/*
Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+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 Lesser General Public License as published by
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
-#include "biome.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 "settings.h" // For g_settings
-#include "main.h" // For g_profiler
+#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[] = {
- {"trees", MG_TREES},
- {"caves", MG_CAVES},
- {"dungeons", MG_DUNGEONS},
- {"v6_forests", MGV6_FORESTS},
- {"v6_biome_blend", MGV6_BIOME_BLEND},
- {"flat", MG_FLAT},
- {NULL, 0}
+ {"caves", MG_CAVES},
+ {"dungeons", MG_DUNGEONS},
+ {"light", MG_LIGHT},
+ {"decorations", MG_DECORATIONS},
+ {NULL, 0}
};
+FlagDesc flagdesc_gennotify[] = {
+ {"dungeon", 1 << GENNOTIFY_DUNGEON},
+ {"temple", 1 << GENNOTIFY_TEMPLE},
+ {"cave_begin", 1 << GENNOTIFY_CAVE_BEGIN},
+ {"cave_end", 1 << GENNOTIFY_CAVE_END},
+ {"large_cave_begin", 1 << GENNOTIFY_LARGECAVE_BEGIN},
+ {"large_cave_end", 1 << GENNOTIFY_LARGECAVE_END},
+ {"decoration", 1 << GENNOTIFY_DECORATION},
+ {NULL, 0}
+};
+
+struct MapgenDesc {
+ const char *name;
+ bool is_user_visible;
+};
-///////////////////////////////////////////////////////////////////////////////
+////
+//// Built-in mapgens
+////
+
+static MapgenDesc g_reg_mapgens[] = {
+ {"v5", true},
+ {"v6", true},
+ {"v7", true},
+ {"flat", true},
+ {"fractal", true},
+ {"valleys", true},
+ {"singlenode", false},
+};
+STATIC_ASSERT(
+ ARRLEN(g_reg_mapgens) == MAPGEN_INVALID,
+ registered_mapgens_is_wrong_size);
+
+////
+//// Mapgen
+////
+
+Mapgen::Mapgen()
+{
+ generating = false;
+ id = -1;
+ seed = 0;
+ water_level = 0;
+ flags = 0;
+
+ vm = NULL;
+ ndef = NULL;
+ biomegen = NULL;
+ biomemap = NULL;
+ heightmap = NULL;
+}
+
+
+Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) :
+ gennotify(emerge->gen_notify_on, &emerge->gen_notify_on_deco_ids)
+{
+ generating = false;
+ id = mapgenid;
+ water_level = params->water_level;
+ flags = params->flags;
+ csize = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE);
+
+ /*
+ We are losing half our entropy by doing this, but it is necessary to
+ preserve reverse compatibility. If the top half of our current 64 bit
+ seeds ever starts getting used, existing worlds will break due to a
+ different hash outcome and no way to differentiate between versions.
+
+ A solution could be to add a new bit to designate that the top half of
+ the seed value should be used, essentially a 1-bit version code, but
+ this would require increasing the total size of a seed to 9 bytes (yuck)
+
+ It's probably okay if this never gets fixed. 4.2 billion possibilities
+ ought to be enough for anyone.
+ */
+ seed = (s32)params->seed;
+
+ vm = NULL;
+ ndef = emerge->ndef;
+ biomegen = NULL;
+ biomemap = NULL;
+ heightmap = NULL;
+}
+
+
+Mapgen::~Mapgen()
+{
+}
+
+
+MapgenType Mapgen::getMapgenType(const std::string &mgname)
+{
+ for (size_t i = 0; i != ARRLEN(g_reg_mapgens); i++) {
+ if (mgname == g_reg_mapgens[i].name)
+ return (MapgenType)i;
+ }
+
+ return MAPGEN_INVALID;
+}
+
+
+const char *Mapgen::getMapgenName(MapgenType mgtype)
+{
+ size_t index = (size_t)mgtype;
+ if (index == MAPGEN_INVALID || index >= ARRLEN(g_reg_mapgens))
+ return "invalid";
+
+ return g_reg_mapgens[index].name;
+}
+
+
+Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid,
+ MapgenParams *params, EmergeManager *emerge)
+{
+ switch (mgtype) {
+ case MAPGEN_FLAT:
+ return new MapgenFlat(mgid, (MapgenFlatParams *)params, emerge);
+ case MAPGEN_FRACTAL:
+ return new MapgenFractal(mgid, (MapgenFractalParams *)params, emerge);
+ case MAPGEN_SINGLENODE:
+ return new MapgenSinglenode(mgid, (MapgenSinglenodeParams *)params, emerge);
+ case MAPGEN_V5:
+ return new MapgenV5(mgid, (MapgenV5Params *)params, emerge);
+ case MAPGEN_V6:
+ return new MapgenV6(mgid, (MapgenV6Params *)params, emerge);
+ case MAPGEN_V7:
+ return new MapgenV7(mgid, (MapgenV7Params *)params, emerge);
+ case MAPGEN_VALLEYS:
+ return new MapgenValleys(mgid, (MapgenValleysParams *)params, emerge);
+ default:
+ return NULL;
+ }
+}
+
+
+MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype)
+{
+ switch (mgtype) {
+ case MAPGEN_FLAT:
+ return new MapgenFlatParams;
+ case MAPGEN_FRACTAL:
+ return new MapgenFractalParams;
+ case MAPGEN_SINGLENODE:
+ return new MapgenSinglenodeParams;
+ case MAPGEN_V5:
+ return new MapgenV5Params;
+ case MAPGEN_V6:
+ return new MapgenV6Params;
+ case MAPGEN_V7:
+ return new MapgenV7Params;
+ case MAPGEN_VALLEYS:
+ return new MapgenValleysParams;
+ default:
+ return NULL;
+ }
+}
+
+
+void Mapgen::getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden)
+{
+ for (u32 i = 0; i != ARRLEN(g_reg_mapgens); i++) {
+ if (include_hidden || g_reg_mapgens[i].is_user_visible)
+ mgnames->push_back(g_reg_mapgens[i].name);
+ }
+}
+
+
+u32 Mapgen::getBlockSeed(v3s16 p, s32 seed)
+{
+ return (u32)seed +
+ p.Z * 38134234 +
+ p.Y * 42123 +
+ p.X * 23;
+}
+
+
+u32 Mapgen::getBlockSeed2(v3s16 p, s32 seed)
+{
+ u32 n = 1619 * p.X + 31337 * p.Y + 52591 * p.Z + 1013 * seed;
+ n = (n >> 13) ^ n;
+ return (n * (n * n * 60493 + 19990303) + 1376312589);
+}
+
+
+// Returns Y one under area minimum if not found
+s16 Mapgen::findGroundLevelFull(v2s16 p2d)
+{
+ 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;
+}
-void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
- bool isliquid, wasliquid;
- v3s16 em = vm->m_area.getExtent();
+// Returns -MAX_MAP_GENERATION_LIMIT if not found
+s16 Mapgen::findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax)
+{
+ v3s16 em = vm->m_area.getExtent();
+ u32 i = vm->m_area.index(p2d.X, ymax, p2d.Y);
+ s16 y;
+
+ for (y = ymax; y >= ymin; y--) {
+ MapNode &n = vm->m_data[i];
+ if (ndef->get(n).walkable)
+ break;
+
+ vm->m_area.add_y(em, i, -1);
+ }
+ return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
+}
+
+
+// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first
+s16 Mapgen::findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax)
+{
+ 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);
+ }
+ return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
+}
+
+
+void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax)
+{
+ if (!heightmap)
+ return;
+
+ //TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO);
+ int index = 0;
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
- for (s16 x = nmin.X; x <= nmax.X; x++) {
- wasliquid = true;
-
- u32 i = vm->m_area.index(x, nmax.Y, z);
- for (s16 y = nmax.Y; y >= nmin.Y; y--) {
- isliquid = ndef->get(vm->m_data[i]).isLiquid();
-
- // there was a change between liquid and nonliquid, add to queue
- if (isliquid != wasliquid)
- trans_liquid->push_back(v3s16(x, y, z));
+ for (s16 x = nmin.X; x <= nmax.X; x++, index++) {
+ s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
- wasliquid = isliquid;
- vm->m_area.add_y(em, i, -1);
+ heightmap[index] = y;
+ }
+ }
+ //printf("updateHeightmap: %dus\n", t.stop());
+}
+
+inline bool Mapgen::isLiquidHorizontallyFlowable(u32 vi, v3s16 em)
+{
+ u32 vi_neg_x = vi;
+ vm->m_area.add_x(em, vi_neg_x, -1);
+ if (vm->m_data[vi_neg_x].getContent() != CONTENT_IGNORE) {
+ const ContentFeatures &c_nx = ndef->get(vm->m_data[vi_neg_x]);
+ if (c_nx.floodable && !c_nx.isLiquid())
+ return true;
+ }
+ u32 vi_pos_x = vi;
+ vm->m_area.add_x(em, vi_pos_x, +1);
+ if (vm->m_data[vi_pos_x].getContent() != CONTENT_IGNORE) {
+ const ContentFeatures &c_px = ndef->get(vm->m_data[vi_pos_x]);
+ if (c_px.floodable && !c_px.isLiquid())
+ return true;
+ }
+ u32 vi_neg_z = vi;
+ vm->m_area.add_z(em, vi_neg_z, -1);
+ if (vm->m_data[vi_neg_z].getContent() != CONTENT_IGNORE) {
+ const ContentFeatures &c_nz = ndef->get(vm->m_data[vi_neg_z]);
+ if (c_nz.floodable && !c_nz.isLiquid())
+ return true;
+ }
+ u32 vi_pos_z = vi;
+ vm->m_area.add_z(em, vi_pos_z, +1);
+ if (vm->m_data[vi_pos_z].getContent() != CONTENT_IGNORE) {
+ const ContentFeatures &c_pz = ndef->get(vm->m_data[vi_pos_z]);
+ if (c_pz.floodable && !c_pz.isLiquid())
+ return true;
+ }
+ return false;
+}
+
+void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax)
+{
+ bool isignored, isliquid, wasignored, wasliquid, waschecked, waspushed;
+ v3s16 em = vm->m_area.getExtent();
+
+ for (s16 z = nmin.Z + 1; z <= nmax.Z - 1; z++)
+ for (s16 x = nmin.X + 1; x <= nmax.X - 1; x++) {
+ wasignored = true;
+ wasliquid = false;
+ waschecked = false;
+ waspushed = false;
+
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ for (s16 y = nmax.Y; y >= nmin.Y; y--) {
+ isignored = vm->m_data[vi].getContent() == CONTENT_IGNORE;
+ isliquid = ndef->get(vm->m_data[vi]).isLiquid();
+
+ if (isignored || wasignored || isliquid == wasliquid) {
+ // Neither topmost node of liquid column nor topmost node below column
+ waschecked = false;
+ waspushed = false;
+ } else if (isliquid) {
+ // This is the topmost node in the column
+ bool ispushed = false;
+ if (isLiquidHorizontallyFlowable(vi, em)) {
+ trans_liquid->push_back(v3s16(x, y, z));
+ ispushed = true;
+ }
+ // Remember waschecked and waspushed to avoid repeated
+ // checks/pushes in case the column consists of only this node
+ waschecked = true;
+ waspushed = ispushed;
+ } else {
+ // This is the topmost node below a liquid column
+ u32 vi_above = vi;
+ vm->m_area.add_y(em, vi_above, 1);
+ if (!waspushed && (ndef->get(vm->m_data[vi]).floodable ||
+ (!waschecked && isLiquidHorizontallyFlowable(vi_above, em)))) {
+ // Push back the lowest node in the column which is one
+ // node above this one
+ trans_liquid->push_back(v3s16(x, y + 1, z));
+ }
}
+
+ wasliquid = isliquid;
+ wasignored = isignored;
+ vm->m_area.add_y(em, vi, -1);
}
}
}
-void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
+void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
+{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
- VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
- nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
+ 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++) {
}
-void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
+void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
+{
if (light <= 1 || !a.contains(p))
return;
-
- u32 vi = vm->m_area.index(p);
- MapNode &nn = vm->m_data[vi];
- light--;
- // should probably compare masked, but doesn't seem to make a difference
- if (light <= nn.param1 || !ndef->get(nn).light_propagates)
+ u32 vi = vm->m_area.index(p);
+ MapNode &n = vm->m_data[vi];
+
+ // Decay light in each of the banks separately
+ u8 light_day = light & 0x0F;
+ if (light_day > 0)
+ light_day -= 0x01;
+
+ u8 light_night = light & 0xF0;
+ if (light_night > 0)
+ light_night -= 0x10;
+
+ // Bail out only if we have no more light from either bank to propogate, or
+ // we hit a solid block that light cannot pass through.
+ if ((light_day <= (n.param1 & 0x0F) &&
+ light_night <= (n.param1 & 0xF0)) ||
+ !ndef->get(n).light_propagates)
return;
-
- nn.param1 = light;
-
+
+ // Since this recursive function only terminates when there is no light from
+ // either bank left, we need to take the max of both banks into account for
+ // the case where spreading has stopped for one light bank but not the other.
+ light = MYMAX(light_day, n.param1 & 0x0F) |
+ MYMAX(light_night, n.param1 & 0xF0);
+
+ n.param1 = light;
+
lightSpread(a, p + v3s16(0, 0, 1), light);
lightSpread(a, p + v3s16(0, 1, 0), light);
lightSpread(a, p + v3s16(1, 0, 0), light);
}
-void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
- VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
- nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
- bool block_is_underground = (water_level >= nmax.Y);
-
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
+ bool propagate_shadow)
+{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
- // first, send vertical rays of sunshine downward
+ propagateSunlight(nmin, nmax, propagate_shadow);
+ spreadLight(full_nmin, full_nmax);
+
+ //printf("updateLighting: %dms\n", t.stop());
+}
+
+
+void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
+{
+ //TimeTaker t("propagateSunlight");
+ VoxelArea a(nmin, nmax);
+ bool block_is_underground = (water_level >= nmax.Y);
v3s16 em = vm->m_area.getExtent();
+
+ // NOTE: Direct access to the low 4 bits of param1 is okay here because,
+ // by definition, sunlight will never be in the night lightbank.
+
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
// see if we can get a light value from the overtop
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (block_is_underground)
continue;
- } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
+ } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
+ propagate_shadow) {
continue;
}
vm->m_area.add_y(em, i, -1);
}
}
}
-
- // now spread the sunlight and light up any sources
+ //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 ||
- !ndef->get(n).light_propagates)
+ if (n.getContent() == CONTENT_IGNORE)
+ continue;
+
+ const ContentFeatures &cf = ndef->get(n);
+ if (!cf.light_propagates)
continue;
-
- u8 light_produced = ndef->get(n).light_source & 0x0F;
+
+ // 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;
-
- u8 light = n.param1 & 0x0F;
+ 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);
}
}
}
-
- //printf("updateLighting: %dms\n", t.stop());
+
+ //printf("spreadLight: %dms\n", t.stop());
}
-void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
- enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+////
+//// MapgenBasic
+////
+
+MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->m_bmgr = emerge->biomemgr;
+
+ //// Here, 'stride' refers to the number of elements needed to skip to index
+ //// an adjacent element for that coordinate in noise/height/biome maps
+ //// (*not* vmanip content map!)
+
+ // Note there is no X stride explicitly defined. Items adjacent in the X
+ // coordinate are assumed to be adjacent in memory as well (i.e. stride of 1).
+
+ // Number of elements to skip to get to the next Y coordinate
+ this->ystride = csize.X;
+
+ // Number of elements to skip to get to the next Z coordinate
+ this->zstride = csize.X * csize.Y;
+
+ // Z-stride value for maps oversized for 1-down overgeneration
+ this->zstride_1d = csize.X * (csize.Y + 1);
+
+ // Z-stride value for maps oversized for 1-up 1-down overgeneration
+ this->zstride_1u1d = csize.X * (csize.Y + 2);
+
+ //// Allocate heightmap
+ this->heightmap = new s16[csize.X * csize.Z];
+
+ //// Initialize biome generator
+ // TODO(hmmmm): should we have a way to disable biomemanager biomes?
+ biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize);
+ biomemap = biomegen->biomemap;
+
+ //// Look up some commonly used content
+ c_stone = ndef->getId("mapgen_stone");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_sandstone = ndef->getId("mapgen_sandstone");
+ c_water_source = ndef->getId("mapgen_water_source");
+ c_river_water_source = ndef->getId("mapgen_river_water_source");
+
+ // Fall back to more basic content if not defined
+ // river_water_source cannot fallback to water_source because river water
+ // needs to be non-renewable and have a short flow range.
+ if (c_desert_stone == CONTENT_IGNORE)
+ c_desert_stone = c_stone;
+ if (c_sandstone == CONTENT_IGNORE)
+ c_sandstone = c_stone;
+
+ //// Content used for dungeon generation
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
+ c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
+ c_stair_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;
+}
- VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
- nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
- bool block_is_underground = (water_level > nmax.Y);
- bool sunlight = !block_is_underground;
- ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
-
- for (int i = 0; i < 2; i++) {
- enum LightBank bank = banks[i];
- std::set<v3s16> light_sources;
- std::map<v3s16, u8> unlight_from;
-
- voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
- light_sources, unlight_from);
- voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
-
- vm->unspreadLight(bank, unlight_from, light_sources, ndef);
- vm->spreadLight(bank, light_sources, ndef);
+MapgenBasic::~MapgenBasic()
+{
+ delete biomegen;
+ delete []heightmap;
+}
+
+
+MgStoneType MapgenBasic::generateBiomes()
+{
+ // can't generate biomes without a biome generator!
+ assert(biomegen);
+ assert(biomemap);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+ MgStoneType stone_type = MGSTONE_STONE;
+
+ noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = NULL;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u16 depth_riverbed = 0;
+ 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 {
+ vm->m_data[vi] = MapNode(biome->c_stone);
+ }
+
+ 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);
+ }
+ }
+
+ return stone_type;
+}
+
+
+void MapgenBasic::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index]);
+
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
+
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
+ if (vm->m_data[vi].getContent() != CONTENT_AIR)
+ break;
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+
+ content_t c = vm->m_data[vi].getContent();
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
}
}
-//////////////////////// Mapgen V6 parameter read/write
+void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
+{
+ if (max_stone_y < node_min.Y)
+ return;
+
+ CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
+ &np_cave1, &np_cave2, seed, cave_width);
+
+ caves_noise.generateCaves(vm, node_min, node_max, biomemap);
-bool MapgenV6Params::readParams(Settings *settings) {
- freq_desert = settings->getFloat("mgv6_freq_desert");
- freq_beach = settings->getFloat("mgv6_freq_beach");
+ if (node_max.Y > large_cave_depth)
+ return;
- np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base");
- np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
- np_steepness = settings->getNoiseParams("mgv6_np_steepness");
- np_height_select = settings->getNoiseParams("mgv6_np_height_select");
- np_trees = settings->getNoiseParams("mgv6_np_trees");
- np_mud = settings->getNoiseParams("mgv6_np_mud");
- np_beach = settings->getNoiseParams("mgv6_np_beach");
- np_biome = settings->getNoiseParams("mgv6_np_biome");
- np_cave = settings->getNoiseParams("mgv6_np_cave");
+ 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);
- bool success =
- np_terrain_base && np_terrain_higher && np_steepness &&
- np_height_select && np_trees && np_mud &&
- np_beach && np_biome && np_cave;
- return success;
+ cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
+ }
}
-void MapgenV6Params::writeParams(Settings *settings) {
- settings->setFloat("mgv6_freq_desert", freq_desert);
- settings->setFloat("mgv6_freq_beach", freq_beach);
-
- settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
- settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
- settings->setNoiseParams("mgv6_np_steepness", np_steepness);
- settings->setNoiseParams("mgv6_np_height_select", np_height_select);
- settings->setNoiseParams("mgv6_np_trees", np_trees);
- settings->setNoiseParams("mgv6_np_mud", np_mud);
- settings->setNoiseParams("mgv6_np_beach", np_beach);
- settings->setNoiseParams("mgv6_np_biome", np_biome);
- settings->setNoiseParams("mgv6_np_cave", np_cave);
+void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
+{
+ if (max_stone_y < node_min.Y)
+ return;
+
+ DungeonParams dp;
+
+ dp.seed = seed;
+ dp.c_water = c_water_source;
+ dp.c_river_water = c_river_water_source;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+ dp.y_min = -MAX_MAP_GENERATION_LIMIT;
+ dp.y_max = MAX_MAP_GENERATION_LIMIT;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_alt_wall = nparams_dungeon_alt_wall;
+
+ switch (stone_type) {
+ default:
+ case MGSTONE_STONE:
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.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;
+
+ 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;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ break;
+ }
+
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max);
+}
+
+
+////
+//// GenerateNotifier
+////
+
+GenerateNotifier::GenerateNotifier()
+{
+ m_notify_on = 0;
}
-/////////////////////////////////// legacy static functions for farmesh
+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;
+}
-s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
- //just need to return something
- s16 level = 5;
- return level;
+void GenerateNotifier::setNotifyOn(u32 notify_on)
+{
+ m_notify_on = notify_on;
}
-bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
- double sandnoise = noise2d_perlin(
- 0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
- seed+59420, 3, 0.50);
+void GenerateNotifier::setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids)
+{
+ m_notify_on_deco_ids = notify_on_deco_ids;
+}
+
+
+bool GenerateNotifier::addEvent(GenNotifyType type, v3s16 pos, u32 id)
+{
+ if (!(m_notify_on & (1 << type)))
+ return false;
+
+ if (type == GENNOTIFY_DECORATION &&
+ m_notify_on_deco_ids->find(id) == m_notify_on_deco_ids->end())
+ return false;
+
+ GenNotifyEvent gne;
+ gne.type = type;
+ gne.pos = pos;
+ gne.id = id;
+ m_notify_events.push_back(gne);
- return (sandnoise > 0.15);
+ return true;
}
-double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
- double noise = noise2d_perlin(
- 0.5+(float)p.X/125, 0.5+(float)p.Y/125,
- seed+2, 4, 0.66);
- double zeroval = -0.39;
- if(noise < zeroval)
- return 0;
- else
- return 0.04 * (noise-zeroval) / (1.0-zeroval);
+void GenerateNotifier::getEvents(
+ std::map<std::string, std::vector<v3s16> > &event_map,
+ bool peek_events)
+{
+ std::list<GenNotifyEvent>::iterator it;
+
+ for (it = m_notify_events.begin(); it != m_notify_events.end(); ++it) {
+ GenNotifyEvent &gn = *it;
+ std::string name = (gn.type == GENNOTIFY_DECORATION) ?
+ "decoration#"+ itos(gn.id) :
+ flagdesc_gennotify[gn.type].name;
+
+ event_map[name].push_back(gn.pos);
+ }
+
+ if (!peek_events)
+ m_notify_events.clear();
+}
+
+
+////
+//// MapgenParams
+////
+
+
+MapgenParams::~MapgenParams()
+{
+ delete bparams;
+}
+
+
+void MapgenParams::readParams(const Settings *settings)
+{
+ std::string seed_str;
+ const char *seed_name = (settings == g_settings) ? "fixed_map_seed" : "seed";
+
+ if (settings->getNoEx(seed_name, seed_str)) {
+ if (!seed_str.empty())
+ seed = read_seed(seed_str.c_str());
+ else
+ myrand_bytes(&seed, sizeof(seed));
+ }
+
+ std::string mg_name;
+ if (settings->getNoEx("mg_name", mg_name))
+ 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;
+ }
+}
+
+
+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);
}