#include "util/string.h"
#include "util/container.h"
-#define DEFAULT_MAPGEN "v6"
+#define MAPGEN_DEFAULT MAPGEN_V7
+#define MAPGEN_DEFAULT_NAME "v7"
/////////////////// Mapgen flags
-#define MG_TREES 0x01
-#define MG_CAVES 0x02
-#define MG_DUNGEONS 0x04
-#define MG_FLAT 0x08
-#define MG_LIGHT 0x10
+#define MG_TREES 0x01 // Deprecated. Moved into mgv6 flags
+#define MG_CAVES 0x02
+#define MG_DUNGEONS 0x04
+#define MG_FLAT 0x08 // Deprecated. Moved into mgv6 flags
+#define MG_LIGHT 0x10
+#define MG_DECORATIONS 0x20
+
+typedef u8 biome_t; // copy from mg_biome.h to avoid an unnecessary include
class Settings;
class MMVManip;
extern FlagDesc flagdesc_gennotify[];
class Biome;
+class BiomeGen;
+struct BiomeParams;
+class BiomeManager;
class EmergeManager;
class MapBlock;
class VoxelManipulator;
NUM_GENNOTIFY_TYPES
};
+// TODO(hmmmm/paramat): make stone type selection dynamic
+enum MgStoneType {
+ MGSTONE_STONE,
+ MGSTONE_DESERT_STONE,
+ MGSTONE_SANDSTONE,
+};
+
struct GenNotifyEvent {
GenNotifyType type;
v3s16 pos;
private:
u32 m_notify_on;
std::set<u32> *m_notify_on_deco_ids;
- std::vector<GenNotifyEvent> m_notify_events;
+ std::list<GenNotifyEvent> m_notify_events;
};
-struct MapgenSpecificParams {
- virtual void readParams(const Settings *settings) = 0;
- virtual void writeParams(Settings *settings) const = 0;
- virtual ~MapgenSpecificParams() {}
+enum MapgenType {
+ MAPGEN_V5,
+ MAPGEN_V6,
+ MAPGEN_V7,
+ MAPGEN_FLAT,
+ MAPGEN_FRACTAL,
+ MAPGEN_VALLEYS,
+ MAPGEN_SINGLENODE,
+ MAPGEN_INVALID,
};
-class MapgenParams {
-public:
- std::string mg_name;
+struct MapgenParams {
+ MapgenType mgtype;
s16 chunksize;
u64 seed;
s16 water_level;
u32 flags;
- NoiseParams np_biome_heat;
- NoiseParams np_biome_humidity;
-
- MapgenSpecificParams *sparams;
+ BiomeParams *bparams;
MapgenParams() :
- mg_name(DEFAULT_MAPGEN),
+ mgtype(MAPGEN_DEFAULT),
chunksize(5),
seed(0),
water_level(1),
- flags(MG_TREES | MG_CAVES | MG_LIGHT),
- np_biome_heat(NoiseParams(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.5, 2.0)),
- np_biome_humidity(NoiseParams(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.5, 2.0)),
- sparams(NULL)
- {}
-
- void load(const Settings &settings);
- void save(Settings &settings) const;
+ flags(MG_CAVES | MG_LIGHT | MG_DECORATIONS),
+ bparams(NULL)
+ {
+ }
+
+ virtual ~MapgenParams();
+
+ virtual void readParams(const Settings *settings);
+ virtual void writeParams(Settings *settings) const;
};
+
+/*
+ Generic interface for map generators. All mapgens must inherit this class.
+ If a feature exposed by a public member pointer is not supported by a
+ certain mapgen, it must be set to NULL.
+
+ Apart from makeChunk, getGroundLevelAtPoint, and getSpawnLevelAtPoint, all
+ methods can be used by constructing a Mapgen base class and setting the
+ appropriate public members (e.g. vm, ndef, and so on).
+*/
class Mapgen {
public:
- int seed;
+ s32 seed;
int water_level;
u32 flags;
bool generating;
u32 blockseed;
s16 *heightmap;
- u8 *biomemap;
+ biome_t *biomemap;
v3s16 csize;
+ BiomeGen *biomegen;
GenerateNotifier gennotify;
Mapgen();
Mapgen(int mapgenid, MapgenParams *params, EmergeManager *emerge);
virtual ~Mapgen();
- static u32 getBlockSeed(v3s16 p, int seed);
- static u32 getBlockSeed2(v3s16 p, int seed);
+ virtual MapgenType getType() const { return MAPGEN_INVALID; }
+
+ static u32 getBlockSeed(v3s16 p, s32 seed);
+ static u32 getBlockSeed2(v3s16 p, s32 seed);
s16 findGroundLevelFull(v2s16 p2d);
s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
+ s16 findLiquidSurface(v2s16 p2d, s16 ymin, s16 ymax);
void updateHeightmap(v3s16 nmin, v3s16 nmax);
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
void lightSpread(VoxelArea &a, v3s16 p, u8 light);
-
- void calcLighting(v3s16 nmin, v3s16 nmax);
- void calcLighting(v3s16 nmin, v3s16 nmax,
- v3s16 full_nmin, v3s16 full_nmax);
-
- void propagateSunlight(v3s16 nmin, v3s16 nmax);
+ void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
+ bool propagate_shadow = true);
+ void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
void spreadLight(v3s16 nmin, v3s16 nmax);
- void calcLightingOld(v3s16 nmin, v3s16 nmax);
-
virtual void makeChunk(BlockMakeData *data) {}
virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
-};
-struct MapgenFactory {
- virtual Mapgen *createMapgen(int mgid, MapgenParams *params,
- EmergeManager *emerge) = 0;
- virtual MapgenSpecificParams *createMapgenParams() = 0;
- virtual ~MapgenFactory() {}
-};
+ // getSpawnLevelAtPoint() is a function within each mapgen that returns a
+ // suitable y co-ordinate for player spawn ('suitable' usually meaning
+ // within 16 nodes of water_level). If a suitable spawn level cannot be
+ // found at the specified (X, Z) 'MAX_MAP_GENERATION_LIMIT' is returned to
+ // signify this and to cause Server::findSpawnPos() to try another (X, Z).
+ virtual int getSpawnLevelAtPoint(v2s16 p) { return 0; }
+
+ // Mapgen management functions
+ static MapgenType getMapgenType(const std::string &mgname);
+ static const char *getMapgenName(MapgenType mgtype);
+ static Mapgen *createMapgen(MapgenType mgtype, int mgid,
+ MapgenParams *params, EmergeManager *emerge);
+ static MapgenParams *createMapgenParams(MapgenType mgtype);
+ static void getMapgenNames(std::vector<const char *> *mgnames, bool include_hidden);
-class GenElement {
-public:
- virtual ~GenElement() {}
- u32 id;
- std::string name;
+private:
+ // isLiquidHorizontallyFlowable() is a helper function for updateLiquid()
+ // that checks whether there are floodable nodes without liquid beneath
+ // the node at index vi.
+ inline bool isLiquidHorizontallyFlowable(u32 vi, v3s16 em);
+ DISABLE_CLASS_COPY(Mapgen);
};
-class GenElementManager {
+/*
+ MapgenBasic is a Mapgen implementation that handles basic functionality
+ the majority of conventional mapgens will probably want to use, but isn't
+ generic enough to be included as part of the base Mapgen class (such as
+ generating biome terrain over terrain node skeletons, generating caves,
+ dungeons, etc.)
+
+ Inherit MapgenBasic instead of Mapgen to add this basic functionality to
+ your mapgen without having to reimplement it. Feel free to override any of
+ these methods if you desire different or more advanced behavior.
+
+ Note that you must still create your own generateTerrain implementation when
+ inheriting MapgenBasic.
+*/
+class MapgenBasic : public Mapgen {
public:
- static const char *ELEMENT_TITLE;
- static const size_t ELEMENT_LIMIT = -1;
-
- GenElementManager(IGameDef *gamedef);
- virtual ~GenElementManager();
-
- virtual GenElement *create(int type) = 0;
-
- virtual u32 add(GenElement *elem);
- virtual GenElement *get(u32 id);
- virtual GenElement *update(u32 id, GenElement *elem);
- virtual GenElement *remove(u32 id);
- virtual void clear();
+ MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
+ virtual ~MapgenBasic();
- virtual GenElement *getByName(const std::string &name);
+ virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
+ virtual void generateDungeons(s16 max_stone_y, MgStoneType stone_type);
+ virtual MgStoneType generateBiomes();
+ virtual void dustTopNodes();
protected:
- INodeDefManager *m_ndef;
- std::vector<GenElement *> m_elements;
+ EmergeManager *m_emerge;
+ BiomeManager *m_bmgr;
+
+ Noise *noise_filler_depth;
+
+ v3s16 node_min;
+ v3s16 node_max;
+ v3s16 full_node_min;
+ v3s16 full_node_max;
+
+ // Content required for generateBiomes
+ content_t c_stone;
+ content_t c_water_source;
+ content_t c_river_water_source;
+ content_t c_desert_stone;
+ content_t c_sandstone;
+
+ // Content required for generateDungeons
+ content_t c_cobble;
+ content_t c_stair_cobble;
+ content_t c_mossycobble;
+ content_t c_stair_desert_stone;
+ content_t c_sandstonebrick;
+ content_t c_stair_sandstone_block;
+
+ int ystride;
+ int zstride;
+ int zstride_1d;
+ int zstride_1u1d;
+
+ u32 spflags;
+
+ NoiseParams np_cave1;
+ NoiseParams np_cave2;
+ float cave_width;
};
#endif