#include "gamedef.h"
#include "mapnode.h"
#include "noise.h"
+#include "settings.h"
+
+/////////////////// Mapgen flags
+#define MG_TREES 0x01
+#define MG_CAVES 0x02
+#define MG_DUNGEONS 0x04
+#define MGV6_FORESTS 0x08
+#define MGV6_BIOME_BLEND 0x10
+
+#define AVERAGE_MUD_AMOUNT 4
class BiomeDefManager;
class Biome;
//struct BlockMakeData;
class MapBlock;
class ManualMapVoxelManipulator;
+class VoxelManipulator;
class INodeDefManager;
+extern NoiseParams nparams_v6_def_terrain_base;
+extern NoiseParams nparams_v6_def_terrain_higher;
+extern NoiseParams nparams_v6_def_steepness;
+extern NoiseParams nparams_v6_def_height_select;
+extern NoiseParams nparams_v6_def_trees;
+extern NoiseParams nparams_v6_def_mud;
+extern NoiseParams nparams_v6_def_beach;
+extern NoiseParams nparams_v6_def_biome;
+extern NoiseParams nparams_v6_def_cave;
+
+extern NoiseParams nparams_v7_def_terrain;
+extern NoiseParams nparams_v7_def_bgroup;
+extern NoiseParams nparams_v7_def_heat;
+extern NoiseParams nparams_v7_def_humidity;
+
+enum BiomeType
+{
+ BT_NORMAL,
+ BT_DESERT
+};
+
+
struct BlockMakeData {
bool no_op;
ManualMapVoxelManipulator *vmanip;
~BlockMakeData();
};
-class Mapgen {
-public:
- BlockMakeData *data;
- ManualMapVoxelManipulator *vmanip;
- INodeDefManager *ndef;
- BiomeDefManager *biomedef;
-
- int ystride;
- int zstride;
- v3s16 csize;
- int seed;
+struct MapgenParams {
+ std::string mg_name;
+ int chunksize;
+ u64 seed;
int water_level;
+ u32 flags;
- Noise *noise_terrain;
- Noise *noise_bgroup;
- Noise *noise_heat;
- Noise *noise_humidity;
+ MapgenParams() {
+ mg_name = "v6";
+ seed = 0;
+ water_level = 1;
+ chunksize = 5;
+ flags = MG_TREES | MG_CAVES | MGV6_BIOME_BLEND;
+ }
- v3s16 node_min;
- v3s16 node_max;
+ static MapgenParams *createMapgenParams(std::string &mgname);
+ static MapgenParams *getParamsFromSettings(Settings *settings);
+
+};
+
+struct MapgenV6Params : public MapgenParams {
+ float freq_desert;
+ float freq_beach;
+ NoiseParams *np_terrain_base;
+ NoiseParams *np_terrain_higher;
+ NoiseParams *np_steepness;
+ NoiseParams *np_height_select;
+ NoiseParams *np_trees;
+ NoiseParams *np_mud;
+ NoiseParams *np_beach;
+ NoiseParams *np_biome;
+ NoiseParams *np_cave;
+
+ MapgenV6Params() {
+ freq_desert = 0.45;
+ freq_beach = 0.15;
+ np_terrain_base = &nparams_v6_def_terrain_base;
+ np_terrain_higher = &nparams_v6_def_terrain_higher;
+ np_steepness = &nparams_v6_def_steepness;
+ np_height_select = &nparams_v6_def_height_select;
+ np_trees = &nparams_v6_def_trees;
+ np_mud = &nparams_v6_def_mud;
+ np_beach = &nparams_v6_def_beach;
+ np_biome = &nparams_v6_def_biome;
+ np_cave = &nparams_v6_def_cave;
+ }
+};
- float *map_terrain;
- float *map_bgroup;
- float *map_heat;
- float *map_humidity;
+class Mapgen {
+public:
+ int seed;
+ int water_level;
bool generating;
int id;
- NoiseParams *np_terrain;
- NoiseParams *np_bgroup;
- NoiseParams *np_heat;
- NoiseParams *np_humidity;
-
- //should these be broken off into a "commonly used nodes" class?
- MapNode n_air;
- MapNode n_water;
- MapNode n_lava;
-
- Mapgen(BiomeDefManager *biomedef, int mapgenid=0, u64 seed=0);
- Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
- NoiseParams *np_terrain, NoiseParams *np_bgroup,
- NoiseParams *np_heat, NoiseParams *np_humidity);
- void initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
- NoiseParams *np_terrain, NoiseParams *np_bgroup,
- NoiseParams *np_heat, NoiseParams *np_humidity);
- ~Mapgen();
-
- void makeChunk(BlockMakeData *data);
- void updateLiquid(v3s16 node_min, v3s16 node_max);
- void updateLighting(v3s16 node_min, v3s16 node_max);
+ virtual void makeChunk(BlockMakeData *data) {};
+ virtual int getGroundLevelAtPoint(v2s16 p) = 0;
//Legacy functions for Farmesh (pending removal)
static bool get_have_beach(u64 seed, v2s16 p2d);
static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
};
+
+class MapgenV6 : public Mapgen {
+public:
+ //ManualMapVoxelManipulator &vmanip;
+
+ int ystride;
+ v3s16 csize;
+
+ v3s16 node_min;
+ v3s16 node_max;
+
+ Noise *noise_terrain_base;
+ Noise *noise_terrain_higher;
+ Noise *noise_steepness;
+ Noise *noise_height_select;
+ Noise *noise_trees;
+ Noise *noise_mud;
+ Noise *noise_beach;
+ Noise *noise_biome;
+
+ float *map_terrain_base;
+ float *map_terrain_higher;
+ float *map_steepness;
+ float *map_height_select;
+ float *map_trees;
+ float *map_mud;
+ float *map_beach;
+ float *map_biome;
+
+ NoiseParams *np_cave;
+
+ u32 flags;
+ float freq_desert;
+ float freq_beach;
+
+ MapgenV6(int mapgenid, MapgenV6Params *params);
+ ~MapgenV6();
+
+ void makeChunk(BlockMakeData *data);
+ int getGroundLevelAtPoint(v2s16 p);
+
+ double baseRockLevelFromNoise(v2s16 p);
+ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
+ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
+ void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, bool is_apple_tree, INodeDefManager *ndef);
+ double tree_amount_2d(u64 seed, v2s16 p);
+ bool block_is_underground(u64 seed, v3s16 blockpos);
+ double base_rock_level_2d(u64 seed, v2s16 p);
+ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+ double get_mud_add_amount(u64 seed, v2s16 p);
+ bool get_have_beach(u64 seed, v2s16 p2d);
+ BiomeType get_biome(u64 seed, v2s16 p2d);
+ u32 get_blockseed(u64 seed, v3s16 p);
+};
+
+
class EmergeManager {
public:
//settings
- u64 seed;
- int water_level;
- NoiseParams *np_terrain;
- NoiseParams *np_bgroup;
- NoiseParams *np_heat;
- NoiseParams *np_humidity;
+ MapgenParams *params;
+
+ //mapgen objects here
+ Mapgen *mapgen;
//biome manager
BiomeDefManager *biomedef;
- //mapgen objects here
-
- EmergeManager(IGameDef *gamedef);
+ EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef, MapgenParams *mgparams);
~EmergeManager();
- void addBlockToQueue();
-
+ Mapgen *getMapgen();
+ void addBlockToQueue();
//mapgen helper methods
Biome *getBiomeAtPoint(v3s16 p);
u32 getBlockSeed(v3s16 p);
};
-
-/*
-namespace mapgen
-{
- // Finds precise ground level at any position
- s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
-
- // Find out if block is completely underground
- bool block_is_underground(u64 seed, v3s16 blockpos);
-
- // Get a pseudorandom seed for a position on the map
- u32 get_blockseed(u64 seed, v3s16 p);
-
- // Main map generation routine
- void make_block(BlockMakeData *data);
-
-
- //These are used by FarMesh
- bool get_have_beach(u64 seed, v2s16 p2d);
- double tree_amount_2d(u64 seed, v2s16 p);
-
- struct BlockMakeData
- {
- bool no_op;
- ManualMapVoxelManipulator *vmanip; // Destructor deletes
- u64 seed;
- v3s16 blockpos_min;
- v3s16 blockpos_max;
- v3s16 blockpos_requested;
- UniqueQueue<v3s16> transforming_liquid;
- INodeDefManager *nodedef;
-
- BlockMakeData();
- ~BlockMakeData();
- };
-
-}; // namespace mapgen
-*/
#endif