Remove indev mapgen

This commit is contained in:
proller 2014-07-12 18:21:54 +04:00
parent 7df83c2c67
commit 2d90aca4ab
6 changed files with 2 additions and 529 deletions

@ -16,7 +16,7 @@
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
local function create_world_formspec(dialogdata) local function create_world_formspec(dialogdata)
local mapgens = {"v6", "v7", "indev", "singlenode"} local mapgens = {"v6", "v7", "singlenode"}
local current_seed = core.setting_get("fixed_map_seed") or "" local current_seed = core.setting_get("fixed_map_seed") or ""
local current_mg = core.setting_get("mg_name") local current_mg = core.setting_get("mg_name")

@ -393,7 +393,7 @@
# Mapgen stuff # Mapgen stuff
# #
# Name of map generator to be used. Currently supported: v6, v7, indev, singlenode, math # Name of map generator to be used. Currently supported: v6, v7, singlenode
#mg_name = v6 #mg_name = v6
# Water level of map. # Water level of map.
#water_level = 1 #water_level = 1
@ -428,19 +428,6 @@
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0 #mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6 #mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
# Float islands starts from height, 0 to disable
#mgindev_float_islands = 500
# Enable/disable IPv6 # Enable/disable IPv6
#enable_ipv6 = true #enable_ipv6 = true
# Enable/disable running an IPv6 server. An IPv6 server may be restricted # Enable/disable running an IPv6 server. An IPv6 server may be restricted

@ -357,7 +357,6 @@ set(common_SRCS
mapgen.cpp mapgen.cpp
mapgen_v6.cpp mapgen_v6.cpp
mapgen_v7.cpp mapgen_v7.cpp
mapgen_indev.cpp
mapgen_singlenode.cpp mapgen_singlenode.cpp
treegen.cpp treegen.cpp
dungeongen.cpp dungeongen.cpp

@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "biome.h" #include "biome.h"
#include "mapgen_v6.h" #include "mapgen_v6.h"
#include "mapgen_v7.h" #include "mapgen_v7.h"
#include "mapgen_indev.h"
#include "mapgen_singlenode.h" #include "mapgen_singlenode.h"
@ -83,7 +82,6 @@ EmergeManager::EmergeManager(IGameDef *gamedef) {
//register built-in mapgens //register built-in mapgens
registerMapgen("v6", new MapgenFactoryV6()); registerMapgen("v6", new MapgenFactoryV6());
registerMapgen("v7", new MapgenFactoryV7()); registerMapgen("v7", new MapgenFactoryV7());
registerMapgen("indev", new MapgenFactoryIndev());
registerMapgen("singlenode", new MapgenFactorySinglenode()); registerMapgen("singlenode", new MapgenFactorySinglenode());
this->ndef = gamedef->getNodeDefManager(); this->ndef = gamedef->getNodeDefManager();

@ -1,383 +0,0 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "mapgen_indev.h"
#include "constants.h"
#include "map.h"
#include "main.h"
#include "util/numeric.h"
#include "log.h"
///////////////////////////////////////////////////////////////////////////////
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) {
init(np, seed, sx, sy, 1);
}
NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
init(np, seed, sx, sy, sz);
}
float farscale(float scale, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
}
float farscale(float scale, float x, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
}
float farscale(float scale, float x, float y, float z) {
return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
}
void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
int i = 0;
for (int z = 0; z != sz; z++) {
for (int y = 0; y != sy; y++) {
for (int x = 0; x != sx; x++) {
result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
i++;
}
}
}
}
MapgenIndev::MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: MapgenV6(mapgenid, params, emerge)
{
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 noiseindev_mud;
delete noiseindev_float_islands1;
delete noiseindev_float_islands2;
delete noiseindev_float_islands3;
delete noiseindev_biome;
}
void MapgenIndev::calculateNoise() {
int x = node_min.X;
int y = node_min.Y;
int z = node_min.Z;
// Need to adjust for the original implementation's +.5 offset...
if (!(flags & MG_FLAT)) {
noiseindev_terrain_base->perlinMap2D(
x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
noiseindev_terrain_higher->perlinMap2D(
x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
noiseindev_steepness->perlinMap2D(
x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
noise_height_select->perlinMap2D(
x + 0.5 * noise_height_select->np->spread.X,
z + 0.5 * noise_height_select->np->spread.Z);
noiseindev_float_islands1->perlinMap3D(
x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
);
noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
noiseindev_float_islands2->perlinMap3D(
x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
);
noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
noiseindev_float_islands3->perlinMap2D(
x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
noiseindev_mud->perlinMap2D(
x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
noiseindev_mud->transformNoiseMapFarScale(x, y, z);
}
noise_beach->perlinMap2D(
x + 0.2 * noise_beach->np->spread.X,
z + 0.7 * noise_beach->np->spread.Z);
noise_biome->perlinMap2D(
x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
}
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) {
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->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
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);
}
float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
if (flags & MG_FLAT)
return water_level;
float terrain_base = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
p.X, 0.5, p.Y, 0.5, seed);
float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
p.X, 0.5, p.Y, 0.5, seed);
float steepness = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
p.X, 0.5, p.Y, 0.5, seed);
float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
}
float MapgenIndev::baseTerrainLevelFromMap(int index) {
if (flags & MG_FLAT)
return water_level;
float terrain_base = noiseindev_terrain_base->result[index];
float terrain_higher = noiseindev_terrain_higher->result[index];
float steepness = noiseindev_steepness->result[index];
float height_select = noise_height_select->result[index];
return baseTerrainLevel(terrain_base, terrain_higher,
steepness, height_select);
}
float MapgenIndev::getMudAmount(int index) {
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));*/
return noiseindev_mud->result[index];
}
void MapgenIndev::generateCaves(int max_stone_y) {
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);
u32 caves_count = cave_amount * volume_nodes / 50000;
u32 bruises_count = 1;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
if (ps.range(1, 6) == 1)
bruises_count = ps.range(0, ps.range(0, 2));
if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
caves_count /= 3;
bruises_count /= 3;
}
for (u32 i = 0; i < caves_count + bruises_count; i++) {
bool large_cave = (i >= caves_count);
CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
cave.makeCave(node_min, node_max, 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;
this->ps2 = ps2;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2,6);
dswitchint = ps->range(1,14);
flooded = large_cave && ps->range(0,4);
if (large_cave) {
part_max_length_rs = ps->range(2,4);
float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
flooded = !ps->range(0, 3);
tunnel_routepoints = ps->range(5, 30);
min_tunnel_diameter = 30;
max_tunnel_diameter = ps->range(40, ps->range(80, 150));
} else {
tunnel_routepoints = ps->range(5, ps->range(15,30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8,24));
}
} else {
part_max_length_rs = ps->range(2,9);
tunnel_routepoints = ps->range(10, ps->range(15,30));
}
large_cave_is_flat = (ps->range(0,1) == 0);
}
/*
// version with one perlin3d. use with good params like
settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
void MapgenIndev::generateFloatIslands(int min_y) {
if (node_min.Y < min_y) return;
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
MapNode n1(c_stone), n2(c_desert_stone);
int xl = node_max.X - node_min.X;
int yl = node_max.Y - node_min.Y;
int zl = node_max.Z - node_min.Z;
u32 index = 0;
for (int x1 = 0; x1 <= xl; x1++)
{
//int x = x1 + node_min.Y;
for (int z1 = 0; z1 <= zl; z1++)
{
//int z = z1 + node_min.Z;
for (int y1 = 0; y1 <= yl; y1++, index++)
{
//int y = y1 + node_min.Y;
float noise = noiseindev_float_islands1->result[index];
//dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
if (noise > 0 ) {
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] = noise > 1 ? n1 : n2;
}
}
}
}
}
*/
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 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() {
if (float_islands)
generateFloatIslands(float_islands);
}

@ -1,128 +0,0 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#ifndef MAPGENINDEV_HEADER
#define MAPGENINDEV_HEADER
#include "mapgen.h"
#include "mapgen_v6.h"
#include "cavegen.h"
float farscale(float scale, float z);
float farscale(float scale, float x, float z);
float farscale(float scale, float x, float y, float z);
struct NoiseIndevParams : public NoiseParams {
float farscale;
float farspread;
NoiseIndevParams() {}
NoiseIndevParams(float offset_, float scale_, v3f spread_,
int seed_, int octaves_, float persist_,
float farscale_ = 1, float farspread_ = 1)
{
offset = offset_;
scale = scale_;
spread = spread_;
seed = seed_;
octaves = octaves_;
persist = persist_;
farscale = farscale_;
farspread = farspread_;
}
~NoiseIndevParams() {}
};
#define getNoiseIndevParams(x, y) getStruct((x), "f,f,v3,s32,s32,f,f,f", &(y), sizeof(y))
#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f,f", &(y))
class NoiseIndev : public Noise {
public:
NoiseIndevParams *npindev;
virtual ~NoiseIndev() {};
NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy);
NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz);
void init(NoiseParams *np, int seed, int sx, int sy, int sz);
void transformNoiseMapFarScale(float xx = 0, float yy = 0, float zz = 0);
};
struct MapgenIndevParams : public MapgenV6Params {
s16 float_islands;
NoiseIndevParams npindev_terrain_base;
NoiseIndevParams npindev_terrain_higher;
NoiseIndevParams npindev_steepness;
NoiseIndevParams npindev_mud;
NoiseIndevParams npindev_biome;
NoiseIndevParams npindev_float_islands1;
NoiseIndevParams npindev_float_islands2;
NoiseIndevParams npindev_float_islands3;
MapgenIndevParams();
~MapgenIndevParams() {}
void readParams(Settings *settings);
void writeParams(Settings *settings);
};
class MapgenIndev : public MapgenV6 {
public:
NoiseIndev *noiseindev_terrain_base;
NoiseIndev *noiseindev_terrain_higher;
NoiseIndev *noiseindev_steepness;
NoiseIndev *noiseindev_mud;
NoiseIndev *noiseindev_biome;
NoiseIndev *noiseindev_float_islands1;
NoiseIndev *noiseindev_float_islands2;
NoiseIndev *noiseindev_float_islands3;
s16 float_islands;
MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge);
~MapgenIndev();
void calculateNoise();
float baseTerrainLevelFromNoise(v2s16 p);
float baseTerrainLevelFromMap(int index);
float getMudAmount(int index);
void generateCaves(int max_stone_y);
void generateExperimental();
void generateFloatIslands(int min_y);
};
struct MapgenFactoryIndev : public MapgenFactoryV6 {
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge) {
return new MapgenIndev(mgid, params, emerge);
};
MapgenSpecificParams *createMapgenParams() {
return new MapgenIndevParams();
};
};
class CaveIndev : public CaveV6 {
public:
CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
v3s16 node_min, bool is_large_cave);
};
#endif