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479f38973e
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
355 lines
8.2 KiB
C++
355 lines
8.2 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mg_decoration.h"
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#include "mg_schematic.h"
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#include "mapgen.h"
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#include "noise.h"
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#include "map.h"
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#include "log.h"
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#include "util/numeric.h"
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FlagDesc flagdesc_deco[] = {
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{"place_center_x", DECO_PLACE_CENTER_X},
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{"place_center_y", DECO_PLACE_CENTER_Y},
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{"place_center_z", DECO_PLACE_CENTER_Z},
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{"force_placement", DECO_FORCE_PLACEMENT},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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DecorationManager::DecorationManager(IGameDef *gamedef) :
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ObjDefManager(gamedef, OBJDEF_DECORATION)
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{
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}
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size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
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v3s16 nmin, v3s16 nmax)
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{
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size_t nplaced = 0;
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for (size_t i = 0; i != m_objects.size(); i++) {
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Decoration *deco = (Decoration *)m_objects[i];
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if (!deco)
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continue;
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nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
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blockseed++;
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}
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return nplaced;
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}
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void DecorationManager::clear()
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{
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for (size_t i = 0; i < m_objects.size(); i++) {
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Decoration *deco = (Decoration *)m_objects[i];
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delete deco;
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}
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m_objects.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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Decoration::Decoration()
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{
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mapseed = 0;
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fill_ratio = 0;
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sidelen = 1;
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flags = 0;
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}
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Decoration::~Decoration()
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{
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}
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void Decoration::resolveNodeNames()
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{
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getIdsFromNrBacklog(&c_place_on);
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}
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size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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{
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PseudoRandom ps(blockseed + 53);
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int carea_size = nmax.X - nmin.X + 1;
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// Divide area into parts
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if (carea_size % sidelen) {
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errorstream << "Decoration::placeDeco: chunk size is not divisible by "
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"sidelen; setting sidelen to " << carea_size << std::endl;
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sidelen = carea_size;
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}
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s16 divlen = carea_size / sidelen;
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int area = sidelen * sidelen;
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for (s16 z0 = 0; z0 < divlen; z0++)
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for (s16 x0 = 0; x0 < divlen; x0++) {
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v2s16 p2d_center( // Center position of part of division
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nmin.X + sidelen / 2 + sidelen * x0,
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nmin.Z + sidelen / 2 + sidelen * z0
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);
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v2s16 p2d_min( // Minimum edge of part of division
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nmin.X + sidelen * x0,
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nmin.Z + sidelen * z0
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);
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v2s16 p2d_max( // Maximum edge of part of division
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nmin.X + sidelen + sidelen * x0 - 1,
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nmin.Z + sidelen + sidelen * z0 - 1
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);
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// Amount of decorations
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float nval = (flags & DECO_USE_NOISE) ?
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NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
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fill_ratio;
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u32 deco_count = area * MYMAX(nval, 0.f);
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for (u32 i = 0; i < deco_count; i++) {
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s16 x = ps.range(p2d_min.X, p2d_max.X);
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s16 z = ps.range(p2d_min.Y, p2d_max.Y);
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int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
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s16 y = mg->heightmap ?
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mg->heightmap[mapindex] :
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mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
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y = MYMAX(y, mg->water_level);
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if (y < nmin.Y || y > nmax.Y ||
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y < y_min || y > y_max)
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continue;
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if (y + getHeight() >= mg->vm->m_area.MaxEdge.Y) {
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continue;
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#if 0
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printf("Decoration at (%d %d %d) cut off\n", x, y, z);
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//add to queue
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JMutexAutoLock cutofflock(cutoff_mutex);
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cutoffs.push_back(CutoffData(x, y, z, height));
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#endif
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}
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if (mg->biomemap) {
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std::set<u8>::iterator iter;
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if (!biomes.empty()) {
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iter = biomes.find(mg->biomemap[mapindex]);
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if (iter == biomes.end())
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continue;
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}
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}
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v3s16 pos(x, y, z);
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if (generate(mg->vm, &ps, pos))
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mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
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}
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}
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return 0;
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}
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#if 0
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void Decoration::placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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{
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PseudoRandom pr(blockseed + 53);
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std::vector<CutoffData> handled_cutoffs;
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// Copy over the cutoffs we're interested in so we don't needlessly hold a lock
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{
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JMutexAutoLock cutofflock(cutoff_mutex);
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for (std::list<CutoffData>::iterator i = cutoffs.begin();
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i != cutoffs.end(); ++i) {
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CutoffData cutoff = *i;
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v3s16 p = cutoff.p;
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s16 height = cutoff.height;
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if (p.X < nmin.X || p.X > nmax.X ||
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p.Z < nmin.Z || p.Z > nmax.Z)
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continue;
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if (p.Y + height < nmin.Y || p.Y > nmax.Y)
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continue;
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handled_cutoffs.push_back(cutoff);
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}
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}
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// Generate the cutoffs
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for (size_t i = 0; i != handled_cutoffs.size(); i++) {
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v3s16 p = handled_cutoffs[i].p;
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s16 height = handled_cutoffs[i].height;
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if (p.Y + height > nmax.Y) {
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//printf("Decoration at (%d %d %d) cut off again!\n", p.X, p.Y, p.Z);
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cuttoffs.push_back(v3s16(p.X, p.Y, p.Z));
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}
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generate(mg, &pr, nmax.Y, nmin.Y - p.Y, v3s16(p.X, nmin.Y, p.Z));
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}
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// Remove cutoffs that were handled from the cutoff list
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{
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JMutexAutoLock cutofflock(cutoff_mutex);
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for (std::list<CutoffData>::iterator i = cutoffs.begin();
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i != cutoffs.end(); ++i) {
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for (size_t j = 0; j != handled_cutoffs.size(); j++) {
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CutoffData coff = *i;
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if (coff.p == handled_cutoffs[j].p)
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i = cutoffs.erase(i);
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}
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}
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}
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}
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#endif
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///////////////////////////////////////////////////////////////////////////////
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void DecoSimple::resolveNodeNames()
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{
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Decoration::resolveNodeNames();
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getIdsFromNrBacklog(&c_decos);
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getIdsFromNrBacklog(&c_spawnby);
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}
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bool DecoSimple::canPlaceDecoration(MMVManip *vm, v3s16 p)
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{
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// Don't bother if there aren't any decorations to place
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if (c_decos.size() == 0)
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return false;
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u32 vi = vm->m_area.index(p);
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// Check if the decoration can be placed on this node
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if (!CONTAINS(c_place_on, vm->m_data[vi].getContent()))
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return false;
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// Don't continue if there are no spawnby constraints
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if (nspawnby == -1)
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return true;
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int nneighs = 0;
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v3s16 dirs[8] = {
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v3s16( 0, 0, 1),
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v3s16( 0, 0, -1),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 1, 0, 1),
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v3s16(-1, 0, 1),
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v3s16(-1, 0, -1),
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v3s16( 1, 0, -1)
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};
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// Check a Moore neighborhood if there are enough spawnby nodes
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for (size_t i = 0; i != ARRLEN(dirs); i++) {
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u32 index = vm->m_area.index(p + dirs[i]);
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if (!vm->m_area.contains(index))
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continue;
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if (CONTAINS(c_spawnby, vm->m_data[index].getContent()))
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nneighs++;
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}
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if (nneighs < nspawnby)
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return false;
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return true;
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}
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size_t DecoSimple::generate(MMVManip *vm, PseudoRandom *pr, v3s16 p)
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{
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if (!canPlaceDecoration(vm, p))
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return 0;
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content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
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s16 height = (deco_height_max > 0) ?
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pr->range(deco_height, deco_height_max) : deco_height;
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v3s16 em = vm->m_area.getExtent();
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u32 vi = vm->m_area.index(p);
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for (int i = 0; i < height; i++) {
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vm->m_area.add_y(em, vi, 1);
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content_t c = vm->m_data[vi].getContent();
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if (c != CONTENT_AIR && c != CONTENT_IGNORE)
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break;
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vm->m_data[vi] = MapNode(c_place);
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}
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return 1;
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}
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int DecoSimple::getHeight()
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{
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return (deco_height_max > 0) ? deco_height_max : deco_height;
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}
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///////////////////////////////////////////////////////////////////////////////
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size_t DecoSchematic::generate(MMVManip *vm, PseudoRandom *pr, v3s16 p)
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{
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if (flags & DECO_PLACE_CENTER_X)
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p.X -= (schematic->size.X + 1) / 2;
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if (flags & DECO_PLACE_CENTER_Y)
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p.Y -= (schematic->size.Y + 1) / 2;
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if (flags & DECO_PLACE_CENTER_Z)
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p.Z -= (schematic->size.Z + 1) / 2;
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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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if (!vm->m_area.contains(p))
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return 0;
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u32 vi = vm->m_area.index(p);
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content_t c = vm->m_data[vi].getContent();
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if (!CONTAINS(c_place_on, c))
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return 0;
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Rotation rot = (rotation == ROTATE_RAND) ?
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(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
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schematic->blitToVManip(p, vm, rot, force_placement, m_ndef);
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return 1;
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}
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int DecoSchematic::getHeight()
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{
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return schematic->size.Y;
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}
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