#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) {
}
}
-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(¶ms->npindev_terrain_base, seed, csize.X, csize.Z);
- noiseindev_terrain_higher = new NoiseIndev(¶ms->npindev_terrain_higher, seed, csize.X, csize.Z);
- noiseindev_steepness = new NoiseIndev(¶ms->npindev_steepness, seed, csize.X, csize.Z);
- noiseindev_mud = new NoiseIndev(¶ms->npindev_mud, seed, csize.X, csize.Z);
- noiseindev_float_islands1 = new NoiseIndev(¶ms->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
- noiseindev_float_islands2 = new NoiseIndev(¶ms->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
- noiseindev_float_islands3 = new NoiseIndev(¶ms->npindev_float_islands3, seed, csize.X, csize.Z);
- noiseindev_biome = new NoiseIndev(¶ms->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;
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);
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;
*/
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);
}