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minetest/src/mapgen.cpp

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/*
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Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "gamedef.h"
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#include "mg_biome.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
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#include "nodedef.h"
#include "emerge.h"
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#include "voxelalgorithms.h"
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#include "porting.h"
#include "profiler.h"
#include "settings.h"
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#include "treegen.h"
#include "serialization.h"
#include "util/serialize.h"
#include "util/numeric.h"
#include "filesys.h"
#include "log.h"
#include "cavegen.h"
#include "dungeongen.h"
FlagDesc flagdesc_mapgen[] = {
{"trees", MG_TREES},
{"caves", MG_CAVES},
{"dungeons", MG_DUNGEONS},
{"flat", MG_FLAT},
{"light", MG_LIGHT},
{"decorations", MG_DECORATIONS},
{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},
{"decoration", 1 << GENNOTIFY_DECORATION},
{NULL, 0}
};
////
//// Mapgen
////
Mapgen::Mapgen()
{
generating = false;
id = -1;
seed = 0;
water_level = 0;
flags = 0;
vm = NULL;
ndef = NULL;
biomegen = NULL;
biomemap = NULL;
heightmap = NULL;
}
Mapgen::Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge) :
gennotify(emerge->gen_notify_on, &emerge->gen_notify_on_deco_ids)
{
generating = false;
id = mapgenid;
seed = (int)params->seed;
water_level = params->water_level;
flags = params->flags;
csize = v3s16(1, 1, 1) * (params->chunksize * MAP_BLOCKSIZE);
vm = NULL;
ndef = emerge->ndef;
biomegen = NULL;
biomemap = NULL;
heightmap = NULL;
}
Mapgen::~Mapgen()
{
}
u32 Mapgen::getBlockSeed(v3s16 p, int seed)
{
return (u32)seed +
p.Z * 38134234 +
p.Y * 42123 +
p.X * 23;
}
u32 Mapgen::getBlockSeed2(v3s16 p, int seed)
{
u32 n = 1619 * p.X + 31337 * p.Y + 52591 * p.Z + 1013 * seed;
n = (n >> 13) ^ n;
return (n * (n * n * 60493 + 19990303) + 1376312589);
}
// 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;
}
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// Returns -MAX_MAP_GENERATION_LIMIT if not found
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);
}
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return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}
// Returns -MAX_MAP_GENERATION_LIMIT if not found or if ground is found first
s16 Mapgen::findLiquidSurface(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)
return -MAX_MAP_GENERATION_LIMIT;
else if (ndef->get(n).isLiquid())
break;
vm->m_area.add_y(em, i, -1);
}
return (y >= ymin) ? y : -MAX_MAP_GENERATION_LIMIT;
}
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);
heightmap[index] = y;
}
}
//printf("updateHeightmap: %dus\n", t.stop());
}
void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax)
{
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bool isliquid, wasliquid;
v3s16 em = vm->m_area.getExtent();
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 x = nmin.X; x <= nmax.X; x++) {
wasliquid = true;
u32 i = vm->m_area.index(x, nmax.Y, z);
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for (s16 y = nmax.Y; y >= nmin.Y; y--) {
isliquid = ndef->get(vm->m_data[i]).isLiquid();
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// there was a change between liquid and nonliquid, add to queue.
if (isliquid != wasliquid)
trans_liquid->push_back(v3s16(x, y, z));
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wasliquid = isliquid;
vm->m_area.add_y(em, i, -1);
}
}
}
}
void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
{
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;
}
}
}
void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
{
if (light <= 1 || !a.contains(p))
return;
u32 vi = vm->m_area.index(p);
MapNode &n = vm->m_data[vi];
// Decay light in each of the banks separately
u8 light_day = light & 0x0F;
if (light_day > 0)
light_day -= 0x01;
u8 light_night = light & 0xF0;
if (light_night > 0)
light_night -= 0x10;
// Bail out only if we have no more light from either bank to propogate, or
// we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) &&
light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates)
return;
// Since this recursive function only terminates when there is no light from
// either bank left, we need to take the max of both banks into account for
// the case where spreading has stopped for one light bank but not the other.
light = MYMAX(light_day, n.param1 & 0x0F) |
MYMAX(light_night, n.param1 & 0xF0);
n.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, v3s16 full_nmin, v3s16 full_nmax,
bool propagate_shadow)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
propagateSunlight(nmin, nmax, propagate_shadow);
spreadLight(full_nmin, full_nmax);
//printf("updateLighting: %dms\n", t.stop());
}
void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
{
//TimeTaker t("propagateSunlight");
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level >= nmax.Y);
v3s16 em = vm->m_area.getExtent();
// NOTE: Direct access to the low 4 bits of param1 is okay here because,
// by definition, sunlight will never be in the night lightbank.
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 &&
propagate_shadow) {
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);
}
}
}
//printf("propagateSunlight: %dms\n", t.stop());
}
void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
{
//TimeTaker t("spreadLight");
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++) {
MapNode &n = vm->m_data[i];
if (n.getContent() == CONTENT_IGNORE)
continue;
const ContentFeatures &cf = ndef->get(n);
if (!cf.light_propagates)
continue;
// TODO(hmmmmm): Abstract away direct param1 accesses with a
// wrapper, but something lighter than MapNode::get/setLight
u8 light_produced = cf.light_source;
if (light_produced)
n.param1 = light_produced | (light_produced << 4);
u8 light = n.param1;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light);
lightSpread(a, v3s16(x, y + 1, z ), light);
lightSpread(a, v3s16(x + 1, y, z ), light);
lightSpread(a, v3s16(x, y, z - 1), light);
lightSpread(a, v3s16(x, y - 1, z ), light);
lightSpread(a, v3s16(x - 1, y, z ), light);
}
}
}
}
//printf("spreadLight: %dms\n", t.stop());
}
////
//// MapgenBasic
////
MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->m_bmgr = emerge->biomemgr;
//// Here, 'stride' refers to the number of elements needed to skip to index
//// an adjacent element for that coordinate in noise/height/biome maps
//// (*not* vmanip content map!)
// Note there is no X stride explicitly defined. Items adjacent in the X
// coordinate are assumed to be adjacent in memory as well (i.e. stride of 1).
// Number of elements to skip to get to the next Y coordinate
this->ystride = csize.X;
// Number of elements to skip to get to the next Z coordinate
this->zstride = csize.X * csize.Y;
// Z-stride value for maps oversized for 1-down overgeneration
this->zstride_1d = csize.X * (csize.Y + 1);
// Z-stride value for maps oversized for 1-up 1-down overgeneration
this->zstride_1u1d = csize.X * (csize.Y + 2);
//// Allocate heightmap
this->heightmap = new s16[csize.X * csize.Z];
//// Initialize biome generator
// TODO(hmmmm): should we have a way to disable biomemanager biomes?
biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize);
biomemap = biomegen->biomemap;
//// Look up some commonly used content
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_sandstone = ndef->getId("mapgen_sandstone");
c_river_water_source = ndef->getId("mapgen_river_water_source");
// Fall back to more basic content if not defined
if (c_desert_stone == CONTENT_IGNORE)
c_desert_stone = c_stone;
if (c_sandstone == CONTENT_IGNORE)
c_sandstone = c_stone;
if (c_river_water_source == CONTENT_IGNORE)
c_river_water_source = c_water_source;
//// Content used for dungeon generation
c_cobble = ndef->getId("mapgen_cobble");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
// Fall back to more basic content if not defined
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_sandstonebrick == CONTENT_IGNORE)
c_stair_sandstonebrick = c_sandstone;
}
MapgenBasic::~MapgenBasic()
{
delete biomegen;
delete []heightmap;
}
MgStoneType MapgenBasic::generateBiomes()
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
MgStoneType stone_type = MGSTONE_STONE;
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
u16 depth_top = 0;
u16 base_filler = 0;
u16 depth_water_top = 0;
u32 vi = vm->m_area.index(x, node_max.Y, z);
// Check node at base of mapchunk above, either a node of a previously
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent();
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water.
// 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome))
|| ((c == c_water_source || c == c_river_water_source)
&& (air_above || !biome))) {
biome = biomegen->getBiomeAtIndex(index, y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top
+ biome->depth_filler
+ noise_filler_depth->result[index], 0.f);
depth_water_top = biome->depth_water_top;
// Detect stone type for dungeons during every biome calculation.
// This is more efficient than detecting per-node and will not
// miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
stone_type = MGSTONE_DESERT_STONE;
else if (biome->c_stone == c_sandstone)
stone_type = MGSTONE_SANDSTONE;
}
if (c == c_stone) {
content_t c_below = vm->m_data[vi - em.X].getContent();
// If the node below isn't solid, make this node stone, so that
// any top/filler nodes above are structurally supported.
// This is done by aborting the cycle of top/filler placement
// immediately by forcing nplaced to stone level.
if (c_below == CONTENT_AIR
|| c_below == c_water_source
|| c_below == c_river_water_source)
nplaced = U16_MAX;
if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < base_filler) {
vm->m_data[vi] = MapNode(biome->c_filler);
nplaced++;
} else {
vm->m_data[vi] = MapNode(biome->c_stone);
}
air_above = false;
water_above = false;
} else if (c == c_water_source) {
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
? biome->c_water_top : biome->c_water);
nplaced = 0; // Enable top/filler placement for next surface
air_above = false;
water_above = true;
} else if (c == c_river_water_source) {
vm->m_data[vi] = MapNode(biome->c_river_water);
nplaced = depth_top; // Enable filler placement for next surface
air_above = false;
water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = U16_MAX; // Disable top/filler placement
air_above = false;
water_above = false;
}
vm->m_area.add_y(em, vi, -1);
}
}
return stone_type;
}
void MapgenBasic::dustTopNodes()
{
if (node_max.Y < water_level)
return;
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index]);
if (biome->c_dust == CONTENT_IGNORE)
continue;
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
content_t c_full_max = vm->m_data[vi].getContent();
s16 y_start;
if (c_full_max == CONTENT_AIR) {
y_start = full_node_max.Y - 1;
} else if (c_full_max == CONTENT_IGNORE) {
vi = vm->m_area.index(x, node_max.Y + 1, z);
content_t c_max = vm->m_data[vi].getContent();
if (c_max == CONTENT_AIR)
y_start = node_max.Y;
else
continue;
} else {
continue;
}
vi = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, vi, -1);
}
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
}
}
void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
if (max_stone_y < node_min.Y)
return;
CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
&np_cave1, &np_cave2, seed, cave_width);
caves_noise.generateCaves(vm, node_min, node_max, biomemap);
if (node_max.Y > large_cave_depth)
return;
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
c_water_source, CONTENT_IGNORE);
cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
}
}
void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
{
if (max_stone_y < node_min.Y)
return;
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
dp.c_water = c_water_source;
switch (stone_type) {
default:
case MGSTONE_STONE:
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
break;
case MGSTONE_DESERT_STONE:
dp.c_cobble = c_desert_stone;
dp.c_moss = c_desert_stone;
dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
break;
case MGSTONE_SANDSTONE:
dp.c_cobble = c_sandstonebrick;
dp.c_moss = c_sandstonebrick;
dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 2, 2);
dp.roomsize = v3s16(2, 0, 2);
dp.notifytype = GENNOTIFY_DUNGEON;
break;
}
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
////
//// GenerateNotifier
////
GenerateNotifier::GenerateNotifier()
{
m_notify_on = 0;
}
GenerateNotifier::GenerateNotifier(u32 notify_on,
std::set<u32> *notify_on_deco_ids)
{
m_notify_on = notify_on;
m_notify_on_deco_ids = notify_on_deco_ids;
}
void GenerateNotifier::setNotifyOn(u32 notify_on)
{
m_notify_on = notify_on;
}
void GenerateNotifier::setNotifyOnDecoIds(std::set<u32> *notify_on_deco_ids)
{
m_notify_on_deco_ids = notify_on_deco_ids;
}
bool GenerateNotifier::addEvent(GenNotifyType type, v3s16 pos, u32 id)
{
if (!(m_notify_on & (1 << type)))
return false;
if (type == GENNOTIFY_DECORATION &&
m_notify_on_deco_ids->find(id) == m_notify_on_deco_ids->end())
return false;
GenNotifyEvent gne;
gne.type = type;
gne.pos = pos;
gne.id = id;
m_notify_events.push_back(gne);
return true;
}
void GenerateNotifier::getEvents(
std::map<std::string, std::vector<v3s16> > &event_map,
bool peek_events)
{
std::list<GenNotifyEvent>::iterator it;
for (it = m_notify_events.begin(); it != m_notify_events.end(); ++it) {
GenNotifyEvent &gn = *it;
std::string name = (gn.type == GENNOTIFY_DECORATION) ?
"decoration#"+ itos(gn.id) :
flagdesc_gennotify[gn.type].name;
event_map[name].push_back(gn.pos);
}
if (!peek_events)
m_notify_events.clear();
}
////
//// MapgenParams
////
MapgenParams::~MapgenParams()
{
delete bparams;
delete sparams;
}
void MapgenParams::load(const Settings &settings)
{
std::string seed_str;
const char *seed_name = (&settings == g_settings) ? "fixed_map_seed" : "seed";
if (settings.getNoEx(seed_name, seed_str) && !seed_str.empty())
seed = read_seed(seed_str.c_str());
else
myrand_bytes(&seed, sizeof(seed));
settings.getNoEx("mg_name", mg_name);
settings.getS16NoEx("water_level", water_level);
settings.getS16NoEx("chunksize", chunksize);
settings.getFlagStrNoEx("mg_flags", flags, flagdesc_mapgen);
delete bparams;
bparams = BiomeManager::createBiomeParams(BIOMEGEN_ORIGINAL);
if (bparams) {
bparams->readParams(&settings);
bparams->seed = seed;
}
delete sparams;
MapgenFactory *mgfactory = EmergeManager::getMapgenFactory(mg_name);
if (mgfactory) {
sparams = mgfactory->createMapgenParams();
sparams->readParams(&settings);
}
}
void MapgenParams::save(Settings &settings) const
{
settings.set("mg_name", mg_name);
settings.setU64("seed", seed);
settings.setS16("water_level", water_level);
settings.setS16("chunksize", chunksize);
settings.setFlagStr("mg_flags", flags, flagdesc_mapgen, U32_MAX);
if (bparams)
bparams->writeParams(&settings);
if (sparams)
sparams->writeParams(&settings);
}