/*
Minetest
-Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2015-2017 paramat
+Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
-#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
///////////////////////////////////////////////////////////////////////////////////////
-MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
- this->m_emerge = emerge;
- this->bmgr = emerge->biomemgr;
-
- //// amount of elements to skip for the next index
- //// for noise/height/biome maps (not vmanip)
- this->ystride = csize.X;
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
-
- this->heightmap = new s16[csize.X * csize.Z];
-
- MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
-
- this->spflags = sp->spflags;
- this->cave_width = sp->cave_width;
- this->fractal = sp->fractal;
- this->iterations = sp->iterations;
- this->scale = sp->scale;
- this->offset = sp->offset;
- this->slice_w = sp->slice_w;
- this->julia_x = sp->julia_x;
- this->julia_y = sp->julia_y;
- this->julia_z = sp->julia_z;
- this->julia_w = sp->julia_w;
+ this->spflags = params->spflags;
+ this->cave_width = params->cave_width;
+ this->fractal = params->fractal;
+ this->iterations = params->iterations;
+ this->scale = params->scale;
+ this->offset = params->offset;
+ this->slice_w = params->slice_w;
+ this->julia_x = params->julia_x;
+ this->julia_y = params->julia_y;
+ this->julia_z = params->julia_z;
+ this->julia_w = params->julia_w;
//// 2D terrain noise
- noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+ noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- //// 3D terrain noise
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
-
- //// Initialize biome generator
- biomegen = emerge->biomemgr->createBiomeGen(
- BIOMEGEN_ORIGINAL, params->bparams, csize);
- biomemap = biomegen->biomemap;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
this->formula = fractal / 2 + fractal % 2;
this->julia = fractal % 2 == 0;
-
- //// Resolve nodes to be used
- c_stone = ndef->getId("mapgen_stone");
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_desert_stone = ndef->getId("mapgen_desert_stone");
- c_ice = ndef->getId("mapgen_ice");
- c_sandstone = ndef->getId("mapgen_sandstone");
-
- c_cobble = ndef->getId("mapgen_cobble");
- c_stair_cobble = ndef->getId("mapgen_stair_cobble");
- c_mossycobble = ndef->getId("mapgen_mossycobble");
- c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
- c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
-
- if (c_ice == CONTENT_IGNORE)
- c_ice = CONTENT_AIR;
- if (c_mossycobble == CONTENT_IGNORE)
- c_mossycobble = c_cobble;
- if (c_stair_cobble == CONTENT_IGNORE)
- c_stair_cobble = c_cobble;
- if (c_sandstonebrick == CONTENT_IGNORE)
- c_sandstonebrick = c_sandstone;
- if (c_stair_sandstonebrick == CONTENT_IGNORE)
- c_stair_sandstonebrick = c_sandstone;
}
{
delete noise_seabed;
delete noise_filler_depth;
- delete noise_cave1;
- delete noise_cave2;
-
- delete biomegen;
-
- delete[] heightmap;
}
MapgenFractalParams::MapgenFractalParams()
{
spflags = 0;
- cave_width = 0.3;
+ cave_width = 0.09;
fractal = 1;
iterations = 11;
scale = v3f(4096.0, 1024.0, 4096.0);
np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
- np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
blockseed = getBlockSeed2(full_node_min, seed);
- // Make some noise
- calculateNoise();
-
// Generate base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
- biomegen->getBiomes(heightmap);
MgStoneType stone_type = generateBiomes();
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
- if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
- DungeonParams dp;
-
- dp.np_rarity = nparams_dungeon_rarity;
- dp.np_density = nparams_dungeon_density;
- dp.np_wetness = nparams_dungeon_wetness;
- dp.c_water = c_water_source;
- if (stone_type == MGSTONE_STONE) {
- dp.c_cobble = c_cobble;
- dp.c_moss = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 3.0;
- dp.holesize = v3s16(1, 2, 1);
- dp.roomsize = v3s16(0, 0, 0);
- dp.notifytype = GENNOTIFY_DUNGEON;
- } else if (stone_type == MGSTONE_DESERT_STONE) {
- dp.c_cobble = c_desert_stone;
- dp.c_moss = c_desert_stone;
- dp.c_stair = c_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 3, 2);
- dp.roomsize = v3s16(2, 5, 2);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else if (stone_type == MGSTONE_SANDSTONE) {
- dp.c_cobble = c_sandstonebrick;
- dp.c_moss = c_sandstonebrick;
- dp.c_stair = c_sandstonebrick;
-
- dp.diagonal_dirs = false;
- dp.mossratio = 0.0;
- dp.holesize = v3s16(2, 2, 2);
- dp.roomsize = v3s16(2, 0, 2);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
-
- DungeonGen dgen(this, &dp);
- dgen.generate(blockseed, full_node_min, full_node_max);
- }
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
}
-void MapgenFractal::calculateNoise()
-{
- //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- s16 x = node_min.X;
- s16 z = node_min.Z;
-
- noise_seabed->perlinMap2D(x, z);
-
- // Cave noises are calculated in generateCaves()
- // only if solid terrain is present in mapchunk
-
- noise_filler_depth->perlinMap2D(x, z);
-
- //printf("calculateNoise: %dus\n", t.stop());
-}
-
-
bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
{
float cx, cy, cz, cw, ox, oy, oz, ow;
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
+ noise_seabed->perlinMap2D(node_min.X, node_min.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++) {
u32 vi = vm->m_area.index(node_min.X, y, z);