Remove blank default values for emergequeue_limit_* settings
[oweals/minetest.git] / src / mapgen_indev.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "mapgen_indev.h"
21 #include "constants.h"
22 #include "map.h"
23 #include "main.h"
24 #include "util/numeric.h"
25 #include "log.h"
26
27 ///////////////////////////////////////////////////////////////////////////////
28
29 void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
30         Noise::init((NoiseParams*)np, seed, sx, sy, sz);
31         this->npindev   = np;
32 }
33
34 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
35         init(np, seed, sx, sy, 1);
36 }
37
38 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
39         init(np, seed, sx, sy, sz);
40 }
41
42 float farscale(float scale, float z) {
43         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z))                     ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
44 }
45
46 float farscale(float scale, float x, float z) {
47         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z))           ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
48 }
49
50 float farscale(float scale, float x, float y, float z) {
51         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
52 }
53
54 void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
55         int i = 0;
56         for (int z = 0; z != sz; z++) {
57                 for (int y = 0; y != sy; y++) {
58                         for (int x = 0; x != sx; x++) {
59                                 result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
60                                 i++;
61                         }
62                 }
63         }
64 }
65
66 MapgenIndev::MapgenIndev(int mapgenid, MapgenParams *params, EmergeManager *emerge) 
67         : MapgenV6(mapgenid, params, emerge)
68 {
69         MapgenIndevParams *sp = (MapgenIndevParams *)params->sparams;
70
71         float_islands = sp->float_islands;
72
73         noiseindev_terrain_base    = new NoiseIndev(&sp->npindev_terrain_base,   seed, csize.X, csize.Z);
74         noiseindev_terrain_higher  = new NoiseIndev(&sp->npindev_terrain_higher, seed, csize.X, csize.Z);
75         noiseindev_steepness       = new NoiseIndev(&sp->npindev_steepness,      seed, csize.X, csize.Z);
76         noiseindev_mud             = new NoiseIndev(&sp->npindev_mud,            seed, csize.X, csize.Z);
77         noiseindev_float_islands1  = new NoiseIndev(&sp->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z);
78         noiseindev_float_islands2  = new NoiseIndev(&sp->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z);
79         noiseindev_float_islands3  = new NoiseIndev(&sp->npindev_float_islands3, seed, csize.X, csize.Z);
80         noiseindev_biome           = new NoiseIndev(&sp->npindev_biome,          seed, csize.X, csize.Z);
81 }
82
83 MapgenIndev::~MapgenIndev() {
84         delete noiseindev_terrain_base;
85         delete noiseindev_terrain_higher;
86         delete noiseindev_steepness;
87         delete noiseindev_mud;
88         delete noiseindev_float_islands1;
89         delete noiseindev_float_islands2;
90         delete noiseindev_float_islands3;
91         delete noiseindev_biome;
92 }
93
94 void MapgenIndev::calculateNoise() {
95         int x = node_min.X;
96         int y = node_min.Y;
97         int z = node_min.Z;
98         // Need to adjust for the original implementation's +.5 offset...
99         if (!(flags & MG_FLAT)) {
100                 noiseindev_terrain_base->perlinMap2D(
101                         x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
102                         z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
103                 noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
104
105                 noiseindev_terrain_higher->perlinMap2D(
106                         x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
107                         z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
108                 noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
109
110                 noiseindev_steepness->perlinMap2D(
111                         x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
112                         z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
113                 noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
114
115                 noise_height_select->perlinMap2D(
116                         x + 0.5 * noise_height_select->np->spread.X,
117                         z + 0.5 * noise_height_select->np->spread.Z);
118
119                 noiseindev_float_islands1->perlinMap3D(
120                         x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
121                         y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
122                         z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
123                 );
124                 noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
125
126                 noiseindev_float_islands2->perlinMap3D(
127                         x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
128                         y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
129                         z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
130                 );
131                 noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
132
133                 noiseindev_float_islands3->perlinMap2D(
134                         x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
135                         z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
136                 noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
137
138                 noiseindev_mud->perlinMap2D(
139                         x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
140                         z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
141                 noiseindev_mud->transformNoiseMapFarScale(x, y, z);
142         }
143         noise_beach->perlinMap2D(
144                 x + 0.2 * noise_beach->np->spread.X,
145                 z + 0.7 * noise_beach->np->spread.Z);
146
147         noise_biome->perlinMap2D(
148                 x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
149                 z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
150 }
151
152 MapgenIndevParams::MapgenIndevParams() {
153         float_islands = 500;
154         npindev_terrain_base    = NoiseIndevParams(-4,   20,  v3f(250, 250, 250), 82341, 5, 0.6,  10,  10);
155         npindev_terrain_higher  = NoiseIndevParams(20,   16,  v3f(500, 500, 500), 85039, 5, 0.6,  10,  10);
156         npindev_steepness       = NoiseIndevParams(0.85, 0.5, v3f(125, 125, 125), -932,  5, 0.7,  2,   10);
157         npindev_mud             = NoiseIndevParams(4,    2,   v3f(200, 200, 200), 91013, 3, 0.55, 1,   1);
158         npindev_biome           = NoiseIndevParams(0,    1,   v3f(250, 250, 250), 9130,  3, 0.50, 1,   10);
159         npindev_float_islands1  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 3683,  6, 0.6,  1,   1.5);
160         npindev_float_islands2  = NoiseIndevParams(0,    1,   v3f(8,   8,   8  ), 9292,  2, 0.5,  1,   1.5);
161         npindev_float_islands3  = NoiseIndevParams(0,    1,   v3f(256, 256, 256), 6412,  2, 0.5,  1,   0.5);
162 }
163
164 void MapgenIndevParams::readParams(Settings *settings) {
165         MapgenV6Params::readParams(settings);
166
167         settings->getS16NoEx("mgindev_float_islands", float_islands);
168
169         settings->getNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
170         settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
171         settings->getNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
172         settings->getNoiseIndevParams("mgindev_np_mud",            npindev_mud);
173         settings->getNoiseIndevParams("mgindev_np_biome",          npindev_biome);
174         settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
175         settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
176         settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
177 }
178
179 void MapgenIndevParams::writeParams(Settings *settings) {
180         MapgenV6Params::writeParams(settings);
181
182         settings->setS16("mgindev_float_islands", float_islands);
183
184         settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
185         settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
186         settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
187         settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
188         settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
189         settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1);
190         settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2);
191         settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3);
192 }
193
194
195 float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
196         if (flags & MG_FLAT)
197                 return water_level;
198                 
199         float terrain_base   = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
200                                                         p.X, 0.5, p.Y, 0.5, seed);
201         float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
202                                                         p.X, 0.5, p.Y, 0.5, seed);
203         float steepness      = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
204                                                         p.X, 0.5, p.Y, 0.5, seed);
205         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
206                                                         p.X, 0.5, p.Y, 0.5, seed);
207
208         return baseTerrainLevel(terrain_base, terrain_higher,
209                                                         steepness,    height_select);
210 }
211
212 float MapgenIndev::baseTerrainLevelFromMap(int index) {
213         if (flags & MG_FLAT)
214                 return water_level;
215         
216         float terrain_base   = noiseindev_terrain_base->result[index];
217         float terrain_higher = noiseindev_terrain_higher->result[index];
218         float steepness      = noiseindev_steepness->result[index];
219         float height_select  = noise_height_select->result[index];
220         
221         return baseTerrainLevel(terrain_base, terrain_higher,
222                                                         steepness,    height_select);
223 }
224
225 float MapgenIndev::getMudAmount(int index) {
226         if (flags & MG_FLAT)
227                 return AVERAGE_MUD_AMOUNT;
228                 
229         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
230                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
231                         seed+91013, 3, 0.55));*/
232         
233         return noiseindev_mud->result[index];
234 }
235
236 void MapgenIndev::generateCaves(int max_stone_y) {
237         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
238         int volume_nodes = (node_max.X - node_min.X + 1) *
239                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
240         cave_amount = MYMAX(0.0, cave_amount);
241         u32 caves_count = cave_amount * volume_nodes / 50000;
242         u32 bruises_count = 1;
243         PseudoRandom ps(blockseed + 21343);
244         PseudoRandom ps2(blockseed + 1032);
245         
246         if (ps.range(1, 6) == 1)
247                 bruises_count = ps.range(0, ps.range(0, 2));
248         
249         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
250                 caves_count   /= 3;
251                 bruises_count /= 3;
252         }
253         
254         for (u32 i = 0; i < caves_count + bruises_count; i++) {
255                 bool large_cave = (i >= caves_count);
256                 CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
257
258                 cave.makeCave(node_min, node_max, max_stone_y);
259         }
260 }
261
262 CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
263                                 v3s16 node_min, bool is_large_cave) {
264         this->mg = mg;
265         this->vm = mg->vm;
266         this->ndef = mg->ndef;
267         this->water_level = mg->water_level;
268         this->large_cave = is_large_cave;
269         this->ps  = ps;
270         this->ps2 = ps2;
271         this->c_water_source = mg->c_water_source;
272         this->c_lava_source  = mg->c_lava_source;
273
274         min_tunnel_diameter = 2;
275         max_tunnel_diameter = ps->range(2,6);
276         dswitchint = ps->range(1,14);
277         flooded = large_cave && ps->range(0,4);
278         if (large_cave) {
279                 part_max_length_rs = ps->range(2,4);
280                 float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z);
281                 if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge
282                         flooded = !ps->range(0, 3);
283                         tunnel_routepoints = ps->range(5, 30);
284                         min_tunnel_diameter = 30;
285                         max_tunnel_diameter = ps->range(40, ps->range(80, 150));
286                 } else {
287                         tunnel_routepoints = ps->range(5, ps->range(15,30));
288                         min_tunnel_diameter = 5;
289                         max_tunnel_diameter = ps->range(7, ps->range(8,24));
290                 }
291         } else {
292                 part_max_length_rs = ps->range(2,9);
293                 tunnel_routepoints = ps->range(10, ps->range(15,30));
294         }
295         large_cave_is_flat = (ps->range(0,1) == 0);
296 }
297
298 /*
299 // version with one perlin3d. use with good params like
300 settings->setDefault("mgindev_np_float_islands1",  "-9.5, 10,  (20,  50,  50 ), 45123, 5, 0.6,  1.5, 5");
301 void MapgenIndev::generateFloatIslands(int min_y) {
302         if (node_min.Y < min_y) return;
303         v3s16 p0(node_min.X, node_min.Y, node_min.Z);
304         MapNode n1(c_stone), n2(c_desert_stone);
305         int xl = node_max.X - node_min.X;
306         int yl = node_max.Y - node_min.Y;
307         int zl = node_max.Z - node_min.Z;
308         u32 index = 0;
309         for (int x1 = 0; x1 <= xl; x1++)
310         {
311                 //int x = x1 + node_min.Y;
312                 for (int z1 = 0; z1 <= zl; z1++)
313                 {
314                         //int z = z1 + node_min.Z;
315                         for (int y1 = 0; y1 <= yl; y1++, index++)
316                         {
317                                 //int y = y1 + node_min.Y;
318                                 float noise = noiseindev_float_islands1->result[index];
319                                 //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
320                                 if (noise > 0 ) {
321                                         v3s16 p = p0 + v3s16(x1, y1, z1);
322                                         u32 i = vm->m_area.index(p);
323                                         if (!vm->m_area.contains(i))
324                                                 continue;
325                                         // Cancel if not  air
326                                         if (vm->m_data[i].getContent() != CONTENT_AIR)
327                                                 continue;
328                                         vm->m_data[i] = noise > 1 ? n1 : n2;
329                                 }
330                         }
331                 }
332         }
333 }
334 */
335
336 void MapgenIndev::generateFloatIslands(int min_y) {
337         if (node_min.Y < min_y) return;
338         PseudoRandom pr(blockseed + 985);
339         // originally from http://forum.minetest.net/viewtopic.php?id=4776
340         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.
341         float AMPY = 24; // 24; // Amplitude of island centre y variation.
342         float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
343         float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
344
345         v3s16 p0(node_min.X, node_min.Y, node_min.Z);
346         MapNode n1(c_stone);
347
348         float xl = node_max.X - node_min.X;
349         float yl = node_max.Y - node_min.Y;
350         float zl = node_max.Z - node_min.Z;
351         u32 zstride = xl + 1;
352         float midy = node_min.Y + yl * 0.5;
353         u32 index = 0;
354         for (int z1 = 0; z1 <= zl; ++z1)
355         for (int y1 = 0; y1 <= yl; ++y1)
356         for (int x1 = 0; x1 <= xl; ++x1, ++index) {
357                 int y = y1 + node_min.Y;
358                 u32 index2d = z1 * zstride + x1;
359                 float noise3 = noiseindev_float_islands3->result[index2d];
360                 float pmidy = midy + noise3 / 1.5 * AMPY;
361                 float noise1 = noiseindev_float_islands1->result[index];
362                 float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
363                 float noise1off = noise1 - offset - RAR;
364                 if (noise1off > 0 && noise1off < 0.7) {
365                         float noise2 = noiseindev_float_islands2->result[index];
366                         if (noise2 - noise1off > -0.7) {
367                                 v3s16 p = p0 + v3s16(x1, y1, z1);
368                                 u32 i = vm->m_area.index(p);
369                                 if (!vm->m_area.contains(i))
370                                         continue;
371                                 // Cancel if not  air
372                                 if (vm->m_data[i].getContent() != CONTENT_AIR)
373                                         continue;
374                                 vm->m_data[i] = n1;
375                         }
376                 }
377         }
378 }
379
380 void MapgenIndev::generateExperimental() {
381         if (float_islands)
382                 generateFloatIslands(float_islands);
383 }