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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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|
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#include "noise.h" |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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static bool |
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has_floor (maptile *m, sint16 x, sint16 y) |
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{ |
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mapxy pos (m, x, y); |
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|
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if (!pos.normalise ()) |
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return true; |
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|
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mapspace &ms = pos.ms (); |
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|
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for (object *ob = ms.bot; ob; ob = ob->above) |
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if (ob->arch->archname == shstr_quad_open_space) |
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return false; |
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else if (ob->flag [FLAG_IS_FLOOR]) |
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return true; |
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|
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return false; |
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} |
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|
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void |
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move_into_wall (object *ob, object *wall) |
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{ |
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bool visible = !wall->invisible && !ob->flag [FLAG_BLIND]; |
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|
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if (wall->flag [FLAG_IS_QUAD] && visible) |
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{ |
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maptile *m = wall->map; |
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|
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if (m->tile_path [TILE_UP]) |
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if (maptile *up = m->tile_available (TILE_UP)) |
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{ |
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if (ob->blocked (up, ob->x, ob->y) || has_floor (up, ob->x, ob->y)) |
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ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall))); |
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//TODO: reduce health |
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else if (ob->blocked (up, wall->x, wall->y)) |
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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))); |
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//TODO: reduce health |
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else |
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{ |
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ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
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// here we assume that ob is a player... |
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ob->enter_map (up, wall->x, wall->y); |
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} |
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} |
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else |
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ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
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else |
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ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
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|
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|
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return; |
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} |
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|
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if (ob->contr->ns->bumpmsg) |
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{ |
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ob->play_sound (sound_find ("bump_wall")); |
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|
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ob->statusmsg (visible |
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? format ("You bump into the %s.", query_name (wall)) |
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: "You bump into something." |
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); |
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} |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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// this mapspace has changed - potentialyl activate dormant physics objects |
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// in the vicinity |
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|
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void update_physics (maptile *m, int x, int y) |
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{ |
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} |
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|
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// handle physics updates |
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void move_physics (object *ob) |
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{ |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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#define FANCY_GRAPHICS 0 |
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|
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static void |
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gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) |
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{ |
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vec2d P = vec2d (x, y); |
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|
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const int deep_sea_z = -200; |
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|
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static frac2d gen(13); |
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|
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static frac2d vec_gen1 (6, 2, 0.5, 1); |
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static frac2d vec_gen2 (6, 2, 0.5, 2); |
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|
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const float continent_scale = 0.00008; |
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|
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vec2d perturb_pos = pow (P, 1.4) * 1e-5; |
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|
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vec2d perturb ( |
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vec_gen1.fBm (perturb_pos), |
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vec_gen2.fBm (perturb_pos) |
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); |
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|
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float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2); |
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perturb_perturb = perturb_perturb * perturb_perturb * 0.4; |
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perturb *= perturb_perturb; |
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|
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vec2d P_continent = P * continent_scale + perturb; |
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|
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static frac2d continent_gen (13, 2.13, 0.5); |
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float continent = continent_gen.fBm (P_continent) + 0.05f; |
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|
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float x_gradient = P[0] * (1. / 25000); |
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float y_gradient = P[1] * (1. / 25000); |
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float xy_gradient = (P[0] + P[1]) * (0.5 / 25000); |
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|
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const float N = (25000 - 1) * continent_scale; |
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|
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// we clip a large border on the perturbed shape, to get irregular coastline |
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// and then clip a smaller border around the real shape |
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continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
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continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
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|
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enum { |
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T_NONE, |
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T_OCEAN, |
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T_RIVER, |
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T_VALLEY, |
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T_MOUNTAIN, |
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T_UNDERGROUND, |
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T_AIR, // unused |
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T_ACQUIFER, |
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} t = T_NONE; |
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|
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vec3d c; |
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int h0 = 0; // "water level" |
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int h = 1000000; // height form heightmap |
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|
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// the continent increases in height from 0 to ~700 levels in the absence of anything else |
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// thats about one step every 7 maps. |
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int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
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int river_height = base_height * 9 / 10; |
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|
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// add this to rivers to "dry them out" |
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float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
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|
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static frac2d river_gen (2); |
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float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
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float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
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|
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float valley = river1 - 0.2f; |
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|
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static frac2d mountain_gen (8, 2.14, 0.5); |
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float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
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|
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//TODO: mountains should not lower the height, should they? |
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t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
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c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
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h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
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|
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if (river1 < 0.01f) |
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{ |
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// main rivers - they cut deeply into the mountains (base_height * 0.9f) |
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t = T_RIVER; |
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c = vec3d (0.2, 0.2, 1); |
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h0 = river_height; |
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min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
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} |
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|
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if (river2 > 0) |
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{ |
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t = T_RIVER; |
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c = vec3d (0.2, 0.2, 1); |
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h0 = river_height; |
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min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
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} |
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|
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if (continent < 0) |
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{ |
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t = T_OCEAN; |
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min_it (h, min (continent * 200, -1)); |
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c = vec3d (0, 0, 1); |
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} |
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|
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// now we have the base height, and base terrain |
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|
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#if FANCY_GRAPHICS |
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z = h; // show the surface, not the given z layer |
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#endif |
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|
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max_it (h0, h); |
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|
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// everything below the surface is underground, or a variant |
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if (z < h) |
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t = T_UNDERGROUND; |
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|
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// put acquifers a bit below the surface, to reduce them leaking out (will still happen) |
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if (z < h - 3) |
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{ |
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static frac3d acquifer_gen (4); |
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float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2); |
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|
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if (acquifer > 0.48) |
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{ |
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t = T_ACQUIFER; |
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c = vec3d (1,1,1); |
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} |
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} |
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|
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// TODO: caves |
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// TODO: chees areas |
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// TODO: minerals |
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// TODO: monsters |
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|
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#if FANCY_GRAPHICS |
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float v = clamp (lerp<float> (h, deep_sea_z, 800, 0.f, 1.f), 0.f, 1.f); |
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c *= v; |
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|
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putc (clamp<int> (255 * c[0], 0, 255), stdout); |
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putc (clamp<int> (255 * c[1], 0, 255), stdout); |
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putc (clamp<int> (255 * c[2], 0, 255), stdout); |
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#else |
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shstr arch_floor = shstr ("quad_open_space"); |
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shstr arch_wall; |
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|
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// TODO: this is shit - we should never generatea water surface, but only |
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// water above the surface |
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switch (t) |
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{ |
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case T_OCEAN: |
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if (z < h0) |
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arch_wall = shstr ("quad_water_wall"); |
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else if (z == h0) |
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arch_floor = shstr ("quad_ocean_floor"); |
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break; |
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|
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case T_RIVER: |
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if (z < h0) |
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arch_wall = shstr ("quad_water_wall"); |
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else if (z == h0) |
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arch_floor = shstr ("quad_water_floor"); |
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break; |
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|
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case T_VALLEY: |
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if (z == h) |
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arch_floor = shstr ("quad_dirt_floor"); |
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break; |
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|
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case T_MOUNTAIN: |
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if (z == h) |
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arch_floor = shstr ("quad_stone_floor"); |
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break; |
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|
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case T_UNDERGROUND: |
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// todo, use a fractal |
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if (z < h - 10) |
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{ |
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arch_floor = shstr ("quad_dirt_floor"); |
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arch_wall = shstr ("quad_dirt_wall"); |
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} |
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else |
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{ |
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arch_floor = shstr ("quad_stone_floor"); |
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arch_wall = shstr ("quad_stone_wall"); |
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} |
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break; |
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|
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case T_ACQUIFER: |
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arch_wall = shstr ("quad_water_wall"); |
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break; |
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|
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default: |
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abort (); |
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} |
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|
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if (arch_floor) |
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m->insert (archetype::get (arch_floor), mx, my); |
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|
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if (arch_wall) |
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m->insert (archetype::get (arch_wall ), mx, my); |
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#endif |
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} |
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|
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void |
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gen_quadmap (maptile *m, int x, int y, int z) |
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{ |
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assert (m->width == 50); |
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assert (m->height == 50); |
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|
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for (int mx = 0; mx < 50; ++mx) |
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for (int my = 0; my < 50; ++my) |
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gen_quadspace (m, mx, my, x + mx, y + my, z); |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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void noise_test (); |
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void noise_test () |
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{ |
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#if 1 |
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int Nw = 700; |
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|
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printf ("P6 %d %d 255\n", Nw * 3, Nw * 2); |
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// pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
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for (int y = 0; y < Nw; ++y) |
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{ |
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if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
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|
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x * 25000 / Nw, y * 25000 / Nw, 0); |
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|
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 400, y, 0); |
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 2000, 0); |
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} |
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for (int y = 0; y < Nw; ++y) |
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{ |
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if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
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|
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); |
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0); |
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for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22500, 0); |
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} |
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|
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//putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
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//putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
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//putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); |
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//putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout); |
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//putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout); |
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//putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout); |
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//putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout); |
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//putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout); |
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#elif 1 |
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int N = 25000; |
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|
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printf ("P6 %d %d 255\n", N, N); |
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for (int y = 0; y < N; ++y) |
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{ |
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if (!(y&63))fprintf (stderr, "y %d\n", y);//D |
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|
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for (int x = 0; x < N; ++x) gen_quadspace (0, 0, 0, x, y, 0); |
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} |
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#else |
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int N = 200; |
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|
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//printf ("P6 %d %d 255\n", N, N); |
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// pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
374 |
for (int z = 0; z < N; ++z) |
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{ |
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if (!(z&7))fprintf (stderr, "z %d\n", z);//D |
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for (int y = 0; y < N; ++y) |
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for (int x = 0; x < N; ++x) |
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{ |
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#if 0 |
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float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2; |
382 |
|
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if (z < 64) |
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v = v * (z * z) / (64 * 64); |
385 |
|
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if (v <= 0.9) |
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continue; |
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#endif |
389 |
static frac3d gen3 (10); |
390 |
//float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01)); |
391 |
float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2); |
392 |
|
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if (v <= 0.48) continue; |
394 |
|
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float r[4]; |
396 |
int i[4]; |
397 |
|
398 |
r[0] = x; |
399 |
r[1] = y; |
400 |
r[2] = z; |
401 |
r[3] = v; |
402 |
|
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memcpy (i, r, 16); |
404 |
|
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i[0] = htonl (i[0]); |
406 |
i[1] = htonl (i[1]); |
407 |
i[2] = htonl (i[2]); |
408 |
i[3] = htonl (i[3]); |
409 |
|
410 |
fwrite (i, 4*4, 1, stdout); |
411 |
} |
412 |
} |
413 |
#endif |
414 |
|
415 |
exit (0); |
416 |
} |