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author | paramat <mat.gregory@virginmedia.com> | 2015-03-04 10:14:07 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2015-03-04 23:53:58 +0000 |
commit | eb7482fd73ed111d84644e3abca2b51eb22566f9 (patch) | |
tree | 5f548196f102038206e6fb36ef7ee8eb4b794a74 | |
parent | cd684497c28a93e1bca4fbe889eef2d6d5c59289 (diff) | |
download | minetest-eb7482fd73ed111d84644e3abca2b51eb22566f9.tar.gz minetest-eb7482fd73ed111d84644e3abca2b51eb22566f9.tar.bz2 minetest-eb7482fd73ed111d84644e3abca2b51eb22566f9.zip |
Cavegen, mgv5: Cleanup code
Conf.example: Update mgv5 mapgen params
Mgv7: Lava caves only below -256
-rw-r--r-- | minetest.conf.example | 38 | ||||
-rw-r--r-- | src/cavegen.cpp | 412 | ||||
-rw-r--r-- | src/cavegen.h | 3 | ||||
-rw-r--r-- | src/mapgen_v5.cpp | 34 | ||||
-rw-r--r-- | src/mapgen_v7.cpp | 2 |
5 files changed, 205 insertions, 284 deletions
diff --git a/minetest.conf.example b/minetest.conf.example index e8e304073..6731c9ece 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -486,33 +486,14 @@ # flags = "defaults" #} # Only the group format supports noise flags which are needed for eased noise. -# Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in -# group format, other noise parameters are shown in positional format to save space. +# Mgv5 uses eased noise for np_ground so this is shown in group format, +# other noise parameters are shown in positional format to save space. -#mgv5_spflags = blobs #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0 #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0 -#mgv5_np_cave1 = { -# offset = 0 -# scale = 6 -# spread = (50, 50, 50) -# seed = 52534 -# octaves = 4 -# persistence = 0.5 -# lacunarity = 2.0 -# flags = "eased" -#} -#mgv5_np_cave2 = { -# offset = 0 -# scale = 6 -# spread = (50, 50, 50) -# seed = 10325 -# octaves = 4 -# persistence = 0.5 -# lacunarity = 2.0 -# flags = "eased" -#} +#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0 +#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0 #mgv5_np_ground = { # offset = 0 # scale = 40 @@ -523,17 +504,6 @@ # lacunarity = 2.0 # flags = "eased" #} -#mgv5_np_crumble = { -# offset = 0 -# scale = 1 -# spread = (20, 20, 20) -# seed = 34413 -# octaves = 3 -# persistence = 1.3 -# lacunarity = 2.0 -# flags = "eased" -#} -#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0 #mgv6_spflags = biomeblend, jungles, mudflow #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 diff --git a/src/cavegen.cpp b/src/cavegen.cpp index bac656511..8fb1a7293 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -28,43 +28,35 @@ with this program; if not, write to the Free Software Foundation, Inc., NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0); -/////////////////////////////////////////////////////////////////////////////// +///////////////////////////////////////// Caves V5 -CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) { +CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) { this->mg = mg; this->vm = mg->vm; this->ndef = mg->ndef; this->water_level = mg->water_level; - this->large_cave = is_large_cave; - this->ps = ps; - this->ps2 = ps2; + this->ps = ps; this->c_water_source = mg->c_water_source; this->c_lava_source = mg->c_lava_source; + this->c_ice = mg->c_ice; + this->np_caveliquids = &nparams_caveliquids; - min_tunnel_diameter = 2; - max_tunnel_diameter = ps->range(2, 6); dswitchint = ps->range(1, 14); - flooded = true; + flooded = ps->range(1, 2) == 2; - if (large_cave) { - part_max_length_rs = ps->range(2,4); - tunnel_routepoints = ps->range(5, ps->range(15,30)); - min_tunnel_diameter = 5; - max_tunnel_diameter = ps->range(7, ps->range(8,24)); - } else { - part_max_length_rs = ps->range(2,9); - tunnel_routepoints = ps->range(10, ps->range(15,30)); - } + part_max_length_rs = ps->range(2, 4); + tunnel_routepoints = ps->range(5, ps->range(15, 30)); + min_tunnel_diameter = 5; + max_tunnel_diameter = ps->range(7, ps->range(8, 24)); - large_cave_is_flat = (ps->range(0,1) == 0); + large_cave_is_flat = (ps->range(0, 1) == 0); } -void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { +void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { node_min = nmin; node_max = nmax; - max_stone_y = max_stone_height; main_direction = v3f(0, 0, 0); // Allowed route area size in nodes @@ -74,9 +66,8 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // Allow a bit more //(this should be more than the maximum radius of the tunnel) - const s16 max_spread_amount = MAP_BLOCKSIZE; s16 insure = 10; - s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1); + s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1); ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; @@ -87,21 +78,19 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // Limit maximum to area route_y_max = rangelim(route_y_max, 0, ar.Y - 1); - if (large_cave) { - s16 min = 0; + s16 min = 0; if (node_min.Y < water_level && node_max.Y > water_level) { min = water_level - max_tunnel_diameter/3 - of.Y; route_y_max = water_level + max_tunnel_diameter/3 - of.Y; } - route_y_min = ps->range(min, min + max_tunnel_diameter); - route_y_min = rangelim(route_y_min, 0, route_y_max); - } + route_y_min = ps->range(min, min + max_tunnel_diameter); + route_y_min = rangelim(route_y_min, 0, route_y_max); s16 route_start_y_min = route_y_min; s16 route_start_y_max = route_y_max; - route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); + route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1); + route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position orp = v3f( @@ -112,8 +101,7 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // Add generation notify begin event v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); - GenNotifyType notifytype = large_cave ? - GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN; + GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN; mg->gennotify.addEvent(notifytype, abs_pos); // Generate some tunnel starting from orp @@ -122,85 +110,60 @@ void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // Add generation notify end event abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z); - notifytype = large_cave ? - GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END; + notifytype = GENNOTIFY_LARGECAVE_END; mg->gennotify.addEvent(notifytype, abs_pos); } -void CaveV6::makeTunnel(bool dirswitch) { - if (dirswitch && !large_cave) { - main_direction = v3f( - ((float)(ps->next() % 20) - (float)10) / 10, - ((float)(ps->next() % 20) - (float)10) / 30, - ((float)(ps->next() % 20) - (float)10) / 10 - ); - main_direction *= (float)ps->range(0, 10) / 10; - } +void CaveV5::makeTunnel(bool dirswitch) { // Randomize size s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; v3s16 maxlen; - if (large_cave) { - maxlen = v3s16( - rs * part_max_length_rs, - rs * part_max_length_rs / 2, - rs * part_max_length_rs - ); - } else { - maxlen = v3s16( - rs * part_max_length_rs, - ps->range(1, rs * part_max_length_rs), - rs * part_max_length_rs - ); - } - - v3f vec( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 + maxlen = v3s16( + rs_part_max_length_rs, + rs_part_max_length_rs / 2, + rs_part_max_length_rs ); + v3f vec; // Jump downward sometimes - if (!large_cave && ps->range(0, 12) == 0) { - vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 - ); - } + vec = v3f( + (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, + (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2, + (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 + ); - // Do not make large caves that are entirely above ground. + // Do not make large caves that are above ground. // It is only necessary to check the startpoint and endpoint. - if (large_cave) { - v3s16 orpi(orp.X, orp.Y, orp.Z); - v3s16 veci(vec.X, vec.Y, vec.Z); - s16 h1; - s16 h2; - - v3s16 p1 = orpi + veci + of + rs / 2; - if (p1.Z >= node_min.Z && p1.Z <= node_max.Z && - p1.X >= node_min.X && p1.X <= node_max.X) { - u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X); - h1 = mg->heightmap[index1]; - } else { - h1 = water_level; // If not in heightmap - } + v3s16 orpi(orp.X, orp.Y, orp.Z); + v3s16 veci(vec.X, vec.Y, vec.Z); + v3s16 p; - v3s16 p2 = orpi + of + rs / 2; - if (p2.Z >= node_min.Z && p2.Z <= node_max.Z && - p2.X >= node_min.X && p2.X <= node_max.X) { - u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X); - h2 = mg->heightmap[index2]; - } else { - h2 = water_level; - } + p = orpi + veci + of + rs / 2; + if (p.Z >= node_min.Z && p.Z <= node_max.Z && + p.X >= node_min.X && p.X <= node_max.X) { + u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); + s16 h = mg->heightmap[index]; + if (h < p.Y) + return; + } else if (p.Y > water_level) { + return; // If it's not in our heightmap, use a simple heuristic + } - if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground + p = orpi + of + rs / 2; + if (p.Z >= node_min.Z && p.Z <= node_max.Z && + p.X >= node_min.X && p.X <= node_max.X) { + u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); + s16 h = mg->heightmap[index]; + if (h < p.Y) return; + } else if (p.Y > water_level) { + return; } vec += main_direction; @@ -224,22 +187,26 @@ void CaveV6::makeTunnel(bool dirswitch) { vec = rp - orp; float veclen = vec.getLength(); - // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE if (veclen < 0.05) veclen = 1.0; // Every second section is rough - bool randomize_xz = (ps2->range(1, 2) == 1); + bool randomize_xz = (ps->range(1, 2) == 1); + + // Make a ravine every once in a while if it's long enough + //float xylen = vec.X * vec.X + vec.Z * vec.Z; + //disable ravines for now + bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1); // Carve routes for (float f = 0; f < 1.0; f += 1.0 / veclen) - carveRoute(vec, f, randomize_xz); + carveRoute(vec, f, randomize_xz, is_ravine); orp = rp; } -void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { +void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); MapNode lavanode(c_lava_source); @@ -247,6 +214,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { v3s16 startp(orp.X, orp.Y, orp.Z); startp += of; + float nval = NoisePerlin3D(np_caveliquids, startp.X, + startp.Y, startp.Z, mg->seed); + MapNode liquidnode = nval < 0.40 ? lavanode : waternode; + v3f fp = orp + vec * f; fp.X += 0.1 * ps->range(-10, 10); fp.Z += 0.1 * ps->range(-10, 10); @@ -259,11 +230,16 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { d1 += ps->range(-1, 1); } + bool should_make_cave_hole = ps->range(1, 10) == 1; + for (s16 z0 = d0; z0 <= d1; z0++) { s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1); for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) { s16 maxabsxz = MYMAX(abs(x0), abs(z0)); - s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); + + s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) : + rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); + for (s16 y0 = -si2; y0 <= si2; y0++) { if (large_cave_is_flat) { // Make large caves not so tall @@ -274,75 +250,74 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0); p += of; + if (!is_ravine && mg->heightmap && should_make_cave_hole && + p.X <= node_max.X && p.Z <= node_max.Z) { + int maplen = node_max.X - node_min.X + 1; + int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X); + if (p.Y >= mg->heightmap[idx] - 2) + continue; + } + if (vm->m_area.contains(p) == false) continue; u32 i = vm->m_area.index(p); + + // Don't replace air, water, lava, or ice content_t c = vm->m_data[i].getContent(); - if (!ndef->get(c).is_ground_content) + if (!ndef->get(c).is_ground_content || c == CONTENT_AIR || + c == c_water_source || c == c_lava_source || c == c_ice) continue; - if (large_cave) { - int full_ymin = node_min.Y - MAP_BLOCKSIZE; - int full_ymax = node_max.Y + MAP_BLOCKSIZE; - - if (flooded && full_ymin < water_level && full_ymax > water_level) { - vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; - } else if (flooded && full_ymax < water_level) { - vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode; - } else { - vm->m_data[i] = airnode; - } - } else { - // Don't replace air or water or lava or ignore - if (c == CONTENT_IGNORE || c == CONTENT_AIR || - c == c_water_source || c == c_lava_source) - continue; + int full_ymin = node_min.Y - MAP_BLOCKSIZE; + int full_ymax = node_max.Y + MAP_BLOCKSIZE; + if (flooded && full_ymin < water_level && full_ymax > water_level) + vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; + else if (flooded && full_ymax < water_level) + vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode; + else vm->m_data[i] = airnode; - vm->m_flags[i] |= VMANIP_FLAG_CAVE; - } } } } } -///////////////////////////////////////// Caves V7 +///////////////////////////////////////// Caves V6 -CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) { +CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) { this->mg = mg; this->vm = mg->vm; this->ndef = mg->ndef; this->water_level = mg->water_level; - this->large_cave = is_large_cave; - this->ps = ps; + this->large_cave = is_large_cave; + this->ps = ps; + this->ps2 = ps2; this->c_water_source = mg->c_water_source; this->c_lava_source = mg->c_lava_source; - this->c_ice = mg->c_ice; - this->np_caveliquids = &nparams_caveliquids; + min_tunnel_diameter = 2; + max_tunnel_diameter = ps->range(2, 6); dswitchint = ps->range(1, 14); - flooded = ps->range(1, 2) == 2; + flooded = true; if (large_cave) { - part_max_length_rs = ps->range(2, 4); - tunnel_routepoints = ps->range(5, ps->range(15, 30)); + part_max_length_rs = ps->range(2,4); + tunnel_routepoints = ps->range(5, ps->range(15,30)); min_tunnel_diameter = 5; - max_tunnel_diameter = ps->range(7, ps->range(8, 24)); + max_tunnel_diameter = ps->range(7, ps->range(8,24)); } else { - part_max_length_rs = ps->range(2, 9); - tunnel_routepoints = ps->range(10, ps->range(15, 30)); - min_tunnel_diameter = 2; - max_tunnel_diameter = ps->range(2, 6); + part_max_length_rs = ps->range(2,9); + tunnel_routepoints = ps->range(10, ps->range(15,30)); } - large_cave_is_flat = (ps->range(0, 1) == 0); + large_cave_is_flat = (ps->range(0,1) == 0); } -void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { +void CaveV6::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { node_min = nmin; node_max = nmax; max_stone_y = max_stone_height; @@ -355,8 +330,9 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { // Allow a bit more //(this should be more than the maximum radius of the tunnel) + const s16 max_spread_amount = MAP_BLOCKSIZE; s16 insure = 10; - s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1); + s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1); ar += v3s16(1,0,1) * more * 2; of -= v3s16(1,0,1) * more; @@ -380,8 +356,8 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { s16 route_start_y_min = route_y_min; s16 route_start_y_max = route_y_max; - route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1); - route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); + route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1); + route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1); // Randomize starting position orp = v3f( @@ -408,7 +384,7 @@ void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { } -void CaveV7::makeTunnel(bool dirswitch) { +void CaveV6::makeTunnel(bool dirswitch) { if (dirswitch && !large_cave) { main_direction = v3f( ((float)(ps->next() % 20) - (float)10) / 10, @@ -422,66 +398,66 @@ void CaveV7::makeTunnel(bool dirswitch) { s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; v3s16 maxlen; if (large_cave) { maxlen = v3s16( - rs * part_max_length_rs, - rs * part_max_length_rs / 2, - rs * part_max_length_rs + rs_part_max_length_rs, + rs_part_max_length_rs / 2, + rs_part_max_length_rs ); } else { maxlen = v3s16( - rs * part_max_length_rs, - ps->range(1, rs * part_max_length_rs), - rs * part_max_length_rs + rs_part_max_length_rs, + ps->range(1, rs_part_max_length_rs), + rs_part_max_length_rs ); } - v3f vec; + v3f vec( + (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, + (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2, + (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 + ); + // Jump downward sometimes if (!large_cave && ps->range(0, 12) == 0) { vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, + (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 - ); - } else { - vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 + (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 ); } - // Do not make large caves that are above ground. + // Do not make large caves that are entirely above ground. // It is only necessary to check the startpoint and endpoint. if (large_cave) { v3s16 orpi(orp.X, orp.Y, orp.Z); v3s16 veci(vec.X, vec.Y, vec.Z); - v3s16 p; - - p = orpi + veci + of + rs / 2; - if (p.Z >= node_min.Z && p.Z <= node_max.Z && - p.X >= node_min.X && p.X <= node_max.X) { - u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); - s16 h = mg->ridge_heightmap[index]; - if (h < p.Y) - return; - } else if (p.Y > water_level) { - return; // If it's not in our heightmap, use a simple heuristic + s16 h1; + s16 h2; + + v3s16 p1 = orpi + veci + of + rs / 2; + if (p1.Z >= node_min.Z && p1.Z <= node_max.Z && + p1.X >= node_min.X && p1.X <= node_max.X) { + u32 index1 = (p1.Z - node_min.Z) * mg->ystride + (p1.X - node_min.X); + h1 = mg->heightmap[index1]; + } else { + h1 = water_level; // If not in heightmap } - p = orpi + of + rs / 2; - if (p.Z >= node_min.Z && p.Z <= node_max.Z && - p.X >= node_min.X && p.X <= node_max.X) { - u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); - s16 h = mg->ridge_heightmap[index]; - if (h < p.Y) - return; - } else if (p.Y > water_level) { - return; + v3s16 p2 = orpi + of + rs / 2; + if (p2.Z >= node_min.Z && p2.Z <= node_max.Z && + p2.X >= node_min.X && p2.X <= node_max.X) { + u32 index2 = (p2.Z - node_min.Z) * mg->ystride + (p2.X - node_min.X); + h2 = mg->heightmap[index2]; + } else { + h2 = water_level; } + + if (p1.Y > h1 && p2.Y > h2) // If startpoint and endpoint are above ground + return; } vec += main_direction; @@ -505,26 +481,22 @@ void CaveV7::makeTunnel(bool dirswitch) { vec = rp - orp; float veclen = vec.getLength(); + // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE if (veclen < 0.05) veclen = 1.0; // Every second section is rough - bool randomize_xz = (ps->range(1, 2) == 1); - - // Make a ravine every once in a while if it's long enough - //float xylen = vec.X * vec.X + vec.Z * vec.Z; - //disable ravines for now - bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1); + bool randomize_xz = (ps2->range(1, 2) == 1); // Carve routes for (float f = 0; f < 1.0; f += 1.0 / veclen) - carveRoute(vec, f, randomize_xz, is_ravine); + carveRoute(vec, f, randomize_xz); orp = rp; } -void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { +void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) { MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); MapNode lavanode(c_lava_source); @@ -532,10 +504,6 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { v3s16 startp(orp.X, orp.Y, orp.Z); startp += of; - float nval = NoisePerlin3D(np_caveliquids, startp.X, - startp.Y, startp.Z, mg->seed); - MapNode liquidnode = nval < 0.40 ? lavanode : waternode; - v3f fp = orp + vec * f; fp.X += 0.1 * ps->range(-10, 10); fp.Z += 0.1 * ps->range(-10, 10); @@ -548,22 +516,12 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { d1 += ps->range(-1, 1); } - bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2; - bool should_make_cave_hole = ps->range(1, 10) == 1; - for (s16 z0 = d0; z0 <= d1; z0++) { s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1); for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) { s16 maxabsxz = MYMAX(abs(x0), abs(z0)); - - s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) : - rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); - + s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1); for (s16 y0 = -si2; y0 <= si2; y0++) { - // Make better floors in small caves - if(flat_cave_floor && y0 <= -rs/2 && rs<=7) - continue; - if (large_cave_is_flat) { // Make large caves not so tall if (rs > 7 && abs(y0) >= rs / 3) @@ -573,37 +531,29 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0); p += of; - if (!is_ravine && mg->heightmap && should_make_cave_hole && - p.X <= node_max.X && p.Z <= node_max.Z) { - int maplen = node_max.X - node_min.X + 1; - int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X); - if (p.Y >= mg->heightmap[idx] - 2) - continue; - } - if (vm->m_area.contains(p) == false) continue; u32 i = vm->m_area.index(p); - - // Don't replace air, water, lava, or ice content_t c = vm->m_data[i].getContent(); - if (!ndef->get(c).is_ground_content || c == CONTENT_AIR || - c == c_water_source || c == c_lava_source || c == c_ice) + if (!ndef->get(c).is_ground_content) continue; if (large_cave) { int full_ymin = node_min.Y - MAP_BLOCKSIZE; int full_ymax = node_max.Y + MAP_BLOCKSIZE; - if (flooded && full_ymin < water_level && full_ymax > water_level) + if (flooded && full_ymin < water_level && full_ymax > water_level) { vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; - else if (flooded && full_ymax < water_level) - vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode; - else + } else if (flooded && full_ymax < water_level) { + vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode; + } else { vm->m_data[i] = airnode; + } } else { - if (c == CONTENT_IGNORE) + // Don't replace air or water or lava or ignore + if (c == CONTENT_IGNORE || c == CONTENT_AIR || + c == c_water_source || c == c_lava_source) continue; vm->m_data[i] = airnode; @@ -615,10 +565,10 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { } -///////////////////////////////////////// Caves V5 +///////////////////////////////////////// Caves V7 -CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) { +CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps) { this->mg = mg; this->vm = mg->vm; this->ndef = mg->ndef; @@ -641,9 +591,10 @@ CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) { } -void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { +void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { node_min = nmin; node_max = nmax; + max_stone_y = max_stone_height; main_direction = v3f(0, 0, 0); // Allowed route area size in nodes @@ -666,10 +617,10 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { route_y_max = rangelim(route_y_max, 0, ar.Y - 1); s16 min = 0; - if (node_min.Y < water_level && node_max.Y > water_level) { - min = water_level - max_tunnel_diameter/3 - of.Y; - route_y_max = water_level + max_tunnel_diameter/3 - of.Y; - } + if (node_min.Y < water_level && node_max.Y > water_level) { + min = water_level - max_tunnel_diameter/3 - of.Y; + route_y_max = water_level + max_tunnel_diameter/3 - of.Y; + } route_y_min = ps->range(min, min + max_tunnel_diameter); route_y_min = rangelim(route_y_min, 0, route_y_max); @@ -702,26 +653,27 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) { } -void CaveV5::makeTunnel(bool dirswitch) { +void CaveV7::makeTunnel(bool dirswitch) { // Randomize size s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); + s16 rs_part_max_length_rs = rs * part_max_length_rs; v3s16 maxlen; maxlen = v3s16( - rs * part_max_length_rs, - rs * part_max_length_rs / 2, - rs * part_max_length_rs + rs_part_max_length_rs, + rs_part_max_length_rs / 2, + rs_part_max_length_rs ); v3f vec; // Jump downward sometimes vec = v3f( - (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2, - (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2, - (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2 + (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2, + (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2, + (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2 ); // Do not make large caves that are above ground. @@ -734,7 +686,7 @@ void CaveV5::makeTunnel(bool dirswitch) { if (p.Z >= node_min.Z && p.Z <= node_max.Z && p.X >= node_min.X && p.X <= node_max.X) { u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); - s16 h = mg->heightmap[index]; + s16 h = mg->ridge_heightmap[index]; if (h < p.Y) return; } else if (p.Y > water_level) { @@ -743,9 +695,9 @@ void CaveV5::makeTunnel(bool dirswitch) { p = orpi + of + rs / 2; if (p.Z >= node_min.Z && p.Z <= node_max.Z && - p.X >= node_min.X && p.X <= node_max.X) { + p.X >= node_min.X && p.X <= node_max.X) { u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X); - s16 h = mg->heightmap[index]; + s16 h = mg->ridge_heightmap[index]; if (h < p.Y) return; } else if (p.Y > water_level) { @@ -792,7 +744,7 @@ void CaveV5::makeTunnel(bool dirswitch) { } -void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { +void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { MapNode airnode(CONTENT_AIR); MapNode waternode(c_water_source); MapNode lavanode(c_lava_source); @@ -802,7 +754,7 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) { float nval = NoisePerlin3D(np_caveliquids, startp.X, startp.Y, startp.Z, mg->seed); - MapNode liquidnode = nval < 0.40 ? lavanode : waternode; + MapNode liquidnode = (nval < 0.40 && node_max.Y < -256) ? lavanode : waternode; v3f fp = orp + vec * f; fp.X += 0.1 * ps->range(-10, 10); diff --git a/src/cavegen.h b/src/cavegen.h index 0b57bf4dc..27626753a 100644 --- a/src/cavegen.h +++ b/src/cavegen.h @@ -129,7 +129,6 @@ public: int dswitchint; int part_max_length_rs; - bool large_cave; bool large_cave_is_flat; bool flooded; @@ -155,7 +154,7 @@ public: int water_level; CaveV7() {} - CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave); + CaveV7(MapgenV7 *mg, PseudoRandom *ps); void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height); void makeTunnel(bool dirswitch); void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine); diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index e3624c2bd..9392c35b1 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -171,9 +171,9 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO); float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed); - if(f < 0.01) + if (f < 0.01) f = 0.01; - else if(f >= 1.0) + else if (f >= 1.0) f *= 1.6; float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed); @@ -183,8 +183,8 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) s16 level = -31000; for (s16 y = search_top; y >= search_base; y--) { float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); - if(n_ground * f > y - h) { - if(y >= search_top - 7) + if (n_ground * f > y - h) { + if (y >= search_top - 7) break; else level = y; @@ -322,22 +322,22 @@ int MapgenV5::generateBaseTerrain() u32 index2d = 0; int stone_surface_max_y = -MAP_GENERATION_LIMIT; - for(s16 z=node_min.Z; z<=node_max.Z; z++) { - for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { + for (s16 z=node_min.Z; z<=node_max.Z; z++) { + for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { u32 i = vm->m_area.index(node_min.X, y, z); - for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { - if(vm->m_data[i].getContent() != CONTENT_IGNORE) + for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { + if (vm->m_data[i].getContent() != CONTENT_IGNORE) continue; float f = 0.55 + noise_factor->result[index2d]; - if(f < 0.01) + if (f < 0.01) f = 0.01; - else if(f >= 1.0) + else if (f >= 1.0) f *= 1.6; float h = noise_height->result[index2d]; - if(noise_ground->result[index] * f < y - h) { - if(y <= water_level) + if (noise_ground->result[index] * f < y - h) { + if (y <= water_level) vm->m_data[i] = MapNode(c_water_source); else vm->m_data[i] = MapNode(CONTENT_AIR); @@ -443,13 +443,13 @@ void MapgenV5::generateCaves(int max_stone_y) u32 index = 0; u32 index2d = 0; - for(s16 z=node_min.Z; z<=node_max.Z; z++) { - for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { + for (s16 z=node_min.Z; z<=node_max.Z; z++) { + for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) { u32 i = vm->m_area.index(node_min.X, y, z); - for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { + for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) { Biome *biome = (Biome *)bmgr->get(biomemap[index2d]); content_t c = vm->m_data[i].getContent(); - if(c == CONTENT_AIR + if (c == CONTENT_AIR || (y <= water_level && c != biome->c_stone && c != c_stone)) @@ -457,7 +457,7 @@ void MapgenV5::generateCaves(int max_stone_y) float d1 = contour(noise_cave1->result[index]); float d2 = contour(noise_cave2->result[index]); - if(d1*d2 > 0.125) + if (d1*d2 > 0.125) vm->m_data[i] = MapNode(CONTENT_AIR); } index2d = index2d - ystride; diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 29d311575..6bdb5a177 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -790,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y) PseudoRandom ps(blockseed + 21343); u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0; for (u32 i = 0; i < bruises_count; i++) { - CaveV7 cave(this, &ps, true); + CaveV7 cave(this, &ps); cave.makeCave(node_min, node_max, max_stone_y); } } |