Mapgen indev: float islands, larger far biomes
authorproller <proller@github.com>
Sat, 23 Mar 2013 23:40:15 +0000 (03:40 +0400)
committerproller <proller@github.com>
Sat, 23 Mar 2013 23:40:15 +0000 (03:40 +0400)
games/minimal/mods/default/mapgen.lua
minetest.conf.example
src/defaultsettings.cpp
src/mapgen_indev.cpp
src/mapgen_indev.h
src/mapgen_v6.cpp
src/mapgen_v6.h

index 74fc398b21deb7217bdf1e97c13e7dbaacbfbdf2..de6632d1361288d3eb50dc1cdf2f696bc0a32627 100644 (file)
@@ -74,6 +74,9 @@ minetest.register_on_generated(function(minp, maxp, seed)
        generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+2, 1/12/12/12, 5, -16,    -5  )
        generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+3, 1/9/9/9,    5, -31000, -17 )
 
+       generate_ore("default:stone_with_coal", "default:stone", minp, maxp, seed+4, 1/8/8/8,    5, 200, 31000 ) -- for float islands and far scaled mountains
+       generate_ore("default:stone_with_iron", "default:stone", minp, maxp, seed+5, 1/9/9/9,    5, 200, 31000 )
+
        if minetest.setting_getbool("underground_springs") then
                generate_ore("default:water_source", "default:stone", minp, maxp, seed+4, 1/24/24/24, 12, -100,   -11,   128)
                generate_ore("default:water_source", "default:stone", minp, maxp, seed+5, 1/28/28/28, 8,  -10000, -101,  128)
index 5401f6aad4b2bd5b486987edac80a9416f05b524..838987c33dc99b725c58396881565f68d26f22b4 100644 (file)
 #mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
 #mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
 
-# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale
-#mgindev_np_terrain_base = -4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10
-#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10
-#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10
-#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1
+# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
+#mgindev_np_terrain_base   = -4,   20,  (250, 250, 250), 82341, 5, 0.6,  10,  10
+#mgindev_np_terrain_higher = 20,   16,  (500, 500, 500), 85039, 5, 0.6,  10,  10
+#mgindev_np_steepness      = 0.85, 0.5, (125, 125, 125), -932,  5, 0.7,  2,   10
+#mgindev_np_mud            = 4,    2,   (200, 200, 200), 91013, 3, 0.55, 1,   1
+#mgindev_np_float_islands1 = 0,    1,   (64,  64,  64 ), 3683,  5, 0.5,  1,   1.5
+#mgindev_np_float_islands2 = 0,    1,   (8,   8,   8  ), 9292,  2, 0.5,  1,   1.5
+#mgindev_np_float_islands3 = 0,    1,   (256, 256, 256), 6412,  2, 0.5,  1,   0.5
+#mgindev_np_biome          = 0,    1,   (250, 250, 250), 9130,  3, 0.50, 1,   10
+
+# Float islands starts from height, 0 to disable
+#mgindev_float_islands = 500
index 25edffe32571e3bed335ad3ea958ca741bd48f11..592c6bccae7587270a2c9c765a8cdc8cea7db803 100644 (file)
@@ -236,10 +236,15 @@ void set_default_settings(Settings *settings)
        settings->setDefault("mgv7_np_heat",     "25, 50, (500, 500, 500), 35293, 1, 0");
        settings->setDefault("mgv7_np_humidity", "50, 31.25, (750, 750, 750), 12094, 2, 0.6");
 
-       settings->setDefault("mgindev_np_terrain_base",   "-4, 20, (250.0, 250, 250), 82341, 5, 0.6, 10");
-       settings->setDefault("mgindev_np_terrain_higher", "20, 16, (500, 500, 500), 85039, 5, 0.6, 10");
-       settings->setDefault("mgindev_np_steepness",      "0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 10");
-       settings->setDefault("mgindev_np_mud",            "4, 2, (200, 200, 200), 91013, 3, 0.55, 1");
+       settings->setDefault("mgindev_np_terrain_base",   "-4,   20,  (250, 250, 250), 82341, 5, 0.6,  10,  10");
+       settings->setDefault("mgindev_np_terrain_higher", "20,   16,  (500, 500, 500), 85039, 5, 0.6,  10,  10");
+       settings->setDefault("mgindev_np_steepness",      "0.85, 0.5, (125, 125, 125), -932,  5, 0.7,  2,   10");
+       settings->setDefault("mgindev_np_mud",            "4,    2,   (200, 200, 200), 91013, 3, 0.55, 1,   1");
+       settings->setDefault("mgindev_np_float_islands1", "0,    1,   (64,  64,  64 ), 3683,  5, 0.5,  1,   1.5");
+       settings->setDefault("mgindev_np_float_islands2", "0,    1,   (8,   8,   8  ), 9292,  2, 0.5,  1,   1.5");
+       settings->setDefault("mgindev_np_float_islands3", "0,    1,   (256, 256, 256), 6412,  2, 0.5,  1,   0.5");
+       settings->setDefault("mgindev_np_biome",          "0,    1,   (250, 250, 250), 9130,  3, 0.50, 1,   10");
+       settings->setDefault("mgindev_float_islands", "500");
 
 }
 
index 4de4fd55fedff812de47c723cc19664d7d9bc099..6956fc63f14880cac96d7f29556f2a9ba4e852bc 100644 (file)
@@ -19,18 +19,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapgen_indev.h"
 #include "constants.h"
+#include "map.h"
+#include "main.h"
 #include "log.h"
 
-/////////////////// Mapgen Indev perlin noise default values
+/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
 
-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;
+
+/*
+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;
+*/
 
 ///////////////////////////////////////////////////////////////////////////////
 
@@ -39,31 +48,32 @@ void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int 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) {
-        // more correct use distantion from 0,0,0 via pow, but + is faster
-        //float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
-        // dstream << "TNM rs="  << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
         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->offset;
-                                result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset;
+                                result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
                                 i++;
                         }
                 }
@@ -71,14 +81,17 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
 }
 
 MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
-        noiseindev_terrain_base   = new NoiseIndev(params->npindev_terrain_base,   seed, csize.X, csize.Y);
-        noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
-        noiseindev_steepness      = new NoiseIndev(params->npindev_steepness,      seed, csize.X, csize.Y);
+        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.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);
-//        noise_biome          = new Noise(params->np_biome,          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() {
@@ -89,10 +102,12 @@ MapgenIndev::~MapgenIndev() {
        //delete noise_trees;
        delete noiseindev_mud;
        //delete noise_beach;
-       //delete noise_biome;
+       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;
@@ -100,31 +115,49 @@ void MapgenIndev::calculateNoise() {
        // 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,
-                       z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
+                       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);
-               //noise_terrain_base->transformNoiseMap();
 
                noiseindev_terrain_higher->perlinMap2D(
-                       x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
-                       z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
+                       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);
-               //noise_terrain_higher->transformNoiseMap();
 
                noiseindev_steepness->perlinMap2D(
-                       x + 0.5 * noiseindev_steepness->npindev->spread.X,
-                       z + 0.5 * noiseindev_steepness->npindev->spread.Z);
+                       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);
+
        }
        
        if (!(flags & MG_FLAT)) {
                noiseindev_mud->perlinMap2D(
-                       x + 0.5 * noiseindev_mud->npindev->spread.X,
-                       z + 0.5 * noiseindev_mud->npindev->spread.Z);
+                       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(
@@ -132,8 +165,8 @@ void MapgenIndev::calculateNoise() {
                z + 0.7 * noise_beach->np->spread.Z);
 
        noise_biome->perlinMap2D(
-               x + 0.6 * noise_biome->np->spread.X,
-               z + 0.2 * noise_biome->np->spread.Z);
+               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) {
@@ -147,17 +180,20 @@ bool MapgenIndevParams::readParams(Settings *settings) {
         np_trees          = settings->getNoiseParams("mgv6_np_trees");
         npindev_mud            = settings->getNoiseIndevParams("mgindev_np_mud");
         np_beach          = settings->getNoiseParams("mgv6_np_beach");
-        np_biome          = settings->getNoiseParams("mgv6_np_biome");
+        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;
+                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);
@@ -169,8 +205,11 @@ void MapgenIndevParams::writeParams(Settings *settings) {
         settings->setNoiseParams("mgv6_np_trees",          np_trees);
         settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
         settings->setNoiseParams("mgv6_np_beach",          np_beach);
-        settings->setNoiseParams("mgv6_np_biome",          np_biome);
+        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);
 }
 
 
@@ -191,7 +230,6 @@ float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
                                                        steepness,    height_select);
 }
 
-
 float MapgenIndev::baseTerrainLevelFromMap(int index) {
        if (flags & MG_FLAT)
                return water_level;
@@ -205,9 +243,7 @@ float MapgenIndev::baseTerrainLevelFromMap(int index) {
                                                        steepness,    height_select);
 }
 
-
-float MapgenIndev::getMudAmount(int index)
-{
+float MapgenIndev::getMudAmount(int index) {
        if (flags & MG_FLAT)
                return AVERAGE_MUD_AMOUNT;
                
@@ -218,25 +254,19 @@ float MapgenIndev::getMudAmount(int index)
        return noiseindev_mud->result[index];
 }
 
-
 void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
        cave.min_tunnel_diameter = 2;
        cave.max_tunnel_diameter = ps.range(2,6);
        cave.dswitchint = ps.range(1,14);
-       //cave.tunnel_routepoints = 0;
-       //cave.part_max_length_rs = 0;
        cave.flooded = large_cave && ps.range(0,4);
        if(large_cave){
                cave.part_max_length_rs = ps.range(2,4);
-//dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl;
-               if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
-                       cave.flooded = ps.range(0, 1);
-//dstream<<"HUGE:"<<cave.flooded<<std::endl;
-                       cave.tunnel_routepoints = ps.range(5, 1522);
+               if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
+                       cave.flooded = !ps.range(0, 3);
+                       cave.tunnel_routepoints = ps.range(5, 20);
                        cave.min_tunnel_diameter = 30;
-                       cave.max_tunnel_diameter = ps.range(30, ps.range(80,120));
+                       cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
                } else {
-//dstream<<"large:"<<cave.flooded<<std::endl;
                        cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
                        cave.min_tunnel_diameter = 5;
                        cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
@@ -247,3 +277,93 @@ void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool
        }
        cave.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="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
+                               if (noise > 0 ) {
+                                       v3s16 p = p0 + v3s16(x1, y1, z1);
+                                       u32 i = vm->m_area.index(p);
+                                       if (!vm->m_area.contains(i))
+                                               continue;
+                                       // Cancel if not  air
+                                       if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                               continue;
+                                       vm->m_data[i] = noise > 1 ? n1 : n2;
+                               }
+                       }
+               }
+       }
+}
+*/
+
+void MapgenIndev::generateFloatIslands(int min_y) {
+       if (node_min.Y < min_y) return;
+       PseudoRandom pr(blockseed + 985);
+       // originally from http://forum.minetest.net/viewtopic.php?id=4776
+       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.
+       float AMPY = 24; // 24; // Amplitude of island centre y variation.
+       float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
+       float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
+
+       v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+       MapNode n1(c_stone);
+
+       float xl = node_max.X - node_min.X;
+       float yl = node_max.Y - node_min.Y;
+       float zl = node_max.Z - node_min.Z;
+       float midy = node_min.Y + yl * 0.5;
+       u32 index = 0, index2d = 0;
+       for (int x1 = 0; x1 <= xl; ++x1)
+       {
+               for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
+               {
+                       float noise3 = noiseindev_float_islands3->result[index2d];
+                       float pmidy = midy + noise3 / 1.5 * AMPY;
+                       for (int y1 = 0; y1 <= yl; ++y1, ++index)
+                       {
+                               int y = y1 + node_min.Y;
+                               float noise1 = noiseindev_float_islands1->result[index];
+                               float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+                               float noise1off = noise1 - offset - RAR;
+                               if (noise1off > 0 && noise1off < 0.7) {
+                                       float noise2 = noiseindev_float_islands2->result[index];
+                                       if (noise2 - noise1off > -0.7){
+                                               v3s16 p = p0 + v3s16(x1, y1, z1);
+                                               u32 i = vm->m_area.index(p);
+                                               if (!vm->m_area.contains(i))
+                                                       continue;
+                                               // Cancel if not  air
+                                               if (vm->m_data[i].getContent() != CONTENT_AIR)
+                                                       continue;
+                                               vm->m_data[i] = n1;
+                                       }
+                               }
+                       }
+               }
+       }
+}
+
+void MapgenIndev::generateSomething() {
+       int float_islands = g_settings->getS16("mgindev_float_islands");
+       if(float_islands) generateFloatIslands(float_islands);
+}
index ef6193c122c48804e110586b73c340bb09592c06..7ce65dfe3fb164d15a4cf419c1c33d44bfda9216 100644 (file)
@@ -23,30 +23,32 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen.h"
 #include "mapgen_v6.h"
 
+float farscale(float scale, float z);
+float farscale(float scale, float x, float z);
 float farscale(float scale, float x, float y, float z);
 
 struct NoiseIndevParams : public NoiseParams {
        float farscale;
+       float farspread;
 
        NoiseIndevParams(){}
-       NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_) 
-           //:NoiseParams(offset_, scale_, spread_, seed_, octaves_,  persist_)
+       NoiseIndevParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_, float farscale_ = 1, float farspread_ = 1)
        {
-       //NoiseParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_) {
                offset = offset_;
                scale = scale_;
                spread = spread_;
                seed = seed_;
                octaves = octaves_;
                persist = persist_;
-       //}
+
                farscale = farscale_;
+               farspread = farspread_;
        }
 
 };
 
-#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f")
-#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f", (y))
+#define getNoiseIndevParams(x) getStruct<NoiseIndevParams>((x), "f,f,v3,s32,s32,f,f,f")
+#define setNoiseIndevParams(x, y) setStruct((x), "f,f,v3,s32,s32,f,f,f", (y))
 
 class NoiseIndev : public Noise {
     public:
@@ -59,6 +61,8 @@ class NoiseIndev : public Noise {
        void transformNoiseMapFarScale(float xx = 0, float yy = 0, float zz = 0);
 };
 
+extern NoiseIndevParams nparams_indev_def;
+/*
 extern NoiseIndevParams nparams_indev_def_terrain_base;
 extern NoiseIndevParams nparams_indev_def_terrain_higher;
 extern NoiseIndevParams nparams_indev_def_steepness;
@@ -66,9 +70,10 @@ extern NoiseIndevParams nparams_indev_def_steepness;
 //extern NoiseIndevParams nparams_indev_def_trees;
 extern NoiseIndevParams nparams_indev_def_mud;
 //extern NoiseIndevParams nparams_indev_def_beach;
-//extern NoiseIndevParams nparams_indev_def_biome;
+extern NoiseIndevParams nparams_indev_def_biome;
 //extern NoiseIndevParams nparams_indev_def_cave;
-
+extern NoiseIndevParams nparams_indev_def_float_islands;
+*/
 
 struct MapgenIndevParams : public MapgenV6Params {
        NoiseIndevParams *npindev_terrain_base;
@@ -78,21 +83,28 @@ struct MapgenIndevParams : public MapgenV6Params {
        //NoiseParams *np_trees;
        NoiseIndevParams *npindev_mud;
        //NoiseParams *np_beach;
-       //NoiseParams *np_biome;
+       NoiseIndevParams *npindev_biome;
        //NoiseParams *np_cave;
+       NoiseIndevParams *npindev_float_islands1;
+       NoiseIndevParams *npindev_float_islands2;
+       NoiseIndevParams *npindev_float_islands3;
 
        MapgenIndevParams() {
                //freq_desert       = 0.45;
                //freq_beach        = 0.15;
-               npindev_terrain_base   = &nparams_indev_def_terrain_base;
-               npindev_terrain_higher = &nparams_indev_def_terrain_higher;
-               npindev_steepness      = &nparams_indev_def_steepness;
+               npindev_terrain_base   = &nparams_indev_def; //&nparams_indev_def_terrain_base;
+               npindev_terrain_higher = &nparams_indev_def; //&nparams_indev_def_terrain_higher;
+               npindev_steepness      = &nparams_indev_def; //&nparams_indev_def_steepness;
                //np_height_select  = &nparams_v6_def_height_select;
                //np_trees          = &nparams_v6_def_trees;
-               npindev_mud            = &nparams_indev_def_mud;
+               npindev_mud            = &nparams_indev_def; //&nparams_indev_def_mud;
                //np_beach          = &nparams_v6_def_beach;
-               //np_biome          = &nparams_v6_def_biome;
+               npindev_biome          = &nparams_indev_def; //&nparams_indev_def_biome;
                //np_cave           = &nparams_v6_def_cave;
+               npindev_float_islands1  = &nparams_indev_def; //&nparams_indev_def_float_islands;
+               npindev_float_islands2  = &nparams_indev_def; //&nparams_indev_def_float_islands;
+               npindev_float_islands3  = &nparams_indev_def; //&nparams_indev_def_float_islands;
+
        }
 
        bool readParams(Settings *settings);
@@ -108,8 +120,11 @@ class MapgenIndev : public MapgenV6 {
        //NoiseIndev *noise_trees;
        NoiseIndev *noiseindev_mud;
        //NoiseIndev *noise_beach;
-       //NoiseIndev *noise_biome;
+       NoiseIndev *noiseindev_biome;
        //NoiseIndevParams *np_cave;
+       NoiseIndev *noiseindev_float_islands1;
+       NoiseIndev *noiseindev_float_islands2;
+       NoiseIndev *noiseindev_float_islands3;
 
        MapgenIndev(int mapgenid, MapgenIndevParams *params);
        ~MapgenIndev();
@@ -119,6 +134,9 @@ class MapgenIndev : public MapgenV6 {
        float baseTerrainLevelFromMap(int index);
        float getMudAmount(int index);
        void defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave);
+       void generateSomething();
+       
+       void generateFloatIslands(int min_y);
 };
 
 struct MapgenFactoryIndev : public MapgenFactoryV6 {
@@ -131,5 +149,4 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
        };
 };
 
-
 #endif
index 59a4d49fc7bba52c0f22d4e38abc85afbdb10c9a..1efa3ad745555f5a60b3a55035449a57deaf9d62 100644 (file)
@@ -422,6 +422,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
        // Generate general ground level to full area
        stone_surface_max_y = generateGround();
 
+       generateSomething();
+
        const s16 max_spread_amount = MAP_BLOCKSIZE;
        // Limit dirt flow area by 1 because mud is flown into neighbors.
        s16 mudflow_minpos = -max_spread_amount + 1;
index 5b3ea9d275d179f0321e51dd26e074a7c4178b89..89a3324cd6d0cb74692e7d0d58bea96c08e28b6f 100644 (file)
@@ -167,6 +167,7 @@ public:
        virtual void defineCave(Cave &cave, PseudoRandom ps,
                                                        v3s16 node_min, bool large_cave);
        void generateCaves(int max_stone_y);
+       virtual void generateSomething() {}; //for next mapgen
 };
 
 struct MapgenFactoryV6 : public MapgenFactory {