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398 lines
16 KiB
C++
398 lines
16 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen_indev.h"
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#include "constants.h"
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#include "map.h"
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#include "main.h"
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#include "util/numeric.h"
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#include "log.h"
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/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
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NoiseIndevParams nparams_indev_def;
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/*
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NoiseIndevParams nparams_indev_def_terrain_base;
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// (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_terrain_higher;
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// (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_steepness;
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// (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
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NoiseIndevParams nparams_indev_def_mud;
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// (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
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NoiseIndevParams nparams_indev_def_float_islands;
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// (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
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NoiseIndevParams nparams_indev_def_biome;
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*/
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///////////////////////////////////////////////////////////////////////////////
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void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
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Noise::init((NoiseParams*)np, seed, sx, sy, sz);
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this->npindev = np;
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
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init(np, seed, sx, sy, 1);
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}
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NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
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init(np, seed, sx, sy, sz);
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}
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float farscale(float scale, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
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}
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float farscale(float scale, float x, float y, float z) {
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return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
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}
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void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
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int i = 0;
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for (int z = 0; z != sz; z++) {
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for (int y = 0; y != sy; y++) {
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for (int x = 0; x != sx; x++) {
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result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
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i++;
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}
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}
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}
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}
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MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge)
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: MapgenV6(mapgenid, params, emerge)
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{
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noiseindev_terrain_base = new NoiseIndev(¶ms->npindev_terrain_base, seed, csize.X, csize.Z);
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noiseindev_terrain_higher = new NoiseIndev(¶ms->npindev_terrain_higher, seed, csize.X, csize.Z);
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noiseindev_steepness = new NoiseIndev(¶ms->npindev_steepness, seed, csize.X, csize.Z);
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noiseindev_mud = new NoiseIndev(¶ms->npindev_mud, seed, csize.X, csize.Z);
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noiseindev_float_islands1 = new NoiseIndev(¶ms->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands2 = new NoiseIndev(¶ms->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
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noiseindev_float_islands3 = new NoiseIndev(¶ms->npindev_float_islands3, seed, csize.X, csize.Z);
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noiseindev_biome = new NoiseIndev(¶ms->npindev_biome, seed, csize.X, csize.Z);
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}
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MapgenIndev::~MapgenIndev() {
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delete noiseindev_terrain_base;
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delete noiseindev_terrain_higher;
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delete noiseindev_steepness;
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//delete noise_height_select;
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//delete noise_trees;
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delete noiseindev_mud;
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//delete noise_beach;
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delete noiseindev_float_islands1;
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delete noiseindev_float_islands2;
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delete noiseindev_float_islands3;
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delete noiseindev_biome;
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}
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void MapgenIndev::calculateNoise() {
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int x = node_min.X;
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int y = node_min.Y;
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int z = node_min.Z;
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noiseindev_terrain_base->perlinMap2D(
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x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
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noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
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noiseindev_terrain_higher->perlinMap2D(
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x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
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z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
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noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
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noiseindev_steepness->perlinMap2D(
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x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
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z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
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noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np->spread.X,
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z + 0.5 * noise_height_select->np->spread.Z);
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noiseindev_float_islands1->perlinMap3D(
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x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands2->perlinMap3D(
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x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
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z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
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);
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noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
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noiseindev_float_islands3->perlinMap2D(
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x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
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z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
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noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
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noiseindev_mud->perlinMap2D(
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x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
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z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
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noiseindev_mud->transformNoiseMapFarScale(x, y, z);
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}
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noise_beach->perlinMap2D(
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x + 0.2 * noise_beach->np->spread.X,
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z + 0.7 * noise_beach->np->spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
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z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
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}
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bool MapgenIndevParams::readParams(Settings *settings) {
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freq_desert = settings->getFloat("mgv6_freq_desert");
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freq_beach = settings->getFloat("mgv6_freq_beach");
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bool success =
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settings->getNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base) &&
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settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher) &&
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settings->getNoiseIndevParams("mgindev_np_steepness", npindev_steepness) &&
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settings->getNoiseParams("mgv6_np_height_select", np_height_select) &&
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settings->getNoiseParams("mgv6_np_trees", np_trees) &&
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settings->getNoiseIndevParams("mgindev_np_mud", npindev_mud) &&
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settings->getNoiseParams("mgv6_np_beach", np_beach) &&
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settings->getNoiseIndevParams("mgindev_np_biome", npindev_biome) &&
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settings->getNoiseParams("mgv6_np_cave", np_cave) &&
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settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1) &&
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settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2) &&
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settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
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return success;
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}
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void MapgenIndevParams::writeParams(Settings *settings) {
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settings->setFloat("mgv6_freq_desert", freq_desert);
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settings->setFloat("mgv6_freq_beach", freq_beach);
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settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
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settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
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settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
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settings->setNoiseParams("mgv6_np_height_select", np_height_select);
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settings->setNoiseParams("mgv6_np_trees", np_trees);
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settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
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settings->setNoiseParams("mgv6_np_beach", np_beach);
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settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
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settings->setNoiseParams("mgv6_np_cave", np_cave);
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settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
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settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
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settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
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}
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float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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steepness, height_select);
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}
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float MapgenIndev::baseTerrainLevelFromMap(int index) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = noiseindev_terrain_base->result[index];
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float terrain_higher = noiseindev_terrain_higher->result[index];
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float steepness = noiseindev_steepness->result[index];
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float height_select = noise_height_select->result[index];
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return baseTerrainLevel(terrain_base, terrain_higher,
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steepness, height_select);
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}
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float MapgenIndev::getMudAmount(int index) {
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if (flags & MG_FLAT)
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return AVERAGE_MUD_AMOUNT;
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
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0.5+(float)p.X/200, 0.5+(float)p.Y/200,
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seed+91013, 3, 0.55));*/
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return noiseindev_mud->result[index];
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}
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void MapgenIndev::generateCaves(int max_stone_y) {
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float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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cave_amount = MYMAX(0.0, cave_amount);
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u32 caves_count = cave_amount * volume_nodes / 50000;
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u32 bruises_count = 1;
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PseudoRandom ps(blockseed + 21343);
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PseudoRandom ps2(blockseed + 1032);
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if (ps.range(1, 6) == 1)
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bruises_count = ps.range(0, ps.range(0, 2));
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if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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caves_count /= 3;
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bruises_count /= 3;
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}
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for (u32 i = 0; i < caves_count + bruises_count; i++) {
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bool large_cave = (i >= caves_count);
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CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
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v3s16 node_min, bool is_large_cave) {
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this->mg = mg;
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this->vm = mg->vm;
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this->ndef = mg->ndef;
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this->water_level = mg->water_level;
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this->large_cave = is_large_cave;
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this->ps = ps;
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this->ps2 = ps2;
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this->c_water_source = mg->c_water_source;
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this->c_lava_source = mg->c_lava_source;
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2,6);
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dswitchint = ps->range(1,14);
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flooded = large_cave && ps->range(0,4);
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if (large_cave) {
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part_max_length_rs = ps->range(2,4);
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float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
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if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
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flooded = !ps->range(0, 3);
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tunnel_routepoints = ps->range(5, 30);
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min_tunnel_diameter = 30;
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max_tunnel_diameter = ps->range(40, ps->range(80, 150));
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} else {
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tunnel_routepoints = ps->range(5, ps->range(15,30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps->range(7, ps->range(8,24));
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}
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} else {
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part_max_length_rs = ps->range(2,9);
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tunnel_routepoints = ps->range(10, ps->range(15,30));
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}
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large_cave_is_flat = (ps->range(0,1) == 0);
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}
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/*
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// version with one perlin3d. use with good params like
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settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
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void MapgenIndev::generateFloatIslands(int min_y) {
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if (node_min.Y < min_y) return;
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v3s16 p0(node_min.X, node_min.Y, node_min.Z);
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MapNode n1(c_stone), n2(c_desert_stone);
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int xl = node_max.X - node_min.X;
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int yl = node_max.Y - node_min.Y;
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int zl = node_max.Z - node_min.Z;
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u32 index = 0;
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for (int x1 = 0; x1 <= xl; x1++)
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{
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//int x = x1 + node_min.Y;
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for (int z1 = 0; z1 <= zl; z1++)
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{
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//int z = z1 + node_min.Z;
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for (int y1 = 0; y1 <= yl; y1++, index++)
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{
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//int y = y1 + node_min.Y;
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float noise = noiseindev_float_islands1->result[index];
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//dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
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if (noise > 0 ) {
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v3s16 p = p0 + v3s16(x1, y1, z1);
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u32 i = vm->m_area.index(p);
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if (!vm->m_area.contains(i))
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continue;
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// Cancel if not air
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if (vm->m_data[i].getContent() != CONTENT_AIR)
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continue;
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vm->m_data[i] = noise > 1 ? n1 : n2;
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}
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}
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}
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}
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}
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*/
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void MapgenIndev::generateFloatIslands(int min_y) {
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if (node_min.Y < min_y) return;
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PseudoRandom pr(blockseed + 985);
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// originally from http://forum.minetest.net/viewtopic.php?id=4776
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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.
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float AMPY = 24; // 24; // Amplitude of island centre y variation.
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float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
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float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
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v3s16 p0(node_min.X, node_min.Y, node_min.Z);
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MapNode n1(c_stone);
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float xl = node_max.X - node_min.X;
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float yl = node_max.Y - node_min.Y;
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float zl = node_max.Z - node_min.Z;
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u32 zstride = xl + 1;
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float midy = node_min.Y + yl * 0.5;
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u32 index = 0;
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for (int z1 = 0; z1 <= zl; ++z1)
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for (int y1 = 0; y1 <= yl; ++y1)
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for (int x1 = 0; x1 <= xl; ++x1, ++index) {
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int y = y1 + node_min.Y;
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u32 index2d = z1 * zstride + x1;
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float noise3 = noiseindev_float_islands3->result[index2d];
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float pmidy = midy + noise3 / 1.5 * AMPY;
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float noise1 = noiseindev_float_islands1->result[index];
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float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
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float noise1off = noise1 - offset - RAR;
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if (noise1off > 0 && noise1off < 0.7) {
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float noise2 = noiseindev_float_islands2->result[index];
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if (noise2 - noise1off > -0.7) {
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v3s16 p = p0 + v3s16(x1, y1, z1);
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u32 i = vm->m_area.index(p);
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if (!vm->m_area.contains(i))
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continue;
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// Cancel if not air
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if (vm->m_data[i].getContent() != CONTENT_AIR)
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continue;
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vm->m_data[i] = n1;
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}
|
|
}
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}
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}
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|
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void MapgenIndev::generateExperimental() {
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int float_islands = g_settings->getS16("mgindev_float_islands");
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if (float_islands)
|
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generateFloatIslands(float_islands);
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|
}
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