]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapgen_v6.cpp
Added debug log level setting
[minetest.git] / src / mapgen_v6.cpp
index fc6ef89e8c549495931e2c7a6f8330b77a7402f1..3a5e1093067b0eb6db1d96d90fce08645de0538c 100644 (file)
@@ -31,6 +31,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "profiler.h"
 #include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
+#include "mapgen_v6.h"
+
+/////////////////// Mapgen V6 perlin noise default values
+NoiseParams nparams_v6_def_terrain_base =
+       {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6};
+NoiseParams nparams_v6_def_terrain_higher =
+       {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6};
+NoiseParams nparams_v6_def_steepness =
+       {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7};
+NoiseParams nparams_v6_def_height_select =
+       {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69};
+NoiseParams nparams_v6_def_trees =
+       {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66};
+NoiseParams nparams_v6_def_mud =
+       {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55};
+NoiseParams nparams_v6_def_beach =
+       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50};
+NoiseParams nparams_v6_def_biome =
+       {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50};
+NoiseParams nparams_v6_def_cave =
+       {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50};
 
 
 ///////////////////////////////////////////////////////////////////////////////
@@ -257,6 +278,9 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
 
 double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
 {
+       if (flags & MG_FLAT)
+               return water_level;
+       
        int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
 
        // The base ground level
@@ -311,13 +335,50 @@ double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
        return h;
 }
 
+double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
+       if (flags & MG_FLAT)
+               return water_level;
+       
+       double base = water_level + 
+               NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
+       double higher = water_level +
+               NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
+
+       if (higher < base)
+               higher = base;
+
+       double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
+       b = rangelim(b, 0.0, 1000.0);
+       b = b*b*b*b*b*b*b;
+       b *= 5;
+       b = rangelim(b, 0.5, 1000.0);
+
+       if(b > 1.5 && b < 100.0){
+               if(b < 10.0)
+                       b = 1.5;
+               else
+                       b = 100.0;
+       }
+       
+       double a_off = -0.20;
+       double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
+                       noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
+       a = rangelim(a, 0.0, 1.0);
+
+       return base * (1.0 - a) + higher * a;
+}
+
+
 s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
 {
-       return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+       return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
 }
 
 double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
 {
+       if (flags & MG_FLAT)
+               return AVERAGE_MUD_AMOUNT;
+               
        /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
                        seed+91013, 3, 0.55));*/
@@ -363,10 +424,9 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
 
 
 int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
-       return base_rock_level_2d(seed, p) + AVERAGE_MUD_AMOUNT;
+       return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
 }
 
-
 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 
 void MapgenV6::makeChunk(BlockMakeData *data)
@@ -440,34 +500,37 @@ void MapgenV6::makeChunk(BlockMakeData *data)
                int z = node_min.Z;
 
                // Need to adjust for the original implementation's +.5 offset...
-               noise_terrain_base->perlinMap2D(
-                       x + 0.5 * noise_terrain_base->np->spread.X,
-                       z + 0.5 * noise_terrain_base->np->spread.Z);
-               noise_terrain_base->transformNoiseMap();
-
-               noise_terrain_higher->perlinMap2D(
-                       x + 0.5 * noise_terrain_higher->np->spread.X,
-                       z + 0.5 * noise_terrain_higher->np->spread.Z);
-               noise_terrain_higher->transformNoiseMap();
-
-               noise_steepness->perlinMap2D(
-                       x + 0.5 * noise_steepness->np->spread.X,
-                       z + 0.5 * noise_steepness->np->spread.Z);
-               noise_steepness->transformNoiseMap();
-
-               noise_height_select->perlinMap2D(
-                       x + 0.5 * noise_height_select->np->spread.X,
-                       z + 0.5 * noise_height_select->np->spread.Z);
-
+               if (!(flags & MG_FLAT)) {
+                       noise_terrain_base->perlinMap2D(
+                               x + 0.5 * noise_terrain_base->np->spread.X,
+                               z + 0.5 * noise_terrain_base->np->spread.Z);
+                       noise_terrain_base->transformNoiseMap();
+
+                       noise_terrain_higher->perlinMap2D(
+                               x + 0.5 * noise_terrain_higher->np->spread.X,
+                               z + 0.5 * noise_terrain_higher->np->spread.Z);
+                       noise_terrain_higher->transformNoiseMap();
+
+                       noise_steepness->perlinMap2D(
+                               x + 0.5 * noise_steepness->np->spread.X,
+                               z + 0.5 * noise_steepness->np->spread.Z);
+                       noise_steepness->transformNoiseMap();
+
+                       noise_height_select->perlinMap2D(
+                               x + 0.5 * noise_height_select->np->spread.X,
+                               z + 0.5 * noise_height_select->np->spread.Z);
+               }
+               
                noise_trees->perlinMap2D(
                        x + 0.5 * noise_trees->np->spread.X,
                        z + 0.5 * noise_trees->np->spread.Z);
-
-               noise_mud->perlinMap2D(
-                       x + 0.5 * noise_mud->np->spread.X,
-                       z + 0.5 * noise_mud->np->spread.Z);
-               noise_mud->transformNoiseMap();
-
+                       
+               if (!(flags & MG_FLAT)) {
+                       noise_mud->perlinMap2D(
+                               x + 0.5 * noise_mud->np->spread.X,
+                               z + 0.5 * noise_mud->np->spread.Z);
+                       noise_mud->transformNoiseMap();
+               }
                noise_beach->perlinMap2D(
                        x + 0.2 * noise_beach->np->spread.X,
                        z + 0.7 * noise_beach->np->spread.Z);