]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen_indev.cpp
make formspec textarea wordwrap
[dragonfireclient.git] / src / mapgen_indev.cpp
index bd922a4df67e493bd0aebc053879ec901fcc788d..f01547156c27b6b94df93c357e1ce388b787c888 100644 (file)
@@ -24,29 +24,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h"
 #include "log.h"
 
-/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
-
-NoiseIndevParams nparams_indev_def;
-
-/*
-NoiseIndevParams nparams_indev_def_terrain_base;
-//     (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_terrain_higher;
-//     (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_steepness;
-//     (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
-NoiseIndevParams nparams_indev_def_mud;
-//     (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
-NoiseIndevParams nparams_indev_def_float_islands;
-//     (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
-NoiseIndevParams nparams_indev_def_biome;
-*/
-
 ///////////////////////////////////////////////////////////////////////////////
 
-void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
-       Noise::init((NoiseParams*)np, seed, sx, sy, sz);
-       this->npindev   = np;
+void NoiseIndev::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
+       Noise::init(np, seed, sx, sy, sz);
+       this->npindev = (NoiseIndevParams*) np;
 }
 
 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
@@ -81,27 +63,28 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
         }
 }
 
-MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge) 
+MapgenIndev::MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge) 
        : MapgenV6(mapgenid, params, emerge)
 {
-       noiseindev_terrain_base    = new NoiseIndev(&params->npindev_terrain_base,   seed, csize.X, csize.Z);
-       noiseindev_terrain_higher  = new NoiseIndev(&params->npindev_terrain_higher, seed, csize.X, csize.Z);
-       noiseindev_steepness       = new NoiseIndev(&params->npindev_steepness,      seed, csize.X, csize.Z);
-       noiseindev_mud             = new NoiseIndev(&params->npindev_mud,            seed, csize.X, csize.Z);
-       noiseindev_float_islands1  = new NoiseIndev(&params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
-       noiseindev_float_islands2  = new NoiseIndev(&params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
-       noiseindev_float_islands3  = new NoiseIndev(&params->npindev_float_islands3, seed, csize.X, csize.Z);
-       noiseindev_biome           = new NoiseIndev(&params->npindev_biome,          seed, csize.X, csize.Z);
+       MapgenIndevParams *sp = (MapgenIndevParams *)params->sparams;
+
+       float_islands = sp->float_islands;
+
+       noiseindev_terrain_base    = new NoiseIndev(&sp->npindev_terrain_base,   seed, csize.X, csize.Z);
+       noiseindev_terrain_higher  = new NoiseIndev(&sp->npindev_terrain_higher, seed, csize.X, csize.Z);
+       noiseindev_steepness       = new NoiseIndev(&sp->npindev_steepness,      seed, csize.X, csize.Z);
+       noiseindev_mud             = new NoiseIndev(&sp->npindev_mud,            seed, csize.X, csize.Z);
+       noiseindev_float_islands1  = new NoiseIndev(&sp->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands2  = new NoiseIndev(&sp->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
+       noiseindev_float_islands3  = new NoiseIndev(&sp->npindev_float_islands3, seed, csize.X, csize.Z);
+       noiseindev_biome           = new NoiseIndev(&sp->npindev_biome,          seed, csize.X, csize.Z);
 }
 
 MapgenIndev::~MapgenIndev() {
        delete noiseindev_terrain_base;
        delete noiseindev_terrain_higher;
        delete noiseindev_steepness;
-       //delete noise_height_select;
-       //delete noise_trees;
        delete noiseindev_mud;
-       //delete noise_beach;
        delete noiseindev_float_islands1;
        delete noiseindev_float_islands2;
        delete noiseindev_float_islands3;
@@ -166,39 +149,43 @@ void MapgenIndev::calculateNoise() {
                z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
 }
 
-bool MapgenIndevParams::readParams(Settings *settings) {
-       freq_desert = settings->getFloat("mgv6_freq_desert");
-       freq_beach  = settings->getFloat("mgv6_freq_beach");
-
-       bool success = 
-               settings->getNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base)   &&
-               settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher) &&
-               settings->getNoiseIndevParams("mgindev_np_steepness",      npindev_steepness)      &&
-               settings->getNoiseParams("mgv6_np_height_select",          np_height_select)       &&
-               settings->getNoiseParams("mgv6_np_trees",                  np_trees)               &&
-               settings->getNoiseIndevParams("mgindev_np_mud",            npindev_mud)            &&
-               settings->getNoiseParams("mgv6_np_beach",                  np_beach)               &&
-               settings->getNoiseIndevParams("mgindev_np_biome",          npindev_biome)          &&
-               settings->getNoiseParams("mgv6_np_cave",                   np_cave)                &&
-               settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1) &&
-               settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2) &&
-               settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
-       return success;
+MapgenIndevParams::MapgenIndevParams() {
+       float_islands = 500;
+       npindev_terrain_base    = NoiseIndevParams(-4,   20,  v3f(250, 250, 250), 82341, 5, 0.6,  10,  10);
+       npindev_terrain_higher  = NoiseIndevParams(20,   16,  v3f(500, 500, 500), 85039, 5, 0.6,  10,  10);
+       npindev_steepness       = NoiseIndevParams(0.85, 0.5, v3f(125, 125, 125), -932,  5, 0.7,  2,   10);
+       npindev_mud             = NoiseIndevParams(4,    2,   v3f(200, 200, 200), 91013, 3, 0.55, 1,   1);
+       npindev_biome           = NoiseIndevParams(0,    1,   v3f(250, 250, 250), 9130,  3, 0.50, 1,   10);
+       npindev_float_islands1  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 3683,  6, 0.6,  1,   1.5);
+       npindev_float_islands2  = NoiseIndevParams(0,    1,   v3f(8,   8,   8  ), 9292,  2, 0.5,  1,   1.5);
+       npindev_float_islands3  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 6412,  2, 0.5,  1,   0.5);
+}
+
+void MapgenIndevParams::readParams(Settings *settings) {
+       MapgenV6Params::readParams(settings);
+
+       settings->getS16NoEx("mgindev_float_islands", float_islands);
+
+       settings->getNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
+       settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
+       settings->getNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
+       settings->getNoiseIndevParams("mgindev_np_mud",            npindev_mud);
+       settings->getNoiseIndevParams("mgindev_np_biome",          npindev_biome);
+       settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
+       settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
+       settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
 }
 
 void MapgenIndevParams::writeParams(Settings *settings) {
-       settings->setFloat("mgv6_freq_desert", freq_desert);
-       settings->setFloat("mgv6_freq_beach",  freq_beach);
+       MapgenV6Params::writeParams(settings);
+
+       settings->setS16("mgindev_float_islands", float_islands);
 
        settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
        settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
        settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
-       settings->setNoiseParams("mgv6_np_height_select",          np_height_select);
-       settings->setNoiseParams("mgv6_np_trees",                  np_trees);
        settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
-       settings->setNoiseParams("mgv6_np_beach",                  np_beach);
        settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
-       settings->setNoiseParams("mgv6_np_cave",                   np_cave);
        settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
        settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
        settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
@@ -274,7 +261,9 @@ void MapgenIndev::generateCaves(int max_stone_y) {
 
 CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
                                v3s16 node_min, bool is_large_cave) {
+       this->mg = mg;
        this->vm = mg->vm;
+       this->ndef = mg->ndef;
        this->water_level = mg->water_level;
        this->large_cave = is_large_cave;
        this->ps  = ps;
@@ -345,56 +334,50 @@ void MapgenIndev::generateFloatIslands(int min_y) {
 */
 
 void MapgenIndev::generateFloatIslands(int min_y) {
-    if (node_min.Y < min_y) return;
-    PseudoRandom pr(blockseed + 985);
-    // originally from http://forum.minetest.net/viewtopic.php?id=4776
-    float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity.
-    float AMPY = 24; // 24; // Amplitude of island centre y variation.
-    float TGRAD = 24; // 24; // Noise gradient to create top surface.
-    float BGRAD = 24; // 24; // Noise gradient to create bottom surface.
-
-    v3s16 p0(node_min.X, node_min.Y, node_min.Z);
-    MapNode n1(c_stone);
-
-    float xl = node_max.X - node_min.X;
-    float yl = node_max.Y - node_min.Y;
-    float zl = node_max.Z - node_min.Z;
-    u32 zstride = xl + 1;
-    float midy = node_min.Y + yl * 0.5;
-    u32 index = 0;
-    for (int z1 = 0; z1 <= zl; ++z1)
-    {
-        for (int y1 = 0; y1 <= yl; ++y1)
-        {
-            for (int x1 = 0; x1 <= xl; ++x1, ++index)
-            {
-                int y = y1 + node_min.Y;
-                u32 index2d = z1 * zstride + x1;
-                float noise3 = noiseindev_float_islands3->result[index2d];
-                float pmidy = midy + noise3 / 1.5 * AMPY;
-                float noise1 = noiseindev_float_islands1->result[index];
-                float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
-                float noise1off = noise1 - offset - RAR;
-                if (noise1off > 0 && noise1off < 0.7) {
-                    float noise2 = noiseindev_float_islands2->result[index];
-                    if (noise2 - noise1off > -0.7){
-                        v3s16 p = p0 + v3s16(x1, y1, z1);
-                        u32 i = vm->m_area.index(p);
-                        if (!vm->m_area.contains(i))
-                            continue;
-                        // Cancel if not  air
-                        if (vm->m_data[i].getContent() != CONTENT_AIR)
-                            continue;
-                        vm->m_data[i] = n1;
-                    }
-                }
-            }
-        }
-    }
+       if (node_min.Y < min_y) return;
+       PseudoRandom pr(blockseed + 985);
+       // originally from http://forum.minetest.net/viewtopic.php?id=4776
+       float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
+       float AMPY = 24; // 24; // Amplitude of island centre y variation.
+       float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
+       float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
+
+       v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+       MapNode n1(c_stone);
+
+       float xl = node_max.X - node_min.X;
+       float yl = node_max.Y - node_min.Y;
+       float zl = node_max.Z - node_min.Z;
+       u32 zstride = xl + 1;
+       float midy = node_min.Y + yl * 0.5;
+       u32 index = 0;
+       for (int z1 = 0; z1 <= zl; ++z1)
+       for (int y1 = 0; y1 <= yl; ++y1)
+       for (int x1 = 0; x1 <= xl; ++x1, ++index) {
+               int y = y1 + node_min.Y;
+               u32 index2d = z1 * zstride + x1;
+               float noise3 = noiseindev_float_islands3->result[index2d];
+               float pmidy = midy + noise3 / 1.5 * AMPY;
+               float noise1 = noiseindev_float_islands1->result[index];
+               float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+               float noise1off = noise1 - offset - RAR;
+               if (noise1off > 0 && noise1off < 0.7) {
+                       float noise2 = noiseindev_float_islands2->result[index];
+                       if (noise2 - noise1off > -0.7) {
+                               v3s16 p = p0 + v3s16(x1, y1, z1);
+                               u32 i = vm->m_area.index(p);
+                               if (!vm->m_area.contains(i))
+                                       continue;
+                               // Cancel if not  air
+                               if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                       continue;
+                               vm->m_data[i] = n1;
+                       }
+               }
+       }
 }
 
 void MapgenIndev::generateExperimental() {
-       int float_islands = g_settings->getS16("mgindev_float_islands");
        if (float_islands)
                generateFloatIslands(float_islands);
 }