Mgv7: Add optional floatlands, disabled by default
parent
5fd1ef9b58
commit
bc3980e1d6
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@ -963,23 +963,39 @@ mgv6_np_apple_trees (Mapgen v6 apple trees noise parameters) noise_params 0, 1,
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[***Mapgen v7]
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# Map generation attributes specific to Mapgen v7.
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# The 'ridges' flag controls the rivers.
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# The 'ridges' flag enables the rivers.
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# Floatlands are currently experimental and subject to change.
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# Flags that are not specified in the flag string are not modified from the default.
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# Flags starting with 'no' are used to explicitly disable them.
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mgv7_spflags (Mapgen v7 flags) flags mountains,ridges mountains,ridges,nomountains,noridges
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mgv7_spflags (Mapgen v7 flags) flags mountains,ridges mountains,ridges,floatlands,nomountains,noridges,nofloatlands
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# Controls width of tunnels, a smaller value creates wider tunnels.
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mgv7_cave_width (Mapgen v7 cave width) float 0.2
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# Controls the density of floatland mountain terrain.
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# Is an offset added to the 'np_mountain' noise value.
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mgv7_float_mount_density (Mapgen v7 floatland mountain density) float 0.6
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# Typical maximum height, above and below midpoint, of floatland mountain terrain.
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mgv7_float_mount_height (Mapgen v7 floatland mountain height) float 128.0
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# Y-level of floatland midpoint and lake surface.
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mgv7_floatland_level (Mapgen v7 floatland level) int 1280
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# Y-level to which floatland shadows extend.
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mgv7_shadow_limit (Mapgen v7 shadow limit) int 1024
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mgv7_np_terrain_base (Mapgen v7 terrain base noise parameters) noise_params 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
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mgv7_np_terrain_alt (Mapgen v7 terrain altitude noise parameters) noise_params 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
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mgv7_np_terrain_persist (Mapgen v7 terrain persistation noise parameters) noise_params 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
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mgv7_np_height_select (Mapgen v7 height select noise parameters) noise_params -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0
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mgv7_np_filler_depth (Mapgen v7 filler depth noise parameters) noise_params 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
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mgv7_np_mount_height (Mapgen v7 mount height noise parameters) noise_params 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
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mgv7_np_ridge_uwater (Mapgen v7 ridge water noise parameters) noise_params 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
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mgv7_np_ridge_uwater (Mapgen v7 river course noise parameters) noise_params 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
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mgv7_np_floatland_base (Mapgen v7 floatland base terrain noise parameters) noise_params -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0
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mgv7_np_float_base_height (Mapgen v7 floatland base terrain height noise parameters) noise_params 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0
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mgv7_np_mountain (Mapgen v7 mountain noise parameters) noise_params -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
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mgv7_np_ridge (Mapgen v7 ridge noise parameters) noise_params 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
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mgv7_np_ridge (Mapgen v7 river channel wall noise parameters) noise_params 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
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mgv7_np_cave1 (Mapgen v7 cave1 noise parameters) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
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mgv7_np_cave2 (Mapgen v7 cave2 noise parameters) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
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@ -1239,16 +1239,35 @@
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#### Mapgen v7
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# Map generation attributes specific to Mapgen v7.
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# The 'ridges' flag controls the rivers.
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# The 'ridges' flag enables the rivers.
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# Floatlands are currently experimental and subject to change.
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# Flags that are not specified in the flag string are not modified from the default.
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# Flags starting with 'no' are used to explicitly disable them.
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# type: flags possible values: mountains, ridges, nomountains, noridges
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# type: flags possible values: mountains, ridges, floatlands,
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# nomountains, noridges, nofloatlands
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# mgv7_spflags = mountains,ridges
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# type: float
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# mgv7_cave_width = 0.2
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# Controls the density of floatland mountain terrain.
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# Is an offset added to the 'np_mountain' noise value.
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# type: float
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# mgv7_float_mount_density = 0.6
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# Typical maximum height, above and below midpoint, of floatland mountain terrain.
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# type: float
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# mgv7_float_mount_height = 128.0
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# Y-level of floatland midpoint and lake surface.
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# type: int
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# mgv7_floatland_level = 1280
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# Y-level to which floatland shadows extend.
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# type: int
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# mgv7_shadow_limit = 1024
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# type: noise_params
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# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
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@ -1270,6 +1289,12 @@
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# type: noise_params
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# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
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# type: noise_params
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# mgv7_np_floatland_base = -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0
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# type: noise_params
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# mgv7_np_float_base_height = 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0
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# type: noise_params
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# mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
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@ -41,9 +41,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{NULL, 0}
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{NULL, 0}
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};
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@ -53,17 +54,23 @@ FlagDesc flagdesc_mapgen_v7[] = {
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MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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this->spflags = params->spflags;
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this->cave_width = params->cave_width;
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this->spflags = params->spflags;
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this->cave_width = params->cave_width;
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this->float_mount_density = params->float_mount_density;
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this->float_mount_height = params->float_mount_height;
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this->floatland_level = params->floatland_level;
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this->shadow_limit = params->shadow_limit;
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//// Terrain noise
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
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//// 3d terrain noise
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// 1-up 1-down overgeneration
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@ -84,6 +91,8 @@ MapgenV7::~MapgenV7()
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delete noise_filler_depth;
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delete noise_mount_height;
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delete noise_ridge_uwater;
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delete noise_floatland_base;
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delete noise_float_base_height;
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delete noise_mountain;
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delete noise_ridge;
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}
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@ -91,58 +100,76 @@ MapgenV7::~MapgenV7()
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MapgenV7Params::MapgenV7Params()
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{
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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cave_width = 0.2;
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
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cave_width = 0.2;
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float_mount_density = 0.6;
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float_mount_height = 128.0;
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floatland_level = 1280;
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shadow_limit = 1024;
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np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
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np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
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np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
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np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
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np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
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np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
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np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
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np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
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np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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}
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void MapgenV7Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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settings->getFloatNoEx("mgv7_cave_width", cave_width);
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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settings->getFloatNoEx("mgv7_cave_width", cave_width);
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settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
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settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
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settings->getS16NoEx("mgv7_floatland_level", floatland_level);
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settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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settings->getNoiseParams("mgv7_np_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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settings->getNoiseParams("mgv7_np_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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}
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void MapgenV7Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
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settings->setFloat("mgv7_cave_width", cave_width);
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
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settings->setFloat("mgv7_cave_width", cave_width);
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settings->setFloat("mgv7_float_mount_density", float_mount_density);
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settings->setFloat("mgv7_float_mount_height", float_mount_height);
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settings->setS16("mgv7_floatland_level", floatland_level);
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settings->setS16("mgv7_shadow_limit", shadow_limit);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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settings->setNoiseParams("mgv7_np_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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settings->setNoiseParams("mgv7_np_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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}
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@ -249,9 +276,13 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Limit floatland shadow
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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full_node_min, full_node_max, propagate_shadow);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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@ -313,6 +344,47 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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}
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bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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float density_gradient =
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-pow(fabs((float)(y - floatland_level) / float_mount_height), 0.8f);
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float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
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return floatn + density_gradient >= 0.0f;
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}
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void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
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{
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// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
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s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
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||||
s16 base_max = MAX_MAP_GENERATION_LIMIT;
|
||||
|
||||
float n_base = noise_floatland_base->result[idx_xz];
|
||||
if (n_base > 0.0f) {
|
||||
float n_base_height =
|
||||
MYMAX(noise_float_base_height->result[idx_xz], 0.0f);
|
||||
float amp = n_base * n_base_height;
|
||||
float ridge = n_base_height / 3.0f;
|
||||
base_min = floatland_level - amp / 2.0f;
|
||||
|
||||
if (amp > ridge * 2.0f) {
|
||||
// Lake bed
|
||||
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
|
||||
} else {
|
||||
// Hills and ridges
|
||||
float diff = fabs(amp - ridge) / ridge;
|
||||
// Smooth ridges using the 'smoothstep function'
|
||||
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
|
||||
base_max = floatland_level + ridge - smooth_diff * ridge;
|
||||
}
|
||||
}
|
||||
|
||||
*float_base_min = base_min;
|
||||
*float_base_max = base_max;
|
||||
}
|
||||
|
||||
|
||||
int MapgenV7::generateTerrain()
|
||||
{
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
|
@ -327,11 +399,19 @@ int MapgenV7::generateTerrain()
|
|||
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
|
||||
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
|
||||
|
||||
if (spflags & MGV7_MOUNTAINS) {
|
||||
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
|
||||
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
}
|
||||
|
||||
if (spflags & MGV7_MOUNTAINS) {
|
||||
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
|
||||
}
|
||||
|
||||
if (spflags & MGV7_FLOATLANDS) {
|
||||
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
|
||||
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
|
||||
}
|
||||
|
||||
//// Place nodes
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
||||
|
@ -340,10 +420,16 @@ int MapgenV7::generateTerrain()
|
|||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
||||
s16 surface_y = baseTerrainLevelFromMap(index2d);
|
||||
|
||||
if (surface_y > stone_surface_max_y)
|
||||
stone_surface_max_y = surface_y;
|
||||
|
||||
// Get extent of floatland base terrain
|
||||
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
||||
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
||||
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
|
||||
if (spflags & MGV7_FLOATLANDS)
|
||||
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
|
||||
|
||||
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
||||
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
||||
|
||||
|
@ -356,8 +442,16 @@ int MapgenV7::generateTerrain()
|
|||
vm->m_data[vi] = n_stone; // Mountain terrain
|
||||
if (y > stone_surface_max_y)
|
||||
stone_surface_max_y = y;
|
||||
} else if ((spflags & MGV7_FLOATLANDS) &&
|
||||
((y >= float_base_min && y <= float_base_max) ||
|
||||
getFloatlandMountainFromMap(index3d, index2d, y))) {
|
||||
vm->m_data[vi] = n_stone; // Floatland terrain
|
||||
stone_surface_max_y = node_max.Y;
|
||||
} else if (y <= water_level) {
|
||||
vm->m_data[vi] = n_water;
|
||||
vm->m_data[vi] = n_water; // Ground level water
|
||||
} else if ((spflags & MGV7_FLOATLANDS) &&
|
||||
(y >= float_base_max && y <= floatland_level)) {
|
||||
vm->m_data[vi] = n_water; // Floatland water
|
||||
} else {
|
||||
vm->m_data[vi] = n_air;
|
||||
}
|
||||
|
@ -373,7 +467,7 @@ int MapgenV7::generateTerrain()
|
|||
|
||||
void MapgenV7::generateRidgeTerrain()
|
||||
{
|
||||
if (node_max.Y < water_level - 16)
|
||||
if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
|
||||
return;
|
||||
|
||||
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||
|
|
|
@ -23,9 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "mapgen.h"
|
||||
|
||||
/////////////////// Mapgen V7 flags
|
||||
#define MGV7_MOUNTAINS 0x01
|
||||
#define MGV7_RIDGES 0x02
|
||||
////////////// Mapgen V7 flags
|
||||
#define MGV7_MOUNTAINS 0x01
|
||||
#define MGV7_RIDGES 0x02
|
||||
#define MGV7_FLOATLANDS 0x04
|
||||
|
||||
class BiomeManager;
|
||||
|
||||
|
@ -35,6 +36,11 @@ extern FlagDesc flagdesc_mapgen_v7[];
|
|||
struct MapgenV7Params : public MapgenParams {
|
||||
u32 spflags;
|
||||
float cave_width;
|
||||
float float_mount_density;
|
||||
float float_mount_height;
|
||||
s16 floatland_level;
|
||||
s16 shadow_limit;
|
||||
|
||||
NoiseParams np_terrain_base;
|
||||
NoiseParams np_terrain_alt;
|
||||
NoiseParams np_terrain_persist;
|
||||
|
@ -42,6 +48,8 @@ struct MapgenV7Params : public MapgenParams {
|
|||
NoiseParams np_filler_depth;
|
||||
NoiseParams np_mount_height;
|
||||
NoiseParams np_ridge_uwater;
|
||||
NoiseParams np_floatland_base;
|
||||
NoiseParams np_float_base_height;
|
||||
NoiseParams np_mountain;
|
||||
NoiseParams np_ridge;
|
||||
NoiseParams np_cave1;
|
||||
|
@ -68,16 +76,26 @@ public:
|
|||
float baseTerrainLevelFromMap(int index);
|
||||
bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
|
||||
bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
|
||||
bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y);
|
||||
void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz);
|
||||
|
||||
int generateTerrain();
|
||||
void generateRidgeTerrain();
|
||||
|
||||
private:
|
||||
float float_mount_density;
|
||||
float float_mount_height;
|
||||
s16 floatland_level;
|
||||
s16 shadow_limit;
|
||||
|
||||
Noise *noise_terrain_base;
|
||||
Noise *noise_terrain_alt;
|
||||
Noise *noise_terrain_persist;
|
||||
Noise *noise_height_select;
|
||||
Noise *noise_mount_height;
|
||||
Noise *noise_ridge_uwater;
|
||||
Noise *noise_floatland_base;
|
||||
Noise *noise_float_base_height;
|
||||
Noise *noise_mountain;
|
||||
Noise *noise_ridge;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue