/*
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)
{
- 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);
- MapgenBasic::np_cave1 = sp->np_cave1;
- MapgenBasic::np_cave2 = sp->np_cave2;
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
this->formula = fractal / 2 + fractal % 2;
this->julia = fractal % 2 == 0;
-
- // Content used for dungeon generation
- 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");
-
- // Fall back to more basic content if not defined
- 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;
}
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);
}
// 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)