ndef, dirt);
- CONTENT_VARIABLE(ndef, sand);
- CONTENT_VARIABLE(ndef, gravel);
- CONTENT_VARIABLE(ndef, clay);
- CONTENT_VARIABLE(ndef, lava_source);
- CONTENT_VARIABLE(ndef, cobble);
- CONTENT_VARIABLE(ndef, mossycobble);
- CONTENT_VARIABLE(ndef, dirt_with_grass);
- CONTENT_VARIABLE(ndef, junglegrass);
- CONTENT_VARIABLE(ndef, stone_with_coal);
- CONTENT_VARIABLE(ndef, stone_with_iron);
- CONTENT_VARIABLE(ndef, mese);
-
- // Maximum height of the stone surface and obstacles.
- // This is used to guide the cave generation
- s16 stone_surface_max_y = 0;
-
- /*
- Generate general ground level to full area
- */
- {
-#if 1
- TimeTaker timer1("Generating ground level");
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d = v2s16(x,z);
-
- /*
- Skip of already generated
- */
- /*{
- v3s16 p(p2d.X, node_min.Y, p2d.Y);
- if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
- continue;
- }*/
-
- // Ground height at this point
- float surface_y_f = 0.0;
-
- // Use perlin noise for ground height
- surface_y_f = base_rock_level_2d(data->seed, p2d);
-
- /*// Experimental stuff
- {
- float a = highlands_level_2d(data->seed, p2d);
- if(a > surface_y_f)
- surface_y_f = a;
- }*/
-
- // Convert to integer
- s16 surface_y = (s16)surface_y_f;
-
- // Log it
- if(surface_y > stone_surface_max_y)
- stone_surface_max_y = surface_y;
-
- /*
- Fill ground with stone
- */
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- if(y <= surface_y){
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- vmanip.m_data[i] = MapNode(c_stone);
- } else if(y <= WATER_LEVEL){
- vmanip.m_data[i] = MapNode(c_water_source);
+ 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;
+ 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 recalculated each time an upper surface is detected while
+ // working down a column. The selected biome then remains in effect for
+ // all nodes below until the next surface and biome recalculation.
+ // Biome is recalculated:
+ // 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.
+ bool is_stone_surface = (c == c_stone) &&
+ (air_above || water_above || !biome);
+
+ bool is_water_surface =
+ (c == c_water_source || c == c_river_water_source) &&
+ (air_above || !biome);
+
+ if (is_stone_surface || is_water_surface) {
+ 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.f);
+ depth_water_top = biome->depth_water_top;
+ depth_riverbed = biome->depth_riverbed;
+
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
+ if (biome->c_stone == c_desert_stone)
+ stone_type = MGSTONE_DESERT_STONE;
+ else if (biome->c_stone == c_sandstone)
+ stone_type = MGSTONE_SANDSTONE;
+ }
+
+ 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 {
- vmanip.m_data[i] = MapNode(c_air);
+ vm->m_data[vi] = MapNode(biome->c_stone);
}
- vmanip.m_area.add_y(em, i, 1);
+ 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);
}
}
-#endif
-
- }//timer1
-
- // Limit dirt flow area by 1 because mud is flown into neighbors.
- assert(central_area_size.X == central_area_size.Z);
- s16 mudflow_minpos = 0-max_spread_amount+1;
- s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
-
- /*
- Loop this part, it will make stuff look older and newer nicely
- */
- const u32 age_loops = 2;
- for(u32 i_age=0; i_age<age_loops; i_age++)
- { // Aging loop
- /******************************
- BEGINNING OF AGING LOOP
- ******************************/
+ return stone_type;
+}
-#if 1
- {
- // 24ms @cs=8
- //TimeTaker timer1("caves");
- /*
- Make caves (this code is relatively horrible)
- */
- double cave_amount = 6.0 + 6.0 * noise2d_perlin(
- 0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
- data->seed+34329, 3, 0.50);
- cave_amount = MYMAX(0.0, cave_amount);
- u32 caves_count = cave_amount * volume_nodes / 50000;
- u32 bruises_count = 1;
- PseudoRandom ps(blockseed+21343);
- if(ps.range(1, 4) == 1)
- bruises_count = ps.range(0, ps.range(0, 2));
- for(u32 jj=0; jj<caves_count+bruises_count; jj++)
- {
- bool large_cave = (jj >= caves_count);
- s16 min_tunnel_diameter = 2;
- s16 max_tunnel_diameter = ps.range(2,5);
- int dswitchint = ps.range(1,14);
- u16 tunnel_routepoints = 0;
- int part_max_length_rs = 0;
- if(large_cave){
- part_max_length_rs = ps.range(2,4);
- tunnel_routepoints = ps.range(5, ps.range(15,30));
- min_tunnel_diameter = 5;
- max_tunnel_diameter = ps.range(7, ps.range(8,24));
- } else {
- part_max_length_rs = ps.range(2,9);
- tunnel_routepoints = ps.range(10, ps.range(15,30));
- }
- bool large_cave_is_flat = (ps.range(0,1) == 0);
-
- v3f main_direction(0,0,0);
-
- // Allowed route area size in nodes
- v3s16 ar = central_area_size;
-
- // Area starting point in nodes
- v3s16 of = node_min;
-
- // Allow a bit more
- //(this should be more than the maximum radius of the tunnel)
- //s16 insure = 5; // Didn't work with max_d = 20
- s16 insure = 10;
- s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
-
- s16 route_y_min = 0;
- // Allow half a diameter + 7 over stone surface
- s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
-
- /*// If caves, don't go through surface too often
- if(large_cave == false)
- route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
-
- // Limit maximum to area
- route_y_max = rangelim(route_y_max, 0, ar.Y-1);
-
- if(large_cave)
- {
- /*// Minimum is at y=0
- route_y_min = -of.Y - 0;*/
- // Minimum is at y=max_tunnel_diameter/4
- //route_y_min = -of.Y + max_tunnel_diameter/4;
- //s16 min = -of.Y + max_tunnel_diameter/4;
- //s16 min = -of.Y + 0;
- s16 min = 0;
- if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
- {
- min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
- route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
- }
- route_y_min = ps.range(min, min + max_tunnel_diameter);
- route_y_min = rangelim(route_y_min, 0, route_y_max);
- }
+void MapgenBasic::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
- /*dstream<<"route_y_min = "<<route_y_min
- <<", route_y_max = "<<route_y_max<<std::endl;*/
-
- s16 route_start_y_min = route_y_min;
- s16 route_start_y_max = route_y_max;
-
- // Start every 4th cave from surface when applicable
- /*bool coming_from_surface = false;
- if(node_min.Y <= 0 && node_max.Y >= 0){
- coming_from_surface = (jj % 4 == 0 && large_cave == false);
- if(coming_from_surface)
- route_start_y_min = -of.Y + stone_surface_max_y + 10;
- }*/
-
- route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
- route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
-
- // Randomize starting position
- v3f orp(
- (float)(ps.next()%ar.X)+0.5,
- (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
- (float)(ps.next()%ar.Z)+0.5
- );
-
- v3s16 startp(orp.X, orp.Y, orp.Z);
- startp += of;
-
- MapNode airnode(CONTENT_AIR);
- MapNode waternode(c_water_source);
- MapNode lavanode(c_lava_source);
-
- /*
- Generate some tunnel starting from orp
- */
-
- for(u16 j=0; j<tunnel_routepoints; j++)
- {
- if(j%dswitchint==0 && large_cave == false)
- {
- main_direction = v3f(
- ((float)(ps.next()%20)-(float)10)/10,
- ((float)(ps.next()%20)-(float)10)/30,
- ((float)(ps.next()%20)-(float)10)/10
- );
- main_direction *= (float)ps.range(0, 10)/10;
- }
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
- // Randomize size
- s16 min_d = min_tunnel_diameter;
- s16 max_d = max_tunnel_diameter;
- s16 rs = ps.range(min_d, max_d);
-
- v3s16 maxlen;
- if(large_cave)
- {
- maxlen = v3s16(
- rs*part_max_length_rs,
- rs*part_max_length_rs/2,
- rs*part_max_length_rs
- );
- }
- else
- {
- maxlen = v3s16(
- rs*part_max_length_rs,
- ps.range(1, rs*part_max_length_rs),
- rs*part_max_length_rs
- );
- }
+ 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]);
- v3f vec;
-
- vec = v3f(
- (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
- (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
- );
-
- // Jump downward sometimes
- if(!large_cave && ps.range(0,12) == 0)
- {
- vec = v3f(
- (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
- (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
- (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
- );
- }
-
- /*if(large_cave){
- v3f p = orp + vec;
- s16 h = find_ground_level_clever(vmanip,
- v2s16(p.X, p.Z), ndef);
- route_y_min = h - rs/3;
- route_y_max = h + rs;
- }*/
-
- vec += main_direction;
-
- v3f rp = orp + vec;
- if(rp.X < 0)
- rp.X = 0;
- else if(rp.X >= ar.X)
- rp.X = ar.X-1;
- if(rp.Y < route_y_min)
- rp.Y = route_y_min;
- else if(rp.Y >= route_y_max)
- rp.Y = route_y_max-1;
- if(rp.Z < 0)
- rp.Z = 0;
- else if(rp.Z >= ar.Z)
- rp.Z = ar.Z-1;
- vec = rp - orp;
-
- for(float f=0; f<1.0; f+=1.0/vec.getLength())
- {
- v3f fp = orp + vec * f;
- fp.X += 0.1*ps.range(-10,10);
- fp.Z += 0.1*ps.range(-10,10);
- v3s16 cp(fp.X, fp.Y, fp.Z);
-
- s16 d0 = -rs/2 + ps.range(-1,1);
- s16 d1 = d0 + rs + ps.range(-1,1);
- for(s16 z0=d0; z0<=d1; z0++)
- {
- s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
- for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
- {
- s16 maxabsxz = MYMAX(abs(x0), abs(z0));
- s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
- for(s16 y0=-si2; y0<=si2; y0++)
- {
- /*// Make better floors in small caves
- if(y0 <= -rs/2 && rs<=7)
- continue;*/
- if(large_cave_is_flat){
- // Make large caves not so tall
- if(rs > 7 && abs(y0) >= rs/3)
- continue;
- }
-
- s16 z = cp.Z + z0;
- s16 y = cp.Y + y0;
- s16 x = cp.X + x0;
- v3s16 p(x,y,z);
- p += of;
-
- if(vmanip.m_area.contains(p) == false)
- continue;
-
- u32 i = vmanip.m_area.index(p);
-
- if(large_cave)
- {
- if(full_node_min.Y < WATER_LEVEL &&
- full_node_max.Y > WATER_LEVEL){
- if(p.Y <= WATER_LEVEL)
- vmanip.m_data[i] = waternode;
- else
- vmanip.m_data[i] = airnode;
- } else if(full_node_max.Y < WATER_LEVEL){
- if(p.Y < startp.Y - 2)
- vmanip.m_data[i] = lavanode;
- else
- vmanip.m_data[i] = airnode;
- } else {
- vmanip.m_data[i] = airnode;
- }
- } else {
- // Don't replace air or water or lava
- if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
- vmanip.m_data[i].getContent() == c_water_source ||
- vmanip.m_data[i].getContent() == c_lava_source)
- continue;
-
- vmanip.m_data[i] = airnode;
-
- // Set tunnel flag
- vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
- }
- }
- }
- }
- }
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
- orp = rp;
- }
-
- }
+ 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;
- }//timer1
-#endif
-
-#if 1
- {
- // 15ms @cs=8
- TimeTaker timer1("add mud");
+ 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();
- /*
- Add mud to the central chunk
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position in 2d
- v2s16 p2d = v2s16(x,z);
-
- MapNode addnode(c_dirt);
-
- // Randomize mud amount
- s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
-
- // Find ground level
- s16 surface_y = find_stone_level(vmanip, p2d, ndef);
- // Handle area not found
- if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
continue;
-
- if(mud_add_amount <= 0){
- mud_add_amount = 1 - mud_add_amount;
- addnode = MapNode(c_gravel);
- } else if(get_have_beach(data->seed, p2d) &&
- surface_y + mud_add_amount <= WATER_LEVEL+2){
- addnode = MapNode(c_sand);
- }
-
- /*
- If topmost node is grass, change it to mud.
- It might be if it was flown to there from a neighboring
- chunk and then converted.
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
- MapNode *n = &vmanip.m_data[i];
- if(n->getContent() == c_dirt_with_grass)
- *n = MapNode(c_dirt);
}
- /*
- Add mud on ground
- */
- {
- s16 mudcount = 0;
- v3s16 em = vmanip.m_area.getExtent();
- s16 y_start = surface_y+1;
- u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
- for(s16 y=y_start; y<=node_max.Y; y++)
- {
- if(mudcount >= mud_add_amount)
- break;
-
- MapNode &n = vmanip.m_data[i];
- n = addnode;
- mudcount++;
+ 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;
- vmanip.m_area.add_y(em, i, 1);
- }
+ vm->m_area.add_y(em, vi, -1);
}
- }
-
- }//timer1
-#endif
-
- /*
- Add blobs of dirt and gravel underground
- */
- {
- PseudoRandom pr(blockseed+983);
- for(int i=0; i<volume_nodes/10/10/10; i++)
- {
- bool only_fill_cave = (myrand_range(0,1) != 0);
- v3s16 size(
- pr.range(1, 8),
- pr.range(1, 8),
- pr.range(1, 8)
- );
- v3s16 p0(
- pr.range(node_min.X, node_max.X)-size.X/2,
- pr.range(node_min.Y, node_max.Y)-size.Y/2,
- pr.range(node_min.Z, node_max.Z)-size.Z/2
- );
- MapNode n1;
- if(p0.Y > -32 && pr.range(0,1) == 0)
- n1 = MapNode(c_dirt);
- else
- n1 = MapNode(c_gravel);
- for(int x1=0; x1<size.X; x1++)
- for(int y1=0; y1<size.Y; y1++)
- for(int z1=0; z1<size.Z; z1++)
- {
- v3s16 p = p0 + v3s16(x1,y1,z1);
- u32 i = vmanip.m_area.index(p);
- if(!vmanip.m_area.contains(i))
- continue;
- // Cancel if not stone and not cave air
- if(vmanip.m_data[i].getContent() != c_stone &&
- !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
- continue;
- vmanip.m_data[i] = n1;
+ 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);
}
}
- }
+}
-#if 1
- {
- // 340ms @cs=8
- TimeTaker timer1("flow mud");
- /*
- Flow mud away from steep edges
- */
-
- // Iterate a few times
- for(s16 k=0; k<3; k++)
- {
-
- for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
- for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
- {
- // Invert coordinates every 2nd iteration
- if(k%2 == 0)
- {
- x = mudflow_maxpos - (x-mudflow_minpos);
- z = mudflow_maxpos - (z-mudflow_minpos);
- }
+void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
+{
+ if (max_stone_y < node_min.Y)
+ return;
- // Node position in 2d
- v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- s16 y=node_max.Y;
-
- while(y >= node_min.Y)
- {
-
- for(;; y--)
- {
- MapNode *n = NULL;
- // Find mud
- for(; y>=node_min.Y; y--)
- {
- n = &vmanip.m_data[i];
- //if(content_walkable(n->d))
- // break;
- if(n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass ||
- n->getContent() == c_gravel)
- break;
-
- vmanip.m_area.add_y(em, i, -1);
- }
+ CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
+ &np_cave1, &np_cave2, seed, cave_width);
- // Stop if out of area
- //if(vmanip.m_area.contains(i) == false)
- if(y < node_min.Y)
- break;
+ caves_noise.generateCaves(vm, node_min, node_max, biomemap);
- /*// If not mud, do nothing to it
- MapNode *n = &vmanip.m_data[i];
- if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
- continue;*/
-
- if(n->getContent() == c_dirt ||
- n->getContent() == c_dirt_with_grass)
- {
- // Make it exactly mud
- n->setContent(c_dirt);
-
- /*
- Don't flow it if the stuff under it is not mud
- */
- {
- u32 i2 = i;
- vmanip.m_area.add_y(em, i2, -1);
- // Cancel if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- MapNode *n2 = &vmanip.m_data[i2];
- if(n2->getContent() != c_dirt &&
- n2->getContent() != c_dirt_with_grass)
- continue;
- }
- }
+ if (node_max.Y > large_cave_depth)
+ return;
- /*s16 recurse_count = 0;
- mudflow_recurse:*/
-
- v3s16 dirs4[4] = {
- v3s16(0,0,1), // back
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(-1,0,0), // left
- };
-
- // Theck that upper is air or doesn't exist.
- // Cancel dropping if upper keeps it in place
- u32 i3 = i;
- vmanip.m_area.add_y(em, i3, 1);
- if(vmanip.m_area.contains(i3) == true
- && ndef->get(vmanip.m_data[i3]).walkable)
- {
- continue;
- }
+ 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);
- // Drop mud on side
-
- for(u32 di=0; di<4; di++)
- {
- v3s16 dirp = dirs4[di];
- u32 i2 = i;
- // Move to side
- vmanip.m_area.add_p(em, i2, dirp);
- // Fail if out of area
- if(vmanip.m_area.contains(i2) == false)
- continue;
- // Check that side is air
- MapNode *n2 = &vmanip.m_data[i2];
- if(ndef->get(*n2).walkable)
- continue;
- // Check that under side is air
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- if(ndef->get(*n2).walkable)
- continue;
- /*// Check that under that is air (need a drop of 2)
- vmanip.m_area.add_y(em, i2, -1);
- if(vmanip.m_area.contains(i2) == false)
- continue;
- n2 = &vmanip.m_data[i2];
- if(content_walkable(n2->d))
- continue;*/
- // Loop further down until not air
- bool dropped_to_unknown = false;
- do{
- vmanip.m_area.add_y(em, i2, -1);
- n2 = &vmanip.m_data[i2];
- // if out of known area
- if(vmanip.m_area.contains(i2) == false
- || n2->getContent() == CONTENT_IGNORE){
- dropped_to_unknown = true;
- break;
- }
- }while(ndef->get(*n2).walkable == false);
- // Loop one up so that we're in air
- vmanip.m_area.add_y(em, i2, 1);
- n2 = &vmanip.m_data[i2];
-
- bool old_is_water = (n->getContent() == c_water_source);
- // Move mud to new place
- if(!dropped_to_unknown)
- *n2 = *n;
- // Set old place to be air (or water)
- if(old_is_water)
- *n = MapNode(c_water_source);
- else
- *n = MapNode(CONTENT_AIR);
-
- // Done
- break;
- }
- }
- }
- }
-
+ cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
}
+}
- }//timer1
-#endif
- } // Aging loop
- /***********************
- END OF AGING LOOP
- ************************/
+void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
+{
+ if (max_stone_y < node_min.Y)
+ return;
- /*
- Add top and bottom side of water to transforming_liquid queue
- */
+ DungeonParams dp;
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- bool water_found = false;
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
- for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
- {
- if(y == full_node_max.Y){
- water_found =
- (vmanip.m_data[i].getContent() == c_water_source ||
- vmanip.m_data[i].getContent() == c_lava_source);
- }
- else if(water_found == false)
- {
- if(vmanip.m_data[i].getContent() == c_water_source ||
- vmanip.m_data[i].getContent() == c_lava_source)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = true;
- }
- }
- else
- {
- // This can be done because water_found can only
- // turn to true and end up here after going through
- // a single block.
- if(vmanip.m_data[i+1].getContent() != c_water_source ||
- vmanip.m_data[i+1].getContent() != c_lava_source)
- {
- v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = false;
- }
- }
+ dp.seed = seed;
+ dp.c_water = c_water_source;
+ dp.c_river_water = c_river_water_source;
+ 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;
- vmanip.m_area.add_y(em, i, -1);
- }
- }
- }
+ switch (stone_type) {
+ default:
+ case MGSTONE_STONE:
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
- /*
- Grow grass
- */
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ 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;
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position in 2d
- v2s16 p2d = v2s16(x,z);
-
- /*
- Find the lowest surface to which enough light ends up
- to make grass grow.
-
- Basically just wait until not air and not leaves.
- */
- s16 surface_y = 0;
- {
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- s16 y;
- // Go to ground level
- for(y=node_max.Y; y>=full_node_min.Y; y--)
- {
- MapNode &n = vmanip.m_data[i];
- if(ndef->get(n).param_type != CPT_LIGHT
- || ndef->get(n).liquid_type != LIQUID_NONE)
- break;
- vmanip.m_area.add_y(em, i, -1);
- }
- if(y >= full_node_min.Y)
- surface_y = y;
- else
- surface_y = full_node_min.Y;
- }
-
- u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
- MapNode *n = &vmanip.m_data[i];
- if(n->getContent() == c_dirt){
- // Well yeah, this can't be overground...
- if(surface_y < WATER_LEVEL - 20)
- continue;
- n->setContent(c_dirt_with_grass);
- }
- }
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ break;
+ case MGSTONE_SANDSTONE:
+ dp.c_wall = c_sandstonebrick;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_sandstonebrick;
- /*
- Generate some trees
- */
- assert(central_area_size.X == central_area_size.Z);
- {
- // Divide area into parts
- s16 div = 8;
- s16 sidelen = central_area_size.X / div;
- double area = sidelen * sidelen;
- for(s16 x0=0; x0<div; x0++)
- for(s16 z0=0; z0<div; z0++)
- {
- // Center position of part of division
- v2s16 p2d_center(
- node_min.X + sidelen/2 + sidelen*x0,
- node_min.Z + sidelen/2 + sidelen*z0
- );
- // Minimum edge of part of division
- v2s16 p2d_min(
- node_min.X + sidelen*x0,
- node_min.Z + sidelen*z0
- );
- // Maximum edge of part of division
- v2s16 p2d_max(
- node_min.X + sidelen + sidelen*x0 - 1,
- node_min.Z + sidelen + sidelen*z0 - 1
- );
- // Amount of trees
- u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = myrand_range(p2d_min.X, p2d_max.X);
- s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- // Don't make a tree so high that it doesn't fit
- if(y > node_max.Y - 6)
- continue;
- v3s16 p(x,y,z);
- /*
- Trees grow only on mud and grass
- */
- {
- u32 i = vmanip.m_area.index(v3s16(p));
- MapNode *n = &vmanip.m_data[i];
- if(n->getContent() != c_dirt
- && n->getContent() != c_dirt_with_grass)
- continue;
- }
- p.Y++;
- // Make a tree
- make_tree(vmanip, p, false, ndef);
- }
- }
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ break;
}
-#if 0
- /*
- Make base ground level
- */
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
+}
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
- for(s16 y=node_min.Y; y<=node_max.Y; y++)
- {
- // Only modify places that have no content
- if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
- {
- // First priority: make air and water.
- // This avoids caves inside water.
- if(all_is_ground_except_caves == false
- && val_is_ground(noisebuf_ground.get(x,y,z),
- v3s16(x,y,z), data->seed) == false)
- {
- if(y <= WATER_LEVEL)
- vmanip.m_data[i] = n_water_source;
- else
- vmanip.m_data[i] = n_air;
- }
- else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
- vmanip.m_data[i] = n_air;
- else
- vmanip.m_data[i] = n_stone;
- }
-
- vmanip->m_area.add_y(em, i, 1);
- }
- }
- }
- /*
- Add mud and sand and others underground (in place of stone)
- */
+////
+//// GenerateNotifier
+////
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- for(s16 y=node_max.Y; y>=node_min.Y; y--)
- {
- if(vmanip.m_data[i].getContent() == c_stone)
- {
- if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
- {
- if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = n_dirt;
- else
- vmanip.m_data[i] = n_sand;
- }
- else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
- {
- if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
- vmanip.m_data[i] = n_gravel;
- }
- else if(noisebuf_ground_crumbleness.get(x,y,z) <
- -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
- {
- vmanip.m_data[i] = n_lava_source;
- for(s16 x1=-1; x1<=1; x1++)
- for(s16 y1=-1; y1<=1; y1++)
- for(s16 z1=-1; z1<=1; z1++)
- data->transforming_liquid.push_back(
- v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
- }
- }
+GenerateNotifier::GenerateNotifier()
+{
+ m_notify_on = 0;
+}
- vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
- /*
- Add dungeons
- */
-
- //if(node_min.Y < approx_groundlevel)
- //if(myrand() % 3 == 0)
- //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
- //if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
- //float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
- float dungeon_rarity = 0.02;
- if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
- < dungeon_rarity
- && node_min.Y < approx_groundlevel)
- {
- // Dungeon generator doesn't modify places which have this set
- vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
- | VMANIP_FLAG_DUNGEON_PRESERVE);
-
- // Set all air and water to be untouchable to make dungeons open
- // to caves and open air
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
- for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
- {
- if(vmanip.m_data[i].getContent() == CONTENT_AIR)
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- else if(vmanip.m_data[i].getContent() == c_water_source)
- vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
- vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
-
- PseudoRandom random(blockseed+2);
-
- // Add it
- make_dungeon1(vmanip, random, ndef);
-
- // Convert some cobble to mossy cobble
- for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
- for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
- for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
- {
- // (noisebuf not used because it doesn't contain the
- // full area)
- double wetness = noise3d_param(
- get_ground_wetness_params(data->seed), x,y,z);
- double d = noise3d_perlin((float)x/2.5,
- (float)y/2.5,(float)z/2.5,
- blockseed, 2, 1.4);
- if(vmanip.m_data[i].getContent() == c_cobble)
- {
- if(d < wetness/3.0)
- {
- vmanip.m_data[i].setContent(c_mossycobble);
- }
- }
- /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
- {
- if(wetness > 1.2)
- vmanip.m_data[i].setContent(c_dirt);
- }*/
- vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
- }
+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;
+}
- /*
- Add NC
- */
- {
- PseudoRandom ncrandom(blockseed+9324342);
- if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
- {
- make_nc(vmanip, ncrandom, ndef);
- }
- }
-
- /*
- Add top and bottom side of water to transforming_liquid queue
- */
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- bool water_found = false;
- // Use fast index incrementing
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
- for(s16 y=node_max.Y; y>=node_min.Y; y--)
- {
- if(water_found == false)
- {
- if(vmanip.m_data[i].getContent() == c_water_source)
- {
- v3s16 p = v3s16(p2d.X, y, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = true;
- }
- }
- else
- {
- // This can be done because water_found can only
- // turn to true and end up here after going through
- // a single block.
- if(vmanip.m_data[i+1].getContent() != c_water_source)
- {
- v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
- data->transforming_liquid.push_back(p);
- water_found = false;
- }
- }
+void GenerateNotifier::setNotifyOn(u32 notify_on)
+{
+ m_notify_on = notify_on;
+}
- vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
- /*
- If close to ground level
- */
+void GenerateNotifier::setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids)
+{
+ m_notify_on_deco_ids = notify_on_deco_ids;
+}
- //if(abs(approx_ground_depth) < 30)
- if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
- {
- /*
- Add grass and mud
- */
-
- for(s16 x=node_min.X; x<=node_max.X; x++)
- for(s16 z=node_min.Z; z<=node_max.Z; z++)
- {
- // Node position
- v2s16 p2d(x,z);
- {
- bool possibly_have_sand = get_have_beach(data->seed, p2d);
- bool have_sand = false;
- u32 current_depth = 0;
- bool air_detected = false;
- bool water_detected = false;
- bool have_clay = false;
-
- // Use fast index incrementing
- s16 start_y = node_max.Y+2;
- v3s16 em = vmanip.m_area.getExtent();
- u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
- for(s16 y=start_y; y>=node_min.Y-3; y--)
- {
- if(vmanip.m_data[i].getContent() == c_water_source)
- water_detected = true;
- if(vmanip.m_data[i].getContent() == CONTENT_AIR)
- air_detected = true;
-
- if((vmanip.m_data[i].getContent() == c_stone
- || vmanip.m_data[i].getContent() == c_dirt_with_grass
- || vmanip.m_data[i].getContent() == c_dirt
- || vmanip.m_data[i].getContent() == c_sand
- || vmanip.m_data[i].getContent() == c_gravel
- ) && (air_detected || water_detected))
- {
- if(current_depth == 0 && y <= WATER_LEVEL+2
- && possibly_have_sand)
- have_sand = true;
-
- if(current_depth < 4)
- {
- if(have_sand)
- {
- // Determine whether to have clay in the sand here
- double claynoise = noise2d_perlin(
- 0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
- data->seed+4321, 6, 0.95) + 0.5;
-
- have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
- ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
- ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
- );
- if (have_clay)
- vmanip.m_data[i] = MapNode(c_clay);
- else
- vmanip.m_data[i] = MapNode(c_sand);
- }
- #if 1
- else if(current_depth==0 && !water_detected
- && y >= WATER_LEVEL && air_detected)
- vmanip.m_data[i] = MapNode(c_dirt_with_grass);
- #endif
- else
- vmanip.m_data[i] = MapNode(c_dirt);
- }
- else
- {
- if(vmanip.m_data[i].getContent() == c_dirt
- || vmanip.m_data[i].getContent() == c_dirt_with_grass)
- vmanip.m_data[i] = MapNode(c_stone);
- }
-
- current_depth++;
-
- if(current_depth >= 8)
- break;
- }
- else if(current_depth != 0)
- break;
- vmanip->m_area.add_y(em, i, -1);
- }
- }
- }
+bool GenerateNotifier::addEvent(GenNotifyType type, v3s16 pos, u32 id)
+{
+ if (!(m_notify_on & (1 << type)))
+ return false;
- /*
- Calculate some stuff
- */
-
- float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
- bool is_jungle = surface_humidity > 0.75;
- // Amount of trees
- u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
- if(is_jungle)
- tree_count *= 5;
-
- /*
- Add trees
- */
- PseudoRandom treerandom(blockseed);
- // Put trees in random places on part of division
- for(u32 i=0; i<tree_count; i++)
- {
- s16 x = treerandom.range(node_min.X, node_max.X);
- s16 z = treerandom.range(node_min.Z, node_max.Z);
- //s16 y = find_ground_level(vmanip, v2s16(x,z));
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
- // Don't make a tree under water level
- if(y < WATER_LEVEL)
- continue;
- // Make sure tree fits (only trees whose starting point is
- // at this block are added)
- if(y < node_min.Y || y > node_max.Y)
- continue;
- /*
- Find exact ground level
- */
- v3s16 p(x,y+6,z);
- bool found = false;
- for(; p.Y >= y-6; p.Y--)
- {
- u32 i = vmanip->m_area.index(p);
- MapNode *n = &vmanip->m_data[i];
- if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
- {
- found = true;
- break;
- }
- }
- // If not found, handle next one
- if(found == false)
- continue;
+ if (type == GENNOTIFY_DECORATION &&
+ m_notify_on_deco_ids->find(id) == m_notify_on_deco_ids->end())
+ return false;
- {
- u32 i = vmanip->m_area.index(p);
- MapNode *n = &vmanip->m_data[i];
+ GenNotifyEvent gne;
+ gne.type = type;
+ gne.pos = pos;
+ gne.id = id;
+ m_notify_events.push_back(gne);
- if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
- continue;
+ return true;
+}
- // Papyrus grows only on mud and in water
- if(n->getContent() == c_dirt && y <= WATER_LEVEL)
- {
- p.Y++;
- make_papyrus(vmanip, p, ndef);
- }
- // Trees grow only on mud and grass, on land
- else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
- {
- p.Y++;
- //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
- if(is_jungle == false)
- {
- bool is_apple_tree;
- if(myrand_range(0,4) != 0)
- is_apple_tree = false;
- else
- is_apple_tree = noise2d_perlin(
- 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
- data->seed+342902, 3, 0.45) > 0.2;
- make_tree(vmanip, p, is_apple_tree, ndef);
- }
- else
- make_jungletree(vmanip, p, ndef);
- }
- // Cactii grow only on sand, on land
- else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
- {
- p.Y++;
- make_cactus(vmanip, p, ndef);
- }
- }
- }
- /*
- Add jungle grass
- */
- if(is_jungle)
- {
- PseudoRandom grassrandom(blockseed);
- for(u32 i=0; i<surface_humidity*5*tree_count; i++)
- {
- s16 x = grassrandom.range(node_min.X, node_max.X);
- s16 z = grassrandom.range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
- if(y < WATER_LEVEL)
- continue;
- if(y < node_min.Y || y > node_max.Y)
- continue;
- /*
- Find exact ground level
- */
- v3s16 p(x,y+6,z);
- bool found = false;
- for(; p.Y >= y-6; p.Y--)
- {
- u32 i = vmanip->m_area.index(p);
- MapNode *n = &vmanip->m_data[i];
- if(data->nodedef->get(*n).is_ground_content)
- {
- found = true;
- break;
- }
- }
- // If not found, handle next one
- if(found == false)
- continue;
- p.Y++;
- if(vmanip.m_area.contains(p) == false)
- continue;
- if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
- continue;
- /*p.Y--;
- if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
- p.Y++;*/
- if(vmanip.m_area.contains(p))
- vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
- }
- }
+void GenerateNotifier::getEvents(
+ std::map<std::string, std::vector<v3s16> > &event_map,
+ bool peek_events)
+{
+ std::list<GenNotifyEvent>::iterator it;
-#if 0
- /*
- Add some kind of random stones
- */
-
- u32 random_stone_count = gen_area_nodes *
- randomstone_amount_2d(data->seed, p2d_center);
- // Put in random places on part of division
- for(u32 i=0; i<random_stone_count; i++)
- {
- s16 x = myrand_range(node_min.X, node_max.X);
- s16 z = myrand_range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
- // Don't add under water level
- /*if(y < WATER_LEVEL)
- continue;*/
- // Don't add if doesn't belong to this block
- if(y < node_min.Y || y > node_max.Y)
- continue;
- v3s16 p(x,y,z);
- // Filter placement
- /*{
- u32 i = vmanip->m_area.index(v3s16(p));
- MapNode *n = &vmanip->m_data[i];
- if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
- continue;
- }*/
- // Will be placed one higher
- p.Y++;
- // Add it
- make_randomstone(vmanip, p);
- }
-#endif
-
-#if 0
- /*
- Add larger stones
- */
-
- u32 large_stone_count = gen_area_nodes *
- largestone_amount_2d(data->seed, p2d_center);
- //u32 large_stone_count = 1;
- // Put in random places on part of division
- for(u32 i=0; i<large_stone_count; i++)
- {
- s16 x = myrand_range(node_min.X, node_max.X);
- s16 z = myrand_range(node_min.Z, node_max.Z);
- s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
- // Don't add under water level
- /*if(y < WATER_LEVEL)
- continue;*/
- // Don't add if doesn't belong to this block
- if(y < node_min.Y || y > node_max.Y)
- continue;
- v3s16 p(x,y,z);
- // Filter placement
- /*{
- u32 i = vmanip->m_area.index(v3s16(p));
- MapNode *n = &vmanip->m_data[i];
- if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
- continue;
- }*/
- // Will be placed one lower
- p.Y--;
- // Add it
- make_largestone(vmanip, p);
- }
-#endif
+ 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);
}
- /*
- Add minerals
- */
+ if (!peek_events)
+ m_notify_events.clear();
+}
- {
- PseudoRandom mineralrandom(blockseed);
-
- /*
- Add meseblocks
- */
- for(s16 i=0; i<approx_ground_depth/4; i++)
- {
- if(mineralrandom.next()%50 == 0)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(c_mese);
- }
-
- }
- }
- /*
- Add others
- */
- {
- u16 a = mineralrandom.range(0,15);
- a = a*a*a;
- u16 amount = 20 * a/1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-
- u8 base_content = c_stone;
- MapNode new_content(CONTENT_IGNORE);
- u32 sparseness = 6;
-
- if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
- {
- new_content = MapNode(c_stone_with_coal);
- }
- else
- {
- if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
- new_content = MapNode(c_stone_with_iron);
- /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
- vmanip.m_data[i] = MapNode(c_dirt);
- else
- vmanip.m_data[i] = MapNode(c_sand);*/
- }
- /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
- {
- }*/
-
- if(new_content.getContent() != CONTENT_IGNORE)
- {
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == base_content)
- {
- if(mineralrandom.next()%sparseness == 0)
- vmanip.m_data[vi] = new_content;
- }
- }
- }
- }
- }
- /*
- Add coal
- */
- //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
- //for(s16 i=0; i<50; i++)
- u16 coal_amount = 30;
- u16 coal_rareness = 60 / coal_amount;
- if(coal_rareness == 0)
- coal_rareness = 1;
- if(mineralrandom.next()%coal_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = coal_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(c_stone_with_coal);
- }
- }
- }
- /*
- Add iron
- */
- u16 iron_amount = 8;
- u16 iron_rareness = 60 / iron_amount;
- if(iron_rareness == 0)
- iron_rareness = 1;
- if(mineralrandom.next()%iron_rareness == 0)
- {
- u16 a = mineralrandom.next() % 16;
- u16 amount = iron_amount * a*a*a / 1000;
- for(s16 i=0; i<amount; i++)
- {
- s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
- s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
- s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
- for(u16 i=0; i<27; i++)
- {
- v3s16 p = v3s16(x,y,z) + g_27dirs[i];
- u32 vi = vmanip.m_area.index(p);
- if(vmanip.m_data[vi].getContent() == c_stone)
- if(mineralrandom.next()%8 == 0)
- vmanip.m_data[vi] = MapNode(c_stone_with_iron);
- }
- }
- }
- }
-#endif
- /*
- Calculate lighting
- */
- {
- ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
- SPT_AVG);
- //VoxelArea a(node_min, node_max);
- VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
- node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
- /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
- node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
- enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
- for(int i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- core::map<v3s16, bool> light_sources;
- core::map<v3s16, u8> unlight_from;
-
- voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
- light_sources, unlight_from);
-
- bool inexistent_top_provides_sunlight = !block_is_underground;
- voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
- vmanip, a, inexistent_top_provides_sunlight,
- light_sources, ndef);
- // TODO: Do stuff according to bottom_sunlight_valid
-
- vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
-
- vmanip.spreadLight(bank, light_sources, ndef);
- }
- }
+////
+//// MapgenParams
+////
+
+
+MapgenParams::~MapgenParams()
+{
+ delete bparams;
}
-BlockMakeData::BlockMakeData():
- no_op(false),
- vmanip(NULL),
- seed(0),
- nodedef(NULL)
-{}
-BlockMakeData::~BlockMakeData()
+void MapgenParams::readParams(const Settings *settings)
{
- delete vmanip;
+ 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))
+ this->mgtype = Mapgen::getMapgenType(mg_name);
+
+ settings->getS16NoEx("water_level", water_level);
+ 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;
+ }
}
-}; // namespace mapgen
+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("chunksize", chunksize);
+ settings->setFlagStr("mg_flags", flags, flagdesc_mapgen, U32_MAX);
+ if (bparams)
+ bparams->writeParams(settings);
+}