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* Fix Android build on 32 bitest312015-03-23
| | | | | | | Remove the --system=linux-x86_64 which isn't neccessary on 64 bit, as, when given no --system parameter, the standalone-toolchain.sh script figures out the platform on itself. Naturally, the hardcoded setting broke android building on 32 bit systems.
* Remove Android makefile ugly make -j hackLoic Blot2015-03-17
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* Bump android version codeLoic Blot2015-03-16
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* Rename packethandler/{client,server}.cpp to {client,server}packethandler.cppLoic Blot2015-03-16
| | | | | * Requested by @Zeno- * Approved by @nerzhul
* Android Makefile update backported from stable-0.4 with minor changesLoic Blot2015-03-15
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* Android: Backport changes from stable-0.4Loic Blot2015-03-14
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* Android: fix package name in JAVA sourcesLoic Blot2015-03-14
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* Fix package name in AndroidManifest.xmlLoic Blot2015-03-14
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* AndroidManifest.xml version bumpLoic Blot2015-03-14
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* Update Android MakefileMaksim Gamarnik2015-03-08
| | | | | | ARMv7 default build Update curl Update OpenSSL
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Fix android buildLoic Blot2015-02-21
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* Bump version to 0.4.12Perttu Ahola2015-02-18
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* Update missing files for Android.mkLoic Blot2015-02-18
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* Android build fixLoic Blot2015-02-18
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* main.cpp rework * Move ClientLauncher class to a dedicated file * ↵Loic Blot2015-02-12
| | | | ClientLauncher now owns print_video_modes and speed_tests functions (they are only called by him) * Move GameParams to shared/gameparams.h because it's shared between server and client and launcher need to know it * Move InputHandlers class to client/inputhandler.h * Cleanup includes
* Fix Android build since a704c04f00bfea4b77550169fa08105c2ee0dfd0Oxh. ok @zeno-Loic Blot2015-02-11
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* Android, build: Update curl to 7.40.00sapier2015-01-15
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* Fix Android crash on keyboard connection change.Kodexky2015-01-13
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* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
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* Fix armv7 using arm arch while arm uses armv7sapier2015-01-08
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* Switch android build to external sqlite3sapier2015-01-07
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* Fixes for androidsapier2015-01-06
| | | | | | | | | Copy only minetest_game to apk by default Don't copy .git and .svn folders to apk Fix bouncing asset copy scrollbar due to long filepaths Reenable font scaling to fix broken menu on high dpi screens Implement minetest loglevel to android loglevel mapping Disable touch digging while moving around
* Fix broken android version due to new openssl not linking correct to curlsapier2015-01-05
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* Switch to official openssl version and update to 1.0.1jsapier2015-01-04
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* Speedup initial android startup on some devices by factor 10 or moresapier2015-01-02
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* Bump version to 0.4.11kwolekr2014-12-24
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* Add fontengine.cpp to Android.mkKahrl2014-12-01
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* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
| | | | | | | | | | | Fix typo in Android Makefile ndk path. Fix touchscreen parts of game.cpp to work after Zeno's refactor. Fix isdigit and isspace overload conflict with Android Irrlicht in string.h Enable sensor landscape rotation in Android Manifiest. Add mapgen v5 to Android build. Fix Makefile not checking leveldb. Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Split up mapgen.cppkwolekr2014-11-01
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Makefile support for build without leveldbsapier2014-08-16
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* Fix error handling on inconsistent client ready messagesapier2014-07-16
| | | | Fix android makefile to provide a correct dummy githash if detection fails
* Fix android build after removal of indev and math mapgensapier2014-07-16
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* Update version numbers for 0.4.10sapier2014-07-06
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* Switch android to leveldb as sqlite3 is broken and fails to save any ↵sapier2014-07-06
| | | | mapblock there
* Add support for Android 2.3+sapier2014-06-29
There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
d='n648' href='#n648'>648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915
/*
Minetest
Copyright (C) 2010-2020 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2015-2020 paramat
Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "util/numeric.h"
#include <cmath>
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mg_biome.h"
#include "cavegen.h"

// TODO Remove this. Cave liquids are now defined and located using biome definitions
static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);


////
//// CavesNoiseIntersection
////

CavesNoiseIntersection::CavesNoiseIntersection(
	const NodeDefManager *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;

	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()
{
	delete noise_cave1;
	delete noise_cave2;
}


void CavesNoiseIntersection::generateCaves(MMVManip *vm,
	v3s16 nmin, v3s16 nmax, biome_t *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);

	const v3s16 &em = vm->m_area.getExtent();
	u32 index2d = 0;  // Biomemap index

	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_under_tunnel = false;  // Is tunnel or is under tunnel
		bool is_top_filler_above = false;  // Is top or filler above node
		// Indexes at column top
		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);  // 3D noise index
		// Biome of column
		Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
		u16 depth_top = biome->depth_top;
		u16 base_filler = depth_top + biome->depth_filler;
		u16 depth_riverbed = biome->depth_riverbed;
		u16 nplaced = 0;
		// 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,
				VoxelArea::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;
				is_top_filler_above = false;
				continue;
			}

			if (c == biome->c_river_water) {
				column_is_open = true;
				is_under_river = true;
				is_top_filler_above = false;
				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_under_tunnel = true;
				// If tunnel roof is top or filler, replace with stone
				if (is_top_filler_above)
					vm->m_data[vi + em.X] = MapNode(biome->c_stone);
				is_top_filler_above = false;
			} else if (column_is_open && is_under_tunnel &&
					(c == biome->c_stone || c == biome->c_filler)) {
				// Tunnel entrance floor, place biome surface nodes
				if (is_under_river) {
					if (nplaced < depth_riverbed) {
						vm->m_data[vi] = MapNode(biome->c_riverbed);
						is_top_filler_above = true;
						nplaced++;
					} else {
						// Disable top/filler placement
						column_is_open = false;
						is_under_river = false;
						is_under_tunnel = false;
					}
				} else if (nplaced < depth_top) {
					vm->m_data[vi] = MapNode(biome->c_top);
					is_top_filler_above = true;
					nplaced++;
				} else if (nplaced < base_filler) {
					vm->m_data[vi] = MapNode(biome->c_filler);
					is_top_filler_above = true;
					nplaced++;
				} else {
					// Disable top/filler placement
					column_is_open = false;
					is_under_tunnel = false;
				}
			} else {
				// Not tunnel or tunnel entrance floor
				// Check node for possible replacing with stone for tunnel roof
				if (c == biome->c_top || c == biome->c_filler)
					is_top_filler_above = true;

				column_is_open = false;
			}
		}
	}
}


////
//// CavernsNoise
////

CavernsNoise::CavernsNoise(
	const NodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
	s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
{
	assert(nodedef);

	m_ndef  = nodedef;

	m_csize            = chunksize;
	m_cavern_limit     = cavern_limit;
	m_cavern_taper     = cavern_taper;
	m_cavern_threshold = cavern_threshold;

	m_ystride = m_csize.X;
	m_zstride_1d = m_csize.X * (m_csize.Y + 1);

	// Noise is 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_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);

	c_water_source = m_ndef->getId("mapgen_water_source");
	if (c_water_source == CONTENT_IGNORE)
		c_water_source = CONTENT_AIR;

	c_lava_source = m_ndef->getId("mapgen_lava_source");
	if (c_lava_source == CONTENT_IGNORE)
		c_lava_source = CONTENT_AIR;
}


CavernsNoise::~CavernsNoise()
{
	delete noise_cavern;
}


bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
{
	assert(vm);

	// Calculate noise
	noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);

	// Cache cavern_amp values
	float *cavern_amp = new float[m_csize.Y + 1];
	u8 cavern_amp_index = 0;  // Index zero at column top
	for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
		cavern_amp[cavern_amp_index] =
			MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
	}

	//// Place nodes
	bool near_cavern = false;
	const 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++) {
		// Reset cave_amp index to column top
		cavern_amp_index = 0;
		// Initial voxelmanip index at column top
		u32 vi = vm->m_area.index(x, nmax.Y, z);
		// Initial 3D noise index at column top
		u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
			(x - nmin.X);
		// Don't excavate the overgenerated stone at node_max.Y + 1,
		// this creates a 'roof' over the cavern, preventing light in
		// caverns at mapchunk borders when generating mapchunks upwards.
		// This 'roof' is excavated when the mapchunk above is generated.
		for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
				index3d -= m_ystride,
				VoxelArea::add_y(em, vi, -1),
				cavern_amp_index++) {
			content_t c = vm->m_data[vi].getContent();
			float n_absamp_cavern = std::fabs(noise_cavern->result[index3d]) *
				cavern_amp[cavern_amp_index];
			// Disable CavesRandomWalk at a safe distance from caverns
			// to avoid excessively spreading liquids in caverns.
			if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
				near_cavern = true;
				if (n_absamp_cavern > m_cavern_threshold &&
						m_ndef->get(c).is_ground_content)
					vm->m_data[vi] = MapNode(CONTENT_AIR);
			}
		}
	}

	delete[] cavern_amp;

	return near_cavern;
}


////
//// CavesRandomWalk
////

CavesRandomWalk::CavesRandomWalk(
	const NodeDefManager *ndef,
	GenerateNotifier *gennotify,
	s32 seed,
	int water_level,
	content_t water_source,
	content_t lava_source,
	float large_cave_flooded,
	BiomeGen *biomegen)
{
	assert(ndef);

	this->ndef               = ndef;
	this->gennotify          = gennotify;
	this->seed               = seed;
	this->water_level        = water_level;
	this->np_caveliquids     = &nparams_caveliquids;
	this->large_cave_flooded = large_cave_flooded;
	this->bmgn               = biomegen;

	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;

	flooded = ps->range(1, 1000) <= large_cave_flooded * 1000.0f;

	// If flooded:
	// Get biome at mapchunk midpoint. If cave liquid defined for biome, use it.
	// If defined liquid is "air", disable 'flooded' to avoid placing "air".
	use_biome_liquid = false;
	if (flooded && bmgn) {
		v3s16 midp = node_min + (node_max - node_min) / v3s16(2, 2, 2);
		Biome *biome = (Biome *)bmgn->getBiomeAtPoint(midp);
		if (biome->c_cave_liquid[0] != CONTENT_IGNORE) {
			use_biome_liquid = true;
			c_biome_liquid =
				biome->c_cave_liquid[ps->range(0, biome->c_cave_liquid.size() - 1)];
			if (c_biome_liquid == CONTENT_AIR)
				flooded = false;
		}
	}

	// Set initial parameters from randomness
	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));
		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
	ar = node_max - node_min + v3s16(1, 1, 1);
	// Area starting point in nodes
	of = node_min;

	// Allow caves to extend up to 16 nodes beyond the mapchunk edge, to allow
	// connecting with caves of neighbor mapchunks.
	// 'insure' is needed to avoid many 'out of voxelmanip' cave nodes.
	const s16 insure = 2;
	s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
	ar += v3s16(1, 1, 1) * more * 2;
	of -= v3s16(1, 1, 1) * more;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	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 minpos = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			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(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);

	// Randomize starting position
	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
	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
	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 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;
	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;
	// Jump downward sometimes
	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 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;

	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 < 0.05f)
		veclen = 1.0f;

	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Carve routes
	for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
		carveRoute(vec, f, randomize_xz);

	orp = rp;
}


void CavesRandomWalk::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;

	v3f fp = orp + vec * f;
	fp.X += 0.1f * ps->range(-10, 10);
	fp.Z += 0.1f * ps->range(-10, 10);
	v3s16 cp(fp.X, fp.Y, fp.Z);

	// Choose cave liquid
	MapNode liquidnode = CONTENT_IGNORE;

	if (flooded) {
		if (use_biome_liquid) {
			liquidnode = c_biome_liquid;
		} else {
			// If cave liquid not defined by biome, fallback to old hardcoded behaviour.
			// TODO 'np_caveliquids' is deprecated and should eventually be removed.
			// Cave liquids are now defined and located using biome definitions.
			float nval = NoisePerlin3D(np_caveliquids, startp.X,
				startp.Y, startp.Z, seed);
			liquidnode = (nval < 0.40f && node_max.Y < water_level - 256) ?
				lavanode : waternode;
		}
	}

	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++) {
			s16 maxabsxz = MYMAX(abs(x0), abs(z0));

			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)
						continue;
				}

				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
				p += of;

				if (!vm->m_area.contains(p))
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				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)
						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 {
					vm->m_data[i] = airnode;
					vm->m_flags[i] |= VMANIP_FLAG_CAVE;
				}
			}
		}
	}
}


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(const NodeDefManager *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;
}


void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
	PseudoRandom *ps, PseudoRandom *ps2,
	bool is_large_cave, int max_stone_height, s16 *heightmap)
{
	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);
	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));
		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));
	}
	large_cave_is_flat = (ps->range(0, 1) == 0);

	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)
	const s16 max_spread_amount = MAP_BLOCKSIZE;
	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;

	route_y_min = 0;
	// Allow half a diameter + 7 over stone surface
	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 minpos = 0;
		if (node_min.Y < water_level && node_max.Y > water_level) {
			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(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);

	// Randomize starting position
	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
	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
	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 CavesV6::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;
	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;
	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.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.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
	v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;

	// 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;

	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();
	// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
	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; f < 1.0f; f += 1.0f / veclen)
		carveRoute(vec, f, randomize_xz, tunnel_above_ground);

	orp = rp;
}


void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
	bool tunnel_above_ground)
{
	MapNode airnode(CONTENT_AIR);
	MapNode waternode(c_water_source);
	MapNode lavanode(c_lava_source);

	v3s16 startp(orp.X, orp.Y, orp.Z);
	startp += of;

	v3f fp = orp + vec * f;
	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 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++) {
			if (tunnel_above_ground)
				continue;

			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))
					continue;

				u32 i = vm->m_area.index(p);
				content_t c = vm->m_data[i].getContent();
				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 (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;
					}
				} else {
					if (c == CONTENT_AIR)
						continue;

					vm->m_data[i] = airnode;
					vm->m_flags[i] |= VMANIP_FLAG_CAVE;
				}
			}
		}
	}
}


inline s16 CavesV6::getSurfaceFromHeightmap(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);
		return heightmap[index];
	}

	return water_level;

}