/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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" /////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings) NoiseIndevParams nparams_indev_def; /* NoiseIndevParams nparams_indev_def_terrain_base; // (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1); NoiseIndevParams nparams_indev_def_terrain_higher; // (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1); NoiseIndevParams nparams_indev_def_steepness; // (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1); NoiseIndevParams nparams_indev_def_mud; // (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1); NoiseIndevParams nparams_indev_def_float_islands; // (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1); NoiseIndevParams nparams_indev_def_biome; */ /////////////////////////////////////////////////////////////////////////////// void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) { Noise::init((NoiseParams*)np, seed, sx, sy, sz); this->npindev = 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, MapgenIndevParams *params, EmergeManager *emerge) : MapgenV6(mapgenid, params, emerge) { noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z); noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z); noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z); // noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y); // noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y); noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z); // noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y); noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z); noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z); noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z); noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z); } MapgenIndev::~MapgenIndev() { delete noiseindev_terrain_base; delete noiseindev_terrain_higher; delete noiseindev_steepness; //delete noise_height_select; //delete noise_trees; delete noiseindev_mud; //delete noise_beach; 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)); } bool MapgenIndevParams::readParams(Settings *settings) { freq_desert = settings->getFloat("mgv6_freq_desert"); freq_beach = settings->getFloat("mgv6_freq_beach"); npindev_terrain_base = settings->getNoiseIndevParams("mgindev_np_terrain_base"); npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher"); npindev_steepness = settings->getNoiseIndevParams("mgindev_np_steepness"); np_height_select = settings->getNoiseParams("mgv6_np_height_select"); np_trees = settings->getNoiseParams("mgv6_np_trees"); npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud"); np_beach = settings->getNoiseParams("mgv6_np_beach"); npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome"); np_cave = settings->getNoiseParams("mgv6_np_cave"); npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1"); npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2"); npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3"); bool success = npindev_terrain_base && npindev_terrain_higher && npindev_steepness && np_height_select && np_trees && npindev_mud && np_beach && np_biome && np_cave && npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3; return success; } void MapgenIndevParams::writeParams(Settings *settings) { settings->setFloat("mgv6_freq_desert", freq_desert); settings->setFloat("mgv6_freq_beach", freq_beach); 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->setNoiseParams("mgv6_np_height_select", np_height_select); settings->setNoiseParams("mgv6_np_trees", np_trees); settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud); settings->setNoiseParams("mgv6_np_beach", np_beach); settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome); settings->setNoiseParams("mgv6_np_cave", np_cave); 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->vm = mg->vm; 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="<