minetest/src/mg_ore.cpp

264 lines
6.3 KiB
C++

/*
Minetest
Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 "mg_ore.h"
#include "mapgen.h"
#include "noise.h"
#include "util/numeric.h"
#include "map.h"
#include "log.h"
const char *OreManager::ELEMENT_TITLE = "ore";
FlagDesc flagdesc_ore[] = {
{"absheight", OREFLAG_ABSHEIGHT},
{"scatter_noisedensity", OREFLAG_DENSITY},
{"claylike_nodeisnt", OREFLAG_NODEISNT},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
OreManager::OreManager(IGameDef *gamedef) :
GenElementManager(gamedef)
{
}
size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
for (size_t i = 0; i != m_elements.size(); i++) {
Ore *ore = (Ore *)m_elements[i];
if (!ore)
continue;
nplaced += ore->placeOre(mg, seed, nmin, nmax);
seed++;
}
return nplaced;
}
void OreManager::clear()
{
for (size_t i = 0; i < m_elements.size(); i++) {
Ore *ore = (Ore *)m_elements[i];
delete ore;
}
m_elements.clear();
}
///////////////////////////////////////////////////////////////////////////////
Ore::Ore()
{
flags = 0;
noise = NULL;
}
Ore::~Ore()
{
delete noise;
}
void Ore::resolveNodeNames(NodeResolveInfo *nri)
{
m_ndef->getIdFromResolveInfo(nri, "", CONTENT_AIR, c_ore);
m_ndef->getIdsFromResolveInfo(nri, c_wherein);
}
size_t Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
{
int in_range = 0;
in_range |= (nmin.Y <= height_max && nmax.Y >= height_min);
if (flags & OREFLAG_ABSHEIGHT)
in_range |= (nmin.Y >= -height_max && nmax.Y <= -height_min) << 1;
if (!in_range)
return 0;
int ymin, ymax;
if (in_range & ORE_RANGE_MIRROR) {
ymin = MYMAX(nmin.Y, -height_max);
ymax = MYMIN(nmax.Y, -height_min);
} else {
ymin = MYMAX(nmin.Y, height_min);
ymax = MYMIN(nmax.Y, height_max);
}
if (clust_size >= ymax - ymin + 1)
return 0;
nmin.Y = ymin;
nmax.Y = ymax;
generate(mg->vm, mg->seed, blockseed, nmin, nmax);
return 1;
}
///////////////////////////////////////////////////////////////////////////////
void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax)
{
PseudoRandom pr(blockseed);
MapNode n_ore(c_ore, 0, ore_param2);
int volume = (nmax.X - nmin.X + 1) *
(nmax.Y - nmin.Y + 1) *
(nmax.Z - nmin.Z + 1);
int csize = clust_size;
int orechance = (csize * csize * csize) / clust_num_ores;
int nclusters = volume / clust_scarcity;
for (int i = 0; i != nclusters; i++) {
int x0 = pr.range(nmin.X, nmax.X - csize + 1);
int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
if ((flags & OREFLAG_USE_NOISE) &&
(NoisePerlin3D(&np, x0, y0, z0, seed) < nthresh))
continue;
for (int z1 = 0; z1 != csize; z1++)
for (int y1 = 0; y1 != csize; y1++)
for (int x1 = 0; x1 != csize; x1++) {
if (pr.range(1, orechance) != 1)
continue;
u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
continue;
vm->m_data[i] = n_ore;
}
}
}
///////////////////////////////////////////////////////////////////////////////
void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax)
{
PseudoRandom pr(blockseed + 4234);
MapNode n_ore(c_ore, 0, ore_param2);
int max_height = clust_size;
int y_start = pr.range(nmin.Y, nmax.Y - max_height);
if (!noise) {
int sx = nmax.X - nmin.X + 1;
int sz = nmax.Z - nmin.Z + 1;
noise = new Noise(&np, 0, sx, sz);
}
noise->seed = seed + y_start;
noise->perlinMap2D(nmin.X, nmin.Z);
size_t index = 0;
for (int z = nmin.Z; z <= nmax.Z; z++)
for (int x = nmin.X; x <= nmax.X; x++) {
float noiseval = noise->result[index++];
if (noiseval < nthresh)
continue;
int height = max_height * (1. / pr.range(1, 3));
int y0 = y_start + np.scale * noiseval; //pr.range(1, 3) - 1;
int y1 = y0 + height;
for (int y = y0; y != y1; y++) {
u32 i = vm->m_area.index(x, y, z);
if (!vm->m_area.contains(i))
continue;
if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
continue;
vm->m_data[i] = n_ore;
}
}
}
///////////////////////////////////////////////////////////////////////////////
void OreBlob::generate(ManualMapVoxelManipulator *vm, int seed, u32 blockseed,
v3s16 nmin, v3s16 nmax)
{
PseudoRandom pr(blockseed + 2404);
MapNode n_ore(c_ore, 0, ore_param2);
int volume = (nmax.X - nmin.X + 1) *
(nmax.Y - nmin.Y + 1) *
(nmax.Z - nmin.Z + 1);
int csize = clust_size;
int nblobs = volume / clust_scarcity;
if (!noise)
noise = new Noise(&np, seed, csize, csize, csize);
for (int i = 0; i != nblobs; i++) {
int x0 = pr.range(nmin.X, nmax.X - csize + 1);
int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
bool noise_generated = false;
noise->seed = blockseed + i;
size_t index = 0;
for (int z1 = 0; z1 != csize; z1++)
for (int y1 = 0; y1 != csize; y1++)
for (int x1 = 0; x1 != csize; x1++, index++) {
u32 i = vm->m_area.index(x0 + x1, y0 + y1, z0 + z1);
if (!CONTAINS(c_wherein, vm->m_data[i].getContent()))
continue;
// Lazily generate noise only if there's a chance of ore being placed
// This simple optimization makes calls 6x faster on average
if (!noise_generated) {
noise_generated = true;
noise->perlinMap3D(x0, y0, z0);
}
float noiseval = noise->result[index];
float xdist = x1 - csize / 2;
float ydist = y1 - csize / 2;
float zdist = z1 - csize / 2;
noiseval -= (sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize);
if (noiseval < nthresh)
continue;
vm->m_data[i] = n_ore;
}
}
}