initial mapgen indev version with farscale feature and huge caves
[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 "log.h"
23
24 /////////////////// Mapgen Indev perlin noise default values
25
26 NoiseIndevParams nparams_indev_def_terrain_base
27         (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
28 NoiseIndevParams nparams_indev_def_terrain_higher
29         (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
30 NoiseIndevParams nparams_indev_def_steepness
31         (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
32 NoiseIndevParams nparams_indev_def_mud
33         (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
34
35 ///////////////////////////////////////////////////////////////////////////////
36
37 void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
38         Noise::init((NoiseParams*)np, seed, sx, sy, sz);
39         this->npindev   = np;
40 }
41
42
43 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
44         init(np, seed, sx, sy, 1);
45 }
46
47
48 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
49         init(np, seed, sx, sy, sz);
50 }
51
52
53 float farscale(float scale, float x, float y, float z) {
54         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
55 }
56
57 void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
58         // more correct use distantion from 0,0,0 via pow, but + is faster
59         //float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) );
60         // dstream << "TNM rs="  << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl;
61         int i = 0;
62         for (int z = 0; z != sz; z++) {
63                 for (int y = 0; y != sy; y++) {
64                         for (int x = 0; x != sx; x++) {
65                                 //result[i] = result[i] * npindev->scale * farscale + npindev->offset;
66                                 result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset;
67                                 i++;
68                         }
69                 }
70         }
71 }
72
73 MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) {
74         noiseindev_terrain_base   = new NoiseIndev(params->npindev_terrain_base,   seed, csize.X, csize.Y);
75         noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y);
76         noiseindev_steepness      = new NoiseIndev(params->npindev_steepness,      seed, csize.X, csize.Y);
77 //        noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
78 //        noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
79         noiseindev_mud            = new NoiseIndev(params->npindev_mud,            seed, csize.X, csize.Y);
80 //        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
81 //        noise_biome          = new Noise(params->np_biome,          seed, csize.X, csize.Y);
82 }
83
84 MapgenIndev::~MapgenIndev() {
85         delete noiseindev_terrain_base;
86         delete noiseindev_terrain_higher;
87         delete noiseindev_steepness;
88         //delete noise_height_select;
89         //delete noise_trees;
90         delete noiseindev_mud;
91         //delete noise_beach;
92         //delete noise_biome;
93 }
94
95
96 void MapgenIndev::calculateNoise() {
97         int x = node_min.X;
98         int y = node_min.Y;
99         int z = node_min.Z;
100         // Need to adjust for the original implementation's +.5 offset...
101         if (!(flags & MG_FLAT)) {
102                 noiseindev_terrain_base->perlinMap2D(
103                         x + 0.5 * noiseindev_terrain_base->npindev->spread.X,
104                         z + 0.5 * noiseindev_terrain_base->npindev->spread.Z);
105                 noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
106                 //noise_terrain_base->transformNoiseMap();
107
108                 noiseindev_terrain_higher->perlinMap2D(
109                         x + 0.5 * noiseindev_terrain_higher->npindev->spread.X,
110                         z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z);
111                 noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
112                 //noise_terrain_higher->transformNoiseMap();
113
114                 noiseindev_steepness->perlinMap2D(
115                         x + 0.5 * noiseindev_steepness->npindev->spread.X,
116                         z + 0.5 * noiseindev_steepness->npindev->spread.Z);
117                 noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
118
119                 noise_height_select->perlinMap2D(
120                         x + 0.5 * noise_height_select->np->spread.X,
121                         z + 0.5 * noise_height_select->np->spread.Z);
122         }
123         
124         if (!(flags & MG_FLAT)) {
125                 noiseindev_mud->perlinMap2D(
126                         x + 0.5 * noiseindev_mud->npindev->spread.X,
127                         z + 0.5 * noiseindev_mud->npindev->spread.Z);
128                 noiseindev_mud->transformNoiseMapFarScale(x, y, z);
129         }
130         noise_beach->perlinMap2D(
131                 x + 0.2 * noise_beach->np->spread.X,
132                 z + 0.7 * noise_beach->np->spread.Z);
133
134         noise_biome->perlinMap2D(
135                 x + 0.6 * noise_biome->np->spread.X,
136                 z + 0.2 * noise_biome->np->spread.Z);
137 }
138
139 bool MapgenIndevParams::readParams(Settings *settings) {
140         freq_desert = settings->getFloat("mgv6_freq_desert");
141         freq_beach  = settings->getFloat("mgv6_freq_beach");
142
143         npindev_terrain_base   = settings->getNoiseIndevParams("mgindev_np_terrain_base");
144         npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
145         npindev_steepness      = settings->getNoiseIndevParams("mgindev_np_steepness");
146         np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
147         np_trees          = settings->getNoiseParams("mgv6_np_trees");
148         npindev_mud            = settings->getNoiseIndevParams("mgindev_np_mud");
149         np_beach          = settings->getNoiseParams("mgv6_np_beach");
150         np_biome          = settings->getNoiseParams("mgv6_np_biome");
151         np_cave           = settings->getNoiseParams("mgv6_np_cave");
152
153         bool success =
154                 npindev_terrain_base  && npindev_terrain_higher && npindev_steepness &&
155                 np_height_select && np_trees          && npindev_mud       &&
156                 np_beach         && np_biome          && np_cave;
157         return success;
158 }
159
160
161 void MapgenIndevParams::writeParams(Settings *settings) {
162         settings->setFloat("mgv6_freq_desert", freq_desert);
163         settings->setFloat("mgv6_freq_beach",  freq_beach);
164
165         settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
166         settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
167         settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
168         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
169         settings->setNoiseParams("mgv6_np_trees",          np_trees);
170         settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
171         settings->setNoiseParams("mgv6_np_beach",          np_beach);
172         settings->setNoiseParams("mgv6_np_biome",          np_biome);
173         settings->setNoiseParams("mgv6_np_cave",           np_cave);
174 }
175
176
177 float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
178         if (flags & MG_FLAT)
179                 return water_level;
180                 
181         float terrain_base   = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
182                                                         p.X, 0.5, p.Y, 0.5, seed);
183         float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
184                                                         p.X, 0.5, p.Y, 0.5, seed);
185         float steepness      = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
186                                                         p.X, 0.5, p.Y, 0.5, seed);
187         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
188                                                         p.X, 0.5, p.Y, 0.5, seed);
189
190         return baseTerrainLevel(terrain_base, terrain_higher,
191                                                         steepness,    height_select);
192 }
193
194 float MapgenIndev::baseTerrainLevelFromMap(int index) {
195         if (flags & MG_FLAT)
196                 return water_level;
197         
198         float terrain_base   = noiseindev_terrain_base->result[index];
199         float terrain_higher = noiseindev_terrain_higher->result[index];
200         float steepness      = noiseindev_steepness->result[index];
201         float height_select  = noise_height_select->result[index];
202         
203         return baseTerrainLevel(terrain_base, terrain_higher,
204                                                         steepness,    height_select);
205 }
206
207 float MapgenIndev::getMudAmount(int index)
208 {
209         if (flags & MG_FLAT)
210                 return AVERAGE_MUD_AMOUNT;
211                 
212         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
213                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
214                         seed+91013, 3, 0.55));*/
215         
216         return noiseindev_mud->result[index];
217 }
218
219 void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
220         cave.min_tunnel_diameter = 2;
221         cave.max_tunnel_diameter = ps.range(2,6);
222         cave.dswitchint = ps.range(1,14);
223         //cave.tunnel_routepoints = 0;
224         //cave.part_max_length_rs = 0;
225         cave.flooded = large_cave && ps.range(0,4);
226         if(large_cave){
227                 cave.part_max_length_rs = ps.range(2,4);
228 //dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl;
229                 if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
230                         cave.flooded = ps.range(0, 1);
231 //dstream<<"HUGE:"<<cave.flooded<<std::endl;
232                         cave.tunnel_routepoints = ps.range(5, 1522);
233                         cave.min_tunnel_diameter = 30;
234                         cave.max_tunnel_diameter = ps.range(30, ps.range(80,120));
235                 } else {
236 //dstream<<"large:"<<cave.flooded<<std::endl;
237                         cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
238                         cave.min_tunnel_diameter = 5;
239                         cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
240                 }
241         } else {
242                 cave.part_max_length_rs = ps.range(2,9);
243                 cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
244         }
245         cave.large_cave_is_flat = (ps.range(0,1) == 0);
246 };