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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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 "log.h"
+
+/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
+
+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;
+*/
+
+///////////////////////////////////////////////////////////////////////////////
+
+void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
+ Noise::init((NoiseParams*)np, seed, sx, sy, 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) {
+ 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, MapgenIndevParams *params, EmergeManager *emerge)
+ : MapgenV6(mapgenid, params, emerge)
+{
+ 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.Z);
+// noise_beach = new Noise(params->np_beach, 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() {
+ delete noiseindev_terrain_base;
+ delete noiseindev_terrain_higher;
+ delete noiseindev_steepness;
+ //delete noise_height_select;
+ //delete noise_trees;
+ delete noiseindev_mud;
+ //delete noise_beach;
+ 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);
+
+ }
+
+ if (!(flags & MG_FLAT)) {
+ 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));
+}
+
+bool MapgenIndevParams::readParams(Settings *settings) {
+ freq_desert = settings->getFloat("mgv6_freq_desert");
+ freq_beach = settings->getFloat("mgv6_freq_beach");
+
+ npindev_terrain_base = settings->getNoiseIndevParams("mgindev_np_terrain_base");
+ npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
+ npindev_steepness = settings->getNoiseIndevParams("mgindev_np_steepness");
+ np_height_select = settings->getNoiseParams("mgv6_np_height_select");
+ np_trees = settings->getNoiseParams("mgv6_np_trees");
+ npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud");
+ np_beach = settings->getNoiseParams("mgv6_np_beach");
+ 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 &&
+ 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);
+
+ 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->setNoiseParams("mgv6_np_height_select", np_height_select);
+ settings->setNoiseParams("mgv6_np_trees", np_trees);
+ settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud);
+ settings->setNoiseParams("mgv6_np_beach", np_beach);
+ 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);
+}
+
+
+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::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.flooded = large_cave && ps.range(0,4);
+ if(large_cave){
+ cave.part_max_length_rs = ps.range(2,4);
+ 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(40, ps.range(80,120));
+ } else {
+ 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));
+ }
+ } else {
+ cave.part_max_length_rs = ps.range(2,9);
+ cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
+ }
+ 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);
+}