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2e69711613
Schematics can already be placed with a param2 value, but not simple 1-node plant decorations of the simple type. This adds a `param2` field to the simple deco type that is checked to be between 0 and 255, and put to the placed node at mapgen. This can be used to put a degrotate value in, or e.g. a fill value for leveltype nodes, or a place_param2 value at mapgen placement, or vary the shape of meshoptions plantlike drawtype.
376 lines
8.9 KiB
C++
376 lines
8.9 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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{"liquid_surface", DECO_LIQUID_SURFACE},
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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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///////////////////////////////////////////////////////////////////////////////
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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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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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// 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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float deco_count_f = (float)area * nval;
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if (deco_count_f >= 1.f) {
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deco_count = deco_count_f;
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} else if (deco_count_f > 0.f) {
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// For low density decorations calculate a chance for 1 decoration
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if (ps.range(1000) <= deco_count_f * 1000.f)
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deco_count = 1;
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}
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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 = -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 < 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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MutexAutoLock 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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UNORDERED_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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PcgRandom 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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MutexAutoLock 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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MutexAutoLock 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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}
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size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, 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 0;
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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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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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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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!force_placement)
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break;
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vm->m_data[vi] = MapNode(c_place, 0, deco_param2);
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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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DecoSchematic::DecoSchematic()
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{
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schematic = NULL;
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}
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size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p)
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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_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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Rotation rot = (rotation == ROTATE_RAND) ?
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(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
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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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int DecoSchematic::getHeight()
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{
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// Account for a schematic being sunk into the ground by flag.
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// When placed normally account for how a schematic is placed
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// sunk 1 node into the ground.
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return (flags & DECO_PLACE_CENTER_Y) ?
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(schematic->size.Y - 1) / 2 : schematic->size.Y - 1;
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}
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