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author | Vitaliy <silverunicorn2011@yandex.ru> | 2017-11-09 01:56:20 +0300 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-11-08 23:56:20 +0100 |
commit | 20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch) | |
tree | 67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/cavegen.cpp | |
parent | fc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff) | |
download | minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.gz minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.bz2 minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.zip |
Move files to subdirectories (#6599)
* Move files around
Diffstat (limited to 'src/mapgen/cavegen.cpp')
-rw-r--r-- | src/mapgen/cavegen.cpp | 882 |
1 files changed, 882 insertions, 0 deletions
diff --git a/src/mapgen/cavegen.cpp b/src/mapgen/cavegen.cpp new file mode 100644 index 000000000..e66634517 --- /dev/null +++ b/src/mapgen/cavegen.cpp @@ -0,0 +1,882 @@ +/* +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> + +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 "mapgen_v5.h" +#include "mapgen_v6.h" +#include "mapgen_v7.h" +#include "mg_biome.h" +#include "cavegen.h" + +static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0); + + +//// +//// 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; + + 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, 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); + + 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, + 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; + 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( + INodeDefManager *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, + vm->m_area.add_y(em, vi, -1), + cavern_amp_index++) { + content_t c = vm->m_data[vi].getContent(); + float n_absamp_cavern = 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( + INodeDefManager *ndef, + GenerateNotifier *gennotify, + s32 seed, + int water_level, + content_t water_source, + content_t lava_source, + int lava_depth) +{ + assert(ndef); + + this->ndef = ndef; + this->gennotify = gennotify; + this->seed = seed; + this->water_level = water_level; + this->np_caveliquids = &nparams_caveliquids; + this->lava_depth = 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 + 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 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); + + 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; + + float nval = NoisePerlin3D(np_caveliquids, startp.X, + startp.Y, startp.Z, seed); + MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ? + lavanode : waternode; + + v3f fp = orp + vec * f; + fp.X += 0.1f * 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); + } + + 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 { + if (c == CONTENT_IGNORE) + continue; + + 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(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; +} + + +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_IGNORE || 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; + +} |