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https://github.com/minetest/minetest.git
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42fcfb75e8
Change biomemap data type from u8 to u16. New technical (not practical) maximum is 65535 biomes.
468 lines
12 KiB
C++
468 lines
12 KiB
C++
/*
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Minetest
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Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2015-2018 paramat
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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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#include <algorithm>
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#include <vector>
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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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{"liquid_surface", DECO_LIQUID_SURFACE},
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{"all_floors", DECO_ALL_FLOORS},
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{"all_ceilings", DECO_ALL_CEILINGS},
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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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DecorationManager *DecorationManager::clone() const
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{
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auto mgr = new DecorationManager();
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ObjDefManager::cloneTo(mgr);
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return mgr;
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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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getIdsFromNrBacklog(&c_spawnby);
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}
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bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
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{
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// Check if the decoration can be placed on this node
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u32 vi = vm->m_area.index(p);
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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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static const v3s16 dirs[16] = {
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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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v3s16( 0, 1, 1),
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v3s16( 0, 1, -1),
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v3s16( 1, 1, 0),
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v3s16(-1, 1, 0),
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v3s16( 1, 1, 1),
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v3s16(-1, 1, 1),
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v3s16(-1, 1, -1),
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v3s16( 1, 1, -1)
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};
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// Check these 16 neighbouring nodes for 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 Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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{
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PcgRandom 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 chunksize is changed it may no longer be divisable by sidelen
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if (carea_size % sidelen)
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sidelen = carea_size;
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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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bool cover = false;
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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 = 0;
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if (nval >= 10.0f) {
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// Complete coverage. Disable random placement to avoid
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// redundant multiple placements at one position.
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cover = true;
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deco_count = area;
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} else {
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float deco_count_f = (float)area * nval;
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if (deco_count_f >= 1.0f) {
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deco_count = deco_count_f;
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} else if (deco_count_f > 0.0f) {
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// For very low density calculate a chance for 1 decoration
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if (ps.range(1000) <= deco_count_f * 1000.0f)
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deco_count = 1;
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}
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}
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s16 x = p2d_min.X - 1;
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s16 z = p2d_min.Y;
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for (u32 i = 0; i < deco_count; i++) {
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if (!cover) {
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x = ps.range(p2d_min.X, p2d_max.X);
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z = ps.range(p2d_min.Y, p2d_max.Y);
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} else {
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x++;
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if (x == p2d_max.X + 1) {
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z++;
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x = p2d_min.X;
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}
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}
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int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
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if ((flags & DECO_ALL_FLOORS) ||
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(flags & DECO_ALL_CEILINGS)) {
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// All-surfaces decorations
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// Check biome of column
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if (mg->biomemap && !biomes.empty()) {
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auto 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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// Get all floors and ceilings in node column
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u16 size = (nmax.Y - nmin.Y + 1) / 2;
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std::vector<s16> floors;
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std::vector<s16> ceilings;
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floors.reserve(size);
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ceilings.reserve(size);
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mg->getSurfaces(v2s16(x, z), nmin.Y, nmax.Y, floors, ceilings);
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if (flags & DECO_ALL_FLOORS) {
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// Floor decorations
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for (const s16 y : floors) {
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if (y < y_min || y > y_max)
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continue;
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v3s16 pos(x, y, z);
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if (generate(mg->vm, &ps, pos, false))
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mg->gennotify.addEvent(
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GENNOTIFY_DECORATION, pos, index);
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}
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}
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if (flags & DECO_ALL_CEILINGS) {
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// Ceiling decorations
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for (const s16 y : ceilings) {
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if (y < y_min || y > y_max)
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continue;
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v3s16 pos(x, y, z);
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if (generate(mg->vm, &ps, pos, true))
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mg->gennotify.addEvent(
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GENNOTIFY_DECORATION, pos, index);
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}
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}
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} else { // Heightmap decorations
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s16 y = -MAX_MAP_GENERATION_LIMIT;
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if (flags & DECO_LIQUID_SURFACE)
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y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
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else if (mg->heightmap)
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y = mg->heightmap[mapindex];
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else
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y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
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if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
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continue;
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if (mg->biomemap && !biomes.empty()) {
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auto 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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v3s16 pos(x, y, z);
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if (generate(mg->vm, &ps, pos, false))
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mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
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}
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}
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}
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return 0;
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}
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void Decoration::cloneTo(Decoration *def) const
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{
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ObjDef::cloneTo(def);
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def->flags = flags;
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def->mapseed = mapseed;
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def->c_place_on = c_place_on;
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def->sidelen = sidelen;
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def->y_min = y_min;
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def->y_max = y_max;
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def->fill_ratio = fill_ratio;
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def->np = np;
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def->c_spawnby = c_spawnby;
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def->nspawnby = nspawnby;
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def->place_offset_y = place_offset_y;
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def->biomes = biomes;
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}
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///////////////////////////////////////////////////////////////////////////////
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ObjDef *DecoSimple::clone() const
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{
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auto def = new DecoSimple();
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Decoration::cloneTo(def);
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def->c_decos = c_decos;
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def->deco_height = deco_height;
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def->deco_height_max = deco_height_max;
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def->deco_param2 = deco_param2;
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def->deco_param2_max = deco_param2_max;
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return def;
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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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}
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size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
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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.empty())
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return 0;
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if (!canPlaceDecoration(vm, p))
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return 0;
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// Check for placement outside the voxelmanip volume
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if (ceiling) {
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// Ceiling decorations
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// 'place offset y' is inverted
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if (p.Y - place_offset_y - std::max(deco_height, deco_height_max) <
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vm->m_area.MinEdge.Y)
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return 0;
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if (p.Y - 1 - place_offset_y > vm->m_area.MaxEdge.Y)
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return 0;
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} else { // Heightmap and floor decorations
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if (p.Y + place_offset_y + std::max(deco_height, deco_height_max) >
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vm->m_area.MaxEdge.Y)
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return 0;
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if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
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return 0;
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}
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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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u8 param2 = (deco_param2_max > 0) ?
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pr->range(deco_param2, deco_param2_max) : deco_param2;
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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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const v3s16 &em = vm->m_area.getExtent();
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u32 vi = vm->m_area.index(p);
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if (ceiling) {
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// Ceiling decorations
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// 'place offset y' is inverted
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VoxelArea::add_y(em, vi, -place_offset_y);
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for (int i = 0; i < height; i++) {
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VoxelArea::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 && !force_placement)
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break;
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vm->m_data[vi] = MapNode(c_place, 0, param2);
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}
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} else { // Heightmap and floor decorations
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VoxelArea::add_y(em, vi, place_offset_y);
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for (int i = 0; i < height; i++) {
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VoxelArea::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 && !force_placement)
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break;
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vm->m_data[vi] = MapNode(c_place, 0, param2);
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}
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}
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////
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DecoSchematic::~DecoSchematic()
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{
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if (was_cloned)
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delete schematic;
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}
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ObjDef *DecoSchematic::clone() const
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{
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auto def = new DecoSchematic();
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Decoration::cloneTo(def);
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NodeResolver::cloneTo(def);
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def->rotation = rotation;
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/* FIXME: We do not own this schematic, yet we only have a pointer to it
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* and not a handle. We are left with no option but to clone it ourselves.
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* This is a waste of memory and should be replaced with an alternative
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* approach sometime. */
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def->schematic = dynamic_cast<Schematic*>(schematic->clone());
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def->was_cloned = true;
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return def;
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}
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size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
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{
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// Schematic could have been unloaded but not the decoration
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// In this case generate() does nothing (but doesn't *fail*)
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if (schematic == NULL)
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return 0;
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if (!canPlaceDecoration(vm, p))
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return 0;
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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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} else {
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// Only apply 'place offset y' if not 'deco place center y'
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if (ceiling)
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// Shift down so that schematic top layer is level with ceiling
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// 'place offset y' is inverted
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p.Y -= (place_offset_y + schematic->size.Y - 1);
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else
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p.Y += place_offset_y;
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}
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// Check schematic top and base are in voxelmanip
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if (p.Y + schematic->size.Y - 1 > vm->m_area.MaxEdge.Y)
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return 0;
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if (p.Y < vm->m_area.MinEdge.Y)
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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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if (flags & DECO_PLACE_CENTER_X) {
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if (rot == ROTATE_0 || rot == ROTATE_180)
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p.X -= (schematic->size.X - 1) / 2;
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else
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p.Z -= (schematic->size.X - 1) / 2;
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}
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if (flags & DECO_PLACE_CENTER_Z) {
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if (rot == ROTATE_0 || rot == ROTATE_180)
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p.Z -= (schematic->size.Z - 1) / 2;
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else
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p.X -= (schematic->size.Z - 1) / 2;
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}
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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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schematic->blitToVManip(vm, p, rot, force_placement);
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return 1;
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}
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