/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 "map.h" #include "mapgen.h" #include "cavegen.h" CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave, content_t c_water, content_t c_lava) { this->vm = mg->vm; this->water_level = mg->water_level; this->large_cave = is_large_cave; this->ps = ps; this->ps2 = ps2; this->c_water_source = c_water; this->c_lava_source = c_lava; min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2, 6); dswitchint = ps->range(1, 14); flooded = true; 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); } 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 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; s16 insure = 10; s16 more = max_spread_amount - max_tunnel_diameter / 2 - insure; 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); if (large_cave) { 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 ); // Generate some tunnel starting from orp for (u16 j = 0; j < tunnel_routepoints; j++) makeTunnel(j % dswitchint == 0); } 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; } // Randomize size s16 min_d = min_tunnel_diameter; s16 max_d = max_tunnel_diameter; rs = ps->range(min_d, max_d); 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 ); // 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 ); } /*if(large_cave){ v3f p = orp + vec; s16 h = find_ground_level_clever(vmanip, v2s16(p.X, p.Z), ndef); route_y_min = h - rs/3; route_y_max = h + rs; }*/ 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 == 0.0) veclen = 1.0; // 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) carveRoute(vec, f, randomize_xz); orp = rp; } void CaveV6::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 += 0.1 * 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++) { // Make better floors in small caves //if(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) == false) continue; u32 i = vm->m_area.index(p); 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 content_t c = vm->m_data[i].getContent(); if (c == CONTENT_IGNORE || c == CONTENT_AIR || c == c_water_source || c == c_lava_source) continue; vm->m_data[i] = airnode; vm->m_flags[i] |= VMANIP_FLAG_CAVE; } } } } }