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-rw-r--r--src/cavegen.cpp835
1 files changed, 384 insertions, 451 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index b8abfbca5..bb6aa25a6 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -23,46 +23,183 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
+#include "mg_biome.h"
#include "cavegen.h"
-NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
-///////////////////////////////////////// Caves V5
+////
+//// CavesNoiseIntersection
+////
+CavesNoiseIntersection::CavesNoiseIntersection(
+ INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
+ NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
+{
+ assert(nodedef);
+ assert(biomemgr);
+
+ m_ndef = nodedef;
+ m_bmgr = biomemgr;
+
+ m_csize = chunksize;
+ m_cave_width = cave_width;
-CaveV5::CaveV5(Mapgen *mg, PseudoRandom *ps)
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noises are created using 1-down overgeneration
+ // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+ // re-carving the solid overtop placed for blocking sunlight
+ noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+ noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+}
+
+
+CavesNoiseIntersection::~CavesNoiseIntersection()
{
- this->mg = mg;
- this->vm = mg->vm;
- this->ndef = mg->ndef;
- this->water_level = mg->water_level;
- this->ps = ps;
- c_water_source = ndef->getId("mapgen_water_source");
- c_lava_source = ndef->getId("mapgen_lava_source");
- c_ice = ndef->getId("mapgen_ice");
- this->np_caveliquids = &nparams_caveliquids;
- this->ystride = mg->csize.X;
-
- if (c_ice == CONTENT_IGNORE)
- c_ice = CONTENT_AIR;
+ delete noise_cave1;
+ delete noise_cave2;
+}
- dswitchint = ps->range(1, 14);
- flooded = ps->range(1, 2) == 2;
- 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));
+void CavesNoiseIntersection::generateCaves(MMVManip *vm,
+ v3s16 nmin, v3s16 nmax, u8 *biomemap)
+{
+ assert(vm);
+ assert(biomemap);
+
+ noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+ noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = nmin.Z; z <= nmax.Z; z++)
+ for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+ bool column_is_open = false; // Is column open to overground
+ bool is_under_river = false; // Is column under river water
+ bool is_tunnel = false; // Is tunnel or tunnel floor
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X);
+ // Biome of column
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
+
+ // Don't excavate the overgenerated stone at nmax.Y + 1,
+ // this creates a 'roof' over the tunnel, preventing light in
+ // tunnels at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is removed when the mapchunk above is generated.
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+ index3d -= m_ystride,
+ vm->m_area.add_y(em, vi, -1)) {
+
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ column_is_open = true;
+ continue;
+ } else if (c == biome->c_river_water) {
+ column_is_open = true;
+ is_under_river = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+
+ if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ is_tunnel = true;
+ } else {
+ // Not in tunnel or not ground content
+ if (is_tunnel && column_is_open &&
+ (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ if (is_under_river)
+ vm->m_data[vi] = MapNode(biome->c_riverbed);
+ else
+ vm->m_data[vi] = MapNode(biome->c_top);
+ }
- large_cave_is_flat = (ps->range(0, 1) == 0);
+ column_is_open = false;
+ is_tunnel = false;
+ }
+ }
+ }
}
-void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+////
+//// CavesRandomWalk
+////
+
+CavesRandomWalk::CavesRandomWalk(
+ INodeDefManager *ndef,
+ GenerateNotifier *gennotify,
+ s32 seed,
+ int water_level,
+ content_t water_source,
+ content_t lava_source)
{
- node_min = nmin;
- node_max = nmax;
+ assert(ndef);
+
+ this->ndef = ndef;
+ this->gennotify = gennotify;
+ this->seed = seed;
+ this->water_level = water_level;
+ this->np_caveliquids = &nparams_caveliquids;
+ this->lava_depth = DEFAULT_LAVA_DEPTH;
+
+ c_water_source = water_source;
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = lava_source;
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+ PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
+{
+ assert(vm);
+ assert(ps);
+
+ this->vm = vm;
+ this->ps = ps;
+ this->node_min = nmin;
+ this->node_max = nmax;
+ this->heightmap = heightmap;
+ this->large_cave = is_large_cave;
+
+ this->ystride = nmax.X - nmin.X + 1;
+
+ // Set initial parameters from randomness
+ int dswitchint = ps->range(1, 14);
+ 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));
+ min_tunnel_diameter = 2;
+ max_tunnel_diameter = ps->range(2, 6);
+ }
+
+ large_cave_is_flat = (ps->range(0, 1) == 0);
+
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
@@ -72,10 +209,10 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
- s16 insure = 10;
+ const s16 insure = 10;
s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
+ ar += v3s16(1, 0, 1) * more * 2;
+ of -= v3s16(1, 0, 1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
@@ -84,13 +221,15 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
- s16 min = 0;
+ if (large_cave) {
+ s16 minpos = 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;
+ minpos = 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(minpos, minpos + 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;
@@ -99,30 +238,42 @@ void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+ orp.X = (float)(ps->next() % ar.X) + 0.5f;
// Add generation notify begin event
- v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
- mg->gennotify.addEvent(notifytype, abs_pos);
+ if (gennotify) {
+ 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;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
// Add generation notify end event
- abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- notifytype = GENNOTIFY_LARGECAVE_END;
- mg->gennotify.addEvent(notifytype, abs_pos);
+ if (gennotify) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
}
-void CaveV5::makeTunnel(bool dirswitch)
+void CavesRandomWalk::makeTunnel(bool dirswitch)
{
+ if (dirswitch && !large_cave) {
+ main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
+ main_direction *= (float)ps->range(0, 10) / 10;
+ }
+
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
@@ -130,47 +281,38 @@ void CaveV5::makeTunnel(bool dirswitch)
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
- );
+ 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;
// Jump downward sometimes
- 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
- );
+ if (!large_cave && ps->range(0, 12) == 0) {
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
+ } else {
+ vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
+ }
// Do not make caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
- 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) * 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
- }
-
- 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) * ystride + (p.X - node_min.X);
- s16 h = mg->heightmap[index];
- if (h < p.Y)
- return;
- } else if (p.Y > water_level) {
+ v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
+ if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
return;
- }
vec += main_direction;
@@ -193,21 +335,21 @@ void CaveV5::makeTunnel(bool dirswitch)
vec = rp - orp;
float veclen = vec.getLength();
- if (veclen < 0.05)
- veclen = 1.0;
+ if (veclen < 0.05f)
+ veclen = 1.0f;
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Carve routes
- for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
carveRoute(vec, f, randomize_xz);
orp = rp;
}
-void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
+void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
@@ -217,22 +359,24 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
startp += of;
float nval = NoisePerlin3D(np_caveliquids, startp.X,
- startp.Y, startp.Z, mg->seed);
- MapNode liquidnode = (nval < 0.40 && node_max.Y < MGV5_LAVA_DEPTH) ?
+ startp.Y, startp.Z, seed);
+ MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
lavanode : waternode;
v3f fp = orp + vec * f;
- fp.X += 0.1 * ps->range(-10, 10);
- fp.Z += 0.1 * ps->range(-10, 10);
+ fp.X += 0.1f * ps->range(-10, 10);
+ fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
+ s16 d0 = -rs / 2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
+ bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+
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++) {
@@ -241,6 +385,10 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
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)
@@ -258,63 +406,105 @@ void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz)
if (!ndef->get(c).is_ground_content)
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
+ 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 - 4) ? liquidnode : airnode;
+ else
+ vm->m_data[i] = airnode;
+ } else {
+ if (c == CONTENT_IGNORE)
+ continue;
+
vm->m_data[i] = airnode;
+ vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+ }
}
}
}
}
-///////////////////////////////////////// Caves V6
+inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
+{
+ if (heightmap != NULL &&
+ 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) * ystride + (p.X - node_min.X);
+ if (heightmap[index] < p.Y)
+ return true;
+ } else if (p.Y > water_level) {
+ return true;
+ }
+
+ return false;
+}
+
+
+////
+//// CavesV6
+////
+
+CavesV6::CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify,
+ int water_level, content_t water_source, content_t lava_source)
+{
+ assert(ndef);
+
+ this->ndef = ndef;
+ this->gennotify = gennotify;
+ this->water_level = water_level;
+
+ c_water_source = water_source;
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = lava_source;
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
-CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave)
+void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
+ PseudoRandom *ps, PseudoRandom *ps2,
+ bool is_large_cave, int max_stone_height, s16 *heightmap)
{
- 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->c_water_source = mg->c_water_source;
- this->c_lava_source = mg->c_lava_source;
+ assert(vm);
+ assert(ps);
+ assert(ps2);
+
+ this->vm = vm;
+ this->ps = ps;
+ this->ps2 = ps2;
+ this->node_min = nmin;
+ this->node_max = nmax;
+ this->heightmap = heightmap;
+ this->large_cave = is_large_cave;
+
+ this->ystride = nmax.X - nmin.X + 1;
+ // Set initial parameters from randomness
min_tunnel_diameter = 2;
max_tunnel_diameter = ps->range(2, 6);
- dswitchint = ps->range(1, 14);
- flooded = true;
-
+ int dswitchint = ps->range(1, 14);
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));
+ 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 CaveV6::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
@@ -325,67 +515,68 @@ 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;
+ const s16 insure = 10;
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;
+ ar += v3s16(1, 0, 1) * more * 2;
+ of -= v3s16(1, 0, 1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
- route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+ route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
if (large_cave) {
- s16 min = 0;
+ s16 minpos = 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;
+ minpos = 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 = ps->range(minpos, minpos + 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(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
+ orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
+ orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
+ orp.X = (float)(ps->next() % ar.X) + 0.5f;
// 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;
- mg->gennotify.addEvent(notifytype, abs_pos);
+ if (gennotify != NULL) {
+ 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;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
// 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;
- mg->gennotify.addEvent(notifytype, abs_pos);
+ if (gennotify != NULL) {
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = large_cave ?
+ GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
+ gennotify->addEvent(notifytype, abs_pos);
+ }
}
-void CaveV6::makeTunnel(bool dirswitch)
+void CavesV6::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.Z = ((float)(ps->next() % 20) - (float)10) / 10;
+ main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
+ main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
+
main_direction *= (float)ps->range(0, 10) / 10;
}
@@ -410,54 +601,30 @@ void CaveV6::makeTunnel(bool dirswitch)
);
}
- 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
- );
+ v3f vec;
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
// Jump downward sometimes
if (!large_cave && ps->range(0, 12) == 0) {
- vec = v3f(
- (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
- (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
- (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
- );
+ vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
+ vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
+ vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
}
- // Do not make caves that are entirely above ground, to fix
- // shadow bugs caused by overgenerated large caves.
+ // Do not make caves that are entirely above ground, to fix shadow bugs
+ // caused by overgenerated large caves.
// It is only necessary to check the startpoint and endpoint.
- 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 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
+ v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
- 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 startpoint and endpoint are above ground,
- // disable placing of nodes in carveRoute while
- // still running all pseudorandom calls to ensure
- // caves consistent with existing worlds.
- bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;
+ // If startpoint and endpoint are above ground, disable placement of nodes
+ // in carveRoute while still running all PseudoRandom calls to ensure caves
+ // are consistent with existing worlds.
+ bool tunnel_above_ground =
+ p1.Y > getSurfaceFromHeightmap(p1) &&
+ p2.Y > getSurfaceFromHeightmap(p2);
vec += main_direction;
@@ -481,21 +648,22 @@ void CaveV6::makeTunnel(bool dirswitch)
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;
+ if (veclen < 0.05f)
+ veclen = 1.0f;
// Every second section is rough
bool randomize_xz = (ps2->range(1, 2) == 1);
// Carve routes
- for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
carveRoute(vec, f, randomize_xz, tunnel_above_ground);
orp = rp;
}
-void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground)
+void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
+ bool tunnel_above_ground)
{
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
@@ -505,11 +673,11 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
startp += of;
v3f fp = orp + vec * f;
- fp.X += 0.1 * ps->range(-10, 10);
- fp.Z += 0.1 * ps->range(-10, 10);
+ fp.X += 0.1f * ps->range(-10, 10);
+ fp.Z += 0.1f * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
- s16 d0 = -rs/2;
+ s16 d0 = -rs / 2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
@@ -546,13 +714,10 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
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;
+ if (full_ymin < water_level && full_ymax > water_level) {
+ vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+ } else if (full_ymax < water_level) {
+ vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
} else {
vm->m_data[i] = airnode;
}
@@ -569,246 +734,14 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_g
}
-///////////////////////////////////////// Caves V7
-
-
-CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps)
-{
- this->mg = mg;
- this->vm = mg->vm;
- this->ndef = mg->ndef;
- this->water_level = mg->water_level;
- 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;
-
- dswitchint = ps->range(1, 14);
- flooded = ps->range(1, 2) == 2;
-
- 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);
-}
-
-
-void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
{
- node_min = nmin;
- node_max = nmax;
- max_stone_y = max_stone_height;
- main_direction = v3f(0, 0, 0);
-
- // Allowed route area size in nodes
- ar = node_max - node_min + v3s16(1, 1, 1);
- // Area starting point in nodes
- of = node_min;
-
- // Allow a bit more
- //(this should be more than the maximum radius of the tunnel)
- s16 insure = 10;
- s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
- ar += v3s16(1,0,1) * more * 2;
- of -= v3s16(1,0,1) * more;
-
- route_y_min = 0;
- // Allow half a diameter + 7 over stone surface
- route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
-
- // Limit maximum to area
- 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;
- }
- 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);
-
- // Randomize starting position
- orp = v3f(
- (float)(ps->next() % ar.X) + 0.5,
- (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
- (float)(ps->next() % ar.Z) + 0.5
- );
-
- // Add generation notify begin event
- v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
- mg->gennotify.addEvent(notifytype, abs_pos);
-
- // Generate some tunnel starting from orp
- for (u16 j = 0; j < tunnel_routepoints; j++)
- makeTunnel(j % dswitchint == 0);
-
- // Add generation notify end event
- abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
- notifytype = GENNOTIFY_LARGECAVE_END;
- mg->gennotify.addEvent(notifytype, abs_pos);
-}
-
-
-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
- );
-
- v3f vec;
- // Jump downward sometimes
- 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 caves that are above ground.
- // It is only necessary to check the startpoint and endpoint.
- 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
- }
-
- p = orpi + of + rs / 2;
- if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ if (heightmap != NULL &&
+ 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;
- }
-
- vec += main_direction;
-
- v3f rp = orp + vec;
- if (rp.X < 0)
- rp.X = 0;
- else if (rp.X >= ar.X)
- rp.X = ar.X - 1;
-
- if (rp.Y < route_y_min)
- rp.Y = route_y_min;
- else if (rp.Y >= route_y_max)
- rp.Y = route_y_max - 1;
-
- if (rp.Z < 0)
- rp.Z = 0;
- else if (rp.Z >= ar.Z)
- rp.Z = ar.Z - 1;
-
- vec = rp - orp;
-
- float veclen = vec.getLength();
- if (veclen < 0.05)
- veclen = 1.0;
-
- // Every second section is rough
- bool randomize_xz = (ps->range(1, 2) == 1);
-
- // Carve routes
- for (float f = 0; f < 1.0; f += 1.0 / veclen)
- carveRoute(vec, f, randomize_xz);
-
- orp = rp;
-}
-
-
-void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
-{
- MapNode airnode(CONTENT_AIR);
- MapNode waternode(c_water_source);
- MapNode lavanode(c_lava_source);
-
- 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 && node_max.Y < MGV7_LAVA_DEPTH) ?
- lavanode : waternode;
-
- v3f fp = orp + vec * f;
- fp.X += 0.1 * ps->range(-10, 10);
- fp.Z += 0.1 * ps->range(-10, 10);
- v3s16 cp(fp.X, fp.Y, fp.Z);
-
- s16 d0 = -rs/2;
- s16 d1 = d0 + rs;
- if (randomize_xz) {
- d0 += ps->range(-1, 1);
- d1 += ps->range(-1, 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);
-
- for (s16 y0 = -si2; y0 <= si2; y0++) {
- if (large_cave_is_flat) {
- // Make large caves not so tall
- if (rs > 7 && abs(y0) >= rs / 3)
- continue;
- }
-
- v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
- p += of;
-
- if (vm->m_area.contains(p) == false)
- continue;
-
- u32 i = vm->m_area.index(p);
- content_t c = vm->m_data[i].getContent();
- if (!ndef->get(c).is_ground_content)
- 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;
- }
- }
+ u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
+ return heightmap[index];
+ } else {
+ return water_level;
}
}