]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen.cpp
Fix client "double saving" simple singleplayer local maps
[minetest.git] / src / mapgen.cpp
index 15686317040674f5faecc45fb096b793bfa21501..60fa842a6635b3e6bb8c9e4ae77324cfc775054f 100644 (file)
@@ -20,11 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
-#include "biome.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
@@ -33,39 +32,130 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
 #include "treegen.h"
-#include "mapgen_v6.h"
+#include "serialization.h"
+#include "util/serialize.h"
+#include "filesys.h"
+#include "log.h"
+
+const char *GenElementManager::ELEMENT_TITLE = "element";
 
 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}
+       {"trees",    MG_TREES},
+       {"caves",    MG_CAVES},
+       {"dungeons", MG_DUNGEONS},
+       {"flat",     MG_FLAT},
+       {"light",    MG_LIGHT},
+       {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},
+       {NULL,               0}
 };
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
+Mapgen::Mapgen() {
+       seed        = 0;
+       water_level = 0;
+       generating  = false;
+       id          = -1;
+       vm          = NULL;
+       ndef        = NULL;
+       heightmap   = NULL;
+       biomemap    = NULL;
+
+       for (unsigned int i = 0; i != NUM_GEN_NOTIFY; i++)
+               gen_notifications[i] = new std::vector<v3s16>;
+}
+
+
+Mapgen::~Mapgen() {
+       for (unsigned int i = 0; i != NUM_GEN_NOTIFY; i++)
+               delete gen_notifications[i];
+}
+
+
+// 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;
+}
+
+
+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;
+}
+
+
+void Mapgen::updateHeightmap(v3s16 nmin, v3s16 nmax) {
+       if (!heightmap)
+               return;
+
+       //TimeTaker t("Mapgen::updateHeightmap", NULL, PRECISION_MICRO);
+       int index = 0;
+       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+               for (s16 x = nmin.X; x <= nmax.X; x++, index++) {
+                       s16 y = findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+
+                       // if the values found are out of range, trust the old heightmap
+                       if (y == nmax.Y && heightmap[index] > nmax.Y)
+                               continue;
+                       if (y == nmin.Y - 1 && heightmap[index] < nmin.Y)
+                               continue;
+
+                       heightmap[index] = y;
+               }
+       }
+       //printf("updateHeightmap: %dus\n", t.stop());
+}
+
+
 void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
        bool isliquid, wasliquid;
-       u32 i;
+       v3s16 em  = vm->m_area.getExtent();
 
        for (s16 z = nmin.Z; z <= nmax.Z; z++) {
                for (s16 x = nmin.X; x <= nmax.X; x++) {
-                       v2s16 p2d(x, z);
                        wasliquid = true;
-                       v3s16 em  = vm->m_area.getExtent();
-                       i = vm->m_area.index(v3s16(p2d.X, nmax.Y, p2d.Y));
 
+                       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
+
+                               // there was a change between liquid and nonliquid, add to queue.
                                if (isliquid != wasliquid)
-                                       trans_liquid->push_back(v3s16(p2d.X, y, p2d.Y));
+                                       trans_liquid->push_back(v3s16(x, y, z));
 
                                wasliquid = isliquid;
                                vm->m_area.add_y(em, i, -1);
@@ -75,95 +165,198 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
 }
 
 
-void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
-       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       VoxelArea a(nmin, nmax);
+
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                       u32 i = vm->m_area.index(a.MinEdge.X, y, z);
+                       for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++)
+                               vm->m_data[i].param1 = light;
+               }
+       }
+}
+
 
-       VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
-                               nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
+void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
+       if (light <= 1 || !a.contains(p))
+               return;
+
+       u32 vi = vm->m_area.index(p);
+       MapNode &nn = vm->m_data[vi];
+
+       light--;
+       // should probably compare masked, but doesn't seem to make a difference
+       if (light <= nn.param1 || !ndef->get(nn).light_propagates)
+               return;
+
+       nn.param1 = light;
+
+       lightSpread(a, p + v3s16(0, 0, 1), light);
+       lightSpread(a, p + v3s16(0, 1, 0), light);
+       lightSpread(a, p + v3s16(1, 0, 0), light);
+       lightSpread(a, p - v3s16(0, 0, 1), light);
+       lightSpread(a, p - v3s16(0, 1, 0), light);
+       lightSpread(a, p - v3s16(1, 0, 0), light);
+}
+
+
+void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
+       VoxelArea a(nmin, nmax);
+       bool block_is_underground = (water_level >= nmax.Y);
+
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       //TimeTaker t("updateLighting");
+
+       // first, send vertical rays of sunshine downward
+       v3s16 em = vm->m_area.getExtent();
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
+                       // see if we can get a light value from the overtop
+                       u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
+                       if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
+                               if (block_is_underground)
+                                       continue;
+                       } else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
+                               continue;
+                       }
+                       vm->m_area.add_y(em, i, -1);
+
+                       for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
+                               MapNode &n = vm->m_data[i];
+                               if (!ndef->get(n).sunlight_propagates)
+                                       break;
+                               n.param1 = LIGHT_SUN;
+                               vm->m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+
+       // now spread the sunlight and light up any sources
+       for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
+               for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                       u32 i = vm->m_area.index(a.MinEdge.X, y, z);
+                       for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
+                               MapNode &n = vm->m_data[i];
+                               if (n.getContent() == CONTENT_IGNORE ||
+                                       !ndef->get(n).light_propagates)
+                                       continue;
+
+                               u8 light_produced = ndef->get(n).light_source & 0x0F;
+                               if (light_produced)
+                                       n.param1 = light_produced;
+
+                               u8 light = n.param1 & 0x0F;
+                               if (light) {
+                                       lightSpread(a, v3s16(x,     y,     z + 1), light - 1);
+                                       lightSpread(a, v3s16(x,     y + 1, z    ), light - 1);
+                                       lightSpread(a, v3s16(x + 1, y,     z    ), light - 1);
+                                       lightSpread(a, v3s16(x,     y,     z - 1), light - 1);
+                                       lightSpread(a, v3s16(x,     y - 1, z    ), light - 1);
+                                       lightSpread(a, v3s16(x - 1, y,     z    ), light - 1);
+                               }
+                       }
+               }
+       }
+
+       //printf("updateLighting: %dms\n", t.stop());
+}
+
+
+void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+       VoxelArea a(nmin, nmax);
        bool block_is_underground = (water_level > nmax.Y);
        bool sunlight = !block_is_underground;
 
        ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+
        for (int i = 0; i < 2; i++) {
                enum LightBank bank = banks[i];
-        std::set<v3s16> light_sources;
-        std::map<v3s16, u8> unlight_from;
+               std::set<v3s16> light_sources;
+               std::map<v3s16, u8> unlight_from;
 
                voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
-                                        light_sources, unlight_from);
+                       light_sources, unlight_from);
                voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
+
                vm->unspreadLight(bank, unlight_from, light_sources, ndef);
                vm->spreadLight(bank, light_sources, ndef);
        }
 }
 
 
-//////////////////////// Mapgen V6 parameter read/write
+///////////////////////////////////////////////////////////////////////////////
 
-bool MapgenV6Params::readParams(Settings *settings) {
-       freq_desert = settings->getFloat("mgv6_freq_desert");
-       freq_beach  = settings->getFloat("mgv6_freq_beach");
 
-       np_terrain_base   = settings->getNoiseParams("mgv6_np_terrain_base");
-       np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
-       np_steepness      = settings->getNoiseParams("mgv6_np_steepness");
-       np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
-       np_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");
+GenElementManager::~GenElementManager()
+{
+       for (size_t i = 0; i != m_elements.size(); i++)
+               delete m_elements[i];
+}
+
 
-       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;
+u32 GenElementManager::add(GenElement *elem)
+{
+       size_t nelem = m_elements.size();
+
+       for (size_t i = 0; i != nelem; i++) {
+               if (m_elements[i] == NULL) {
+                       elem->id = i;
+                       m_elements[i] = elem;
+                       return i;
+               }
+       }
+
+       if (nelem >= this->ELEMENT_LIMIT)
+               return -1;
+
+       elem->id = nelem;
+       m_elements.push_back(elem);
+
+       verbosestream << "GenElementManager: added " << this->ELEMENT_TITLE
+               << " element '" << elem->name << "'" << std::endl;
+
+       return nelem;
 }
 
 
-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);
+GenElement *GenElementManager::get(u32 id)
+{
+       return (id < m_elements.size()) ? m_elements[id] : NULL;
 }
 
 
-/////////////////////////////////// legacy static functions for farmesh
+GenElement *GenElementManager::getByName(const char *name)
+{
+       for (size_t i = 0; i != m_elements.size(); i++) {
+               GenElement *elem = m_elements[i];
+               if (elem && !strcmp(elem->name.c_str(), name))
+                       return elem;
+       }
 
+       return NULL;
+}
 
-s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
-       //just need to return something
-       s16 level = 5;
-       return level;
+GenElement *GenElementManager::getByName(std::string &name)
+{
+       return getByName(name.c_str());
 }
 
 
-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);
+GenElement *GenElementManager::update(u32 id, GenElement *elem)
+{
+       if (id >= m_elements.size())
+               return NULL;
 
-       return (sandnoise > 0.15);
+       GenElement *old_elem = m_elements[id];
+       m_elements[id] = elem;
+       return old_elem;
 }
 
 
-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);
+GenElement *GenElementManager::remove(u32 id)
+{
+       return update(id, NULL);
 }