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Mgv7: Code cleanup (#7299)
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "emerge.h"
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#include "dungeongen.h"
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#include "dungeongen.h"
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@ -48,7 +49,7 @@ FlagDesc flagdesc_mapgen_v7[] = {
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};
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};
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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@ -56,13 +57,14 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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{
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{
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spflags = params->spflags;
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spflags = params->spflags;
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mount_zero_level = params->mount_zero_level;
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mount_zero_level = params->mount_zero_level;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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float_mount_density = params->float_mount_density;
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float_mount_density = params->float_mount_density;
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float_mount_exponent = params->float_mount_exponent;
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float_mount_exponent = params->float_mount_exponent;
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floatland_level = params->floatland_level;
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floatland_level = params->floatland_level;
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shadow_limit = params->shadow_limit;
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shadow_limit = params->shadow_limit;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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cavern_threshold = params->cavern_threshold;
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@ -71,32 +73,45 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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// This is to avoid a divide-by-zero.
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// This is to avoid a divide-by-zero.
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// Parameter will be saved to map_meta.txt in limited form.
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// Parameter will be saved to map_meta.txt in limited form.
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params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
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params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
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float_mount_height = params->float_mount_height;
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float_mount_height = params->float_mount_height;
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// 2D noise
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// 2D noise
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_base =
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noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_terrain_alt =
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noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
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new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_terrain_persist =
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new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select =
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new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth =
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new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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if (spflags & MGV7_MOUNTAINS)
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if (spflags & MGV7_MOUNTAINS)
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noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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noise_mount_height =
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new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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if (spflags & MGV7_FLOATLANDS) {
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if (spflags & MGV7_FLOATLANDS) {
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noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_floatland_base =
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noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
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new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_float_base_height =
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new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
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}
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}
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if (spflags & MGV7_RIDGES) {
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if (spflags & MGV7_RIDGES) {
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noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_ridge_uwater =
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// 3D noise, 1-up 1-down overgeneration
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new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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// 3D noise, 1 up, 1 down overgeneration
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noise_ridge =
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new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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}
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}
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// 3D noise, 1 up, 1 down overgeneration
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// 3D noise, 1 up, 1 down overgeneration
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_mountain =
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new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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// 3D noise, 1 down overgeneration
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// 3D noise, 1 down overgeneration
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cave2 = params->np_cave2;
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@ -131,20 +146,20 @@ MapgenV7::~MapgenV7()
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MapgenV7Params::MapgenV7Params():
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MapgenV7Params::MapgenV7Params():
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np_terrain_base (4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
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np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
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np_terrain_alt (4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
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np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
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np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
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np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
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np_height_select (-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
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np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
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np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
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np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
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np_mount_height (256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
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np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
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np_ridge_uwater (0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
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np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
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np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
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np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
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np_float_base_height (48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
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np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
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np_mountain (-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
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np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
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np_ridge (0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
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np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
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np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
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np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
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np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
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{
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{
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}
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}
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@ -219,15 +234,16 @@ void MapgenV7Params::writeParams(Settings *settings) const
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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{
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{
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// If rivers are enabled, first check if in a river
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// If rivers are enabled, first check if in a river
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if (spflags & MGV7_RIDGES) {
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if (spflags & MGV7_RIDGES) {
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float width = 0.2;
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float width = 0.2f;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
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2.0f;
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if (std::fabs(uwatern) <= width)
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if (std::fabs(uwatern) <= width)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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}
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@ -237,7 +253,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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// 'offset's.
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// 'offset's.
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// for when terrain 'offset's are set much higher than water_level.
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// for when terrain 'offset's are set much higher than water_level.
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s16 max_spawn_y = MYMAX(MYMAX(noise_terrain_alt->np.offset,
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s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
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noise_terrain_base->np.offset),
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noise_terrain_base->np.offset),
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water_level + 16);
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water_level + 16);
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// Base terrain calculation
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// Base terrain calculation
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@ -284,10 +300,11 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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//TimeTaker t("makeChunk");
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this->generating = true;
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this->generating = true;
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this->vm = data->vmanip;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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v3s16 blockpos_max = data->blockpos_max;
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@ -299,7 +316,6 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base and mountain terrain
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// Generate base and mountain terrain
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// An initial heightmap is no longer created here for use in generateRidgeTerrain()
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s16 stone_surface_max_y = generateTerrain();
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s16 stone_surface_max_y = generateTerrain();
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// Generate rivers
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// Generate rivers
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@ -349,13 +365,11 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Sprinkle some dust on top after everything else was generated
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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// Update liquids
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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// Calculate lighting.
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// Limit floatland shadow
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// Limit floatland shadow.
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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@ -363,17 +377,19 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max, propagate_shadow);
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full_node_min, full_node_max, propagate_shadow);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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this->generating = false;
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//printf("makeChunk: %lums\n", t.stop());
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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{
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{
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0, 1.0);
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hselect = rangelim(hselect, 0.0f, 1.0f);
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float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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@ -386,41 +402,41 @@ float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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if (height_alt > height_base)
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if (height_alt > height_base)
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return height_alt;
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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return (height_base * hselect) + (height_alt * (1.0f - hselect));
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}
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}
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float MapgenV7::baseTerrainLevelFromMap(int index)
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float MapgenV7::baseTerrainLevelFromMap(int index)
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{
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{
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float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
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float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
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float height_base = noise_terrain_base->result[index];
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float height_base = noise_terrain_base->result[index];
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float height_alt = noise_terrain_alt->result[index];
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float height_alt = noise_terrain_alt->result[index];
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if (height_alt > height_base)
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if (height_alt > height_base)
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return height_alt;
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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return (height_base * hselect) + (height_alt * (1.0f - hselect));
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}
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}
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bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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{
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{
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float mnt_h_n =
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float mnt_h_n =
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MYMAX(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
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std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
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float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
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float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
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float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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return mnt_n + density_gradient >= 0.0;
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return mnt_n + density_gradient >= 0.0f;
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}
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}
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bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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{
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float mounthn = MYMAX(noise_mount_height->result[idx_xz], 1.0f);
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float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
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float density_gradient = -((float)(y - mount_zero_level) / mounthn);
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float density_gradient = -((float)(y - mount_zero_level) / mounthn);
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float mountn = noise_mountain->result[idx_xyz];
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float mountn = noise_mountain->result[idx_xyz];
|
||||||
|
|
||||||
return mountn + density_gradient >= 0.0;
|
return mountn + density_gradient >= 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -439,7 +455,8 @@ bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
|
void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
|
||||||
|
int idx_xz)
|
||||||
{
|
{
|
||||||
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
||||||
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
||||||
@ -448,7 +465,7 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
|
|||||||
float n_base = noise_floatland_base->result[idx_xz];
|
float n_base = noise_floatland_base->result[idx_xz];
|
||||||
if (n_base > 0.0f) {
|
if (n_base > 0.0f) {
|
||||||
float n_base_height =
|
float n_base_height =
|
||||||
MYMAX(noise_float_base_height->result[idx_xz], 1.0f);
|
std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
|
||||||
float amp = n_base * n_base_height;
|
float amp = n_base * n_base_height;
|
||||||
float ridge = n_base_height / 3.0f;
|
float ridge = n_base_height / 3.0f;
|
||||||
base_min = floatland_level - amp / 1.5f;
|
base_min = floatland_level - amp / 1.5f;
|
||||||
@ -518,8 +535,13 @@ int MapgenV7::generateTerrain()
|
|||||||
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
||||||
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
||||||
|
|
||||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
|
||||||
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
y++,
|
||||||
|
index3d += ystride,
|
||||||
|
VoxelArea::add_y(em, vi, 1)) {
|
||||||
|
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
|
||||||
|
continue;
|
||||||
|
|
||||||
if (y <= surface_y) {
|
if (y <= surface_y) {
|
||||||
vm->m_data[vi] = n_stone; // Base terrain
|
vm->m_data[vi] = n_stone; // Base terrain
|
||||||
} else if ((spflags & MGV7_MOUNTAINS) &&
|
} else if ((spflags & MGV7_MOUNTAINS) &&
|
||||||
@ -541,9 +563,6 @@ int MapgenV7::generateTerrain()
|
|||||||
vm->m_data[vi] = n_air;
|
vm->m_data[vi] = n_air;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
VoxelArea::add_y(em, vi, 1);
|
|
||||||
index3d += ystride;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return stone_surface_max_y;
|
return stone_surface_max_y;
|
||||||
@ -561,25 +580,24 @@ void MapgenV7::generateRidgeTerrain()
|
|||||||
|
|
||||||
MapNode n_water(c_water_source);
|
MapNode n_water(c_water_source);
|
||||||
MapNode n_air(CONTENT_AIR);
|
MapNode n_air(CONTENT_AIR);
|
||||||
u32 index = 0;
|
u32 index3d = 0;
|
||||||
float width = 0.2;
|
float width = 0.2f;
|
||||||
|
|
||||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||||
u32 vi = vm->m_area.index(node_min.X, y, z);
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
||||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
|
for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
|
||||||
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
|
u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
|
||||||
|
float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
|
||||||
float uwatern = noise_ridge_uwater->result[j] * 2;
|
|
||||||
if (std::fabs(uwatern) > width)
|
if (std::fabs(uwatern) > width)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
float altitude = y - water_level;
|
float altitude = y - water_level;
|
||||||
float height_mod = (altitude + 17) / 2.5;
|
float height_mod = (altitude + 17.0f) / 2.5f;
|
||||||
float width_mod = width - std::fabs(uwatern);
|
float width_mod = width - std::fabs(uwatern);
|
||||||
float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
|
float nridge = noise_ridge->result[index3d] *
|
||||||
|
std::fmax(altitude, 0.0f) / 7.0f;
|
||||||
if (nridge + width_mod * height_mod < 0.6)
|
if (nridge + width_mod * height_mod < 0.6f)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
|
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
|
||||||
|
@ -37,14 +37,15 @@ extern FlagDesc flagdesc_mapgen_v7[];
|
|||||||
struct MapgenV7Params : public MapgenParams {
|
struct MapgenV7Params : public MapgenParams {
|
||||||
u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
|
u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
|
||||||
s16 mount_zero_level = 0;
|
s16 mount_zero_level = 0;
|
||||||
float cave_width = 0.09f;
|
|
||||||
s16 large_cave_depth = -33;
|
|
||||||
s16 lava_depth = -256;
|
|
||||||
float float_mount_density = 0.6f;
|
float float_mount_density = 0.6f;
|
||||||
float float_mount_height = 128.0f;
|
float float_mount_height = 128.0f;
|
||||||
float float_mount_exponent = 0.75f;
|
float float_mount_exponent = 0.75f;
|
||||||
s16 floatland_level = 1280;
|
s16 floatland_level = 1280;
|
||||||
s16 shadow_limit = 1024;
|
s16 shadow_limit = 1024;
|
||||||
|
|
||||||
|
float cave_width = 0.09f;
|
||||||
|
s16 large_cave_depth = -33;
|
||||||
|
s16 lava_depth = -256;
|
||||||
s16 cavern_limit = -256;
|
s16 cavern_limit = -256;
|
||||||
s16 cavern_taper = 256;
|
s16 cavern_taper = 256;
|
||||||
float cavern_threshold = 0.7f;
|
float cavern_threshold = 0.7f;
|
||||||
@ -73,6 +74,7 @@ struct MapgenV7Params : public MapgenParams {
|
|||||||
void writeParams(Settings *settings) const;
|
void writeParams(Settings *settings) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
class MapgenV7 : public MapgenBasic {
|
class MapgenV7 : public MapgenBasic {
|
||||||
public:
|
public:
|
||||||
MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge);
|
MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge);
|
||||||
@ -95,12 +97,13 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
s16 mount_zero_level;
|
s16 mount_zero_level;
|
||||||
s16 large_cave_depth;
|
|
||||||
float float_mount_density;
|
float float_mount_density;
|
||||||
float float_mount_height;
|
float float_mount_height;
|
||||||
float float_mount_exponent;
|
float float_mount_exponent;
|
||||||
s16 floatland_level;
|
s16 floatland_level;
|
||||||
s16 shadow_limit;
|
s16 shadow_limit;
|
||||||
|
|
||||||
|
s16 large_cave_depth;
|
||||||
s16 dungeon_ymin;
|
s16 dungeon_ymin;
|
||||||
s16 dungeon_ymax;
|
s16 dungeon_ymax;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user