minetest/src/mapgen/mapgen_fractal.h
Paramat 7379aa74cf
Dungeons: Settable density noise, move number calculation to mapgens (#8473)
Add user-settable noise parameters for dungeon density to each mapgen,
except V6 which hardcodes this noise parameter.

Move the calculation of number of dungeons generated in a mapchunk out
of dungeongen.cpp and into mapgen code, to allow mapgens to generate
any desired number of dungeons in a mapchunk, instead of being forced
to have number of dungeons determined by a density noise.

This is more flexible and allows mapgens to use dungeon generation to
create custom structures, such as occasional mega-dungeons.
2019-06-01 20:50:43 +01:00

94 lines
2.3 KiB
C++

/*
Minetest
Copyright (C) 2015-2018 paramat
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
by Paul Nylander, and from http://www.fractalforums.com, thank you.
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.
*/
#pragma once
#include "mapgen.h"
class BiomeManager;
extern FlagDesc flagdesc_mapgen_fractal[];
struct MapgenFractalParams : public MapgenParams
{
u32 spflags = 0;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
s16 lava_depth = -256;
s16 dungeon_ymin = -31000;
s16 dungeon_ymax = 31000;
u16 fractal = 1;
u16 iterations = 11;
v3f scale = v3f(4096.0, 1024.0, 4096.0);
v3f offset = v3f(1.52, 0.0, 0.0);
float slice_w = 0.0f;
float julia_x = 0.267f;
float julia_y = 0.2f;
float julia_z = 0.133f;
float julia_w = 0.067f;
NoiseParams np_seabed;
NoiseParams np_filler_depth;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_dungeons;
MapgenFractalParams();
~MapgenFractalParams() = default;
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
};
class MapgenFractal : public MapgenBasic
{
public:
MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge);
~MapgenFractal();
virtual MapgenType getType() const { return MAPGEN_FRACTAL; }
virtual void makeChunk(BlockMakeData *data);
int getSpawnLevelAtPoint(v2s16 p);
bool getFractalAtPoint(s16 x, s16 y, s16 z);
s16 generateTerrain();
private:
u16 formula;
bool julia;
s16 large_cave_depth;
s16 dungeon_ymin;
s16 dungeon_ymax;
u16 fractal;
u16 iterations;
v3f scale;
v3f offset;
float slice_w;
float julia_x;
float julia_y;
float julia_z;
float julia_w;
Noise *noise_seabed;
};