From 2d90aca4ab876e3254f219b1d37f49257556d456 Mon Sep 17 00:00:00 2001 From: proller Date: Sat, 12 Jul 2014 18:21:54 +0400 Subject: Remove indev mapgen --- src/CMakeLists.txt | 1 - src/emerge.cpp | 2 - src/mapgen_indev.cpp | 383 --------------------------------------------------- src/mapgen_indev.h | 128 ----------------- 4 files changed, 514 deletions(-) delete mode 100644 src/mapgen_indev.cpp delete mode 100644 src/mapgen_indev.h (limited to 'src') diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 468b38be4..2800f361c 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -357,7 +357,6 @@ set(common_SRCS mapgen.cpp mapgen_v6.cpp mapgen_v7.cpp - mapgen_indev.cpp mapgen_singlenode.cpp treegen.cpp dungeongen.cpp diff --git a/src/emerge.cpp b/src/emerge.cpp index f2f848813..a2b265486 100644 --- a/src/emerge.cpp +++ b/src/emerge.cpp @@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "biome.h" #include "mapgen_v6.h" #include "mapgen_v7.h" -#include "mapgen_indev.h" #include "mapgen_singlenode.h" @@ -83,7 +82,6 @@ EmergeManager::EmergeManager(IGameDef *gamedef) { //register built-in mapgens registerMapgen("v6", new MapgenFactoryV6()); registerMapgen("v7", new MapgenFactoryV7()); - registerMapgen("indev", new MapgenFactoryIndev()); registerMapgen("singlenode", new MapgenFactorySinglenode()); this->ndef = gamedef->getNodeDefManager(); diff --git a/src/mapgen_indev.cpp b/src/mapgen_indev.cpp deleted file mode 100644 index f01547156..000000000 --- a/src/mapgen_indev.cpp +++ /dev/null @@ -1,383 +0,0 @@ -/* -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" - -/////////////////////////////////////////////////////////////////////////////// - -void NoiseIndev::init(NoiseParams *np, int seed, int sx, int sy, int sz) { - Noise::init(np, seed, sx, sy, sz); - this->npindev = (NoiseIndevParams*) 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, MapgenParams *params, EmergeManager *emerge) - : MapgenV6(mapgenid, params, emerge) -{ - MapgenIndevParams *sp = (MapgenIndevParams *)params->sparams; - - float_islands = sp->float_islands; - - noiseindev_terrain_base = new NoiseIndev(&sp->npindev_terrain_base, seed, csize.X, csize.Z); - noiseindev_terrain_higher = new NoiseIndev(&sp->npindev_terrain_higher, seed, csize.X, csize.Z); - noiseindev_steepness = new NoiseIndev(&sp->npindev_steepness, seed, csize.X, csize.Z); - noiseindev_mud = new NoiseIndev(&sp->npindev_mud, seed, csize.X, csize.Z); - noiseindev_float_islands1 = new NoiseIndev(&sp->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z); - noiseindev_float_islands2 = new NoiseIndev(&sp->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z); - noiseindev_float_islands3 = new NoiseIndev(&sp->npindev_float_islands3, seed, csize.X, csize.Z); - noiseindev_biome = new NoiseIndev(&sp->npindev_biome, seed, csize.X, csize.Z); -} - -MapgenIndev::~MapgenIndev() { - delete noiseindev_terrain_base; - delete noiseindev_terrain_higher; - delete noiseindev_steepness; - delete noiseindev_mud; - 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)); -} - -MapgenIndevParams::MapgenIndevParams() { - float_islands = 500; - npindev_terrain_base = NoiseIndevParams(-4, 20, v3f(250, 250, 250), 82341, 5, 0.6, 10, 10); - npindev_terrain_higher = NoiseIndevParams(20, 16, v3f(500, 500, 500), 85039, 5, 0.6, 10, 10); - npindev_steepness = NoiseIndevParams(0.85, 0.5, v3f(125, 125, 125), -932, 5, 0.7, 2, 10); - npindev_mud = NoiseIndevParams(4, 2, v3f(200, 200, 200), 91013, 3, 0.55, 1, 1); - npindev_biome = NoiseIndevParams(0, 1, v3f(250, 250, 250), 9130, 3, 0.50, 1, 10); - npindev_float_islands1 = NoiseIndevParams(0, 1, v3f(256, 256, 256), 3683, 6, 0.6, 1, 1.5); - npindev_float_islands2 = NoiseIndevParams(0, 1, v3f(8, 8, 8 ), 9292, 2, 0.5, 1, 1.5); - npindev_float_islands3 = NoiseIndevParams(0, 1, v3f(256, 256, 256), 6412, 2, 0.5, 1, 0.5); -} - -void MapgenIndevParams::readParams(Settings *settings) { - MapgenV6Params::readParams(settings); - - settings->getS16NoEx("mgindev_float_islands", float_islands); - - settings->getNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base); - settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher); - settings->getNoiseIndevParams("mgindev_np_steepness", npindev_steepness); - settings->getNoiseIndevParams("mgindev_np_mud", npindev_mud); - settings->getNoiseIndevParams("mgindev_np_biome", npindev_biome); - settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1); - settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2); - settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3); -} - -void MapgenIndevParams::writeParams(Settings *settings) { - MapgenV6Params::writeParams(settings); - - settings->setS16("mgindev_float_islands", float_islands); - - 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->setNoiseIndevParams("mgindev_np_mud", npindev_mud); - settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome); - 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->mg = mg; - this->vm = mg->vm; - this->ndef = mg->ndef; - 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="<