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/cvs/deliantra/server/server/quadland.C
Revision: 1.19
Committed: Mon Oct 29 23:55:55 2012 UTC (11 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +5 -5 lines
Log Message:
trailing space removal

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 *
6 * Deliantra is free software: you can redistribute it and/or modify it under
7 * the terms of the Affero GNU General Public License as published by the
8 * Free Software Foundation, either version 3 of the License, or (at your
9 * option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the Affero GNU General Public License
17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
19 *
20 * The authors can be reached via e-mail to <support@deliantra.net>
21 */
22
23 #include <global.h>
24
25 #include "noise.h"
26
27 /////////////////////////////////////////////////////////////////////////////
28
29 static bool
30 has_floor (maptile *m, sint16 x, sint16 y)
31 {
32 mapxy pos (m, x, y);
33
34 if (!pos.normalise ())
35 return true;
36
37 mapspace &ms = pos.ms ();
38
39 for (object *ob = ms.bot; ob; ob = ob->above)
40 if (ob->arch->archname == shstr_quad_open_space)
41 return false;
42 else if (ob->flag [FLAG_IS_FLOOR])
43 return true;
44
45 return false;
46 }
47
48 void
49 move_into_wall (object *ob, object *wall)
50 {
51 bool visible = !wall->invisible && !ob->flag [FLAG_BLIND];
52
53 if (wall->flag [FLAG_IS_QUAD] && visible)
54 {
55 maptile *m = wall->map;
56
57 if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP])
58 {
59 maptile *wall_up = wall->map->tile_available (TILE_UP);
60 maptile *ob_up = ob ->map->tile_available (TILE_UP);
61
62 if (wall_up && ob_up)
63 {
64 if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y))
65 ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall)));
66 //TODO: reduce health
67 else if (ob->blocked (wall_up, wall->x, wall->y))
68 ob->failmsg (format ("You try to climb up, but the %s is too high for you! H<No free space on top of this block.>", query_name (wall)));
69 //TODO: reduce health
70 else
71 {
72 ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall)));
73 // here we assume that ob is a player...
74 ob->enter_map (wall_up, wall->x, wall->y);
75 }
76 }
77 else
78 ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall)));
79 }
80 else
81 ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall)));
82
83
84 return;
85 }
86
87 if (ob->contr->ns->bumpmsg)
88 {
89 ob->play_sound (sound_find ("bump_wall"));
90
91 ob->statusmsg (visible
92 ? format ("You bump into the %s.", query_name (wall))
93 : "You bump into something."
94 );
95 }
96 }
97
98 /////////////////////////////////////////////////////////////////////////////
99
100 physics_queue::physics_queue ()
101 {
102 i = 0;
103 }
104
105 physics_queue::~physics_queue ()
106 {
107 while (object *ob = pop ())
108 ob->refcnt_dec ();
109 }
110
111 object *
112 physics_queue::pop ()
113 {
114 if (expect_true (i < size ()))
115 return (*this)[i++];
116
117 i = 0;
118 clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued
119 return 0;
120 }
121
122 inline unsigned int
123 queue_of (tick_t tick)
124 {
125 return tick & (PHYSICS_QUEUES - 1);
126 }
127
128 void update_physics (maptile *m, int x, int y)
129 {
130 }
131
132 // handle physics updates
133 void move_physics (object *ob)
134 {
135 }
136
137 // preliminary slots docs
138 // level - water level 1..7
139 // value - pressure
140 //
141
142 static object *
143 flow_to (maptile *m, sint16 x, sint16 y)
144 {
145 if (!xy_normalise (m, x, y))
146 return 0;
147
148 mapspace &ms = m->at (x, y);
149
150 ms.update ();
151 if (ms.move_block & MOVE_WALK)
152 return 0;
153
154 for (object *w = ms.top; w; w = w->below)
155 if (w->type == PHYSICS)
156 if (w->subtype == ST_WATER_SOURCE)
157 return 0;
158 else if (w->subtype == ST_WATER_FLOW)
159 return w;
160
161 printf ("creating flow at %d,%d\n", x, y);//D
162 object *w = archetype::get (shstr_quad_water_flow);
163 w->level = 0;
164 w->value = 0;
165
166 m->insert (w, x, y);
167 m->queue_physics (w, 1);
168
169 return w;
170 }
171
172 static int
173 find_ortho_flow (object *src, object **result)
174 {
175 object **res = result;
176
177 for (int dir = 1; dir < 8; dir += 2)
178 {
179 mapxy pos (src->map, src->x, src->y);
180 pos.move (dir);
181 if (pos.normalise ())
182 if (object *w = flow_to (pos.m, pos.x, pos.y))
183 *res++ = w;
184 }
185
186 return res - result;
187 }
188
189 static bool
190 water_set (object *w, int level, int pressure = -1)
191 {
192 if (!level)
193 {
194 w->destroy ();
195 return true;
196 }
197
198 bool activity = false;
199
200 min_it (level, 7);
201
202 if (level != w->level)
203 {
204 w->level = level;
205 // update face
206 activity = true;
207 }
208
209 if (pressure != w->value && pressure >= 0)
210 {
211 w->value = pressure;
212 activity = true;
213 }
214
215 if (activity) // this is overkill, but...
216 w->map->queue_physics_at (w->x, w->y);
217
218 return activity;
219 }
220
221 static void
222 run_physics (object *ob)
223 {
224 //TODO: behaviour objects with virtual methods?
225 switch (ob->subtype)
226 {
227 case ST_WATER_SOURCE:
228 {
229 bool activity = false;
230
231 // water sources generate flowing water "everywhere", but are currently
232 // very simple otherwise.
233 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
234 if (maptile *m = ob->map->tile_available (TILE_DOWN))
235 {
236 if (object *w = flow_to (m, ob->x, ob->y))
237 activity = activity || water_set (w, 7);
238 }
239 else
240 activity = true;
241
242 #if 0
243 object *w [4];
244 int w_cnt = find_ortho_flow (ob, w);
245
246 while (w_cnt--)
247 activity = activity || water_set (w [w_cnt], 7);
248
249 if (activity)
250 ob->map->queue_physics (ob, 1);
251 #endif
252 }
253 break;
254
255 case ST_WATER_FLOW:
256 #if 0
257 // flow down as much as possible
258 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
259 if (maptile *m = ob->map->tile_available (TILE_DOWN))
260 {
261 if (object *w = flow_to (m, ob->x, ob->y))
262 {
263 if (int flow = min (ob->level, 7 - w->level))
264 {
265 water_set (w, w->level + flow);
266 water_set (ob, w->level - flow);
267 if (!ob->level)
268 return; // we escaped downwards
269 }
270 else if (ob->level >= 5) // exert pressure -> does not count as activity
271 water_set (w, w->level, ob->value - 1);
272 }
273 }
274
275 if (ob->level >= 2)
276 {
277 object *ws [4];
278 int w_cnt = find_ortho_flow (ob, ws);
279
280 bool activity = false;
281
282 // distribute 1 to every neighbour that has less - should use some random ordering of course
283
284 while (w_cnt--)
285 {
286 object *w = ws [w_cnt];
287
288 if (w->level < ob->level - 1)
289 {
290 water_set (w, w->level + 1);
291 --ob->level;
292 activity = true;
293 }
294 }
295
296 if (activity)
297 ob->map->queue_physics (ob, 1);
298 }
299 else if (ob->level)
300 ;
301 else
302 ob->destroy ();
303 #endif
304
305 // TODO: flow up with pressure
306 break;
307
308 default:
309 LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ());
310 break;
311 }
312 }
313
314 int
315 maptile::run_physics (tick_t tick, int max_objects)
316 {
317 if (state != MAP_ACTIVE)
318 return 0;
319
320 int orig_max_object = max_objects;
321 physics_queue &q = pq [queue_of (server_tick)];
322
323 //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D
324
325 while (object *ob = q.pop ())
326 {
327 ob->flag [FLAG_PHYSICS_QUEUE] = false;
328 ob->refcnt_dec ();
329
330 if (ob->map != this)
331 {
332 if (!ob->flag [FLAG_FREED])
333 {
334 LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ());
335 //ob->map->queue_physics (ob);
336 }
337 }
338 else
339 {
340 //printf ("handling ob %s\n", ob->debug_desc());//D
341 ::run_physics (ob);
342 }
343
344 if (--max_objects <= 0)
345 break;
346 }
347
348 return orig_max_object - max_objects;
349 }
350
351 void
352 maptile::queue_physics (object *ob, int after)
353 {
354 if (!after) after = 14; //D
355 if (!ob->flag [FLAG_PHYSICS_QUEUE])
356 {
357 ob->flag [FLAG_PHYSICS_QUEUE] = true;
358 ob->refcnt_inc ();
359
360 pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob);
361 }
362 }
363
364 static void
365 queue_physics_at (maptile *m, int x, int y)
366 {
367 mapspace &ms = m->at (x, y);
368
369 for (object *ob = ms.bot; ob; ob = ob->above)
370 if (ob->type == PHYSICS)
371 m->queue_physics (ob, 1);
372 }
373
374 // this mapspace has changed - potentially activate dormant physics objects
375 // in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below.
376 // TODO: maybe include diagonals in the same z-layer?
377 // TODO: do not go through floors?
378 void
379 maptile::queue_physics_at (int x, int y)
380 {
381 if (maptile *m = tile_available (TILE_DOWN))
382 ::queue_physics_at (m, x, y);
383
384 if (maptile *m = tile_available (TILE_UP))
385 ::queue_physics_at (m, x, y);
386
387 ::queue_physics_at (this, x, y);
388
389 for (int dir = 1; dir < 8; dir += 2)
390 {
391 mapxy pos (this, x, y);
392 pos.move (dir);
393 if (pos.normalise ())
394 ::queue_physics_at (pos.m, pos.x, pos.y);
395 }
396 }
397
398 void
399 maptile::activate_physics ()
400 {
401 // most of this is total overkill, but better be safe than sorry, eh?
402
403 coroapi::cede_to_tick ();
404
405 if (maptile *m = tile_map [TILE_UP])
406 for (mapspace *ms = spaces + size (); ms-- > spaces; )
407 ms->invalidate (); // invalidate faces, in case...
408
409 coroapi::cede_to_tick ();
410
411 for (mapspace *ms = spaces + size (); ms-- > spaces; )
412 for (object *op = ms->bot; op; op = op->above)
413 if (op->type == PHYSICS)
414 queue_physics (op, 0);
415 }
416
417 /////////////////////////////////////////////////////////////////////////////
418
419 #define FANCY_GRAPHICS 0
420
421 static void
422 gen_quadspace (maptile *m, int mx, int my, int x, int y, int z)
423 {
424 vec2d P = vec2d (x, y);
425
426 const int deep_sea_z = -200;
427
428 static frac2d gen(13);
429
430 static frac2d vec_gen1 (6, 2, 0.5, 1);
431 static frac2d vec_gen2 (6, 2, 0.5, 2);
432
433 const float continent_scale = 0.00008;
434
435 vec2d perturb_pos = pow (P, 1.4) * 1e-5;
436
437 vec2d perturb (
438 vec_gen1.fBm (perturb_pos),
439 vec_gen2.fBm (perturb_pos)
440 );
441
442 float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2);
443 perturb_perturb = perturb_perturb * perturb_perturb * 0.4;
444 perturb *= perturb_perturb;
445
446 vec2d P_continent = P * continent_scale + perturb;
447
448 static frac2d continent_gen (13, 2.13, 0.5);
449 float continent = continent_gen.fBm (P_continent) + 0.05f;
450
451 float x_gradient = P[0] * (1. / 25000);
452 float y_gradient = P[1] * (1. / 25000);
453 float xy_gradient = (P[0] + P[1]) * (0.5 / 25000);
454
455 const float N = (25000 - 1) * continent_scale;
456
457 // we clip a large border on the perturbed shape, to get irregular coastline
458 // and then clip a smaller border around the real shape
459 //continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale);
460 continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale);
461
462 enum {
463 T_NONE,
464 T_OCEAN,
465 T_RIVER,
466 T_VALLEY,
467 T_MOUNTAIN,
468 T_UNDERGROUND,
469 T_AIR, // unused
470 T_ACQUIFER,
471 } t = T_NONE;
472
473 vec3d c;
474 int h0 = 0; // "water level"
475 int h = 1000000; // height form heightmap
476
477 // the continent increases in height from 0 to ~700 levels in the absence of anything else
478 // thats about one step every 7 maps.
479 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
480 int river_height = base_height; // * 9 / 10;
481
482 // add this to rivers to "dry them out"
483 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
484
485 static frac2d river_gen (2);
486 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out;
487 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
488
489 float valley = river1 - 0.2f;
490
491 static frac2d mountain_gen (6, 2.14, 0.5);
492 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
493
494 //TODO: mountains should not lower the height, should they?
495 t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
496 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f);
497 h = blend0 (base_height + continent * 0, base_height + mountain * xy_gradient * 100, valley, 0.1f);
498
499 if (river1 < 0.01f)
500 {
501 // main rivers - they cut deeply into the mountains (base_height * 0.9f)
502 // well, silly, they don't
503 t = T_RIVER;
504 c = vec3d (0.2, 0.2, 1);
505 h0 = river_height;
506 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1));
507 }
508
509 if (river2 > 0)
510 {
511 t = T_RIVER;
512 c = vec3d (0.2, 0.2, 1);
513 h0 = river_height;
514 min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1)));
515 }
516
517 if (continent < 0)
518 {
519 t = T_OCEAN;
520 h0 = 0;
521 min_it (h, min (continent * 200, -1));
522 c = vec3d (0, 0, 1);
523 }
524
525 // now we have the base height, and base terrain
526
527 #if FANCY_GRAPHICS
528 z = h; // show the surface, not the given z layer
529 #endif
530
531 max_it (h0, h);
532
533 // everything below the surface is underground, or a variant
534 if (z < h)
535 t = T_UNDERGROUND;
536
537 // put acquifers a bit below the surface, to reduce them leaking out (will still happen)
538 if (z < h - 3)
539 {
540 static frac3d acquifer_gen (4);
541 float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2);
542
543 if (acquifer > 0.48)
544 {
545 t = T_ACQUIFER;
546 c = vec3d (1,1,1);
547 }
548 }
549
550 //printf ("+%d+%d %d z %d h %d,%d P%g,%g\n", mx, my, t, z, h,h0, P[0],P[1]);//D
551
552 // TODO: caves
553 // TODO: chees areas
554 // TODO: minerals
555 // TODO: monsters
556
557 #if FANCY_GRAPHICS
558 float v = clamp (lerp<float> (h, deep_sea_z, 800, 0.f, 1.f), 0.f, 1.f);
559 c *= v;
560
561 putc (clamp<int> (255 * c[0], 0, 255), stdout);
562 putc (clamp<int> (255 * c[1], 0, 255), stdout);
563 putc (clamp<int> (255 * c[2], 0, 255), stdout);
564 #else
565 shstr arch_floor = shstr ("quad_open_space");
566 shstr arch_wall;
567
568 // TODO: this is shit - we should never generatea water surface, but only
569 // water above the surface
570 switch (t)
571 {
572 case T_OCEAN:
573 if (z < h0)
574 arch_wall = shstr_quad_water_source;
575 else if (z == h0)
576 arch_floor = shstr ("quad_ocean_floor");
577 break;
578
579 case T_RIVER:
580 if (z < h0)
581 arch_wall = shstr_quad_water_source;
582 else if (z == h0)
583 arch_floor = shstr ("quad_water_floor");
584 break;
585
586 case T_VALLEY:
587 if (z == h)
588 arch_floor = shstr ("quad_dirt_floor");
589 break;
590
591 case T_MOUNTAIN:
592 if (z == h)
593 arch_floor = shstr ("quad_stone_floor");
594 break;
595
596 case T_UNDERGROUND:
597 // todo, use a fractal
598 if (z < h - 10)
599 {
600 arch_floor = shstr ("quad_stone_floor");
601 arch_wall = shstr ("quad_stone_wall");
602 }
603 else
604 {
605 arch_floor = shstr ("quad_dirt_floor");
606 arch_wall = shstr ("quad_dirt_wall");
607 }
608 break;
609
610 case T_ACQUIFER:
611 arch_wall = shstr_quad_water_source;
612 break;
613
614 default:
615 abort ();
616 }
617
618 if (arch_floor)
619 m->insert (archetype::get (arch_floor), mx, my);
620
621 if (arch_wall)
622 m->insert (archetype::get (arch_wall ), mx, my);
623 #endif
624 }
625
626 void
627 gen_quadmap (maptile *m, int x, int y, int z)
628 {
629 assert (m->width == 50);
630 assert (m->height == 50);
631
632 for (int mx = 0; mx < 50; ++mx)
633 for (int my = 0; my < 50; ++my)
634 gen_quadspace (m, mx, my, x + mx, y + my, z);
635 }
636
637 /////////////////////////////////////////////////////////////////////////////
638
639 void noise_test ();
640 void noise_test ()
641 {
642 #if 1
643 int Nw = 700;
644
645 printf ("P6 %d %d 255\n", Nw * 3, Nw * 2);
646 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
647 for (int y = 0; y < Nw; ++y)
648 {
649 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D
650
651 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x * 25000 / Nw, y * 25000 / Nw, 0);
652
653 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 400, y, 0);
654 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 2000, 0);
655 }
656 for (int y = 0; y < Nw; ++y)
657 {
658 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
659
660 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0);
661 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0);
662 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22000, 0);
663 }
664
665 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout);
666 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
667 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
668 //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout);
669 //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout);
670 //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout);
671 //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout);
672 //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout);
673 #elif 1
674 int N = 25000;
675
676 printf ("P6 %d %d 255\n", N, N);
677 for (int y = 0; y < N; ++y)
678 {
679 if (!(y&63))fprintf (stderr, "y %d\n", y);//D
680
681 for (int x = 0; x < N; ++x) gen_quadspace (0, 0, 0, x, y, 0);
682 }
683 #else
684 int N = 200;
685
686 //printf ("P6 %d %d 255\n", N, N);
687 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
688 for (int z = 0; z < N; ++z)
689 {
690 if (!(z&7))fprintf (stderr, "z %d\n", z);//D
691 for (int y = 0; y < N; ++y)
692 for (int x = 0; x < N; ++x)
693 {
694 #if 0
695 float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2;
696
697 if (z < 64)
698 v = v * (z * z) / (64 * 64);
699
700 if (v <= 0.9)
701 continue;
702 #endif
703 static frac3d gen3 (10);
704 //float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01));
705 float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2);
706
707 if (v <= 0.48) continue;
708
709 float r[4];
710 int i[4];
711
712 r[0] = x;
713 r[1] = y;
714 r[2] = z;
715 r[3] = v;
716
717 memcpy (i, r, 16);
718
719 i[0] = htonl (i[0]);
720 i[1] = htonl (i[1]);
721 i[2] = htonl (i[2]);
722 i[3] = htonl (i[3]);
723
724 fwrite (i, 4*4, 1, stdout);
725 }
726 }
727 #endif
728
729 exit (0);
730 }
731