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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 "log.h"
25
26 /////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings)
27
28 NoiseIndevParams nparams_indev_def;
29
30 /*
31 NoiseIndevParams nparams_indev_def_terrain_base;
32 //      (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1);
33 NoiseIndevParams nparams_indev_def_terrain_higher;
34 //      (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1);
35 NoiseIndevParams nparams_indev_def_steepness;
36 //      (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1);
37 NoiseIndevParams nparams_indev_def_mud;
38 //      (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1);
39 NoiseIndevParams nparams_indev_def_float_islands;
40 //      (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1);
41 NoiseIndevParams nparams_indev_def_biome;
42 */
43
44 ///////////////////////////////////////////////////////////////////////////////
45
46 void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) {
47         Noise::init((NoiseParams*)np, seed, sx, sy, sz);
48         this->npindev   = np;
49 }
50
51 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) {
52         init(np, seed, sx, sy, 1);
53 }
54
55 NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) {
56         init(np, seed, sx, sy, sz);
57 }
58
59 float farscale(float scale, float z) {
60         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z))                     ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) );
61 }
62
63 float farscale(float scale, float x, float z) {
64         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z))           ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) );
65 }
66
67 float farscale(float scale, float x, float y, float z) {
68         return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) );
69 }
70
71 void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) {
72         int i = 0;
73         for (int z = 0; z != sz; z++) {
74                 for (int y = 0; y != sy; y++) {
75                         for (int x = 0; x != sx; x++) {
76                                 result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset;
77                                 i++;
78                         }
79                 }
80         }
81 }
82
83 MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge) 
84         : MapgenV6(mapgenid, params, emerge)
85 {
86         noiseindev_terrain_base   = new NoiseIndev(params->npindev_terrain_base,   seed, csize.X, csize.Z);
87         noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z);
88         noiseindev_steepness      = new NoiseIndev(params->npindev_steepness,      seed, csize.X, csize.Z);
89 //        noise_height_select  = new Noise(params->np_height_select,  seed, csize.X, csize.Y);
90 //        noise_trees          = new Noise(params->np_trees,          seed, csize.X, csize.Y);
91         noiseindev_mud            = new NoiseIndev(params->npindev_mud,            seed, csize.X, csize.Z);
92 //        noise_beach          = new Noise(params->np_beach,          seed, csize.X, csize.Y);
93         noiseindev_float_islands1  = new NoiseIndev(params->npindev_float_islands1,  seed, csize.X, csize.Y, csize.Z);
94         noiseindev_float_islands2  = new NoiseIndev(params->npindev_float_islands2,  seed, csize.X, csize.Y, csize.Z);
95         noiseindev_float_islands3  = new NoiseIndev(params->npindev_float_islands3,  seed, csize.X, csize.Z);
96         noiseindev_biome          = new NoiseIndev(params->npindev_biome,          seed, csize.X, csize.Z);
97 }
98
99 MapgenIndev::~MapgenIndev() {
100         delete noiseindev_terrain_base;
101         delete noiseindev_terrain_higher;
102         delete noiseindev_steepness;
103         //delete noise_height_select;
104         //delete noise_trees;
105         delete noiseindev_mud;
106         //delete noise_beach;
107         delete noiseindev_float_islands1;
108         delete noiseindev_float_islands2;
109         delete noiseindev_float_islands3;
110         delete noiseindev_biome;
111 }
112
113 void MapgenIndev::calculateNoise() {
114         int x = node_min.X;
115         int y = node_min.Y;
116         int z = node_min.Z;
117         // Need to adjust for the original implementation's +.5 offset...
118         if (!(flags & MG_FLAT)) {
119                 noiseindev_terrain_base->perlinMap2D(
120                         x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z),
121                         z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z));
122                 noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z);
123
124                 noiseindev_terrain_higher->perlinMap2D(
125                         x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z),
126                         z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z));
127                 noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z);
128
129                 noiseindev_steepness->perlinMap2D(
130                         x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z),
131                         z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z));
132                 noiseindev_steepness->transformNoiseMapFarScale(x, y, z);
133
134                 noise_height_select->perlinMap2D(
135                         x + 0.5 * noise_height_select->np->spread.X,
136                         z + 0.5 * noise_height_select->np->spread.Z);
137
138                 noiseindev_float_islands1->perlinMap3D(
139                         x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
140                         y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z),
141                         z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z)
142                 );
143                 noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z);
144
145                 noiseindev_float_islands2->perlinMap3D(
146                         x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
147                         y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z),
148                         z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z)
149                 );
150                 noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z);
151
152                 noiseindev_float_islands3->perlinMap2D(
153                         x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z),
154                         z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z));
155                 noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z);
156
157         }
158         
159         if (!(flags & MG_FLAT)) {
160                 noiseindev_mud->perlinMap2D(
161                         x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z),
162                         z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z));
163                 noiseindev_mud->transformNoiseMapFarScale(x, y, z);
164         }
165         noise_beach->perlinMap2D(
166                 x + 0.2 * noise_beach->np->spread.X,
167                 z + 0.7 * noise_beach->np->spread.Z);
168
169         noise_biome->perlinMap2D(
170                 x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z),
171                 z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z));
172 }
173
174 bool MapgenIndevParams::readParams(Settings *settings) {
175         freq_desert = settings->getFloat("mgv6_freq_desert");
176         freq_beach  = settings->getFloat("mgv6_freq_beach");
177
178         npindev_terrain_base   = settings->getNoiseIndevParams("mgindev_np_terrain_base");
179         npindev_terrain_higher = settings->getNoiseIndevParams("mgindev_np_terrain_higher");
180         npindev_steepness      = settings->getNoiseIndevParams("mgindev_np_steepness");
181         np_height_select  = settings->getNoiseParams("mgv6_np_height_select");
182         np_trees          = settings->getNoiseParams("mgv6_np_trees");
183         npindev_mud            = settings->getNoiseIndevParams("mgindev_np_mud");
184         np_beach          = settings->getNoiseParams("mgv6_np_beach");
185         npindev_biome     = settings->getNoiseIndevParams("mgindev_np_biome");
186         np_cave           = settings->getNoiseParams("mgv6_np_cave");
187         npindev_float_islands1  = settings->getNoiseIndevParams("mgindev_np_float_islands1");
188         npindev_float_islands2  = settings->getNoiseIndevParams("mgindev_np_float_islands2");
189         npindev_float_islands3  = settings->getNoiseIndevParams("mgindev_np_float_islands3");
190
191         bool success =
192                 npindev_terrain_base  && npindev_terrain_higher && npindev_steepness &&
193                 np_height_select && np_trees          && npindev_mud       &&
194                 np_beach         && np_biome          && np_cave &&
195                 npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3;
196         return success;
197 }
198
199 void MapgenIndevParams::writeParams(Settings *settings) {
200         settings->setFloat("mgv6_freq_desert", freq_desert);
201         settings->setFloat("mgv6_freq_beach",  freq_beach);
202
203         settings->setNoiseIndevParams("mgindev_np_terrain_base",   npindev_terrain_base);
204         settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher);
205         settings->setNoiseIndevParams("mgindev_np_steepness",      npindev_steepness);
206         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
207         settings->setNoiseParams("mgv6_np_trees",          np_trees);
208         settings->setNoiseIndevParams("mgindev_np_mud",            npindev_mud);
209         settings->setNoiseParams("mgv6_np_beach",          np_beach);
210         settings->setNoiseIndevParams("mgindev_np_biome",          npindev_biome);
211         settings->setNoiseParams("mgv6_np_cave",           np_cave);
212         settings->setNoiseIndevParams("mgindev_np_float_islands1",  npindev_float_islands1);
213         settings->setNoiseIndevParams("mgindev_np_float_islands2",  npindev_float_islands2);
214         settings->setNoiseIndevParams("mgindev_np_float_islands3",  npindev_float_islands3);
215 }
216
217
218 float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) {
219         if (flags & MG_FLAT)
220                 return water_level;
221                 
222         float terrain_base   = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev,
223                                                         p.X, 0.5, p.Y, 0.5, seed);
224         float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev,
225                                                         p.X, 0.5, p.Y, 0.5, seed);
226         float steepness      = NoisePerlin2DPosOffset(noiseindev_steepness->npindev,
227                                                         p.X, 0.5, p.Y, 0.5, seed);
228         float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
229                                                         p.X, 0.5, p.Y, 0.5, seed);
230
231         return baseTerrainLevel(terrain_base, terrain_higher,
232                                                         steepness,    height_select);
233 }
234
235 float MapgenIndev::baseTerrainLevelFromMap(int index) {
236         if (flags & MG_FLAT)
237                 return water_level;
238         
239         float terrain_base   = noiseindev_terrain_base->result[index];
240         float terrain_higher = noiseindev_terrain_higher->result[index];
241         float steepness      = noiseindev_steepness->result[index];
242         float height_select  = noise_height_select->result[index];
243         
244         return baseTerrainLevel(terrain_base, terrain_higher,
245                                                         steepness,    height_select);
246 }
247
248 float MapgenIndev::getMudAmount(int index) {
249         if (flags & MG_FLAT)
250                 return AVERAGE_MUD_AMOUNT;
251                 
252         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
253                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
254                         seed+91013, 3, 0.55));*/
255         
256         return noiseindev_mud->result[index];
257 }
258
259 void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) {
260         cave.min_tunnel_diameter = 2;
261         cave.max_tunnel_diameter = ps.range(2,6);
262         cave.dswitchint = ps.range(1,14);
263         cave.flooded = large_cave && ps.range(0,4);
264         if(large_cave){
265                 cave.part_max_length_rs = ps.range(2,4);
266                 if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
267                         cave.flooded = !ps.range(0, 3);
268                         cave.tunnel_routepoints = ps.range(5, 20);
269                         cave.min_tunnel_diameter = 30;
270                         cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
271                 } else {
272                         cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
273                         cave.min_tunnel_diameter = 5;
274                         cave.max_tunnel_diameter = ps.range(7, ps.range(8,24));
275                 }
276         } else {
277                 cave.part_max_length_rs = ps.range(2,9);
278                 cave.tunnel_routepoints = ps.range(10, ps.range(15,30));
279         }
280         cave.large_cave_is_flat = (ps.range(0,1) == 0);
281 }
282
283 /*
284 // version with one perlin3d. use with good params like
285 settings->setDefault("mgindev_np_float_islands1",  "-9.5, 10,  (20,  50,  50 ), 45123, 5, 0.6,  1.5, 5");
286 void MapgenIndev::generateFloatIslands(int min_y) {
287         if (node_min.Y < min_y) return;
288         v3s16 p0(node_min.X, node_min.Y, node_min.Z);
289         MapNode n1(c_stone), n2(c_desert_stone);
290         int xl = node_max.X - node_min.X;
291         int yl = node_max.Y - node_min.Y;
292         int zl = node_max.Z - node_min.Z;
293         u32 index = 0;
294         for (int x1 = 0; x1 <= xl; x1++)
295         {
296                 //int x = x1 + node_min.Y;
297                 for (int z1 = 0; z1 <= zl; z1++)
298                 {
299                         //int z = z1 + node_min.Z;
300                         for (int y1 = 0; y1 <= yl; y1++, index++)
301                         {
302                                 //int y = y1 + node_min.Y;
303                                 float noise = noiseindev_float_islands1->result[index];
304                                 //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl;
305                                 if (noise > 0 ) {
306                                         v3s16 p = p0 + v3s16(x1, y1, z1);
307                                         u32 i = vm->m_area.index(p);
308                                         if (!vm->m_area.contains(i))
309                                                 continue;
310                                         // Cancel if not  air
311                                         if (vm->m_data[i].getContent() != CONTENT_AIR)
312                                                 continue;
313                                         vm->m_data[i] = noise > 1 ? n1 : n2;
314                                 }
315                         }
316                 }
317         }
318 }
319 */
320
321 void MapgenIndev::generateFloatIslands(int min_y) {
322         if (node_min.Y < min_y) return;
323         PseudoRandom pr(blockseed + 985);
324         // originally from http://forum.minetest.net/viewtopic.php?id=4776
325         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.
326         float AMPY = 24; // 24; // Amplitude of island centre y variation.
327         float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
328         float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
329
330         v3s16 p0(node_min.X, node_min.Y, node_min.Z);
331         MapNode n1(c_stone);
332
333         float xl = node_max.X - node_min.X;
334         float yl = node_max.Y - node_min.Y;
335         float zl = node_max.Z - node_min.Z;
336         float midy = node_min.Y + yl * 0.5;
337         u32 index = 0, index2d = 0;
338         for (int x1 = 0; x1 <= xl; ++x1)
339         {
340                 for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
341                 {
342                         float noise3 = noiseindev_float_islands3->result[index2d];
343                         float pmidy = midy + noise3 / 1.5 * AMPY;
344                         for (int y1 = 0; y1 <= yl; ++y1, ++index)
345                         {
346                                 int y = y1 + node_min.Y;
347                                 float noise1 = noiseindev_float_islands1->result[index];
348                                 float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
349                                 float noise1off = noise1 - offset - RAR;
350                                 if (noise1off > 0 && noise1off < 0.7) {
351                                         float noise2 = noiseindev_float_islands2->result[index];
352                                         if (noise2 - noise1off > -0.7){
353                                                 v3s16 p = p0 + v3s16(x1, y1, z1);
354                                                 u32 i = vm->m_area.index(p);
355                                                 if (!vm->m_area.contains(i))
356                                                         continue;
357                                                 // Cancel if not  air
358                                                 if (vm->m_data[i].getContent() != CONTENT_AIR)
359                                                         continue;
360                                                 vm->m_data[i] = n1;
361                                         }
362                                 }
363                         }
364                 }
365         }
366 }
367
368 void MapgenIndev::generateSomething() {
369         int float_islands = g_settings->getS16("mgindev_float_islands");
370         if(float_islands) generateFloatIslands(float_islands);
371 }