3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "mapgen_indev.h"
21 #include "constants.h"
26 /////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
28 NoiseIndevParams nparams_indev_def;
31 NoiseIndevParams nparams_indev_def_terrain_base;
32 // (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
33 NoiseIndevParams nparams_indev_def_terrain_higher;
34 // (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
35 NoiseIndevParams nparams_indev_def_steepness;
36 // (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
37 NoiseIndevParams nparams_indev_def_mud;
38 // (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
39 NoiseIndevParams nparams_indev_def_float_islands;
40 // (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
41 NoiseIndevParams nparams_indev_def_biome;
44 ///////////////////////////////////////////////////////////////////////////////
46 void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
47 Noise::init((NoiseParams*)np, seed, sx, sy, sz);
51 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
52 init(np, seed, sx, sy, 1);
55 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
56 init(np, seed, sx, sy, sz);
59 float farscale(float scale, float z) {
60 return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
63 float farscale(float scale, float x, float z) {
64 return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
67 float farscale(float scale, float x, float y, float z) {
68 return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
71 void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
73 for (int z = 0; z != sz; z++) {
74 for (int y = 0; y != sy; y++) {
75 for (int x = 0; x != sx; x++) {
76 result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
83 MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge)
84 : MapgenV6(mapgenid, params, emerge)
86 noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z);
87 noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
88 noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z);
89 // noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y);
90 // noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y);
91 noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z);
92 // noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y);
93 noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
94 noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
95 noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z);
96 noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z);
99 MapgenIndev::~MapgenIndev() {
100 delete noiseindev_terrain_base;
101 delete noiseindev_terrain_higher;
102 delete noiseindev_steepness;
103 //delete noise_height_select;
104 //delete noise_trees;
105 delete noiseindev_mud;
106 //delete noise_beach;
107 delete noiseindev_float_islands1;
108 delete noiseindev_float_islands2;
109 delete noiseindev_float_islands3;
110 delete noiseindev_biome;
113 void MapgenIndev::calculateNoise() {
117 // Need to adjust for the original implementation's +.5 offset...
118 if (!(flags & MG_FLAT)) {
119 noiseindev_terrain_base->perlinMap2D(
120 x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
121 z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
122 noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
124 noiseindev_terrain_higher->perlinMap2D(
125 x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
126 z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
127 noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
129 noiseindev_steepness->perlinMap2D(
130 x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
131 z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
132 noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
134 noise_height_select->perlinMap2D(
135 x + 0.5 * noise_height_select->np->spread.X,
136 z + 0.5 * noise_height_select->np->spread.Z);
138 noiseindev_float_islands1->perlinMap3D(
139 x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
140 y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
141 z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
143 noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
145 noiseindev_float_islands2->perlinMap3D(
146 x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
147 y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
148 z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
150 noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
152 noiseindev_float_islands3->perlinMap2D(
153 x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
154 z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
155 noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
159 if (!(flags & MG_FLAT)) {
160 noiseindev_mud->perlinMap2D(
161 x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
162 z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
163 noiseindev_mud->transformNoiseMapFarScale(x, y, z);
165 noise_beach->perlinMap2D(
166 x + 0.2 * noise_beach->np->spread.X,
167 z + 0.7 * noise_beach->np->spread.Z);
169 noise_biome->perlinMap2D(
170 x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
171 z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
174 bool MapgenIndevParams::readParams(Settings *settings) {
175 freq_desert = settings->getFloat("mgv6_freq_desert");
176 freq_beach = settings->getFloat("mgv6_freq_beach");
178 npindev_terrain_base = settings->getNoiseIndevParams("mgindev_np_terrain_base");
179 npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
180 npindev_steepness = settings->getNoiseIndevParams("mgindev_np_steepness");
181 np_height_select = settings->getNoiseParams("mgv6_np_height_select");
182 np_trees = settings->getNoiseParams("mgv6_np_trees");
183 npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
184 np_beach = settings->getNoiseParams("mgv6_np_beach");
185 npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome");
186 np_cave = settings->getNoiseParams("mgv6_np_cave");
187 npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1");
188 npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2");
189 npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3");
192 npindev_terrain_base && npindev_terrain_higher && npindev_steepness &&
193 np_height_select && np_trees && npindev_mud &&
194 np_beach && np_biome && np_cave &&
195 npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
199 void MapgenIndevParams::writeParams(Settings *settings) {
200 settings->setFloat("mgv6_freq_desert", freq_desert);
201 settings->setFloat("mgv6_freq_beach", freq_beach);
203 settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base);
204 settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
205 settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness);
206 settings->setNoiseParams("mgv6_np_height_select", np_height_select);
207 settings->setNoiseParams("mgv6_np_trees", np_trees);
208 settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
209 settings->setNoiseParams("mgv6_np_beach", np_beach);
210 settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome);
211 settings->setNoiseParams("mgv6_np_cave", np_cave);
212 settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
213 settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
214 settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
218 float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
222 float terrain_base = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
223 p.X, 0.5, p.Y, 0.5, seed);
224 float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
225 p.X, 0.5, p.Y, 0.5, seed);
226 float steepness = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
227 p.X, 0.5, p.Y, 0.5, seed);
228 float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
229 p.X, 0.5, p.Y, 0.5, seed);
231 return baseTerrainLevel(terrain_base, terrain_higher,
232 steepness, height_select);
235 float MapgenIndev::baseTerrainLevelFromMap(int index) {
239 float terrain_base = noiseindev_terrain_base->result[index];
240 float terrain_higher = noiseindev_terrain_higher->result[index];
241 float steepness = noiseindev_steepness->result[index];
242 float height_select = noise_height_select->result[index];
244 return baseTerrainLevel(terrain_base, terrain_higher,
245 steepness, height_select);
248 float MapgenIndev::getMudAmount(int index) {
250 return AVERAGE_MUD_AMOUNT;
252 /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
253 0.5+(float)p.X/200, 0.5+(float)p.Y/200,
254 seed+91013, 3, 0.55));*/
256 return noiseindev_mud->result[index];
259 void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
260 cave.min_tunnel_diameter = 2;
261 cave.max_tunnel_diameter = ps.range(2,6);
262 cave.dswitchint = ps.range(1,14);
263 cave.flooded = large_cave && ps.range(0,4);
265 cave.part_max_length_rs = ps.range(2,4);
266 if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
267 cave.flooded = !ps.range(0, 3);
268 cave.tunnel_routepoints = ps.range(5, 30);
269 cave.min_tunnel_diameter = 30;
270 cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
272 cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
273 cave.min_tunnel_diameter = 5;
274 cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
277 cave.part_max_length_rs = ps.range(2,9);
278 cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
280 cave.large_cave_is_flat = (ps.range(0,1) == 0);
284 // version with one perlin3d. use with good params like
285 settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5");
286 void MapgenIndev::generateFloatIslands(int min_y) {
287 if (node_min.Y < min_y) return;
288 v3s16 p0(node_min.X, node_min.Y, node_min.Z);
289 MapNode n1(c_stone), n2(c_desert_stone);
290 int xl = node_max.X - node_min.X;
291 int yl = node_max.Y - node_min.Y;
292 int zl = node_max.Z - node_min.Z;
294 for (int x1 = 0; x1 <= xl; x1++)
296 //int x = x1 + node_min.Y;
297 for (int z1 = 0; z1 <= zl; z1++)
299 //int z = z1 + node_min.Z;
300 for (int y1 = 0; y1 <= yl; y1++, index++)
302 //int y = y1 + node_min.Y;
303 float noise = noiseindev_float_islands1->result[index];
304 //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
306 v3s16 p = p0 + v3s16(x1, y1, z1);
307 u32 i = vm->m_area.index(p);
308 if (!vm->m_area.contains(i))
311 if (vm->m_data[i].getContent() != CONTENT_AIR)
313 vm->m_data[i] = noise > 1 ? n1 : n2;
321 void MapgenIndev::generateFloatIslands(int min_y) {
322 if (node_min.Y < min_y) return;
323 PseudoRandom pr(blockseed + 985);
324 // originally from http://forum.minetest.net/viewtopic.php?id=4776
325 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.
326 float AMPY = 24; // 24; // Amplitude of island centre y variation.
327 float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
328 float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
330 v3s16 p0(node_min.X, node_min.Y, node_min.Z);
333 float xl = node_max.X - node_min.X;
334 float yl = node_max.Y - node_min.Y;
335 float zl = node_max.Z - node_min.Z;
336 float midy = node_min.Y + yl * 0.5;
337 u32 index = 0, index2d = 0;
338 for (int x1 = 0; x1 <= xl; ++x1)
340 for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
342 float noise3 = noiseindev_float_islands3->result[index2d];
343 float pmidy = midy + noise3 / 1.5 * AMPY;
344 for (int y1 = 0; y1 <= yl; ++y1, ++index)
346 int y = y1 + node_min.Y;
347 float noise1 = noiseindev_float_islands1->result[index];
348 float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
349 float noise1off = noise1 - offset - RAR;
350 if (noise1off > 0 && noise1off < 0.7) {
351 float noise2 = noiseindev_float_islands2->result[index];
352 if (noise2 - noise1off > -0.7){
353 v3s16 p = p0 + v3s16(x1, y1, z1);
354 u32 i = vm->m_area.index(p);
355 if (!vm->m_area.contains(i))
358 if (vm->m_data[i].getContent() != CONTENT_AIR)
368 void MapgenIndev::generateSomething() {
369 int float_islands = g_settings->getS16("mgindev_float_islands");
370 if(float_islands) generateFloatIslands(float_islands);